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Room Escape Strange Case Walkthrough

Hunting the alchemist.

I love testing my wits against a great escape room and Room Escape: Strange Case is one of the more fun ones I’ve tried recently. The art style is cool and the puzzles are both original and interesting. Read on for my full walkthrough.

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Room Escape: Strange Case is a mobile and browser point-and-click puzzle where you’re attempting to solve a mystery. Find and combine objects, trigger and solve puzzles, and complete the case. It has many classic virtual escape room tropes but with some fun supernatural twists.  

Room Escape Strange Case - Full Walkthrough

There are four areas in each chapter, some of which also have a room or two coming off of them. Click the arrows on the left and right of the screen to move between them. I’ve given each room a descriptive name below so you can easily identify them. 

Room Escape Strange Case, Chapter 1 - Machine

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Go to the armchair scene. Pick up the Whisky and Glass (a1 above), then select the photo on the same table and complete the sliding puzzle. Once complete, the mouth opens on the picture. Click it for a close-up to see the numbers (2 and 3) and two symbols next to them. 

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Go to the door, look at the calendar close-up (b1 above), and again note the symbol and number (1-9) combinations. Go to the room with the bookshelf, click the safe (c1 below), and enter the number code as it matches the symbols scratched on it (2-1-3-9). When the safe opens, take the Key and the Alcohol Burner.

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Go to the room with the pistol poster and pick up the Flask (d1 below), then click the poster (d2) for a close-up and note the letters on the bullets (B-T-S-F-P-N). Also, use the key on the drawer of the table (d3) and take the Pills.

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Go to the bookshelf, click the black and blue books for a close-up (c2), and put the books in the above order. Once done, collect the Matches

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Select the machine on the table (d4) and add the flask to the nozzle on the left and the glass under the one on the right. Put the alcohol burner below the flask, add some whiskey, then use the matches to light the burner. Add the pills to the flask, then add whiskey to the flask. Now create a constant flow by clicking the pipes (see image above). Turn the right nozzle above the glass, and switch the machine on. Take the Glass with Strange Liquid

Entering Ghost Mode

Go to the bookcase image, click the mirror (c3) to see yourself reflected, and use the glass with strange liquid on your reflection to get the Ghost Vision ability. With Ghost Ability enabled, take the Rune tucked in the side of the mirror in the same close-up. Click back on the open safe to get a second Rune from inside.

Go to the pistol poster (d2), get a close-up in Ghost Mode, and you’ll see a skeletal hand in the top left of the image. Click the top left corner of the poster to peel it back and take the Key. In the door room, note the skull order to the right of the door (human, bird, human, animal, bird, animal).

Use the key to open the cupboard doors below the bookshelves (c4) and take the Skull, Screwdriver, and Knife. Put the skull on the empty rod on the top shelf of the bookshelf (c5), then click the skulls in the order you noted from the door (above). Take the Eye from the human skull.

The final runes

In the armchair room, look at the chair (a2) in Ghost Mode to see a tear in its side. Use the knife on it to get a third Rune. Now go to the machine in the pistol poster room (d4) and use the screwdriver on the device sticking out of its top. Grab the fourth Rune from it. 

Go to the door, click it for a close-up (b2), then add the eye and four runes. Note which rune the eye is looking at and click it. Keep doing it until the eye disappears, revealing six musical notes. Go back to the skulls on the bookshelves (c5) and play this tune (you’ll note that when you click a skull, it has a note matching those on the door). The order is human, bird, human, bird, animal, human, animal. Take the Finger from the animal skull.

Click the window by the armchair (a3, in Ghost Mode) and add the finger to the zombie's hand. Take the Key. Use the key on the door (b2), then click it again to open it and advance. 

Room Escape Strange Case, Chapter 2 - After Death

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In this chapter, Ghost Mode makes the hospital instead appear as a dungeon. Note the wording used below to see which mode you need to be in at any given time.

Related: How to beat Trace Escape Room – Full Walkthrough

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Click the lab coat hanging in the locker room (e1) and take the Key that falls. In Ghost mode, take the Wood from the same room (f1) and then take the Stone from the double doors room. Click the wood burner (f2) here for a close-up, add the wood, then use the Matches on top of the burner to light it (then close the burner door).  

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Still in the dungeon, enter the door next to the one blocked by rocks into a lab, then switch back to normal mode. Use the key to open the desk drawer (g1) and take the Screwdriver. Also, take the Ice Cube from the fridge (g2).

The red glass

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Back in Ghost Mode return to the burner (f2) and use the ice cube on it to melt it and get some Red Glass. Return to normal and go to the room with two doors where one has a keypad (h1). Get a close-up, use the red glass to see what keys shine, and then enter the passcode (1-6-9-7). Go into the room. Take the Jar With Nasty from the examination table (i1). Also, click the broken lamp (i2) for a close-up and take the fuse from the exposed wires.

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Now click the x-ray (i3) and follow the instructions along the sides. The number of squares you need to click needs to be correct on both sides. It's easiest to do the bigger ones first (like 3-1-1). When you get it right, it will clear (you can't fail). Do three of them, and a safe will be revealed. The combination is 1-7-1-0 (it's on the back of the photo on the papers (g3) on the desk in the room with the fridge). Take the Gold Bar. Also, go into Ghost Mode here and grab a Hammer from the stocks (j1). 

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Go to the Ghost Mode room with the electricity box on the wall and use the screwdriver to open the box (k1). Add the fuse, then click the three wires until all three line up and the door opens.

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Head inside, take a look at the book on the pedestal (m1), note the letter order on the pedestal (m1), and light the candles with the matches. In terms of height, they are B5-S3-P4-N2-F1. While here, you can also add the stone to the pentagram on the floor (m2).

Finding the blood sample

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Switch to normal mode and you’ll be in a medical room with a chair. Click the trolley (n1) and take a Key and a Scalpel. Go to the locker room and use the key to open the locked locker (e2), taking the Wrench. Head back to the room with the chair, click the head brace (n2), and use the wrench on it to get the Screw.

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Return to the room with the fridge (g2), open it, and click the canister. Follow the letter number sequence above (5 is to the top-left of the canister, 1 bottom-right), and take the Blood Sample. While here, also click the poster above the desk (g4) and note the positions of the gems (from the middle top going clockwise, square, diamond, drop, circle, triangle). Return to the altar room and set the stones in the correct positions (m2), which will light them up. Add the blood, and it will all glow red.

In Ghost Mode, go to the creepy lab with the shelves of samples and add the one you’ve picked up (o1). Click the central machine (o2) for a close-up and add green liquid on the left by clicking the button on the left. The amount of green that goes in will equal the amount of red on the right side.

Collecting the brains

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You need to get the green to exactly the blue line on the green side. Alter the amount of red liquid by clicking the switches on the left and right sides. You want one of left switch, left side/right switch, middle, and one of left-middle, right-right). When you do, a brain will appear from the top of the machine. Use the hammer to smash the glass (o2) and collect the Brain.

While you’re here, put the jars into the correct positions by using the two images you’ve seen on the hospital walls. 

  • Left side: Snake (top), hand (middle left), eye and snake (bottom) 
  • Right side: Bug (top), eye and bug (middle), hand (bottom left)

Once complete, take the Statuette (o3) that appears.

Go to the hospital room with the chair next and click the trolley (n1). Add the brain to the bowl, use the scalpel on it, and take the Bowl with Minced Brain. Back in Ghost mode, click the cell hatch (k2) on the closed door in the room with the electricity box. Put the bowl in, close the hatch, and the zombie will disappear. Click the hatch to open it once more, and take a Tooth

Balancing the scales

In the altar room, add the tooth to the pentagram (m2) and it will be zapped and replaced with a suitcase. Open it and take the Bolt Cutter and Gold Cross. Use the bolt cutters on the chains on the wall (j2) in the Ghost Mode stocks room to get a Chain.

Go to the hospital room with the fridge and get a close-up of the scales (g5). The three need to balance, so place the following objects in the trays:

  • Left: Gold Bar, Statuette
  • Middle: Screw, weight (on the table in this close-up)
  • Right: Chain

The middle of the scales will open and you can take the Gold Disk. Return to the exit doors, go into Ghost Mode, click the archway bars for a close-up, and add the disk and cross to complete Chapter 2. 

Room Escape Strange Case, Chapter 3 - Honey

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Click the ladder, then the hatch, for a latch puzzle. You need the directions of all the arrows on the six slots to switch sides by clicking either side of the blank space to move the arrows. From left to right, click 3-5-6-4-2-1-3-5-7-7-5-2-3-5-4. Click the hatch to go up.

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After a cutscene, complete the three toad pictures on the walls by clicking one piece to switch it with another. Once done, each will be missing a piece. Use Ghost mode in the corridor with the toad's drinking image, click the hole, and take a Picture Piece. This completes the balloon picture, giving you the number 7

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Go to the scene with two doors. Enter the bedroom (left door) and click the pillows (p1) to find a Key, then open the bedside table (p2) and get some Ammo. In Ghost mode, click the bear (r1) and take the Scalpel and the Mechanism you reveal under the scalpel. Also open the broken bedside table (r2), clicking the skull inside until you get a Cockroach.

You now need to get a caterpillar from the rotten plant on the left of the screen (r3). Get a close-up, then click them in the following order: (top being 1, one below it 2, and the one on the branch 3: 1-1-2-1-1-2-1-3-1. Now you can take the remaining Caterpillar. Go to normal mode, use the caterpillar on the healthy plant (p3), and you’ll create a butterfly. 

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Next, go to the study (the right door). Use the key to open the top-left desk draw (s1) and get another picture piece. This allows you to complete the drinking toad image, which reveals the number 4

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The puzzle box

There is also a puzzle box in the top-left study drawer. To complete (numbers above):

  1. Triangle to 3, square to 2
  2. Triange to 2, pentagon to 3
  3. Triangle to 3, square to 1
  4. Triange to 1, pentagon to 2
  5. Triange to 3, square to 2
  6. Triange to 2, hexagon to 3
  7. Triangle to 3, square to 1
  8. Triangle to 1, Octagon to 3
  9. Triange to 2, Square to 3
  10. Triange to 3

The box opens and you can take the Magnifier. Also, use the scalpel on the red cloth to get another Key. Use this new key to open the cupboard below the left drawer (s2) and take the Frame.

Click the left side of the desktop (s3) and add the cockroach to the examination stand. Click the papers to the right side of the desktop (s4) to get the last picture fragment. Use it to finish the cycling toad image, revealing the number 1. Select the Project Dallas poster (s5) on the wall in the study and take the Pin from the cockroach.

The pictures on the bedroom wall

You can use the pin in the study to get the Butterfly in the bedroom (now on the pillows (p1)). Click the pictures above the bed (p4), add the frame to the wall, and then add the butterfly to the frame. If you look in ghost mode you can see the frame order required (square, diamond, oblong, round). Switch them into the correct order and take the Shotgun plus your latest Key. Use the key to open the top right-hand drawer (s6) of the study desk to get the Wirecutters, Lockpick, and Tweezers

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Switch to Ghost Mode and take a stone from the bottom section of the clock (t1). In the top half (t2), note the symbols that match the toad paintings (balloon, drink, cycle, cycle, drink, or 7-4-1-1-4). Take the Clockwork Key from the mechanical rat on the desk (t3), and use the tweezers to get both the Antenna from the rat and the Broken Key from the bottom-right cupboard keyhole (t4). 

Back in normal mode, open the clockface (s7) and click the Roman numerals that match the toad sequence (74114). Take the Crystal from the secret compartment. Now use the lockpicks on the bottom-right desk cupboard (s8), adding the broken key to see how you need to alter the cylinders.

The chess puzzle

Copy the pattern to open the drawer, then click the box inside to start a chess puzzle.  

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Click the top-right white space (1) and it will extend up, allowing you to click the knight and move it there. Move the knight to the top left space (2) from there, then to the middle-right white space (3), and finally to the bottom left black space (4). Click the king (5) and the box will open. Take the Remote Control.

Use the stone to smash the glass on the bottom section of the clock (s9) and take the Wooden Key. Select the top of the desk again and add the magnifying glass to the contraption holding the cockroach (s3). Now use the scalpel for a simple timing puzzle. Once to get it right three times, the scalpel disappears. Now you can add the mechanism, followed by the crystal, antenna, and clockwork key. 

Finally, add the remote control to the close-up. Copy the number of flashes the cockroach is giving by clicking the red button on top of the remote the same amount of times. After a couple of correct clicks, you’ll get the Remote Control Cockroach

Select the diamond device in the center of the glass cabinet (s10) on the right of the room for a close-up and add the wooden key. Slide the other pieces until you can release the key, then click the open cabinet and take the Book of Freedom.

Controlling the cockroach 

Go to Ghost Mode and click the same seemingly empty cabinet (t5) for a close-up. Click the hole for an even closer close-up to reveal a grid of squares. Use the remote control on it to activate the cockroach. You need to complete three puzzles, coloring all the squares green by walking across them without going over your tracks. It’s trickier than it should be because the direction you push is the way it is facing, not how you’re looking at the screen.

  1. Right, left, left, left, right, then keep going left
  2. Left, right (x3), left (x3), right (x2), then follow the path
  3. Left (x4), right, left (x2), right (x4), left (x2), right, left, right (x3), left, then right to the end. 

Combining the books

Take the Book of True Form and return to normal mode. Click the bookstand on the desk (s4), add the Book of True Form to it, and then click it while open to remove a Page. Now add the Book of Freedom, then add the removed page to it. Pick up the Fake Book of Freedom.

Go to the woman in front of the woman and give her the book. She’ll read it and reveal that she is the Alchemist. After the cutscene, select the shotgun and click the alchemist. When the shotgun appears in your hands, select the ammo and add it to the shotgun. You’ll now get a sliding gauge and you’ll have to shoot the Alchemist twice. This then concludes Room Escape: Strange Case.

For more free puzzle game walkthroughs, check out How to Beat Must Escape the Haunted House and Escape the Bathroom Walkthrough here at Pro Game Guides!


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Author
Image of Chris Marling
Chris Marling
Chris Marling is a writer and editor with more than 20 years of experience across newspapers, magazines, and websites. Based in the UK, he has written professionally on everything from tech to tearooms. But his real passion is gaming, going right back to the Atari 2600 - and especially RPGs and MMOs. He cut his teeth on games such as The Realm and Anarchy Online. But 20 years on still gets excited about exploring each new world. When not online, you'll find him gaming analog-style around the table. Chris has had five of his own board games published, including Pioneer Days and Armageddon.