Getting Through That One Narrow Corridor Puzzle
Chapter 2 Level 13 in Rooms And Exits is where the game starts getting genuinely annoying. You walk into a room that looks like a narrow hallway with several doors, and none of them open the way you'd expect. I spent about twenty minutes on this one last week before I figured out what was actually going on. The core mechanic here is that you're looking at four doors arranged in a line, and each door is labeled with a different number. The catch is that the numbers don't match up to anything obvious. You click around, try every combination, and nothing happens. The solution involves looking at the floor. There are tiles on the ground with small symbols carved into them. Most people miss this because the symbols are subtle and blend in with the texture. I clicked on each floor tile individually until one responded. The trick is clicking on the tiles themselves, not just walking toward the doors. Once you interact with the correct sequence of floor tiles, the doors unlock in order.
The sequence is two-three-one-four. Click the second tile, then the third, then the first, then the fourth. That opens all four doors in the correct progression and moves you to the next level. If you try the doors first without checking the floor, you'll waste a lot of time. I made that mistake twice before I finally paid attention to the environment instead of just clicking doors blindly. Also worth noting: the game doesn't give you any hint about this. There's no glowing or highlighting. You just have to click around the room and notice that the floor reacts when you click certain spots. The sound cue is barely audible, but if you listen closely, the floor tiles make a slightly different click than the doors do.
Some players report that the level soft-locks if they click too many wrong combinations, but I haven't experienced that myself. If you do get stuck, try refreshing the page and re-entering the level from the start. The state resets cleanly. That's really all there is to it. The level tests whether you'll look at the whole room instead of fixating on the obvious exits. It's a simple observation check dressed up to look harder than it actually is.
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