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Room E is solved as a chain rather than a single code: inspect the sink, uncover the mirror clue, free a tool from the table and wall, use the window-bar sequence to trigger the bird, feed the mouse, and use the returned key on the door. The route below starts with spoiler-light nudges and then gives every click and number in order.
Before you start: how Room E works
Erzuroom Escape 1 presents Room E as a sparse prison-cell escape scene. The available description comes from a forum post that attributes the game to Cengiz Turk; that attribution is not an official developer statement. The room is explored by changing screens and clicking objects or hotspots. Progress depends on collecting an item, using it on a previously inaccessible object, and then reading the new clue.
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The original material does not establish whether the game is still hosted or whether it works in current browsers. If the page loads but a hotspot does not respond, first make sure you are on the correct room view and click the object itself rather than the surrounding background. The instructions below describe the interactions documented for the original game, not a promise of modern compatibility.
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Spoiler-light hints
Use these in order and stop as soon as you know what to try. They reveal the location of each discovery without giving every click immediately.
#1 Best Overall
- Escape Room game for the home
- 1 to 4 players; 1 to 2 hour playing time
- Includes materials for single use
- This game can be played only once, because you markup, fold, and tear the game materials
- Begin at the sink. The important hotspot is not the bowl or faucet face; inspect the sink’s right side.
- Search the left cabinet. One drawer can be opened only after you find a thin tool, and the cabinet also contains a towel.
- Make the mirror readable. Water, then the towel, are required before the mirror reveals anything useful.
- Look below the bed and around the table. One clue gives a three-number sequence; another tells you how many times to click a table leg.
- Use the wall and window together. The wall identifies bar positions, while the mirror clue supplies the click counts.
- The door key is indirect. The bird’s food belongs to the mouse in the hole near the toilet, not to the door itself.
Complete Room E walkthrough
1. Search the sink and collect the wire
Open the sink view first. Click the right side of the sink, where the hidden hotspot is easy to overlook, and take the wire. This is the first progression item; without it, the upper drawer in the cabinet remains inaccessible. While you are on this screen, look behind the books and collect the paper as well. The paper is part of the room’s discoverable objects even though the documented solution does not assign it a separate lock or combination.
2. Open the cabinet drawer and take the faucet knob
Use the wire on the top drawer of the cabinet on the left. The drawer opens and contains the faucet knob. Take the knob. Also take the towel from the same cabinet before leaving the view. You now have the two things needed to make the sink and mirror useful: the knob to operate the faucet and the towel to clean the glass.
3. Turn on the faucet and clean the mirror
Place the faucet knob on the sink. Activate the faucet, then use the towel on the running water so the towel becomes wet. Apply the wet towel to the mirror. Once the mirror has been wiped, collect the mirror as an inventory item. The order matters: a dry towel does not perform the cleaning action, and the faucet cannot be used until its knob has been recovered from the drawer.
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Go to the bed screen and use the mirror beneath the bed. The mirror lets you see the number sequence 3-2-4. Record it exactly in that order. It is not a keypad password: it is a set of repeat counts used later on the window bars. The walkthrough also identifies a separate number, 20, beneath the table; keep the two clues distinct so you do not apply the wrong number to the wrong object.
Rank #2
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5. Work the table leg 20 times
Return to the table. Click the back-right table leg exactly 20 times. After the required clicks, the leg can be taken as the table foot. If the pickup does not appear, continue from the same leg rather than clicking another corner of the table; the clue is tied to that specific back-right foot.
6. Pry open the wall crack and take the metal bar
With the table foot selected, use it on the crack in the wall to the left of the door. The crack opens and yields a metal bar. This bar is the tool for the window puzzle. The table foot itself is not the final tool, so do not try to use it directly on the window.
7. Read the wall sequence at the bed
At the bed screen, inspect the wall for the sequence 4-5-2. This clue identifies which window bars to operate and in what order. Combine it with the earlier mirror sequence: 4 is the first bar position, 5 the second, and 2 the third. The counts remain 3, 2, and 4 respectively.
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Go to the window with the metal bar. Use the bar on the fourth bar three times, then on the fifth bar twice, then on the second bar four times. Do not reorder the positions or the repetitions. Completing all three groups causes a bird to arrive and bring food. Take the food; it is the item that advances the final sequence.
Rank #3
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9. Feed the mouse beside the toilet
Move to the toilet screen and inspect its lower-right corner. A mouse hole is hidden there. Put the food at the hole. The mouse returns carrying the door key. The key is a reward for completing the food exchange, so clicking the door before helping the mouse cannot finish the escape.
10. Unlock the door
Select the key and use it on the door. The lock opens and Room E is complete.
How the clues fit together
Room E uses two number strings with different jobs. The mirror’s 3-2-4 is a repetition pattern, while the bed-wall’s 4-5-2 is an order of window-bar positions. Reading them as one six-digit code is the common mistake. Instead, pair each position from 4-5-2 with the corresponding count from 3-2-4:
- Fourth window bar: three applications of the metal bar.
- Fifth window bar: two applications.
- Second window bar: four applications.
The table’s 20 is independent of both strings. It applies only to the back-right table leg and produces the table foot. Keeping a short inventory note with three lines—mirror 3-2-4, table 20, wall 4-5-2—prevents the clues from being mixed together when you move between screens.
Rank #4
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Where players commonly get stuck
The sink appears to have no useful hotspot
The right side of the sink is the documented wire location. A forum participant specifically described the lavabo interaction as difficult to find, writing, “J’avoue que le coup du lavabo est difficile à trouver, mais le reste est correct…” That is a player’s observation, not a creator statement. Sweep the pointer over the sink’s right edge and click there rather than repeatedly clicking the faucet face.
The cabinet drawer will not open
The top drawer of the left cabinet requires the wire. If it does nothing, verify that the wire was collected from the sink and that you are targeting the upper drawer, not the lower cabinet area. The faucet knob is inside this drawer, so there is no alternate route to the faucet.
The mirror does not reveal the sequence
Three prerequisites are easy to skip: install the knob, turn on the faucet, and wet the towel. Only the wet towel can clean the mirror. After wiping, take the mirror and use it under the bed; simply clicking the mirror in its original position does not expose the 3-2-4 clue.
The table foot never becomes collectible
The click count is exact and the hotspot is specific. Use the back-right leg and complete 20 clicks before trying to pick it up. Clicking a different leg, clicking the tabletop, or stopping short leaves the foot unavailable.
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The wall crack does not open
The crack is to the left of the door. Select the table foot, not the metal bar, for this interaction. The metal bar is what the crack gives you; it cannot be obtained before the foot is used there.
The window sequence seems wrong
Use the wall’s 4-5-2 as positions, not as click totals. Then apply the mirror’s 3-2-4 as totals: fourth bar three times, fifth bar twice, second bar four times. A different order or a different number of repetitions will not trigger the bird.
The mouse does not return with a key
The food must come from the bird first. On the toilet view, the hole is in the lower-right corner, not in the bowl or the door area. Place the food at that hole and wait for the mouse interaction to complete before trying the key on the door.
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Fast completion checklist
- Wire from the sink’s right side.
- Paper behind the books.
- Faucet knob from the cabinet’s top drawer; towel from the same cabinet.
- Knob installed, faucet on, towel wet, mirror wiped and collected.
- Mirror used under the bed; note 3-2-4.
- Back-right table leg clicked 20 times; table foot collected.
- Table foot used on the crack left of the door; metal bar collected.
- Wall note read as 4-5-2.
- Window: fourth bar ×3, fifth bar ×2, second bar ×4.
- Bird’s food delivered to the mouse hole at the toilet’s lower-right corner.
- Key used on the door.
Following that order avoids every documented dead end while preserving the game’s intended discovery chain.
Quick Recap
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