"to the first room than any of the other players. Professor Plum can move to the study, and then take the secret-passage to the Kitchen, the hardest room to reach. Traditionally, Miss Scarlett had the advantage of moving first. This has been eliminated with the implementation of the high roll rule in modern versions. The next opportunity is choice of initial rooms to enter. Again Mrs. Peacock has an advantage in that she is closest to the Conservatory, a corner room with a secret-passage, enabling a player on their turn to move immediately to another room and make a suggestion"
"In this version, game play is guided by a computerized talking ""electronic organizer"", providing clues and other information to players during each game. Also, the modular board design was scrapped in favor of a fixed board, loosely similar to the one for ""Cluedo"". However, the content in each varied from each game. The original ""Mystery Mansion"" featured a modular board consisting 24 cardboard tiles representing different rooms in the mansion: 8 First Floor rooms, 8 Second Floor rooms, and 8 rooms in the cellar. Each room has different doors and objects that come into play during the game. The Foyer"
"gold plated, brass finished and sterling silver versions, which have appeared in a variety of designs. There are nine rooms in the mansion where the murder can take place, laid out in circular fashion on the game board, separated by pathways overlaid by playing spaces. Each of the four corner rooms contains a secret passage that leads to the room on the opposite diagonal corner of the map. The centre room (often referred to as the Cellar, or Stairs) is inaccessible to the players, but contains the solution envelope, and is not otherwise used during game play. Coloured ""start"" spaces"
"ancient castle school of Hogwarts (where much of the action takes place) contains numerous secret and magical passages hidden behind paintings, statuary, and furniture. In role-playing games, secret passages, like traps, can be found in all sorts of buildings, especially in dungeons and castles in high fantasy role-playing games. The mansion in the board game ""Cluedo"" (""Clue"") has two secret passages that players can use to move to an opposite corner of the board. Computer and video games often feature hidden areas, sometimes as an important part of the game and other times as an Easter egg. Such areas can"
"updated by the game's initial release and remain essentially unchanged in the standard Classic Detective Game editions of the game. The game consists of a board which shows the rooms, corridors and secret-passages of an English country house called ""Tudor Mansion"" (named ""Tudor Close"", ""Tudor Hall"", ""Boddy Manor"" or ""Boddy Mansion"" in some editions) in Hampshire, England in 1926. The game box also includes several coloured playing pieces to represent characters, miniature murder weapon props, one or two six-sided dice, three sets of cards (describing the aforementioned rooms, characters or weapons), ""Solution Cards"" envelope to contain one card from each"
"""ludder"") by killing monsters; ludder can be exchanged for new equipment at various shops in the palace. The shops are in fixed locations, but their inventories can change. The palace comprises ten mazes of adjoining rooms; seven bell towers; and one long, horizontally scrolling room. At the top of each tower is a boss. In the long room are the doorways to each bell tower, and the sacred flame where Prince Myer burns the bell he receives after defeating a boss. The first maze has 167 screens, and the tenth has 235. The entrance to each maze is invisible; to"
"walk past its hidden entrance three times while concentrating on what is needed. The room will then appear, outfitted with whatever is required. To the Hogwarts house-elves, it is also known as the Come and Go Room. Dumbledore was first to mention the room, noting that he discovered it at five-thirty in the morning, filled with chamber pots when he was trying to find a toilet. However, Dumbledore did not appear to know the Room's secrets. Dobby later told Harry of the Room in detail and admitted to frequently bringing Winky to the room to cure her bouts of Butterbeer-induced"
"in that room, or who held the weapon. This would result in a clue given, such as ""Miss Scarlet was in the Lounge"" or ""No one had the wrench."" On the highest difficulty, the clues given are less broad, like in the board game, with clues only given that the chosen suspect or weapon was or wasn't in the room. A player can, on their turn, make an interrogation, wherein they can choose a suspect, a weapon, and a room. A longer vignette is shown, playing out the scenario as the player chose. Example: ""The lounge was warm. It was"
"chair remained the same except for the fact that the lights inside the chair were coloured purple to stay with the E4 theme. A hidden spiral staircase was used when Andy McNab hijacked the house to reach interrogation room 2. The spiral staircase was again used when Chris Moyles hijacked the house to reach a secret bar. It was accessed from a secret door inside the bedroom toilet. There was also another room that could be accessed from the storage room. It was used for tasks such as Janet Street-Porter's television task and Mathew Horne and James Corden's love room."
"without rolling the dice. Miss Scarlett has a similar advantage with the Lounge. Making as many suggestions as possible gives a player an advantage to gain information. Therefore, moving into a new room as frequently as possible is one way to meet this goal. Players should make good use of the secret-passages. Following the shortest path between rooms then is a good-choice, even if a player already holds the card representing that room in their hand. As mentioned earlier, blocking passage of another player prevents them from attaining rooms from which to make suggestions. Various single space tracks on the"
"Cluedo (UK game show) Cluedo is a British game show based on the board game of the same name. Each week, a reenactment of the murder at the stately home Arlington Grange of a visiting guest was played and, through a combination of interrogating the suspects (of whom only the murderer could lie) and deduction, celebrity guests had to discover who committed the murder, which of six weapons (not usually the original six from the board game) and in which room it was committed, whilst viewers were invited to play along at home. ""Encyclopedia of Television"" suggests the Australian version"
"of the contest. The room has been found through five different methods, and was intended as a crash prevention measure; the game would send players to this room if it couldn't determine where Link was going when he goes to another area. The message reads: ""My name is Chris Houlihan. This is my top secret room. Keep it between us, okay?"" There was not wide awareness of the room until more than a decade after the release of ""A Link to the Past"" after the increased popularity of the Internet and Super NES emulators. The Game Boy Advance re-release of"
"the room saw the light, they would return to their rooms through secret passageways. What is now an entry door to the room used to be an exit door behind a wall sealed off from the rest of the hallway so that police wouldn't see guests leaving. Clark Gable and Carole Lombard would often stay in room 1201 (now known as the Clark Gable room) which was right next door to the Mystery Room. Their room had a secret passageway to the Mystery Room. The room is now used for meetings and conferences. Clark Gable and friends used to dine"
"The Living Room Couch (which periodically causes players' objects to 'fall through' to underneath the couch), and a pet Cockatoo who repeats overheard phrases (which is often found with its beak gagged). From time to time the Cockatoo is replaced with a more seasonal creature: a Turkey near Thanksgiving, a Raven near Halloween, et cetera. To the north of the Living Room is the Entrance Hall, the Front Yard, and a limited residential area along LambdaStreet. There is an extensive subterranean complex located down the manhole, including a sewage system. Players walking to the far west along LambdaStreet may be"
"mistaken for the Venus de Milo (the Venus de Milo can be seen in the hallway). There are no doors to speak of; movement from room to room is accomplished by crossing through another set of red curtains that lead to a narrow hallway. The floor is a chevron pattern of black and white, and all sides of any room and all walls of any hallway encountered are covered by identical red curtains. In the final episode, a second room in the Lodge is seen, identical to the first. Between the two rooms is a narrow corridor which has the"
"invited back into the house for more I Spy riddles. From there the player must find the ingredients to Skelly’s favourite recipe: Shrinking Soup. (This soup is most likely used by Skelly to shrink himself so he can fit into the locations of the riddles, such as bookcases and fireplaces.) Once the player gains all of the ingredients for Shrinking Soup, they are able to eat it and escape the mansion through a mousehole by the front door. This hole takes the player back to the front entrance of the mansion, where Skelly invites the player into the house for"
"piled up all around the room. There is a bay window opposite the door. The bedroom is in the loft. Holmes' bed is located near the window. Watson's bed is near the door. Near the beds there are shelves for personal items, including Holmes' violin. Because Holmes is so strange, his former roommates had nervous breakdowns and asked the school authorities to move them to another room. That is how Watson eventually became Holmes' roommate. The Committee of Life Guidance is a school committee that gives pupils life guidance. Gordon Lestrade is a member of the committee. He often sees"
"only enter with Bontemps' written permission. For the while, he makes his way through the cue of apartments, browsing for clues along the way. Running adjacently leftwards to the last three rooms is the minstrel's gallery (where Jean-Baptiste Lully) can be seen at work and that can only by accessed via a discreet locked doorway in the Apollo salon, which he manages to open by retrieving the key from a swiss guard at the bottom of the ambassador's staircase. Going left, he spots the unknown courtier inserting a key into a drawer across the Venus salon. In a partitions' booklet"
"rotating shelf which led to a staircase in Wayne Manor's silver closet, the only room in the mansion that is kept locked. The cave can also be reached via a secret tunnel system from Bruce Wayne's office at Wayne Enterprises, through which he rides down in a capsule. The capsule has a communication device Bruce used to communicate with Alfred. The cave features the main computer, as well as a crime lab (most of the machinery is unspecified) as well as a canal, which provides access to the sea for the Batboat. The cave also includes a lengthy tunnel used"
"which he co-manages with Nelson. Also managed many additional businesses. Sir Charles is staying in Room 3, and the normal assumption is to start the investigation in Room 1- however, pitfalls exist in Room 1 and Room 14. Falling through one of these holes results in death and an instant game over. There is also a trap in Room 16, in which a knife flies through the air towards Sir Charles immediately after he enters. Unless the knife is dodged it hits Sir Charles in the head and kills him, resulting in another instant game over. While solving the case"
"have been carrying disease. They slept here to stop them passing any ailments on to other guests. The guard room also sits on the first floor. The guard room has the only access to the dungeon in the castle, a small hole in the floor where prisoners were thrown in. A guard would always be present in this room to both guard the dungeon but also the only entrance to the castle, a small door above ground level, which is next to the guard room. The second floor houses the Solar a large room, used as the private chambers for"
"in the game. The player must cross a mesa, on the other side of which lies the Map Room where the location of the Lost Ark is revealed. South of the Map Room is a Thieves Den and a Black Market. The Black Market contains various figures, such as two sheikhs, a Tsetse fly and a lunatic, and items needed to win the game (most notably a shovel). After acquiring all needed items from the various rooms, the player returns to the mesa and jumps off using a parachute. The player goes inside the mesa, via a small hole at"
"Code: Secret Room Code - Secret Room () is a South Korean reality game show. It aired on JTBC on Fridays at 23:00 beginning January 1, 2016. In each episodes, the contestants aim to solve the Main Code to allow them to escape the room. Clues to deciphering the Main Code are found by solving hidden puzzles throughout the set with theme setting rooms. The first to escape the room will move on to the next round and given a clue to the Main Code at the start of the next round. The last four contestants left in the room"
"given the option to 'jump off the end of the world', which disables access to their account for three months. To the south of the Living Room is a pool deck, a hot tub, and some of the extensive grounds of the mansion, featuring gardens, hot air balloon landing pads, open fields, fishing holes, and the like. To the northwest of the living room are the laundry room, garage, dining room, smoking room, drawing room, housekeeper's quarters, and kitchen; a popular command allows players in the living room to push others into the kitchen and ask them to ""fetch me"
"a cup of tea""; since players can prevent themselves from being moved in such a fashion, this command is more often used on new users, who may have difficulty finding their way back to the Living Room. (There is direct access to the kitchen leading northwest from the living room, but as with the actual house you must head north, east, and then south from the Kitchen to return.) To the east of the entry hall, hallways provide access to some individual rooms, the Linen Closet, and to the eastern wing of the house. In the eastern wing can be"
"the computer game has ""Haunted House"" as the only playable table. Haunted House (pinball) Haunted House is a pinball game released in 1982 by Gottlieb. It was the first game with three playfields that the ball can move between, including one below the main playing surface. ""Haunted House"" was designed by John Osborne, with artwork by Terry Doerzaph. It is part of Gottlieb’s “System 80” series of pinball machines. ""Haunted House"" has three playfields (a mini underground playfield, a main playfield, and an upper playfield.), eight flippers, at unique angles, four pop bumpers, two kick-out holes, a secret passage (a"
"cellar.), a trap door that opens for ball, a lightning animation in the backglass and kicking bat targets. The lower playfield of ""Haunted House"" is accessible any time during the game, and the one ball travels between all three playfields. Each playfield is themed to be a part of a haunted house, the main level being the main floor, the lower level being the cellar, and the upper level being the attic.<br> The ball can only be lost from the main playfield, as the ball draining on the attic or cellar playfields will always be returned to another playfield for"
"is unusual in that the game board is only revealed as play progresses. The board begins blank except for a grid pattern and the treasure at the center. A set of ""room tiles"" are arranged randomly near the board, face down. Play progresses in turns as each player, controlling an adventurer, selects a tile at random and sets it down on a grid space on the board. Each tile represents a space and may be one of several different configurations. The space may be a room with several doorways, it may be a turn, a hallway, a dead end, a"
"modes, each offering a different difficulty level of puzzles and hints, however neither of these changes affect the actual plot of the game. The game is loosely based on a book entitled ""The Bluebeard Room"" (1985). Nancy Drew travels to England to visit Linda Penvellyn, her neighbor's daughter and newlywed wife of a British diplomat. Linda is currently living in Blackmoor Manor, a Fourteenth Century mansion haunted by a tragic past. A mysterious malady keeps Linda hidden behind thick bed curtains. Is she hiding from something or someone, or is a more menacing threat stalking her? In the United States,"
"several free periods during the week. In the evening, students eat their dinner in the Great Hall, after which they are expected to be in their common rooms. Astronomy classes take place late at night in the Astronomy Tower. The four House dormitories have secret entrances, generally known only to members of that house and require a password (Gryffindor & Slytherin), riddle answer (Ravenclaw) or ritual (Hufflepuff) in order to gain entrance. Inside is the common room, which contains armchairs and sofas for the pupils and tables for studying and homework. There are fireplaces to keep the rooms warm, and"
"must be empty. The Room can also answer to the desire of the wizard within the room, such as providing Harry with a whistle when he needed one during a Dumbledore's Army meeting, or creating a passage to the Hog's Head (as the room cannot produce food). Later, Ravenclaw's diadem is found to be one of Voldemort's Horcruxes and has been hidden in the Room of Hidden Things by Voldemort. Harry, Ron, and Hermione enter the Room, with Harry knowing that he must look for a place to hide things, and find the tiara; but they are ambushed by Draco,"
"a hidden chamber to find the solution to the second cryptex, and that what was inside would point them to the treasure. Team Geniuses located a hidden entrance inside a pipe and headed down into the chamber. There they located a sliding door with a slot into which the star token would fit. Dropping the token into the slot caused the door to slide open, revealing the ""treasure chamber."" The walls were covered with hieroglyphs and other symbols and panels were embedded into the floor. The team searched the room for possible solutions to the cryptex. As the episode came"
"had a hidden room hidden by a sliding bookcase. It was initially discovered by Pixar animator Andrew Gordon, who opened a hatch door in his office that revealed a hidden room that was designed to provide maintenance workers ""access to a portion of the building's ventilation system"". Gordon eventually converted the room into a full bar with furniture and carpet, and added a camera in the office aimed at the door to provide warning about anyone approaching. The space was called ""Lucky 7 Lounge"" and the ""Love Lounge"". The sliding bookcase was made operational by ""a switch hidden in a"