Once again, you are in a white room, with locked door that needs to be unlocked. Actually, there are two this time. There are other exits that are not locked and which lead to other areas that were not featured in the previous Locked Room games. Search the warehouse. Examine the garden. Or talk to Bob, who is again standing in the room and holding a key that he won’t just hand over.
Safety in Numbers is the fourth Locked Room game. Again, the aim is simple. Give Bob something he wants. Get that key. Unlock that door. Get your trophy. But this time, there are more rooms to explore. There are extra puzzles to be solved. And there is a safe that needs to be opened. Finding the combination for the safe should be easy. Any experienced IF player will know where to look. Using that combination to unlock the safe is much less easy. As much as I appreciate what the Locked Door games are doing, the fourth entry leads to one of the most frustrating cases of “guess the verb” that I’ve ever come across. Turn, set, spin, what the Hell am I supposed to do with this dial?
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