Chapter 1: Dead End in the Roblox puzzle experience Terminal [Escape Room] places 1 to 5 players on a runaway train with a 45-minute countdown. Clearing Beginner Mode requires unlocking four connected cabins in sequence by decoding seat symbols, purchasing a vending machine keycard, rewiring an electrical fusebox, and finding the four digits that activate the emergency brake.

Cabin 1 Seat Cipher Solution

Entering the train requires clearing the locked door at the end of the initial passenger car. Unequip any handheld item such as the flashlight before attempting to interact with the environment, because holding an item prevents clicking on seat cushions.

Flip up the seats along both sides of the aisle. The underside of the seats on one side spells out the instruction to enter a symbol sequence: asterisk, dollar sign, at-sign, and percentage sign. The seats across the aisle reveal the numerical cipher key corresponding to those icons:

  • Asterisk equals 8
  • Dollar sign equals 4
  • At-sign equals 2
  • Percentage sign equals 5

Combine these values into the code 8425. Enter 8425 into the door keypad to open the passage into Cabin 2.

Cabin 2 Pete's Cafe and Keycard PIN

Pete's Cafe requires 50 cents to purchase an access card from the snack vending machine. One quarter sits openly on one of the diner tables. Obtaining the second quarter requires interacting with the wall ATM by entering a four-digit PIN derived from table orders and the price wall menu:

  • Table 1 features a milkshake priced at $3
  • Table 2 features a pizza priced at $5
  • Table 3 features a burger priced at $7
  • Table 4 features a salad priced at $2

Input the PIN 3572 into the ATM keypad to dispense the second quarter. Walk to the vending machine, select item 2C to spend the two quarters, and take the keycard. Hold the keycard in your character's hand to swipe the reader beside the exit door and access the Sleeping Car.

Cabin 3 Sleeping Car and Fuse Box Reset

Interacting with the keypad at the back of Cabin 3 triggers a circuit failure that shuts off cabin lighting and drops a glowing white fuse out of the wall panel. The dislodged fuse rolls into random floor locations across earlier rooms. Search around the Cabin 2 vending machine, beneath dining tables, or under passenger chairs in Cabin 1.

Pick up the fuse, place it back into the fusebox, and set the switches to match the floor and ceiling dot indicators:

  1. Switch 1: Down
  2. Switch 2: Down
  3. Switch 3: Up
  4. Switch 4: Down
  5. Switch 5: Up
  6. Switch 6: Up
  7. Switch 7: Down
  8. Switch 8: Up
  9. Switch 9: Down
  10. Switch 10: Down

Once power returns, inspect the Sleeping Car status checklist posted next to the locked doorway. Count the bunks matching each condition:

  • Beds made neatly with sheets: 9
  • Beds without pillows: 5
  • Messy beds with big blankets: 3
  • Beds without sheets or blankets: 6

Enter 9536 into the keypad to open the door into the locomotive control cabin.

Cabin 4 Emergency Brake Code

Stopping the train requires entering a final four-digit sequence into the console keypad and pulling the adjacent wall lever. Four picture frames positioned around the Cabin 4 entry frame display clues pointing to numbers hidden throughout the previous cabins:

  • Digit 1 references the red flashing light on the wall in Cabin 1, which displays 5.
  • Digit 2 references the checkered floor between dining booths in Cabin 2, which displays 8.
  • Digit 3 references the symbol plaque on the left wall inside Cabin 4, which displays 6.
  • Digit 4 references the active computer screen on the desk in Cabin 4, which displays 7.

Enter 5867 into the keypad and pull the brake lever to halt the runaway train, completing Chapter 1 and awarding the You Escaped [BEGINNER] badge.

Chapter 1 Beginner Puzzle Summary

Train SectionPrimary ObjectiveCorrect Input or Code
Cabin 1: Passenger CarFlip seat cushions to align cipher symbols with numbers8425
Cabin 2: Pete's CafeCalculate menu prices for ATM cash and purchase keycard at 2C3572
Cabin 3: Sleeping CarRecover the dropped fuse, flip power switches, and count bed types9536
Cabin 4: Train ControlCollect hidden numbers from previous rooms and pull the brake lever5867

Frequently Asked Questions

How much time is given to beat Beginner Chapter 1?

Teams receive 45 minutes on the room clock to clear all four cabins and activate the emergency brake before the train crashes.

Where does the dropped fuse spawn in Cabin 3?

The fuse rolls back into earlier areas and randomly spawns on the floor near the Pete's Cafe vending machine, under dining booths, or beneath seats in Cabin 1.

Why will the seats not flip up in Cabin 1?

Seats cannot be clicked while holding items. Unequip the flashlight or other gear from your active inventory slot before clicking the furniture.