
Use both “Mars” and the gameplay image. The page follows the 25-episode ordering checked on 2026-09-29.
Tricky Doors Level 12 Mars solution
Escape from the abandoned Mars station by collecting items throughout the facility, solving various puzzles including slider puzzles, beam reflection puzzles, color matching puzzles, number arrangement puzzles, mathematical operation puzzles, and pattern matching puzzles, operating laboratory equipment, assembling a ladder, printing a steering wheel, and finally escaping from Mars.
Tricky Doors Level 12 objective: Escape from the abandoned Mars station by collecting items throughout the facility, solving various puzzles including slider puzzles, beam reflection puzzles, color matching puzzles, number arrangement puzzles, mathematical operation puzzles, and pattern matching puzzles, operating laboratory equipment, assembling a ladder, printing a steering wheel, and finally escaping from Mars.
Step-by-step walkthrough
Start the episode
Start in the first room of the Mars station; open the blue box on the left. Collect a chip from the right side of the top of the box. open the papers on the left to enlarge them; open the paperclip in the right corner to collect it. open the smaller box in the middle of the room; collect a detail from the bottom right corner. Add the chip to the box and open the top to start a mini-game. Solve the slider puzzle by setting all sliders at the top of the red line; positions vary for each player. Once solved, the box opens; collect a screwdriver and rubber glove. Click at the bottom of the table on the left; use the screwdriver on the screws to remove the panel. Open the door to the right above the tank; use the rubber glove to remove the fuse. open the panel on the door at the back of the room; use the screwdriver to remove the panel on the right. Click to enlarge it and add the fuse and the clip to start another mini-game. Solve the beam reflection puzzle by directing the beam from beginning to end using mirrors; move and rotate mirrors, you must use all mirrors. Once solved, the doors to the next room open. Look at the picture on the right showing colored planets; this is the combination clue for the lock in the first room.
Before you leave this episode
The sequence includes every item required to finish the episode. Optional morphing objects and bonus collectibles are not needed for the exit. If the final transition does not start, reopen the most recent close-up and confirm that every required inventory item was used rather than merely collected.
Notes and precautions
- This guide is mapped to Tricky Doors Level 12, “Mars.”
- Complete inventory actions in order; later objects often remain inactive until an earlier mechanism is solved.
- If an item will not combine, return to the scene where the game first introduced the matching clue.
- The episode ends only after the final portal, vehicle, door, or story transition activates.
Useful solving habits
- 1Rotate your attention between the full scene and close-up panels; small tools are often hidden at the edge.
- 2Keep written recipes, symbol patterns, and color orders available until the related lock is complete.
- 3Inspect inventory objects directly because many tools must be assembled before they can be used.
- 4For randomized minigames, follow the stated rule instead of copying one fixed board layout.
Mars: Escape from the abandoned Mars station by collecting items throughout the facility, solving various puzzles including slider puzzles, beam reflection puzzles, color matching puzzles, number arrangement puzzles, mathematical operation puzzles, and pattern matching puzzles, operating laboratory equipment, assembling a ladder, printing a steering wheel, and finally escaping from Mars.
What the video shows
This dedicated recording follows the same named world from its opening inventory search to the final escape. Use the written phases to find the relevant mechanism before loading the video.
Quick feedback
Did this clue help you?
Your anonymous Yes or No helps us find walkthroughs that need another check.