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The Escape Rooms in No Sleep for Kaname Date can be very difficult to solve. With many puzzles that involve picking up objects, figuring out what murals and images written on walls mean, and even some tricky number puzzles. Any of these Escape Rooms can easily turn into a brick wall that prevents the player from progressing. With there being one per chapter, the player will rarely get a chance to let their brain rest before they’re thrown into another puzzle. If this has happened to you and you’re tired of spamming every solution you can think of, here is a guide on how to escape the each and every Escape Room in No Sleep for Kaname Date.
Each chapter of No Sleep for Kaname Date will send the player to an Escape Room to solve. This guide will cover each Escape Room in the order that the player will encounter them in the game. While some steps of these rooms can be done out of order (Such as allowing you to pick up items early), for the sake of making this guide simple we will only address and instruct you to pick up items when they become relevant to a puzzle.
If you are having any extra issues with the Escape Rooms and would like some extra help, please consider joining the Raider King discord server where we will be glad to answer any questions you may have.
Ancient Civilization Escape Room Guide
Even the Ancient Civilization Escape Room, which players are thrown into mere minutes after starting the game, has a few tricks up its sleeve that can throw you for a loop. With half a dozen statues to keep track of and two tricky number puzzles to solve, this room is a perfect encapsulation of what type of game players can expect from No Sleep for Kaname Date.
First, head to the left side of the room and interact with Crystal A. On the right side of it, you will notice a blue X Key that you can pick up and add to your inventory. With the X Key in hand, head to the Piloting Console at the front of the room and insert the key into the X-shaped hole on the console. This will turn on the power in the escape room.
With the power on, interact with the seat behind the Piloting Console and grab the Bronze Sumerian Idol (Top) from on the chair. Next, head to the back of the room and interact with the Blue Pedestal and grab the Bronze Sumerian Idol (Bottom) from it.
Combine the two halves of the idol in your inventory to get a completed Bronze Sumerian Idol before interacting with the Blue Pedestal again. Place the completed idol in the hole, and you will get an Ampule.

Now that you have the Ampule, interact with the Round Relief on your right and insert the Ampule into a small slot that’s on the right side of the relief. After a small cutscene, it will be stated that you need to collect three more of these Ampules to progress.
Next, walk to the center of the room and pick up the Wooden Stick that is there. With the Wooden Stick in hand, make your way back to the Blue Pedestal and insert the stick into the Iron Sumerian Idol to make yourself a Hammer-Shaped Iron Sumerian Idol.
After making this new item, walk to the pillar on the right side of the room and examine the Face Tile that’s on it. Then, smash it in with your newly acquired hammer to make a set of stairs appear. Climb these stairs and you will come across another set of tiles that you must bash with your hammer, but you have to hit the correct ones.
You can find out which tiles are the correct ones to smash by comparing the ones in front of you with the image drawn on the Red Pedestal in the center of the room. If you are still confused, consult the image below.

After hitting the correct tiles, you will lose your hammer, but will gain an Iron Sumerian Idol and a Crystal Sumerian Idol. Head back down to the Red Pedestal and insert the Crystal Sumerian Idol into it to gain your second Ampule. Then insert that Ampule into the same Round Relief you put the first one in to continue.
After a short cutscene where a laser is shot, walk to the right side of the room and interact with the Crystal Fragment to gain a Crystal Shield. Combine this shield with the Crystal Sumerian Idol in your inventory to create a Crystal Knife.
With knife in hand, head to the Purple Flag on the right side of the room and cut its strings. Once it’s unwrapped, a Crystal Symbol Slate and a Porcelain Sumerian Idol will fall from it.
Once you have those items, walk to the left side of the room and interact with Crystal C. Use the Crystal Symbol Slate on it to be flown up the pillar and taken directly to the next part of the puzzle.
Up here, there will be a pedestal on the right half of your screen. Equip the Porcelain Sumerian Idol you got earlier and pour the oil inside of it into the Pedestal. Then, set the Crystal Knife into the Striker to set it on fire. This will get you an Ivory Sumerian Idol.
You aren’t done with that pedestal yet, though, for the next step, take your Bronze Sumerian Idol and place it on the sun symbol that was left behind after it burned. This will turn your idol into a Lapis Lazuli Sumerian Idol.
Now you’ll need to insert the Lapis Lazuli statue in the circular slot to the right of the next Ampule and the Ivory Sumerian Statue into the slot left of it to get said Ampule. Just like the previous two, you’ll need to insert this Ampule into the Round Relief in the back of the room.
The next puzzle is a minigame of sorts where you must select the right dice in order to make your spinning wheel reach the goal without colliding with your opponent’s wheel. The correct order here is 4->1->3->1->2->1->1->2. Alternatively, you may copy the image seen below.

After getting your final Ampule, walk back to the Round Relief and insert it like the previous three. This will activate a monitor by the Piloting Console at the start of the room. Insert the Lapis Lazuli Sumerian Idol you got earlier into the X Keyhole B of this monitor to turn it on.
For this next step, you will need to insert coordinates to take this ship back to Earth. Your major hint here is the torn card below the earth on the monitor, as the same card symbols are drawn on the flags in the room. You’ll need to compare the statues drawn on the flag with the numbers written on the back of the statues in your inventory.
If you did this correctly, you’ll notice that the coordinates you need to type into the monitor are 185419. This will automatically transition you into the final puzzle of the escape room, which will have a time limit, so act fast.

First, walk over to the Crystal Fragment on the left side of the room and grab the Moon and Eye key from it. On the back of the key, you’ll notice two halves of the card just like the one you used to figure out Earth’s coordinates, but with a twist: the left flag is flipped upside down.
Following the card’s hint, flip the left half of your previous puzzle solution upside down, and you’ll get a new set of coordinates: 281419. This will bring you to the moon and lower the gravity in the room, but you’re not done yet.
For the final step of the puzzle, walk over to your right and interact with the Ceiling Hatch that’s hanging above you. Insert the Moon and Eye Key into it, and you’ll have successfully escaped the Ancient Civilization Escape Room and will be able to truly start the game.
“Curse” Escape Room Guide
This escape room takes the form of a flooding bathhouse, but do not worry, as there is no time limit for most of the room. Begin your escape by interacting with the poster on your right to tear it off the wall.
Behind this poster is a small hole that has a bottle and scroll within it. Grab them both and watch as the water around Iris turns red. After grabbing them, a new protrusion will appear by the room’s ladder.
Climb the ladder and pull the protrusion from the wall to obtain a small box, which you will be using later in the escape room. After a small cutscene, you will gain the ability to switch between playing as Iris and Ota at will.

While playing as Ota, you will be able to examine the colors of the various hot springs. Their colors are related to the small box that Iris just obtained. After examining them, all return to playing as Iris and look at the small box in your inventory. This will bring you to a small puzzle minigame where you must pull the corners of the box in the correct order. The order required by the game is:
The corner where Green, Orange, and Yellow intersect
The corner where Green, Indigo, and Red intersect
The corner where Blue and Purple intersect
The corner that only Blue touches

Solving this puzzle will rotate the room Iris is in, allowing you to reach a new hole in the wall. Reach in to grab another scroll with your next puzzle hint contained within.
From here, Ota will have to interact with a grid on the outside of the room Iris is contained in. The puzzle here is to make each colored segment of this grid match the colors of the box Iris holds. Below is an image of what color each segment of this grid should be.

Completing this puzzle will open yet another hole in the room Iris is trapped in, which will contain a third scroll as well as a bottle of Citric Acid. Pick them both up to proceed. Once Iris has the Citric Acid, immediately make your way to the hole in the wall from earlier to pass it to Ota, as he is the one who will actually need it for a puzzle.
Speaking of items, the grid puzzle you did earlier also unlocked a bunch of lockers full of items Ota will need to use. Open them all up to obtain a Basic Finger Model, a Ringed Finger Model, a Taped Finger Model, an Umbilical Cord, a Magatama Necklace, and Sportswear.
Finally, make your way to the Concrete Brick Wall on the left side of the room, next to it will be a bucket that Ota can pick up. Once it’s in his hands, make your way to the control valve and fill the Electric Bath with CO2 by pulling the lever to the left. Then fill your bucket with the baking soda water it produces.
With an inventory now full of items, make your way to the deflated mattress next to the room Iris is in and pour the Citric Acid into its Air Vent. Next, pour the baking soda from your bucket into the mattress and watch as it begins to inflate. This will create a platform for you to use as well as get you a Newspaper which will be used for a puzzle later in the room.
Walk onto the platform you created and interact with the electronic display on the wall to start a puzzle where you must input all the faces of a die in order to activate the Memento Appraisal System. There is no fancy trick here, so either look at a real pair of dice as a reference or use our image below to figure out what to input.

Next, you’ll finally be able to clear your inventory of all those items you picked up earlier, as you’ll need to put two of them in each of the drawers next to the Memento Appraisal System. You’ll have some very complex hints about which items go where from the scrolls and newspaper you obtained, but to make things simple for you, place these specific items in the following drawers.
Square drawer – Taped Finger Model, Sportwear
Triangle drawer – Ringed Finger Model, Umbilical Cord
Square drawer – Basic Finger Model, Magatama
After putting the correct items in the right drawers, a moon pedestal will appear in the room Iris is trapped in. Switch back to her and you’ll be able to place the small box you got earlier on it to once again rotate the room.
After a brief explanation on what the room you’re in actually is, you’ll see a glass hole with a key in sight that you can stick Iris’ arm into. Unfortunately, she’ll get stuck in there, and you’ll once again have to switch back to Ota to free her.
With very few options available, make your way to the set of lockers you opened earlier and click one of the closed ones near the top right to discover that it has now been unlocked as well. Within it is a keyboard and numbers.

From this point on, there will be a time limit on how long you can take to clear the Escape Room. You must quickly figure out the correct number combination to save Iris from the room she is trapped in.
To solve this, you must look at the map of hot springs, compare the baths to the shape of death drawn on the box, and order the three that can construct that shape in order from closest to the sun to furthest from the sun. However, the note you got says to look at the objects surrounded by the numbers, not the numbers themselves. If you look at the shapes between 2, 5, and 6 you will get the real code. This will get you the final combination code of 153. Input it and save Iris.
Saving Iris isn’t the end of the escape room, though, as you have one more puzzle to solve: reaching the exit. Begin this task by walking over to the water valve and turning it counterclockwise in order to raise the water level. After that, it’s a simple walk to the exit door, and you’ll finally be able to proceed with the plot.
Invitation to Otherworld Escape Room Guide
First, make your way to the Space Debris Corner on the left side of the room and collect the Small Battery and Antenna Stick that are lying inside of it. Next, make your way to the Dog Mascot Statue on the north side of the room and grab the pair of Goggles that are sitting on his hand.
For the next step, you’ll need to open your inventory and combine the Small Battery you obtained with the Goggles you just grabbed. This will turn them into a pair of Night Vision Goggles.
With the Night Vision Goggles in hand, walk back to the area that Ota is trapped in and choose to push them under the door to him. This will allow him to see in that dark room and give you the ability to switch to him during the puzzle.
While controlling Ota, interact with the elevator control panel to bring him to the second floor. Here you will meet Moma and get the ability to switch to him at any point during the escape room. Before you do, though, make sure to pass the Tesa IC Card that Ota has under the door to him.
After giving Moma the card, switch to him and walk on over to the vending machine on the right side of the room and use the Tesa IC Card on the card scanner to buy an Alcohol-Filled Paper Cup. Next, combine this cup with the Tesa IC Card to obtain a Tesa Sticker, a Paper Cup, and a Strange Code Card.
Now walk back to the elevator door and pass the Strand Code Card to Ota, as he is the one who will need to use it. Insert the card into the Floor Control Panel, and you will get a number combination. Once you’ve learned it, walk on over to the Panel Cabinet on the left side of the room and enter the numbers 1380 to open the panel. Within it is the 6F Button and the Proverb Card 1.
Next interact with the Floor Control Panel once again and insert the 6F button you just got to bring Ota there. Once here, interact with the Black Wall to turn on a cabinet in the room Iris is in and obtain an Ammo Magazine.
To figure out the combination to the cabinet in Iris’ room, you’ll need to look at the mural in front of Ota and study the length of the six lines. The shortest line is labeled 1, and the longest line is labeled 6. Following that pattern, you can get the code 634215. Input it as Iris and you’ll get the 5F button and Proverb Card 2. There will also be a large red button that you can press to make constellations appear in Iris’ room.

For the next step, make your way to the Planet Model on the right side of the room and collect the Constellation Chart item that is lying on top of it. Then sit in the chair that’s in the center of the room, stare at the sky with the Construction Chart in hand, and Iris will note that one of the constellations is wrong.
After she notices this, head to Constellation Panel D on the right side of the room, and she will remove the panel, gaining you Proverb Card 3. There will also be a button here that, when pressed, will return Ota to the second floor, push it, and then switch to him.
After switching to Ota, pass the Ammo Magazine he collected earlier to Moma under the door. Next, switch to Moma and load the Ammo into the Toy Gun in the center of the room, and shoot the moon that has a lizard on it, as it is the only moon here that doesn’t also exist inside of Iris’ room. Your aim has to be precise too, as you must shoot the Eye of the Lizard.

After shooting the moon, which activates the fire extinguishers, make your way over to where the dog statue was in the north of the room and pick up the 10F Button that is now on the floor there. Give the button to Ota in the elevator and then switch on back to Ota.
Use the 10F button on the Floor Control Panel to send Ota to that floor where there will be a green vortex on the wall. This will also turn on the monitor on the right side of Iris’ room, which you can toss the 5F Button you got as her to Ota. Yet again, switch to Ota and use that button to send him to the 5th floor.
Once here, something will fall from the ceiling and land on the floor. Examine the floor to obtain the 1F Button. You know the drill by now, insert this final button into the Elevator Control Panel to bring Ota there.
You’ll automatically take control of Moma at this point. Walk over to the monitor on the right side of his room and throw the Paper Cup you received into it to give it to Iris. After doing that, switch to her and combine the Paper Cup with the Antenna Stick you got ages ago to make a Pierced Paper Cup.
With this device crafted, walk on over to the Planet Model and insert the Pierced Paper Cup into the hole. This will cause you to hear a recording that says M-U-N-D-U-S repeatedly on a loop. After learning this, walk to the rocket on the left side of Iris’ room and input the code Mundus.
At this point, Iris will be brought down in a rocket down to Moma’s room, but so will four more rockets with “Iris’” in them. In order to proceed, you must shoot the fake Irises. Start off by shooting the three that are obviously fake. Once only two remain, you will get a cutscene and be transitioned into the final puzzle of the room.

From this point on, there will be a time limit as you must figure out which Iris is the real one. This is actually much simpler to figure out than you may suspect, as you can switch to Iris’ point of view and see that there is a lizard moon to her right. That means the Iris on Moma’s right is the fake one, which you must shoot.
However, despite shooting the fake Iris, the puzzle isn’t solved yet! Switch to Iris once more and examine the moon again, you’ll notice that the lizard’s eye doesn’t appear to have its eye shot out like you did earlier. This means that both of the Iris’ in the room are fake. Shoot the final one and you’ll finally be able to free the real Iris and bring Ota to the final floor.
All that’s left to do now is grab the final key as Ota and watch a few cutscenes as you finally escape the Invitation to an Otherworld Escape Room.
Non-Existent Station Escape Room Guide
Start the room off by walking over to the first seat on the left in the traincar and grabbing the Wire Cutters off of the seat. Next, head to Date’s car and grab the Metal Plate off of the dashboard.
For the second step, switch to playing as Ota and walk over to the freezer that’s on the counter. You will need to input a combination, but the hint isn’t in Ota’s room but rather the Metal Plate that Date grabbed. If you turn it upside down, you will see it doesn’t say “ICE” but rather says “341”.
Input that code into the freezer and it will open. Inside of it will be a Gin and Tonic, White Lady, Spitzer, and a Freezer Note. Next, interact with the counter and grab the two glasses there, which contain a Moscow Mule and a Margarita.
With all the glasses in hand, you will need to place them all on the counter in the following order to proceed.
3->4->2->2->5
Moscow Mule->White Lady->Margarita->Spitzer->Gin and Tonic

This will activate a device in Moma’s room, so let’s quickly switch to him and try to solve a new combination. Thankfully, all of the clues are already in your hands as all you have to do is look at the colors of the cocktails in front of Ota, thinking about how those colors are spelled, and then input the letter of those words that corresponds to the number written on the cocktail. If you solve it right you will be able to figure out the code “ALLIN”. Solving this puzzle will automatically add a White Chip to Moma’s inventory.
For our next puzzle, we’ll need to finally switch back to Date. If you interact with the Floor Plan that’s near his car, you will discover that it is actually very hot. Examining it with your thermo vision, you will find a hidden message that reads “Kick Out the Leg of the Striped”.
With that hint learned, switch back to Moma and walk over to Pillar B in the corner of the room and kick it. Inside of it will be a pair of Dice that you can add to your inventory. Now walk on over to the Dance Floor and insert both your White Chip and the Dice you grabbed into the game that’s sitting on the floor.
After a brief and fun cutscenes, you will obtain a Blue Chip. Next, make you way back to the Casino Floor where you obtained the White Chip and insert the Blue Chip in its place.
This will trigger a bomb that you must disarm within 250 seconds. So act fast, the game will automatically switch you to Date, but you actually need to switch back to Moma and make your way to the Route Map on the right side of his room. Interacting with it will reveal that there’s a glass sheet you can pull off of it.
Bring this glass sheet to the window of Moma’s train car, and you’ll see that it says “Blue”. However, that is only half of the hint you need. There is an identical Route Map and Glass in Ota’s room that you will need to repeat this process with, except this will give you the word “Red”. With those hints in mind, cut all the places on Date’s bomb where Red and Blue intersect with the Wire Cutters you picked up earlier.

After all of that chaos, switch back to Ota and try to interact with the Fridge in his room. After a quick examination, he will learn that it must reach a temperature of 800 °C to open, so you’ll need something hot. Switch to Moma for the next step of this puzzle.
Inside of Moma’s train car, interact with the first seat on the left and grab the pack of Cigarettes that is lying on the chair. Next, make your way to where Pillar A used to be and interact with it to make a drone, which will be confused about where to go.
To help the drone with its confusion, switch back to Date and walk into his train car. Interact with the second seat to the left and insert the Metal Plate you got earlier into Holographic Device V to turn it off. Once it’s turned off, switch back to Moma and put the Cigarettes you picked up inside of the drone and watch it bring them to Ota.
As Ota, grab the Cigarettes the drone brought and walk over to a candle near the bar counter to light them on fire. Press the Lit Cigarette against the Fridge to raise its temperature enough to open it and obtain the Keycard that’s inside it.
Insert the Keycard into the drone by Ota and then switch back to Moma. As Moma, walk on over to the Propeller Parts that fell off the drone when it flew out of the room and pick them up. Place the Propeller Parts on the Switchboard in his room.
In order to operate the Switchboard, you need to turn both blue wheels to the left and both red wheels to the right so they match a flashback that was seen in Somnium 2. Once the Switchboard is open you will be able to push a button to turn off the holograms in Moma’s room, switch back to Ota after you do this, and turn on the Drone in his room.

Once the Drone delivers the Keycard to Date, switch back to him and grab it. Once you have it, insert it into the large door that reads “DJ Booth” to proceed to the next part of the Escape Room.
For the next puzzle, the game will ask that Ota and Moma sit in their designated seats on their train cars. You can figure out which seats they need to sit in by cross-referencing the colors of the lines on the floor with the colors in the monitor on Date’s room. If you look at them closely enough, you will see that the characters have to sit in the following seats

Ota – Third Seat to the Left
Moma – First Seat on the Left
After this will be a brief puzzle where you need to organize the trains by color. The game gives you more than enough moves to accomplish this, so just take it easy and try to copy the image below. After this puzzle is solved, you will automatically be transitioned into the final puzzle of the Escape Room, which will have a time limit.
You will have to quickly type a name into the keyboard to free them. You are unable to choose yourself, Ota, or Moma, so choose the only other person in the Escape Room: Aiba. The puzzle isn’t over yet though as Aiba will be faced with eight choices, only one of which will save you. Quickly choose to “Ask the Moon for Help” to be saved.
After a few more cutscenes, you will finally have escaped the Non-Existent Station Escape Room and be able to continue the plot.



