Gaming Guide

Terminal [Escape Room] Disco-Tech Walkthrough (Season 2 Part 1, Beginner Mode)

Every keypad code, mirror stage, evidence photo, and suspect detail needed to clear the disco map on Beginner.

Every keypad code, mirror stage, evidence photo, and suspect detail needed to clear the disco map on Beginner.

Disco-Tech is the first part of Chapter 2 in Season 2 of Terminal [Escape Room], and on Beginner Mode it runs on a 75-minute clock with a two-star difficulty rating. The room chains together price-based keypads, a wiring panel, laser dodging, mirror reflection stages, bottle sorting, a sound puzzle, and a memory path — all of it ending with an identity check on a suspect named Emily Andal.

Quick answer: Enter 6411, 8889, 9987, and 6567 on the four painting keypads, wire the box as A1 B4 C6 D3 E7 F2 G5 H8, use 2516 at the jukebox, 2745 in the kitchen, and 1274 on the server computer, then dress the mannequin as Emily Andal to open the hidden server room.


All Disco-Tech keypad codes (Beginner Mode)

These codes are fixed on Beginner, so you can enter them as soon as you reach each keypad. The four painting keypads exist purely to hand you the letter values for the wiring panel.

KeypadCodeResult
“Bubbles!” painting6411E = 7, H = 8
“Pink & Green” painting8889C = 6, G = 5
“Splitting Image” painting9987D = 3, B = 4
“In Shadows” painting6567A = 1, F = 2
Jukebox keypad2516Activates the dance floor
Kitchen keypad2745Coat check key
Server room computer1274Turns on the final screen

Grab the blank flashdrive, then build the ladder

The blank flashdrive sits inside the van at the start. Take it before you climb, because the only way back later is a full trip down and up again.

Interact with the ladder against the wall to open the assembly minigame.
Press the spacebar — not a mouse click — the moment a ladder piece lines up with the section below it. Repeat until the ladder reaches the window and you can climb inside.

Painting keypads and the electrical box wiring

Four paintings are scattered around the club, each with its own four-digit keypad. Every painting shows two drinks, and the code is simply their prices in cents, read in order.

“Bubbles!” shows Limeade at 64 cents and The Tummyache at 11 cents, so the code is 6411.
Painting puzzle showing two drinks whose prices form the first four-digit keypad code.
The “Bubbles!” painting pairs two drinks whose prices spell out 6411.
“Pink & Green” wraps the artwork so the halves are swapped. The drinks are Summer Refresher (88) and Green Meanie (89), giving 8889.
“Splitting Image” cuts both drinks in half. They are The Supreme (99) and Juicy Juice (87), so enter 9987.
The Splitting Image painting beside its four-digit keypad, ready for a code entry.
The “Splitting Image” painting and its keypad, where 9987 unlocks the next pair of letter values.
“In Shadows” only shows silhouettes. Those are Sour Apple (65) and Orange Explosion (67), so the code is 6567.
Head to the electrical box and connect each lettered wire to its number: A to 1, B to 4, C to 6, D to 3, E to 7, F to 2, G to 5, H to 8. Press the power button and the club lights come back on.

Laser buttons and the five mirror stages

With power restored, moving lasers fill the room along with a glowing green button. Reach that button, and the next one activates further along the wall. Five buttons in total unlock the DJ booth.

Getting clipped by a laser is not a run-ender. Walk back to the last button you successfully pressed, press it again, and the sequence resumes from there.

Inside the booth, pick up the mirror from the floor and climb the ladder to start the reflection puzzle. Each stage asks you to bounce the beam into a cube from the direction shown, and every solve opens a cubby containing another mirror. Clear all five stages, ending with five mirrors in play, and the bar cage opens.


Bar bottle sorting for the bathroom key

Three bottles are lying on the floor around the bar. Collect all three and put them on the shelves so the display is complete, then rearrange the shelf to match the two ordering clues posted nearby. When the arrangement is correct, the drawer beside the shelf pops open with the bathroom key inside.

Bar area of the disco club with the settings gear button visible on the right of the screen.
The bar area, where the three loose bottles need to go back onto the shelves.

Jukebox sounds, code 2516, and the dance floor path

The jukebox buttons each play a distinct noise, and the DJ’s mix upstairs is built from them. The clue steps that turn those sounds into digits are printed inside the men’s and women’s bathrooms, two per room.

ButtonSound
1Meow
2Bark
3Bell
4Door
5Footsteps
6Rooster
7Splash
8Howl
9Honk

The mix plays in this order: Bark, Bell, Splash, Door, Footsteps, Bark, Meow, Bark, Howl, Honk, Door, Footsteps. The most frequent sound is Bark (2). The sound that always follows the door squeak is Footsteps (5). The one sitting between two barks is Meow (1). The jukebox sound never used in the mix is Rooster (6). That gives 2516 on the keypad beside the jukebox, which powers up the dance floor.

Go up to the second floor and flip the lever near the glass platform. Look down and memorize the green path lit up across the dance floor tiles.
Head down, start on the blinking tile, and walk the path exactly as you saw it. If you lose track, flip the lever again to redisplay it.
Repeat the memorize-and-walk cycle across all three stages. The kitchen key drops from the ceiling once the last path is complete.

Kitchen stove pans: code 2745 and the coat check key

The kitchen holds four stoves labelled 1 through 4, each with pans arranged on the burners, plus two posters explaining 6-Circle encryption. Read each stove’s pan layout against the poster to convert it into a digit, going stove by stove in order. The result is 2745, and entering it opens the drawer holding the coat check key.

Poster explaining how to read 6-Circle Encryption using marked circles.
The 6-Circle encryption poster used to translate each stove’s pan layout into a digit.

All five evidence photos and the suspect loadout

Press 3 to equip the camera. Beginner Mode only asks for five photos, and each one is picked up naturally as you unlock new areas, so photograph them the moment you walk in rather than backtracking later.

Roblox hotbar with the Photos slot marked by a red notification badge after taking a shot.
A red badge on the Photos slot in the hotbar confirms a new evidence photo has been logged.
EvidenceLocation
FootprintOn the rug near the entrance booths
Brown Fabric ScrapFloor of the DJ booth
Denim FabricSink counter in the men’s bathroom
Hair StrandSink counter in the women’s bathroom
Stained Wool FabricKitchen floor, beside a spilled bottle

Open the coat check with its key and dress the mannequin to match what those five items describe. The wool traces point to a beanie, the brown cotton to a crewneck, the denim to jeans, and the strand to black hair.

SlotSetting
HatBeanie — wool, black
ShirtCrewneck — cotton, brown
PantsJeans — denim, blue
ShoesSneakers
HairBlack

Fingerprint scan, server room, and the escape

Pick up the suspect photo the mannequin produces and carry it back to the van.
Use the laptop in the van to identify the suspect as Emily Andal and print her fingerprint. Make sure the blank flashdrive is on you before heading back in.
Apply the printed fingerprint to the scanner inside the club. A hidden server room opens up behind it.
Insert the flashdrive, then read the symbols on the servers. They match the symbols on the evidence board, and connecting them in the order the servers specify produces 1274. Enter that on the keypad to switch the screen on.
Unscramble the X-ray image on the computer, let the evil plan download onto the flashdrive, collect it, and return to the van to escape. The banner reading “CHAPTER 2 PART 1 COMPLETED!” confirms the room is cleared.

Where Beginner runs usually stall

Three things block progress more often than anything else. The ladder minigame ignores mouse clicks entirely, so it will not advance until you use the spacebar. The bar drawer stays shut if any of the three floor bottles are still on the ground, since the shelf cannot be sorted correctly while a slot is empty. And the server room will not open until the mannequin is dressed exactly right and the laptop has printed the fingerprint — the scanner does nothing without that printout in hand.

Note: The codes listed here apply to Beginner Mode. Standard Mode runs a different, longer version of Disco-Tech with its own puzzle set.

Worked through in order, the room is mostly a chain of small unlocks — power, then the booth, then the bar, then the kitchen — with the evidence quietly accumulating along the way. The 75-minute timer is generous for a first attempt as long as you photograph each item when you first see it instead of running the club twice.