Hello, Escapers!

When I created this blog I had no intention to continue with it. It's purpose was purely practical - sending an information instantly on the web. However, I got a response immediately and it seemed like fun. I don't think that this blog will evolve much in the near future, but the idea of keeping it caught my mind, so... I'm keeping it.
Here you can check out and play my favorite Room Escape Games and some other games I like.

See you all :)

Wednesday, October 15, 2008

Picross Quest is a free fun casual logic puzzle flash game. If you enjoy logic puzzle games, Picross Quest offers a more appealing puzzle gaming experience.

Play

Thursday, October 9, 2008

Sunday, October 5, 2008

Factory Balls - A Bart Bonte Game


Nice game, I warmly recommend it. Some of the levels are not so obvious, so beware, you break it - you pay it! Seriously, some of the mistakes you are bound to make are irreversible. Then you lose a ball. Then you can't complete the game. You don't have enough balls.

Play

Escape the nonVerus Desert


Play



Walkthrough

  1. Turn right, pick up books, pick up map from top of shelves. Turn right.
  2. Click under the drawer (right shadow), take gold key. Turn right.
  3. Note that you can change time on the clock. Go back.
  4. Click on the ceiling, take batteries.
  5. Read black book from your inventory, it has clues. Note the hint for the key. The Morse code says:
    W S E (West, South, East - when you are outside, after a point you will see that the West is to the left and East is to the right)
    A L T
    50
    58
    50
    49
    If you follow and do that (I opened a Word doc, pressed and held Alt key while pressing 50 and so on), you get 2:21. That is the time you need to set on the clock. Leave it at AM.
  6. Hit the window with the only book you can move (the Thesaurus). Go out.
  7. Turn right, click the upper part of the screen, you will get a view of the sky. Just below the middle of the right part of the screen there is a cactus shape. Click around a bit if you don't see it, it will turn green. In the upper left part of the screen there is an arrow shape pointing at something that looks like a key shape. Go back, you will see a big cactus in front. SECOND to the left from that cactus there is another cactus. Click on it, you will get another view. I know it's dark, but the starlight gives you enough light to take the car key from the green king ;). Go back to the house (you can go inside only by clicking in the lower part of the middle screen).
  8. Set the clock time to 7PM (I got this just by randomly changing the time to see whether it changes anything outside). Go out again, go to the left, you'll see the sunset. There are four big cacti in front of you. Click on the little shadow under the lower left hand of the cactus. it will take you to a new view. Take the key hanging from it. Click on the dark shape to the left, it's a compass. Go back inside.
  9. Now use the silver key on the desk drawer and take the remote (hold the key over the lock until it disappears).
  10. Use the gold key on the door, you will enter the garage. Put the batteries into the remote, the garage door will open. Take the key from the inventory and hold it until the stupid bar goes down. Put it over the lock until it disappears.

That's it.

Posttraumatism

Play

Be patient while the game is loading...


Walkthrough

  1. When you check the bucket, you'll see a key inside, but we'll get to that later. Zoom on the chest, click on the left side beside it, you'll get a note "To Sonya" from Tyle. On its other side there are instructions on how to make a boat. Zoom out. You're able to look up, but you can't do anything there yet, so go right.
  2. Click the left side of the shelf under the window, then click the upper left side of the shadow, get the knife. Go right.
  3. Click the boxes, click the shadow on the left, take the note "To Sonya" from Anna. Move left, click the upper box, use the razor on the bottom right corner, take the file. Move back, go to bottom box, check out the book and the note. You can break the vase, but nothing comes out of it. Go right.
  4. Click the blood in front of the door, go right, there is something red under the door. It's a magnet. Use the file to get it. Go right.
  5. Read the diary on the table, something will drop out. Go under the table, you'll find a pencil behind the far left leg. Double-click the pencil and use the razor to sharpen it. Move back. I that same view (with the table on your left) you'll see a smudge on the wall, click on it and use the razor. Remember the instructions on how to make a boat? Let's make a boat: double-click the piece of wallpaper, and click once to face the white side, now click once in the lower right part of it. Now click the top right corner, then top left corner and now, bottom left corner. Voila – we have boat!
  6. Now let's get the key out of the bucket. Take the magnet and stick it to the bottom of the bucket. You'll also get a view of the movement of the key. Drag the magnet (holding the left click) towards the top of the bucket. When you see a line "I think I can reach it now!", leave the magnet and take the key. Zoom out.
  7. While in that view, click the left corner of the carpet, use the razor (not too close to the wall), then use the file on the grid. Put the boat inside and click on it to get it moving. It will come back. Take it and use the pencil on it. Put it back, click on it. It will bring a screwdriver. Zoom out, go right (to face the wall with the chest).
  8. Zoom in on the chest, use the key on it. You'll get a newspaper article and a doll's head. Turn it and take the key from the hole. Zoom out from the chest. Look up.
  9. Use the screwdriver on the light. You try the new key but it doesn't fit. Put it into the doll head's hole to smudge some ashes on it. Put the key into the key hole again and now you have an imprint of the lock. Now examine the key and use the file on it. Go up.
  10. There is a plastic sheet on the right part of the ladder, take it. Go right, you'll find the last note. We'll get to the wheels soon enough. Now go down, go to the bottom box, open the book and double-click the plastic sheet. It doesn't make sense now, but if you move it a little to the left (or, a little further, as Taylor says), you get the letters E,N,E,W (east, north, east, west – I would do it differently but hey…), which are the instructions for the wheels. Climb up the ladder and go right.
  11. There are arrows on the wheels. Use the instructions, but in this case (as in other games also) the west is to your left and the east is to your right. So, ENEW is right, up, right, left. Pull the lever down.

Yeah, you're out. Sweet dreams.

Mandarin Orange Room Escape


Play



Walkthrough

I am also posting the link of the web page (just click on Walkthrough above) where I played the game, because I can't take the credit for the entire walkthrough myself. This walkthrough is a result of the effort of several people (thank you J, Rosita, Nikki, Cerenthius and the others). Like this you can read all comments people made while playing this game and you can also check out all games that are posted on my favorite game place http://www.freegamesnews.com/en/. Thank you Eric!

  1. Click the lower part of the screen to pick an orange.
  2. Go right, pick the orange from the bottom shelf. Take the round brown thing from the middle shelf. Just in front of the bottom shelf there is a brown line. It's a stick, take it. Click the left side (in the middle between the top and the bottom) of the shelves, note the empty spaces. Note the yellow box.
  3. Go right, click the left leg of the table. You'll need pliers to get the yellow square. Take the orange. Go back. Take the key from the blue box on the shelves next to the table. Click right from the shelves, on the floor you'll find a jug with water/blue liquid.
  4. Go right. Remember the position of the oranges, but remember it as if they are on a 3x3 shelves. So, you need to remember to press the buttons for the shelves that are empty: 3rd (top right), 5th (middle), 6th (middle right), 7th (bottom left) and 9th (bottom right). Write it down if necessary. Now you can take all oranges. Click right beside the bottom left shelf. Use the key on the box, take the screwdriver. Click beside the bottom right shelf, use the stick to take the battery.
  5. Go right. Use screwdriver on grid under the clock. Take red shape.
  6. Go right. Use the pattern on the box. Take the pliers.
  7. Go right, use pliers to get the yellow square. Go left, click the left side of tall shelves to get a view to the empty shapes. Put the brown shape in the blue liquid to turn it blue. Put all shapes in place, go back. You see numbers 6 (blue), 4 (red) and 2 (yellow). Go to the panel by the door.
  8. Every place where the lines of the numbers meet (as if they were written one on top of another) you get a new color. I can't remember which game had the same solution recently. There is one place where they all overlap and there use white (or brown, you can read J's explanation in comment No. 70 on http://www.freegamesnews.com/en/?p=4861&cp=2#comments). Open the panel, put the battery inside, click on the door.

You're out.

Sorry for the sloppy work.

Retro Room



Play


Walkthrough

  1. Click the sofa. Take the green piece and the projector slide from under it. Click above the right upper part of the sofa, take the blue piece. Go right.
  2. Take the glass from the desk. Click the blue thing that looks like a toy, take a piece from it (it should be a left hand or something). Take matches from top drawer and a blue piece from bottom drawer. Click under the drawers and take the pin. Use the pin (or just click) on the green square on the picture with squares left from the desk. Take the green piece. Solve the puzzle on the computer (the numbers on the middle line are 2, 7, 9, you can do the rest; just make sure you use each number only once). Take the projector slide. Go right.
  3. Click on the boxes on the left, take the blue piece. Go back. Lift the white rug in front of the door, take the projector slide. Go right.
  4. Take the green piece from the clock. Take the projector from the top drawer. Take the cutter from behind the drawers. Click the yellow balloon, use the pin on it and take the green piece. Take the blue piece from the hole in the wall.
  5. Click the glass with the frozen piece, click the matches. Click the matches again and hold the fire part on the green piece. Take it. Go to the arrows above the sofa.
  6. Put the pieces where they belong according to the color (don't worry, you don't have to know where, just select a piece and click on the respective arrow. You can see the numbers: 3 to the right and 5 up. Note the white sheet on the left. Go left.
  7. Count three squares to the right and five up. Use the cutter and take the yellow piece.
  8. Click the boxes and use the cutter on one of them. Take the projector. Now you have two of them. Find shelves like the one that already has a projector and place them there (one on the left side of the door and one above the desk). Put a slide in each projector.
  9. Remember the white sheet beside the arrows? Go there and see the code for the safe. Go to the safe.
  10. Don't try to turn the wheel of the lock, just click on the numbers. Take the yellow piece.
  11. Put the pieces in the lock.

You're out.

Thursday, October 2, 2008

Operation Theatre Escape


Play


Walkthrough

  1. Go to the three switches that are to the left of the bed and turn them all on. You can check out the sheet just to see who you are ;) Go right.
  2. There is a safe there, we'll find the code soon enough. Click on the books. Click on the first one, it will open. Click on the index page couple of times and it will go into your inventory. You can open the drawers, but you can't find anything yet. You can also change the time on the clock, but no results of that yet. Go right (or left) twice.
  3. Click on the cupboard and take the surgical blade. Go back. There is nothing inside the drawer. Open the cupboard door and take the scissors. Click on the fridge and look at the number lock. Does it remind you of something?
  4. Go to the oxygen cylinder and then on the round thing showing the numbers. It shows somewhere around 500. Go back, click on the switches on the right and click the left one to turn it on. Look at the numbers again and you'll see that it shows almost 2500. Remember those numbers and go back to the fridge. Put the plug and set the same numbers (inner arrow on 500, outer arrow on 2500). Open the left side of the fridge and take the medicine bottle. Go right to the computer monitor to get the code for the right side of the fridge. Look at the number - 1000 if the switch is on. Turn the switch off and look at the number on the monitor – it's 100. Go to the fridge and set the numbers on the number lock (again, inner arrow for smaller value and outer arrow for bigger value). Take the paper with test timings.
  5. Go to the bed. Make sure the light is on. Take the index page you got from the book and put it over the bed until it gets big (somewhere around the horizontal bar of the bed). Note the numbers that get red and use them on the medicine box (go right for that). So, press 6183 and take the syringe. Go back.
  6. Check the test timings. Sterilization – 6:00 a.m. Set the clock on 6:00. Go to the sterilization machine and take the needle. Put the needle in front of the syringe. Use the scissors on the medicine bottle (the lower part of the throat – sorry for the choice of words!). Use the syringe on the bottle (put it in the same line as the top of the bottle).
  7. Go to the books, open the left drawer and use the surgical blade on it. Take the flashlight. Go to the clock, set the time on 8:00. See the line just above the 3 that is pale? Click on it and the clock will turn over. Take the battery and put it into the flashlight.
  8. Set the fridge to ZERO, unplug it, turn off ALL the switches in the room, go to the door using the flashlight. To make things easier, turn the three switches off last. The third one turns off the light. After that, go back once and left twice. Use the flashlight on the red button beside the door.

You're out.

Thursday, September 25, 2008

Lion Cage escape


Play


Walkthrough

  1. Don't touch the lion. Turn right. Click the water bowl, take the key chain. On your left outside the cage, there is a grey thing, take it. It's a rock. Look at the door, next to the lock (to the right) there is a thing that looks like a wire. It's a hook, take it. Turn to the right.
  2. Put the stone between the lion's paws. Take the red thing, it's a MacGyver's knife. Use it on the lion's mane, you'll get a rope. Combine it with the hook. Turn right.
  3. Using the hook&rope, click on the small cage outside. You'll get a mouse. Look up, it's a map. The square thing is the cage you're in, the round thing is the tent. Turn right.
  4. Combine the mouse and the key chain. Remember the position of the red dot on the map? Using the mouse (not only the PC mouse), click the same position around the tent (somewhere to the left of it). See what the mouse will do. You know what to do next.

Lab Escape


Play



Walkthrough

  1. Take the yellow key from under the carpet in the corner left of the door. Go back. Note that there are Chemo GAS detectors all over the place.
  2. Click the tall fridge-like grey thing right from the door. Click the green button, you'll see something above it, take it. Go back.
  3. Click the trash bin, there is something on the holder, it's a green key, take it. Go back and right.
  4. Click the broken glass, click the plug socket. There is something in one of the holes. It's a pin, take it. Go back. Click the grid, you'll see something like a pipe. Go back and to the left.
  5. Use the pin on the Centrifuge Pro, take the test tube. Go right twice.
  6. Use both keys on the safe (the green box on the floor). Use the card, take the glass. Go back and to the right.
  7. There is a gas mask under the chair, put it on. Put the test tube in the holder on the table. Pour the content of the safe into the test tube. Hm, not enough. Go left twice.
  8. Go to the tab, turn the handle to the right, go to the pipe behind the grid. Notice the water drops? Use the glass on them. Go back and right twice.
  9. Pour the water into the test tube. The Chemo GAS detectors picked up on the gas, the alarm is screaming! Go to the door.

You're out.

Kagi Nochi Tobira


Play


Walkthrough

Note: if you are too lazy to read, here is a video walkthrough (courtesy of my beloved FreeGamesNews.com): click here!

  1. Take the key and click on the door.
  2. Move the cursor in the lower part of the game screen, you'll notice a yellow line. Actually, you have a lamp and you are now searching for the key. Now go to the upper right part, a little under the "No. 2<QUIT" sign, there's the key. Take it and click on the door.
  3. Keys and doors will star falling. Focus on getting them. Take the key and click on the door.
  4. This level is fun. You can't see your cursor, but the numbers tell you when you are close (you don't have to wait to be 1, a 9 worked just fine for me). Or you can forget about the numbers and take your cursor out of the game screen and put it inside again trying to follow the line towards the key/door. Take the key and click on the door.
  5. This level is all about concentration and speed. Take the red circle, pull it up and try to get the key before it comes down again. Good luck!
  6. Well? What are you waiting for, press the up and down arrows! Not simultaneously, of course. Take the key and click on the door.
  7. Use the tank to get the key and to shoot the door. The aiming is not as it seems. For the key aim a little higher than the key. For the door aim in the upper part of the screen, somewhere close to the imaginary vertical line that would divide the screen in half. In other words, in the beginning of the right half of the screen.
  8. Click on the switch, think of everything you hate and start banging on the door. Take the key, click on the switch and click on the door. Hope you feel better… somehow… relieved… Ha?
  9. Click and hold left click and follow the arrows. Take the key, continue to follow the arrows. Click on the door.
  10. Keep clicking the switch, but not too fast – you need to click the spot where all of the lines meet in one dot (it sound scarier than it really is). You have to do it twice, obviously.
  11. Right click, select "I want a key" from menu. Take it. Right click, "I want the door". Click it.
  12. Well, this level might take quite a lot of your time if you don't focus. You can only progress step by step (that is: square by square) and you don't know where is the key nor where is the door. The good thing is that you don't die, it's not "game over" or any of that crap. You just have to remember where you found the key. Then find the door. Their positions will remain the same. Then try to click both of them in the time you're given. Of course, needless to say that you would have to click the key and then the door… right?
  13. This can be tricky. For the key, aim in the upper corner on the right side of the first quartern of the screen. You must click when the circle comes over the key (I would start clicking like crazy before it comes there). For the door, aim exactly in the position between the beginning of the vertical line (top part, that beginning) and the upper side of the screen. You can hit the door from other positions too, but this is the easiest one to explain. You agree without a doubt.
  14. Ah, the great old level 14! You can see that the numbers are piled up. Treat them as if they are written on tiles. When you move the circles, you can see that one tile appears on top and the rest of them follow. You have to figure out which one is first, second, third, and so on… and in the end, which one is on the bottom. As you discover, put the respective number in the squares in the column on the right.
    Apparently the combination changes, so I can't help you with that. In my case, the number was (from top to bottom) 6521034. That was the order of the numbers not by first appearance, but I started by which number appeared last, i.e. which number is on the bottom of the pile.
  15. Drag the horizontal yellow line to the left. The door will collapse. Take the key. Grab the door, hold the left click and move the cursor over the game screen line. You will hear a click and the door will stay up. Click on the spot that you noticed by now (it looks like a handle).
  16. Well, get ready. This level can be annoying for the impatient people. You have to keep up with the number on the left. Click the first domino, they will start falling making a distinctive noise. The number on the left changes from 0 to 1 and vice-versa. When you click the circle in between, the number on the left starts counting the dominoes. And I suggest that you do to if you want to finish this level. If the numbers you got don't match with the ones on the left, the counting starts over.
  17. Take the small vertical yellow thing on the right, put it on top of the long vertical yellow thing. Hit the big yellow square right in the middle. Take the key and click on the door.
  18. Type as fast as you can! Take the key. Type as fast as you can! Click on the door.
  19. Click and hold left click in the middle of the yellow shape (that will turn out to be that thing with drawers) and move quickly left and right few times until it turns around. Like every good and proud escaper, you will probably check the drawers (and find nothing) and check under- there is the key, take it. Click top right corner of the front side, you will get another view. Actually, this is a view to the door. Click the small orange dot.
  20. Click the yellow board. Check the time on your computer and set the numbers. Take the key. Click the yellow board again. You know what to do.

Eskkapee 2


Play


Walkthrough

  1. Move the plant, get the red key. Click on the fan several times and you'll see that you can change its direction. Point it towards the plant, click on the plant repeatedly until a paper drops. Take it. Go left.
  2. Check the drawers, take the pen and the metal thing (I can't remember the word in English). Use the red key on the bottom drawer and take the blue key. Go left.
  3. Use the blue key on the blue cabinet, take the piece of paper. While you're here, plug in the phone. Go left (or right) twice.
  4. Use the pen on the fan, use the metal thing from the drawer to take piece of paper. Go to the pink phone.
  5. If everything is plugged in, the screen should be white. Now dial the number (different in every game) from the paper you got from the blue cabinet (it should be on the first paper in you inventory, before the two papers). When you get a signal, go to the sofa (if you wait for the signal to stop, you get nothing), you will see a light coming from the cushion. Click on it, you'll get a mobile phone. It says "low battery". Go left.
  6. Unplug the base of the pink phone (take the cable out of the phone, not from the wall), plug the cell phone. Unplug it, it should ask for a pin code. Press the numbers from the second note, you will receive another code. Put the plug back into the pink phone, press the numbers from the last code. Go left.

You're out.

Escape from the Homemade Room


Play


Walkthrough

  1. Note that you can move the chair. Click on two boxes on the shelves, get the brown bottle. Go back. With the chair in front of the shelves, click on top of the shelves, then click upper right corner, note the screw (you can't do anything with it now, you'll know when). Move the chair, click on the floor. Just so you know you can. Go back and right.
  2. Note the form on the wall, like something is there. Go back. While in this view, click behind the red cabinet, get the scissors. Go back and right. Click the white square on the door, just to know what should we look for. Go right.
  3. Since there's nothing on the table, click under it, take the cup. Go back once, click the lower right part of the carpet, take the paper (it's almost invisible in your inventory, but don't worry – it's there). Click the cushion, use the scissors on it while it's in the air. Take the screwdriver. Go back (twice) and right.
  4. With the chair in front of the shelves, click on top of them; use the screwdriver on the screw. Nothing will happen yet, but apparently you have to do that in order to proceed with the next step. Move the chair away from the shelves, go under them, select the cup and put it behind the legs (behind the angle where the two legs meet). Go back, put the chair back, use the screwdriver. Move away the chair, take the cup. It has water (or something) in it. Go back.
  5. Put the chair under the clock. Select the screwdriver, click the upper part of the clock, put the paper in place, click on the clock. Select the screwdriver again, take down the clock again, take the paper. It has a number on it. Go back and right.
  6. Go to the lines on the wall. Put the paper there, use the pencil. We got another number.
  7. We'll play with the inventory items now. Examine the brown bottle, use the scissors on it, then the screwdriver. Now we have powder. What can we do with that?
  8. Examine the paper, use the powder on it, now we have three numbers! We need one more.
  9. Use the cup on the paper and voila! We have four numbers! Remember the white square on the door?

You're out.

Cinderella and Prince


Play


Walkthrough

  1. Take the watering can. Click the bird. Just to know it can fly… Just joking, just to know you can use it. Go right.
  2. Nothing much here. Click the sweet little whatever-the-are creatures. Go right.
  3. Drag the knife to the grass, take the carrot. Drag the grass to the cow, take the cow's poo. Go right.
  4. Click the girl (on the right ;), she will put water into the can for you. Before giving you the can, she will water the plant and it will grow and give a pumpkin. Go left to the monkey.
  5. Put poo onto the load (or monkey), put water on top (?!?). Take the long chopper. Give the carrot to the horse. Go right.
  6. Use the chopper on the branch where the bottle is, take the bottle. Go left all the way.
  7. Give the bottle to the old man, take the stick. Go to the right all the way, give stick to the wizard women. Put the horse where it belongs. Take the pumpkin seed. Go left to the monkey.
  8. Give the seed to the sweet creature, take the clock. Go to the first scene.
  9. Use the chopper on the clock, give the clock to the bird. Take the shoe.
  10. Whether you give the shoe to the sun ghost or the girl, there are two different endings. There you go J

Box Escape


Play



Walkthrough

  1. Click on the lines where the horizontal cushions meet the vertical cushions. Take the screwdriver. You'll check the TV later. Go right.
  2. Check the window. You'll see some letters on the bars. There is also a clue on how to use them. Go to the TV and click it. First you'll see some guy with rabbits. Click it again. You'll see Mike Phelps and two other names. Read on if you are too lazy to think.
  3. On the window bars there were C, P and L. Those are the initial letters of the surnames of the three swimmers. On the bars there is also ABC and #. That means to follow the number of the letters that are written on the bars: C is 3, P is 16 and L is 12. Use it where you are asked for a code. Or go right and read on.
  4. Put the code in the box under the bed. Take the wheel. Click the left side of the pillow and take the green key. Use the green key on the top drawer and take the magnet. Take the orange thread that is hanging on the lamp (you have to be precise). Go right.
  5. Click the rug in front of the door. It's screwed down. Use the screwdriver. Take the rug away. Combine the thread with the magnet and use them on the green pipe that is down. Go left.
  6. Use the screwdriver on the gray box. Click the dark gray circle. Put the green pipe into it. Put the green wheel on it and turn it. Take the yellow key. Go to the door.
  7. Use the key on the door handle and you're out.

Bomb Escape - 1



Play


Walkthrough

  1. Put the white tower on the black horse. Go back.
  2. Check the picture. It's Alfred Nobel.
  3. Put the cat puzzle together, make the cat blink (you'll get a bigger zoom), note the upside down positioned "Y"s in its eyes.
  4. Clicking on the basket or on the chair didn't do anything for me.
  5. Click on the table, click the vase, note the number 65. Take the paper from the drawer.
  6. Click on the clock, take the screwdriver.
  7. Check the drawers. In the middle one there is a game you need to complete. Don't make the ball go fast, it will always make you start again.
  8. Go back. Right beside the Mr. Nobel's portrait is a secret panel. Click it, push the red button. Go back.
  9. Click on the wall (right under the hanging chandelier), where a round white reflection is visible. Move your cursor in the area left from the light reflection and when it turns into a hand, click. A secret drawer will come out, take the key.
  10. Use the key on the cabinet door beside the drawers, take the paper. Read the question.
  11. Use the screwdriver on the plate by the bomb. The password is 1866 (the answer to the question). Take the key. Now, remember the upside down letters "Y" in the cat's eyes? Click the red buttons to create an upside down "Y" (yes, I agree, a poor solution, I tried it as a joke). Go back.
  12. Use the key on the safe like looking door next to the cat puzzle. Look at the numbers. If you add up the numbers horizontally, you get 65. It's the same with the columns (if the note with a 65 was suppose to point to this, another poor solution). So, we need to put the missing numbers. And they are: 7, 4; 13, 20; 19, 21.
  13. You see that two squares are marked (13, 20). That's the code for…? … for? For the door!

I don't know if there are two endings, I played three times and didn't find anything else to do there.


Friday, September 19, 2008