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.

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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.