Escape game walkthrough, escape walkthrough, video walkthrough, full walkthrough, complete walkthrough, youtube walkthrough, walk through, playthrough, play through, gameplay, game play, longplay, strategy, how to escape, escaping, hints, tips, cheats, tricks, answers, guides, codes, passwords, faqs, maps, solution, help, tutorial, figure out, figuring out, solve, solving, find, finding, room, level, chapter, part, stage, tutorial del juego de escape, solución del juego de escape, passo a passo do jogo de fuga, solução de jogo de fuga, procédure pas à pas du jeu d'évasion, solution du jeu d'évasion, komplettlösung zum fluchtspiel, fluchtlösung, lösung, spielanleitung, lösungsweg, 脱出ゲームの攻略, 脱出ウォークスルー, 脱出ゲーム解答, dasshutsu u~ōkusurū, dasshutsu gēmu no kōryaku, dasshutsu gēmu kaitō, çözümü, yardım, nasıl
11 Comments
Math puzzle is the edges of the shapes
ReplyDeleteUse string/magnet on vase in door view.
ReplyDeleteUnder lamp with green number there's a drawer you can open. (took me a while to find that)
This comment has been removed by the author.
ReplyDeletecount all edges at star shape
ReplyDeletestick left of dresser
ReplyDeleteThanks for hints! (So glad we didn't have to use numbers on picture...)
ReplyDeleteHmmmm...missing one. Thanks for star hint!
ReplyDeletesigh ena really pissing me off
ReplyDeletebut glad dont have to disable adblock anymore
ReplyDeleteThis was nice.
ReplyDeletePuzzle pieces:
1. Open the cabinet, read the number on the shirt. Click the alarmclock, read the marked number. Use the combination on the drawer.
2. Close one of the blinds, a paper drops. It holds the number for the other drawer.
Go left.
3. Throw the books from the shelf, click red button. A circle means 'zero', the star means 'click all sides of it'.
Now start counting. Example first row: 0+5-4 = 1.
4. Zoom in on the painting, click it.
A rope on the couch, a magnet on the bookshelf. About item the magnet, attach the rope.
Go left.
5. Zoom in on all the numbers in their coloured circles. Use this in the drawer.
6. Open the second drawer from the top.
Take the rod next to the cabinet.
Go left.
7. Use the rod below the couch for a horse-button. Use magnet in the flowerpot for a horse-button. Place buttons on the drawer.
Go right or left twice and place the pp's on the drawer = key.
Circle has no sides - I was trying to count it as 1.
ReplyDeleteYou can post your comments to share your opinion about games, share your hints to help other players or ask help from them. If you can't sign in with your Google account, while you try to post your comment, you have to allow cookies on your browser for this website to sign in.
Emoji