Escape the prison room walkthrough level 1. Walkthrough Rebels: Prison Escape

  • 24.09.2019

During the passage, turn the camera due north. When the direction is specified in the game, the orientation is done to the camera, which looks to the north. Before you start playing, I recommend watching a video dedicated to the rules of the game.
All items and characters are shown on the map, if they are not visible, then they are either on the upper floors of buildings, or, conversely, underground. To see them, you just need to switch the camera to the desired height and then call up the map again.
Unfortunately, there is a bug in the game - the second level is not loaded. When the passage was written, there was no patch and it is not known when it will appear. In order for you to play further, you will need to edit the rebels.cfg file and change the number 1 to 6 in the bottom line of checkvideo=1. The line should look like this: checkvideo=6. This passage is not the only correct one, but offers the simplest way. Missions in the game can be completed different ways, the ending of each level will even depend on it.

1. Sparklington Prison

Task 1. Talk to Henry. All your goals are marked on the map.
Once you start playing, read the two notes on the north wall of the room, then talk to the prisoner and exit the room. Read the note near the door you came out of. In the south, from around the corner, a guard will periodically come out. Go south a little, and when you are in the guard's line of sight, pretend to be dead there, but only do this while the guard does not see you. When the guard notices you, he will come close to you, after which the hero will automatically strangle the curious. Take a bottle of alcohol from the corpse. Take the corpse to the room you left. In the future, try to hide the corpses, if any of the enemies notice them, then an alarm will be raised, and many armed people will come running to this place. The main thing is not to leave corpses in open areas. I also do not recommend that you stun enemies, because after a while they will rise again, so kill them if possible.
A little to the south of you there will be a building in which two people, one of them is an enemy, we sneak into this building and pretend to be dead, then we drag the corpse so that it is not visible through the open passage, we take the crowbar.
We go into the building to the west of you, there will be 1 prisoner and a first-aid kit, we sneak into the building, very quietly so that the guard at the entrance does not hear us, we take a first-aid kit in the building, then we stun the guard at the exit. Walk west a bit and then enter the long building to the south of you, where there will be one enemy. Kill him. Then go to the kitchen, take food, then fill up another enemy, which will be in the dining room. Exit the building on the east side.
There will be a guard who will walk from north to south through the prison barracks. Another guard will patrol the south wall of this building, and walk from west to east. Wait until no one sees you, and go into the barracks through the door that the guard entered, pretend to be dead there. Then take a sheet in the barracks, it will be in the north of the barracks, and talk to Henry, he will lie in one of the prison cells.

Task 2. Find Sammy and talk to him.
We leave the barracks, through the same door that entered. We approach the eastern wall of the dining room, and pretend to be dead so that a guard from the south notices us. We go west to the honey. parts. There will be a guard at the entrance to the isolation ward, wait until he turns away, and then go straight to him and stun him. Then we go into the isolation ward, stun the doctor and his assistant, talk with Sammy, take the first aid kit from the doctor.

Task 3. Return to Henry.
We return to Henry. If the doctor raises the alarm when he wakes up, don't be afraid. The fighters will go to the isolation ward, but if you are not there, then they will return to their places. Talk to Henry and he will give you a new task.

Task 4. Find and talk to Manny.
We leave the barracks and go towards the medical unit - to the west. Beware of the guard at the entrance to the isolation ward. When you pass it, go north and hide along the crates so that the guard who will be near the door, north of you, does not notice you. When he turns away, as well as the guard that will come out of the passage, north of you will also leave, then go through the door where Manny and the informant will be. Don't touch the snitch, and give Manny, the director's food, in return he will give you the key.

Task 5. Get into the office to the head of the prison.
Leave the building, but just don't get caught by the guards. Go to honey. insulator, and then go up the stairs. Open the door to the office with the key, stun the director there. Look at the papers on the table and use the door switch next to the terrarium.

Task 6. Escape from prison.
Go to the place where the door opened, then go to chimney and cover it up with a sheet. After the video, a guard will come running to you, you must have time to hide so that he does not spot you. To do this, stand south of the passage from which it will appear.
We go down the stairs and leave the isolation ward. Then we go to the tower to the west, there will be another guard. We sneak up on him from the north side and kill him, pretending to be dead. We go up the stairs, kill the guard there and jump down.

Task 7. Leave the city.
We go west and kill the guard who mocks the prisoner. We go to the north, carefully we will meet the commando, do not try to stun or kill him, it will not help. Just go north, but don't get caught in his eyes, take the saw and go back. Approach the gate to the sewer and cut the grate.

2. Romero Memorial

In some versions of the game, this level does not work due to a bug. The passage of this level will appear, perhaps later.

3. Dreadnaught's Foothold

Task 1. Search the prison.
As soon as you appear, talk to the mechanic to the north of you. Then eliminate the guard who is to the north of you with the help of a trap. To do this, lay it in the easternmost point, on the path of the guard, then eliminate another guard who will be even further north of you. To do this, lay a trap at any point along its route, so long as no one notices you. Then we go north, to the house where Dmitry Vilko and the guard will be. Wait until the guard sits in a chair, smoke, and then go into the house and talk to Dmitry. After the conversation, quickly leave the house and close the door behind you. Doors should always be closed behind you if you don't want to be spotted. Go south, and at the same time take everything of value from the 2 houses that you come across. Ring the bell at the entrance to the prison building.
As you appear in the room, repair the music box, then when you exit the room, kill the watchman. AT narrow corridor, leading north, fill up the guard. Then go to the fork to the north, and when the guards turn away go to the east.
You need to free Alexandro. To do this, seize the right moment when the guards are not around, and run towards his cell, but just turn into the room where there will be a man near the stove. Even if you raise the alarm, the main thing is that they don’t come to you, after a while the guards will again disperse to beat the thumbs.
Talk to the fireman in the room, then steal a large wrench from the room opposite, just make sure no one is there. Release Alexandro, talk to him, but just don't leave the cell for now, and Jeffrey, send him to the room with the stove, let him stay there for now. Give the wrench to Alexander.

Task 2. Collect information about Theodore.
Let Alexander go to the northeast to the room where the clothes of the mechanic and the stoker are. To do this, he will need to sneak behind the back of the guard who walks in this direction, and when he stops, you need to go around him from the east side, and when turning, the guard will not notice you, and you go further into the room. When performing the maneuver, time it so that the other two guards walking in that direction are in a room. Once you swipe Alexandro, swipe Jeffrey the same way. Have Alexandro put on a stoker's outfit, and have Jeffrey lay a trap in the path of the guard you just walked behind. When you fill up the guard, drag the corpse.
Let Alexandro walk close to the guard, who is standing near the door, behind which there is Theodore's diary. Alexandro first distracts the guard with sounds, and then starts running back and forth, the main thing is that the guard looks at him all the time. At that moment, Jeffrey opens the door, reads a magazine, and then leaves. As soon as Jeffrey moves to a safe distance, Alexandro can leave.

Task 3. Leave the zone.
Let Alexandro steal the bag of coal from the doctor. The doctor is near the entrance. To do this, you need to wait until the guards turn away, then go through the door, then quickly take the bag and immediately exit from there. When you exit, the guards should not notice you, if they look at the door, then wait. The doctor will definitely raise the alarm, so as soon as you get out, run to the director's wife and hide there. When everything calms down, send Alexandro to heat the stove with coal.
Now you need to steal a gas burner. To do this, place a trap in front of the door, from where 2 guards periodically come out, and 2 more remain. When there are only 2 guards in the room, place a trap and open the door, the nearest guard will fall for the trick, and you quickly drag the corpse. When the remaining 2 guards return, make sure they are not looking at the door gas-burner. Go there Alexandro, and quietly approaching the burner, twist it with a key. Get out of there the same way you came.
Now send Jeffrey to trap another guard who will patrol the area near the cameras and the stove. As you fill up, drag the corpse, but do not get caught by the 2nd guards. After that, go southwest. Have Alexandro distract the 2 guards facing each other with a sound, and Jefri will slip behind them. Now open the lock that closes the entrance to the pipe, and go upstairs. Come together to hot air balloon and refuel it, as soon as you refuel the ball, immediately click on it, otherwise it will fly away and you will have to get out of the level on the train, which is several times more difficult.

4. Nkeru Ukhwoku

Task 1. Find and release John.
John will be strictly to the north, in the house where the crowbar is kept.
When you arrive, head east. Lure 2 guards and kill them. Calculate when you will not be seen, and climb into the barn, take a weapon there. Unfortunately, only 3 cartridges, so use them sparingly. One shot can take 25 hits. Get out of the shed and move west from where you came. Shoot the guard who will be south of all the others, then run away from there to the west. When the alarm subsides, go back and lure the guard who will be next to the corpse. Then sneak north and talk to Danny, but just don't get caught in anyone's eyes. We go north and stun the guard in front of the bridge. We move north across the bridge, as soon as we cross the bridge, we lure a patrolling soldier into a trap. Jonah will be in the building, directly opposite you, but in order to climb the stairs, you will need to shoot the guard, whose eyes are directed to the stairs, for this we sneak up on him from behind, and shoot him from a distance. At this point, an alarm will be announced, and you will need to move all the time so that the commandos do not find you. When the alarm subsides, we kill the second guard. We go up the stairs to the building, take the crowbar, then go up to the floor above and free John. After that, go into the building nearby and talk to Bill.

Task 2. Destroy blue algae plantations.
Go west, put the guard to sleep with a dart, kill the rest. Take meat, bread, first aid kit. Go north to the place where the cage with the bird is. Kill the guard who will control the bridge with a gun. When the alarm is raised, hide somewhere. After that, kill all the guards on this island. Open the cage with a crowbar. Take the board and go east to the island where the doctor will be.
There will be 2 guards who follow each other, kill the last one first, then drag his corpse and kill the first one. Enter the house with the doctor, neutralize the doctor, take the talisman and see all the doctor's materials. Take the first aid kit from the doctor's body. Go to the southeast, take the map from the shaman, then use the Voodoo skill to drain the fuel from the collector and take the gear from there.

Task 3. Leave the level.
Method 1. Go north, take a pair of galoshes, take the second pair next to the enemy. When you neutralize the guards, be careful, there will be 2 informants who walk in pairs, so how did you attract the attention of the first one and when they go to see how dead you are, put a dart into the last one, and when he wakes up, kill him. Then kill the guard, near the galoshes. After that, go north and feed the meat to the crocodile, then take the galoshes and leave the level.
Method 2. Go to Bill, feed his bird with bread. Then go to the captain of the ship (do not forget to take the board with you). Approach the captain from the west side, it's easier. Hypnotize the guard who controls the bridge, then sneak up to the captain, if necessary, put the informant to sleep with a dart. Talk to the captain, then fix the pump using the belt that Bill will give you. Talk to the captain again and give him the gear, then talk to the captain again.

Task 1. Use the navigation terminal to get information about the Alcatraz project.
We go Jeffrey to the north and kill all patrolling guards with traps. We go into the shower room and take the mechanic's clothes there, give it to Alexander. Alexandro goes to the cabins to the mechanics and takes matches there.
Jefri destroys the remaining patrols with traps. Then destroys the mechanic in the cabin. After that, Jeffrey goes through the mechanic's quarters, goes to the room where the gasoline-soaked clothes are hanging from the southeast, then he opens the door. After that, he takes a position near the door where the electronic key card lies.
Alexandro sets fire to the clothes, and Jeffrey enters the room with the key as soon as the fireman comes out, then takes the key and leaves from there. When Alexandro sets fire to his clothes, let him also move away from this place. When the alarm ends, go west and open the door to the upper floors, for this Alexander must distract the guards, near the door, with a sound. Climb up a level. At this level, to distract the guard, use a flash grenade, as soon as the guard goes blind, look around. If no one bothers you behind the door, then run out and run to the toilet, it will be a little south of you. If an alarm is raised, then even after it ends, a patrol of 2 commandos will not leave, but will constantly patrol.
Periodically lure the guards into the toilet with a trap, as soon as there are fewer curious ones, move south. And then west, into the room where the gun is. During the journey to the south, so that you are not spotted, use the barrel along the way. When you get to the right room, open the door to the top floor, you can also take a gun - there is a whole cartridge in its barrel, this is not even enough to shoot yourself.
On this floor, sneak behind the main technician, but just don't let him turn on the siren. When you reach the circle in which the super-guard runs, do this: sneak up to the door, open it, when he runs past you, and becomes at a distance equal to a third of the circumference from you, then start running after him in a circle, and quickly open the door . As soon as you open it, run inside, then drag Alexandro the same way. Wherein chief technician shouldn't see you. Take the scientist's clothes, go to the terminal and look at the information on it, then repair the installation responsible for the supply of steam - it is next to the navigation terminal. Then go and see the contents of the safe. Then go down to the previous level.

Task 2. Leave the base.
At this level, have Alexandro dress up as a scientist and look at the documents on the submarine, as well as take the control panel to it. Now go down another level. Now it will be easier for you, since no one is attacking Alexander, so let him distract everyone with sounds, and in every possible way cover Jeffrey.

You are back at the level you started the game with. Collect Alexandro's cigarettes and a bottle of alcohol. Now go to the northwest, kill the guard there with a trap. Dress up Alexandro in mechanic clothes and let him go down to the lower level.
Let Alexandro give a bottle of alcohol to the informant, after which he will stop being an enemy. Distract the second guard now, and give Jeffrey a chance to come down. Go south while killing stupid guards with a trap. Open the gate leading to the submarine, then use the control panel to open the boat. Open the hatch and climb inside.

6. The Hungry Sands.

Task 1. Release Alice.
Talk to the woman behind the bar. Lure one security guard out of the yard with a trap. The second guard will just need to be stunned. Take a bottle of camel milk tincture, then go up to the second floor and talk to the archaeologist. Exit the building and talk to the Bedouin storyteller, give him the bottle. Head north, but watch out for an elite guard who might get in your way. When you reach the gate, turn west. Go to the statue, kill the guard there, then go north and go around the 2 guards from the east, then take the shovel that lies next to them. Go east, dig up the sand, where the cross is on the map, then go down. Climb up the nearest stairs to the surface. Leave Jeffrey underground for now. As soon as your fighter appears, let him fight off the spiders. Have Blake take out the security at the house. Then exit the building when the guards won't see you and move to the barn where the camels are. There, kill the spiders and take the board. Get back to the house. From there, move north, towards the building in which the weapon is hidden. There will be a guard at the entrance. When the opportunity arises, go in his direction, and then go around the corner and give him a straight head. As a rule, he raises the alarm, so quickly run into the house behind him and take a gun there. When the guard moves away from that place, go into the house with Alice and hide there, in the nearest room, keep in mind that there will be a guard in the house. Deal with it as you see fit. If the guard enters the house, then wait for the moment when she will not see you, and leave it. How to get out - shoot the guard, who has already woken up from the knockdown. Hide. Now lead into the building with Alice, Jeffrey, let him open the door with a master key and take the first aid kit.

Task 2. Find information about the chemical.
Go to the house in the north, strangle the guard at the entrance with Alice, then Jeffrey sets a trap in the building and kills the second enemy, have Blake shoot the remaining guard, and when the alarm rises, run away and wait for it to subside. Now go back into this house and read the information in the room.

Task 3. Find out about the Alcatraz project.
To do this, you need to twist the sound horn from the gramophone, and then go to the window and eavesdrop on the information. (see map). To do this, strangle the guard near the window from behind. Important! As soon as you overhear the information, your timer will start, and within 30 minutes you will have to blow up flying ship. To be sure, just leave Jeffrey with a gramophone horn somewhere nearby, while you yourself begin to prepare for the explosion of the ship. Let Jeffrey use the traps to finish off the remaining soldiers for now.

Task 4. Install explosives on a flying ship and leave the oasis before the explosion.
Send 2 of your heroes back to the dungeon. Go towards the abyss and put the plank to pass when you reach the trap so that it doesn't hit you, you just need to sneak under it. Now run on, ignoring the spiders and scorpions. Climb up the stairs. Kill the guard who will be patrolling the area with Blake and drag his corpse away so that the elite guard does not spot you. Send Alice to get explosives and weapons, just don't kill anyone. It will be easy, the main thing is that an elite guard does not spot her, for this let him hide behind a tent, near which there is an explosive, and then let him go and take a carbine. Once you get the weapon, send Alice back to Blake.

Let Jeffrey eavesdrop on the conversation and thus start the timer. Send him to your fighters and hide everyone to the east of the ship wall. Now send Blake to shoot the guard near whom you took the explosives, when he is discovered by an elite guard, the commandos guarding the ship will temporarily leave the post. At this time, mine the ship.
Now you have to leave. On the map, find the cross, where the camels are.
From the ship, run north, then east, there will be camels that you will need to sit on. Perform this maneuver like this: Hide behind the tent where you got the explosives, wait until you get in the way of any of the elite guards (there are 2 of them here). As soon as possible, run north and turn east, the guard closest to you, choke from behind. Do not touch the commandos who are standing nearby, and shoot the guard who is a little further away. Now send the fittest ones to run to the camels, let them sit down. The commandos will open fire on them, and at this moment you let in the wounded. The main thing is that at least one hero runs to the camel, but at the same time, you must all be alive. As a rule, commandos do not have time to fire more than one shot, as their eyes begin to diverge, and for a long time they cannot decide who to shoot at. You can take advantage of this error.

Puzzles are a genre of the gaming industry where it is necessary to apply logical thinking and think a lot. A prominent representative of this category is the Prison Escape project. The passage of this game is fraught with a large number of riddles, rebuses and requires non-standard thinking. The levels are intricate and filled with many design elements. Sometimes it is simply impossible to find the necessary items among them. Experienced players have come up with several good advice, which can simplify the gameplay for the average person.

Short description

This project was developed for mobile platforms. People can enter the game at any time, go through several levels and hide their gadget. The fan community has already recognized Prison Escape walkthrough as one of the most interesting. The developers have tried to include a large number of puzzles with a non-standard approach. Sometimes the best way out will imagine himself as a prisoner in prison, and then the solution will begin to come to mind faster.

Gameplay

The passage of the game Prison Escape is completely dependent on the features of the gameplay. Everyone new level is a closed room from which it is necessary to find a way out. The interior changes depending on the complexity. The first stages will be introductory, and they are designed to familiarize the user with the basics. It is worth carefully studying the variations in the location of objects, levers, locks, moves. In general, everything that can come in handy if the passage in the Prison Escape game becomes too difficult.

First of all, after entering the location, it is worth looking around. Each element environment may be a clue, so try not to miss anything. Any crack, mechanism, hidden object will come in handy in search of a way out. For example, there are chains with a weight in the room, but they are tightly attached to the bed. This means that somewhere in the room there is a key to unlock them, and there is also a place where given subject. Most likely, a wall breaks with a weight, behind which is a combination of a code on a door. If you constantly think in a similar direction, then the passage of the user will not cause any problems in Prison Escape. Remember that puzzles require maximum concentration. Mindfulness will always the best assistant looking for another solution. On the high levels in the rooms it will be necessary to solve whole chains of puzzles of ten or even more steps. In the process, concentration skills will begin to develop. What the game itself contributes to, and this is another reason to try yourself in it.

The Escape the Prison Room game will help you kill time and strain your brains. It is a quest in which you will feel the atmosphere of the prison in all its glory and what it means to be imprisoned in it. We warn you right away: the game is difficult. Tired of thinking how to get through? Just watch this walkthrough.
The game has 5 levels. Let's take a look at each of them.

1st level:

Look carefully in the left corner of the room and find a rag. Now look to the right. An old dusty mirror catches my eye. Wipe it with a newly found rag several times. Now we see a hint on the mirror, a 4x4 square. Remember the filled squares in each column. You need to look vertically. We get four columns (filled squares in the first column - 1, 2, 4, in the second - 3, in the third - 1, 2, 4, in the fourth - 1, 3.
We look to the left and click on the panel, which is located above the bed. We see the same tiles, press them as shown on the mirror. The key opens, take it.
We look at the leg of the bed, we see that a lock with a chain is installed on it, we open the lock with a key. We need a chain with a ball, so we take it.
We look under the table. He is on the right. We hit the chain with the ball on the wall. Again we see a strange hint. Here's what to remember: 2 normal L; 3 reverse L; 1 inverted L. Click on the door, turn the tiles as indicated on the tip. Level passed. We move to another room

2nd level:

Pay attention to the bunks that are on the left and look down. There is a pipe there. Let's take it. We examine the pillow on the lower right bunk. There will be a piece of screwdriver. It is logical that there should be another part. We look at the metal bars of the right upper bunk. Here is the second part of the screwdriver, pick up, combine them.
Now let's unwind with our screwdriver ventilation pipe and take the red faucet handle from there.
Did you notice the hole on the wall near the door? We head there and stick the pipe into the red faucet and attach the red faucet handle to this mechanism. We twist it, the blade falls out to us. We take it in our pocket.
We look at the middle right bunk, pick up the fabric, go to the stairs and pick up the wire. The next idea is just brilliant: connect the blade, fabric and wire. And you get a saw! We use it to cut the bars under the door. We move on.

3rd level:

On the right we see a shelf, take a cup from it. To the right of the cup lies a crowbar on a red faucet. Scrap is a useful thing, of course, take it. It's an unpleasant business, but you need to fill the cup with water from the toilet, we'll do it. Now let's put the cup in place and remember the hint drawn in it. Now we will look for other clues: look at the bottom bunk, there will be a book - remember the hint, look at the top bunk and inspect the pillow - remember the hint.
We sadly look at closed door and switch to the puzzle to the right of it. We decide. Now we open the cache with a crowbar. There we grab scissors. Another puzzle. Do you remember the clues in the room? So solve the problem without problems: 1 - yellow square; 2 - red, 3 - green; 4 - the number of gray stripes. We take the key. Elementary, Watson, open the door.

4th level:

Now, like real kleptomaniacs, we grab everything that we see on our way: a chair near the table, keys on the bed under the blanket, a blue bucket on the shelf on the left.
Let's see under the bed. We diligently press on the sides until we see a hint: the first is short and long at the top left, the second is short at the left, the third is long at the top left and short at the right, the fourth is short and long at the top.
Now let's deal with vandalism: we will break the mirror over the table with the help of a chair and take the shard. On the wall above the bed, we will scratch with a fragment of a mirror until a box appears. Use the hints to open the box. Grab the green keys.
In the barrel on the right, fill the bucket and pour the water into the hole on the floor, which is on the right. After a couple of seconds, the keys will come up, we also pick them up.
Look at the book that is on the table. Tips are also engraved on it: left and right, left, left, left, left, right. There is a radio near the door, click on it and enter hints. Again you have to remember, now the colors: green, red, yellow. To go to the next level, insert the multi-colored keys as shown on the radio.

Level 5:

We are almost there. On a table in the middle of the room, some smart guy put a magnet in a bowl of rice. Good, we'll take it. Someone threw a camera under the table, we grab it too. Take matches on the bench near the table. We pick up a rag on the bottom bunk. There is also a table on the right, from there we will take a bottle. Again we will chemistry: we will combine a rag, a bottle and matches. Get a Molotov cocktail. Next to the curtains on the right is a rope and a hammer. We're taking it, of course.
There is a window in the door, which is covered with metal bars. We put the camera there and take the photo. There is another camera on the top right. We'll take the photo there.
From the frame of the upper bunk, which is on the left, use a hammer to pull out the nails. We drive nails into the video camera with a hammer.
On the right on the broom we use the hammer. The broom will break. We take the rest. We connect the magnet and the rest of the broom. Above the top bunk there is a lattice, use our creation and attract the chisel.
There is also a grate in the ceiling, where we will use the chisel, only the problem is that there is a smoke detector. Remember our Molotov cocktail? We boldly use it. The door opens, you escape from prison and go through the game to the end.

Escape the Prison Room walkthrough can be read below. If you liked the article or have any questions - leave your comments and questions at the bottom of the article, and we also expect likes from you in the social. networks.

- take the cloth in the far left corner of the room.

- use the cloth a few times on the mirror on the wall on the right to wipe it and see the clue. Pay attention to the dark squares on the glass and remember the hint: the first column is 1, 2, 4; second column - 3; third column - 1, 2, 4; fourth column - 1, 3. Click on the panel above the bed on the left on the wall and click on the tiles according to the hint on the mirror. Take the key.

- open the lock on the chain with the ball on the bed

- use the ball with the chain on the wall above the table on the right. Remember the hint: L, L; reverse L, L; L, inverted L. Turn in the direction indicated by the tile hint on the door to open it.

Escape the Prison Room Walkthrough Level 2

- take the pipe in the lower left corner under the bunks. Take the screwdriver handle under the orange pillow on the bottom bunk on the right. Take the metal part of the screwdriver on the metal bars at the top on the bunks on the right. Combine both parts of the screwdriver

- use a screwdriver to open the ventilation grate on the wall on the left at the level of the middle bunk. Take the red faucet handle

- attach the pipe to the hole in the wall on the right next to the door. Then attach the red faucet to the pipe. Click on the red faucet to turn it and take the blade.

- take the cloth on the middle bunk on the right. Take the wire on the stairs on the left. Combine the wire and blade with the cloth. Use the saw to cut through the metal bars on the bottom of the door.

Escape the Prison Room Walkthrough Level 3

- take the bowl on the right on the shelf. Take the crowbar on the red faucet on the pipe to the right of the bowl (another view). Fill the bowl in the toilet. Place the bowl back on the shelf on the right. Remember the clue in the bowl. Click on the book on the bottom bunk, remember the clue. Click on the brown pillow on the top bunk, memorize the clue

- collect the puzzle on the wall next to the door on the right. Use the crowbar to open the cache hidden behind the puzzle.

- take scissors. Enter the colors according to the clues in the room: yellow square=1, red square=2, green square=3, number of gray bars in the clues=4. Take the keys.

- use the keys to open the door

Escape the Prison Room Walkthrough Level 4

- take a chair near the table on the right. Take the keys under the blanket on the bed on the left. Take the blue bucket on the shelf on the left.

- look at the bed. Click under the bed. Now click on the sides until you see the clues. Remember the hints: the first is short and long at the top left; the second is short on the left, long on the right; the third is short on the right, long on the top left; the fourth is short and long on top. Break the mirror above the table on the right with the chair. Take the glass shard. Look at the wall on the left above the bed. Use the glass shard on the wall a few times until you see a box. Use the clue from the bed to open the box. Take the green keys

- fill the bucket with water in the barrel in the far right corner. Pour the water onto the grate on the hole in the floor on the right. Wait until the keys appear on the surface. Take the keys

- look at the book on the table on the right, remember the hint from the arrows: left and right at the same time, right, left, left, left, right. Approach the radio to the right of the door and enter the hint. Remember the colors: green, red, yellow. Insert the keys into the keyholes in the order indicated on the radio prompt.

Escape the Prison Room Walkthrough Level 5

- take the magnet in the rice bowl on the table in the middle of the room. Take the camera under the same table. Click on the bench next to the table and take the matches. Take the rag on the bottom bunk. Take the green bottle on the table in the far right corner of the room. Combine the green bottle with the rag and matches. Take the rope and the hammer next to the curtains on the right.

- use the camera on the barred window in the door. Take a photo. Place the photo on the video camera in the upper right corner of the room. Click on the top bunk frame on the left. Use the hammer to take the nails. Place the nails on the camcorder and attach them with a hammer

- use the hammer on the broom in the far right corner of the room to break the top of the broom. Combine magnet, broomstick and magnet. Use the stick with the magnet to take the chisel behind the grate above the top bunk.

- use the chisel on the grating bars in the ceiling, behind which is the smoke detector. Use the Molotov cocktail on the smoke detector in the ceiling. The door is open.


2015-03-04