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Teleporter Escape


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Rating: 4.2/5 (190 votes)
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Teleporter Escape

HopefulNebula For some people, it isn't the destination but the journey that matters. Everyone else just wishes for a teleporter already. Teleporter Escape, an escape game from Cool Escapers, has something for both these groups. You find yourself staring at a locked door, and your goal is to find out what the heck is behind it. It's the machine to the right of the door that's really interesting, though, since you can use it to teleport to other rooms, all of which hold clues to unlocking the main door. Click on items to collect, move, or toggle them. Once an item is in your inventory you can drag it to any area on your screen to find out if it can interact with whatever area you're dragging it to. If you've made a good match, you don't even have to release the mouse button. You can move through many rooms by clicking to the extreme left or right of the screen.

Teleporter EscapeFrom the game's simple premise and graphics, it might seem like there's nothing special about Teleporter Escape, and to an extent this is true. You get a few dozen rooms, a red-handled screwdriver, some petty theft and vandalism, and finally an open door. It's the quality and complexity of the puzzles that makes Teleporter Escape shiny. This is one of those games where it helps to have some scrap paper and a pencil handy, as you'll be retracing your tracks quite often. There's quite an array of puzzles to solve, ranging from a number riddle to a tile-swapping puzzle to a crossword, and this can be either amazing or frustrating depending on your ability level and the quality of your mouse. The crossword puzzle in particular would be better with keyboard input. There's also no auto-save function, so it's a good idea to only start the game when you have time to spend. That said, Teleporter Escape is a set of linked challenges that's well worth your time if you like finding your way out of places.

Play Teleporter Escape

Walkthrough Guide


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Walkthrough (am I doing this right?):

Note: If you press the wrong button on the teleporter, move left to reset the teleporter and try again.

Room 1

1) Move left.

2) Pick up the fuse and your first note - Room 2 Pass.

3) Move two times to the right. You are now at the teleporter. This is the place where you access all other rooms.

4) Open the note you just got. It has the passcode to Room 2, with the numbers 3 5 4 2 6 7 9 8, in two different colors, yellow (Y) and red (R).

i) Sequence is important.

ii) The color of the number is important.

iii) See the dials beside the room list? There are 12 red dials in a circle... seems familiar.

The red dials form a clock sequence. So, the one on the very top is 12, followed by 1, 2, and so on to 11 and back to 12.

Click the dials in sequence, following the color of the digits in the note.

Solution: Y3, R5, Y4, Y2, R6, R7, Y9, Y8

Room 2 is now opened.

Room 2

1) Bottles everywhere, and they're of different heights and of different lid colors too!

2) Open the brown lid and retrieve your second note - Room 6 Pass.

3) Take note of the heights and colors of the bottles.

4) There's nothing to do here now, so return to Room 1.

5) The second note has another numerical code like the previous note: 7 5 3 4 8 1 7.

Press the buttons on the teleporter like you did previously.

Solution: Y7, R5, R3, Y4, R8, Y1, R7

Proceed to Room 6.

Room 6

1) Pick up the red ball on top of the shelf. Take note of the huge '1' in blue background above.

2) Pick up your third note - Room 12 Pass.

3) You can also move to the right. There's three knobs that can be moved, but they do nothing for now. Just take note of them.

4) Return to Room 1 with your new note. This time, the note only writes "NOTE 1 - 1". What could it mean?

i) Note 1? That's written on the first note you picked up, containing Room 2 Pass...

ii) The dash in "Note 1 - 1" is not a dash, but instead a minus sign.

Deduct one off each digit you used to access Room 2. If the original was Y4, select Y3 this time. If it was R5 previously, then this time it's R4.

Solution: Y2, R4, Y3, Y1, R5, R6, Y8, Y7

Room 12 is now accessible.

Room 12

1) Seven knobs. There's a number '4' with a green background - take note of it. The shape of this room is quite peculiar, though - it's shaped like a bottle.

2) The knobs have three different levels.

3) A bottle shaped room? Where have we seen bottles before?

i) Go to room 2.

ii) It just so happens that there are seven bottles, and seven knobs. There are three different heights to the bottles. The knobs have three different levels... coincidence?

The height of the bottles represent what level the knob should be at. The shortest bottle means the knob is at the lowest level, the middle height bottle means the knob is in the middle, and the tallest bottle means the knob is at the top.

Follow the sequence of the bottle heights and you're set.

Solution: Middle, Bottom, Top, Bottom, Middle, Middle, Top

Room 7 opens. Take the item that is revealed - Shape 2.

Room 7

1) Three vases, and also a '2' with a pink background. Take note of it.

2) Take your fourth note - Room 9 Pass from the red vase.

3) Nothing left to do here, so return to Room 1.

4) This time, if you try to punch the numbers you received in the note, nothing happens. Why?

5) 13:45, colored red. The red dials on the teleporter are in the shape of a clock. Hmm...

i) 13:45 is the 24-hour format of 1:45pm.

ii) If the red dials represent the numbers on a clock, maybe it has to do with time?

iii) But clicking R1, R4, R5 and Y1, Y5, Y7 doesn't work! Is there something about this clock we're missing?

iv) What if I had hour and minute hands on the clock instead? How would that change things?

Select the red dials where the hour and minute hand of the clock would land, if it were 1:45pm.

Solution: R1, R9, Y1, Y5, Y7

Yes, technically the hour hand would be closer to 2 than 1 if it was 1:45pm, but ignore this fact!

Room 9 opens.

Room 9

1) A room with a colored grid of 7 by 3.

2) Seven? Where did we see seven of something previously that had so many colors?

i) The bottles in Room 2 are a good starting place. Remember the lids? We haven't utilized them yet.

ii) But there's only 7 colors across the bottles, and 21 colors to select from in Room 9!

Once again, follow the sequence of the bottles and the colors each lid had. Select the correct color representative of the one in Room 2 under each column.

Solution: Green, Blue, Brown, Yellow, Black, Pink, Dark Blue
Alternatively: Middle, Bottom, Top, Bottom, Middle, Middle, Top

Hey, that's the exact same height sequence the bottles had! Cool.

Take the hammer from the vault that opens, and proceed to Room 8.

Room 8

1. There's a metal plate that's missing a screw on its lower left. You can move right, and there you'll find a clock stuck at 9pm (or 2100hrs), with a H and M beside it.

2. Nothing happens when you try to click on either the H or M arrows, though.

3. That triangular Shape 2 you got seems to fit well into the slot...

4. Fit it into the minute hand and voila! Now you can move the minute hand. But we're still lacking one triangular shape. Where can we find it?

5. Maybe the hammer we just got could be of use?

i) Proceed to Room 7 and use your hammer on the vases. Take Shape 1 from the broken vase holding it.

ii) Return to Room 8 put Shape 1 into the slot. Now you can move the hour hand!

iii) But exactly what time should you be moving the hour and minute hands to?

iv) 1:45pm, the passcode from Room 9 Pass doesn't work... did we see other times that we have not used yet?

Return to Room 1, where you started off. Above the locked door is your answer: 17:55, or 5:55pm.

Solution: Move the hour hand to 5, and minute hand to 55

Yes, once again, not very accurate of a clock but whatever.

Room 3 now opens.

Room 3

1. Take note of the shapes in this room. Also take note of the '4' with the blue background above.

2. Take the note below the code, which is also your fifth note - Room 11 Pass.

3. Move left and take the screwdriver from the table. Take note of the three blue knobs above.

4. Return to Room 8 and unscrew the remaining three screws on the metal plate. Press the button hidden behind.

5. Access to Room 5 is granted.

Room 5

1. A shape code that prevents you from accessing that button behind the glass panel!

2. Move left and take your sixth note, which has some slot machine image and a few numbers. Take note of the locked chest.

3. Return to the shape code. Do you know how to solve this?

Return to Room 3 and replicate the code in Room 5.

Solution: Square with 1 vertical line, Triangle, Square, Window, Circle

Press the button behind the glass panel. You can now access Room 4!

Room 4

1. The puzzle on the wall looks similar to Sudoku, but it's not. Instead, it's a game called KenKen.

Quick rules about KenKen:
- No repeat of digits along the same row or column (like Sudoku)

- You can repeat digits inside the "cage", highlighted in bold in the puzzle

- You need to achieve the target number specified in each cage, using the mathematical operation given

- E.g. 12X means you need to get a result of 12, by multiplying all the numbers within the cage together

- Sequence of numbers do not matter, i.e. 4,2 or 2,4 are both accepted for 2-.

This is one possible solution. I'm not sure if there are others.

2 1 4 3
1 3 2 4
4 2 3 1
3 4 1 2

Room 10 opens as a result of your puzzle solving.

Room 10

1. An image puzzle! Try clicking the note beside it, and realize you can't reach it. Boo hiss.

2. Click on two tiles to swap their position with each other.

Some tips
- Start from the center and branch out. Which tile stands out the most? That's the center.

- The hearts looking things on some tiles are good ways to determine which tiles go beside them.

Solution thanks to josiasingh:
Click me!

Room 13 unlocks.

Room 13

1. Three red knobs, and a star slot beneath it. Take note of both of these.

2. Move right and you see a pedestal. Click on the pedestal to move it out of the way, and pick up the coin.

3. Now, click on the white part of the pedestal.

4. Your goal is to get the red ball to the green goal without touching the wall. Touch it and you have to restart. This will prove really tricky with such limited space!

Tips
- Enlarge your screen by holding the ctrl key on your keyboard and scroll up with your mouse wheel on the game

- Alternatively, ctrl key and up arrow on your keyboard works as well

- The intention is to enlarge the game so that you have more space to maneuver the red ball without touching the walls

Room 14 unlocks as a result of completing that maze.

Room 14

1. There's nothing except a slot machine. Insert the only coin you have and play away!

2. Well, you didn't win anything. But you unlocked Room 18 at least!

3. Take note of the symbols within each slot.

Room 18

1. Pick up the stick on the ground.

2. There's a slot on top, and a slot below. Hmm...?

Insert the red ball into the top slot. It will roll to the bottom slot and push out a key.

Take the key. Now you can put both of these items to use!

3. Take the key and proceed to Room 5. Open the locked chest on the left and take the wrench.

4. Go to Room 10. Use the stick on the note and retrieve your seventh note - Room 15 = EVENS.

Now that we've had so many notes that we haven't used, it's time to see what we can do with them!

Room 1 revisited

1. Check your note with Room 11 Pass. Now that's quite a giveaway passcode!

2. But wait, R2 R0 R9 Y1 Y7 Y4 doesn't work! Maybe we can't just take the top red dial as '0'?

3. Maybe the way the numbers have been created matter?

Count the number of dots that form each digit. That is the number you should key in instead, following the same color scheme.

Solution: R11, R12, R10, Y5, Y7, Y9

Room 11 is unlocked.

Room 11

1. There's a film playing device here, and a big screen to the right. It's not working though.

2. Insert the fuse you have into the slot below the device. You still need one more fuse.

3. Nothing to do here for now, so return to Room 1 and solve more of your notes!

Room 1 re-revisited

1. Refer to the Room 15 = EVENS note. There's a few room numbers above it. Maybe it has something to do with the next passcode?

2. But that doesn't seem to make sense... maybe we're being too focused on the wrong thing?

The top portion is not meant to solve the puzzle. Instead, focus on just the statement ROOM 15 = EVENS. That is, select all even red dials on the teleporter.

Solution: R2, R4, R6, R8, R10, R12

Room 15 opens.

Room 15

1. Use your wrench on the safe and open it.

2. Ah, a quick-to-finish room! Press the button behind the safe and unlock Room 17.

Room 17

1. Four number panes in the pattern of a window. Clicking each pane makes them go through a variation of colors and numbers.

2. Where have we seen this window pane figure before?

Refer to the note containing Room 15's passcode. The figure above solves this puzzle. Access each of these room and note the background color and number they hold.

Room 7: Pink 2
Room 3: Dark Blue 4
Room 12: Green 4
Room 6: Dark Blue 1

Enter the corresponding colored number to their respective positions as shown in the note and you'll unlock Room 16.

Room 16

1. A five symbol passcode is needed. Move right and there's three black knobs available. Take note of these.

2. Back to the passcode, maybe the slot machine game we played earlier may be of use?

3. We also received a note containing an image of the slot machine along with some numbers...

Refer to the note containing the slot machine image. Check Room 14 and take note of the different images in each slot. Replicate the symbols in Room 16, following the passcode provided in the note.

Solution: Seven, Bell, Lemon, Seven, Bell

Room 19 opens.

Room 19

1. Ah! A crossword puzzle. It says 1 TO 10 below.

2. Fill the crossword with the appropriate number in the appropriate position. No number is repeated.

3. How do you start, though? Tip: Start with the most "unique" number out of the ten. One of them uses a rather rarely used letter. Work from there!

The number I was referring to, was SIX. If you noticed, of the three slots that three-character-numbers can fit into, only one of them can be 'SIX'.

There's no number ending with 'I' nor 'X', so you can start from there!


      T
      W
    F O U R
    I
S E V E N
I   E   I
X       N
      T E N
      H
      R
      E I G H T
  O N E

Room 20 unlocks.

Room 20

1. Pick the star up. Also take note of the three green knobs here.

2. Return to Room 13 and place the star into its slot. Room 21 becomes unlocked.

Room 21

1. Solve the code by solving the clues above it.

2. To solve the clue though, you must solve the missing words!

i) The checkered pattern is representative of a chessboard. How many pieces are there on a chessboard?

ii) A diamond is representative of cards. How many cards are there in a pack?

Solution: 3 2 5 2

Proceed to Room 22.

Room 22

1. Flashing quadrants of four different colors corresponding to their colored slots below.

2. Solve the code below by determining what number each colored flashing quadrant is showing.

Solution: 9 5 8 3

Room 23 is unlocked.

Room 23

1. Pick up your eighth and final note. Doesn't that image look familiar?

2. Proceed to Room 6 and use the hammer on the brick wall where the X indicates in the note. Retrieve the fuse. You know where to use this!

3. Go to Room 11 and place the second fuse in the compartment. Click on the red button between the two fuse to activate the device above.

4. Move right and take note of the code flashing on the screen. Return to Room 1 and key in the code.

Solution: R2, R4, R6, Y1, Y5, Y8

The last room, Room 24 is now available for access!

Room 24

1. This is it! Your escape code lies in this room! However, the numbers are not fixating unless you solve this final puzzle.

2. Where have you seen three colored dots like the ones in the images before?

3. Remember, you came across a few of these already...

Room 3: Blue
Room 6: Yellow
Room 13: Red
Room 16: Black
Room 20: Green

Move the knobs and imitate the pattern they have in Room 24. Once you have all the knobs in all rooms in the right position, return to Room 24, and take note of the code.

Return to Room 1, key in this number, and click on the now unlocked door.

Congratulations! You've escaped and have beaten the game.

84 Comments

Great game, great consistent logic; I loved it, although the puzzles at the beginning are probably a bit more creative than the ones by the end, probably to ease the openess of the end-game.

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I am still battling away - would love a hint for Rm 4 if you have one :-)
Enjoying the game though..

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Stuck in first room with a fuse and a note.

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note 1-1 ? Not sure what to do with this one.

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Username,

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Username,


note the color of the numbers

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I did that, still no joy. I've tried corresponding them to the teleporter buttons, using them as the code (one number too short), tried making them work with the clock, nothing.

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Room 4

I believe that was the KenKen puzzle. You can look up instructions/solvers on the web.

Room 1

red numbers correspond to the circle, which is a clock, turn on each red number.
yellow to the bottom row which are 1 to 9

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Jax for rm 4

use the math symbol with the numbers in an area to come up with the number shown

Friar for note with 1-1

the dash is a subtraction symbol

Username for numbers on note and teleporter board

picture the round red dots as a clock and number the yellow from left to right

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Username,

on the dial, the 5, 6 and 7 are pressed (like on a clock dial)
the yellow buttons, from left to right - 2,3,4 then skip to the last two in the row,8,9.

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bearharry Author Profile Page February 4, 2014 2:51 PM

For the maze, to make it easier
You can first press ctrl + to enlarge the flash and the maze.
Then if you still have problem, go to the setup of your computer, find the mouse set up, make the speed of your cursor to be the slowest.

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I can't even open the door to get started lol

the 17:55 one

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On the maze: if you move the ball outside the maze to the goal first you get a funny message!

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coronacoreanici Author Profile Page February 4, 2014 3:21 PM

Stuck after unlocking room 8. Where is the puzzle? How do I find the screw driver?

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Couldn't figure out the note for Room 11, and the puzzle in Room 21.

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baileydonk Author Profile Page February 4, 2014 3:38 PM

I'm with coronacoreanici - There is a

clock to the right in room 8

but I don't know where the clue for it is.

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baileydonk Author Profile Page February 4, 2014 3:40 PM

Never mind. Power of posting. I thought I already tried that...

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I got it now, I was trying to match the colors to the page, not press those buttons. Now I'm in room 12 and not sure what to do next.

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Good lord, this is a complicated game! It would easily rate 5 mushrooms... except for that @#$!% wall-avoidance maze.

@MtDewed, that's not the first door, it's the only door.

Your first task involves the teleporter.

In fact, your first 24 tasks involve the teleporter.

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coronacoreanici: you missed finding sd in a previous rm.

tf58: for note on rm 11

count the balls used for the numbers

for puzzle on rm 21

the symbols represent games the first are squares for a board and the second is a suit

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Any hint on room 9 would be helpful. This game is kicking my keister!

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I can't figure out what to do in room 9!!!

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baileydonk:

Where did you first see a clock with time on it?

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rm 9 :

think back to rm 2

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Where is the screwdriver? I feel like I've tried just about everything!

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To find screwdriver:

rm 3 to the left

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I have now opened room 1, 2, 6, 7, 8, 9 and 12. And I am stuck! Got 4 notes, a hammer, a fuse and a red ball. I cannot do anything with clock, 3 yellow balls on a wall or a plate that is screwed shut. What am I missing?

Please help =)

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Nvm.. Power of the post!

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Has anyone figured out the note for room 15?

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baileydonk Author Profile Page February 4, 2014 4:34 PM

I did not want that to end. What a great game.

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What is where by room number:

1. Starting room and exit door
2. Jars (clues for red levers and colored buttons)
3. Geometric shape clue and blue slider buttons
4. Sudoku puzzle
5. Geometric shape puzzle and locked chest
6. Desk and yellow slider buttons
7. Colored vases
8. Panel w/screws and clock puzzle
9. Colored buttons puzzle
10. Tile puzzle (screenshot of solution below)
11. Film projector
12. Red levers puzzle
13. Hole for star, red slider buttons, coin and maze puzzle
14. Slot machine
15. Grey panel (can’t remember what opened it)
16. Slot machine symbols puzzle and black slider buttons
17. Four square colored numbers puzzle
18. Hole in wall for red ball (get key for locked chest)
19. Crossword puzzle
20. Green slider buttons
21. Four digit puzzle (pieces in chess, cards in pack)
22. Rotating colors/circle/4-digit puzzle
23. Clue for using hammer in room 6
24. Clues for colored sliders and code for exit door

Thanks GMM

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Puzzle in room 4, how to? It's not familiar to me in any way.

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Bobin Hood Author Profile Page February 4, 2014 5:33 PM

@Username room 4,

It's a Sudoku puzzle, the signs are x for multiplication, + for addition, - for subtraction, and % for division. Additionally, it's a zone type of Sudoku so the signs apply to specific zones of numbers.

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oniyaajila Author Profile Page February 4, 2014 5:34 PM

I've got my adblocker disabled (like on all of my gaming sites), and get stuck at the spinning 'loading ad' screen. I've also tried with I.E. (which doesn't have a built-in adblocker) and get that Internet Explorer can't display this site. I also get that message with another escape-game site. I really don't want to download a third browser - help?

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https://www.google.com/accounts/o8/id?id=AItOawkhArpRolriNviW1E9dEn2sBJ2ue5-L1MQ Author Profile Page February 4, 2014 6:25 PM

I need the codes for rooms 3-5. Clock face numbers first then line numbers.

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@Robin, thanks, but that doesn't help me at all. I've never played a Sudoku but I've seen them, but never one with multipication, addition, etc. involved.

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@ Username - just go to Conceptis Puzzles and do the tutorial for CalcuDoku. I just did. Turns out to be fairly simple!

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Now about that screenshot of the tile puzzle that you promised, Indie Gee...

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oniyaajila Author Profile Page February 4, 2014 6:52 PM

@Username - Ken-ken is like Sudoku, in that each line or column can have only one of each digit in it. The twist comes in that the outlined areas with the operators (+,-,X,/) in them have to give you the numeric answer on that outlined area. So, for example, a 2-block group marked '8-' would have to contain two digits that differ by 8 (1 and 9 are the only possibilities). A three-block area marked 105x would have to be 3, 5, and 7 (3x5x7 = 105). A bent region can have repeated digits, as long as those digits aren't in the same row/column (an L-shaped 19+ could be 9,1,9 - but only if the 1 was in the corner of the L.)

Hope this helps!

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josiasingh Author Profile Page February 4, 2014 7:09 PM

Screenshot for room 10

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https://www.google.com/accounts/o8/id?id=AItOawkhArpRolriNviW1E9dEn2sBJ2ue5-L1MQ Author Profile Page February 4, 2014 7:10 PM

THIS GAME IS SOOOO STUPID!!! I HATE IT!!! I WANNA HUG!!! DX

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I was totally overthinking room 15 unlock

the top half of the note is for the puzzle inside the room

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9 out of 10. The avoidance puzzle was the detractor. I would have been stuck much longer w/out the hint from Konrad - thx!

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Very cool! This is the first escape game I've played in a while that seems like it has the potential to become a sub-genre in itself. The lazy player in me did wish for an easier way than (GASP!) taking notes (or relying on Indie Gee's helpful list) to keep track of what was in each room. One idea would be to put all of each room's puzzles on one screen, and have a video display on the teleporter that showed the room in miniature when you mouse over its button.

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https://www.google.com/accounts/o8/id?id=AItOawmxW6d1LkZY_D7o6ko9yAZ6TX5JFgZajt4 Author Profile Page February 4, 2014 8:28 PM

am I supposed to have a shape 1 for room 8? i can't find one

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SeikoGiliw Author Profile Page February 4, 2014 9:15 PM

Okay, completely stuck in room 8. Help, anyone?

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https://www.google.com/accounts/o8/id?id=AItOawmxW6d1LkZY_D7o6ko9yAZ6TX5JFgZajt4 Author Profile Page February 4, 2014 9:41 PM

Figured it out by myself eventually. For room 8:

You can smash the pots in a different room with the hammer and get something you need here.

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merchantfan Author Profile Page February 4, 2014 10:03 PM

The avoidance game is *really* hard for people with fine motor difficulties. Escape games are usually one of the few games I can play. :(

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SeikoGiliw Author Profile Page February 4, 2014 10:23 PM

Got it, thanks!

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Yargh. I need help with the Room 9 Pass puzzle. I'm trying various things and they're not working.

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ray9na

look back in room 2

I'm stuck I have

the 11, 15 and the casino machine notes
but they make no sense to me. I have room 14 unlocked.

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Samantha Allen

I'm not sure what I'm supposed to be looking for.

I got the note out of the bottle in room 2 (don't even remember which note that was anymore), and

I used the visual clue there to get me "shape 2" out of the machine in room 12.

I am noticing

two different numbers in the rooms: a small number in a black circle indicating which room we're in, and a larger number in a colored square, the significance of which I've yet to suss out.

Don't think I've yet found a clue for room 6b.

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Are there clues to the crossword in room 19 somewhere?

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I am also stumped by the sets of 3 levers. What I know so far:

Rm 3 - blues, on the left of main room; Rm 6 - yellows, on the right; Rm 13 - reds in the center; Rm. 16 - blacks on the left.

What am I looking for here?

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Oh, and last but not least, where is the second

fuse?

I'm assuming I'll find it in one of the five remaining rooms I've yet to get access to.

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I've gotten into rooms 1-13, and am stuck. I have

a hammer, a coin, and a ball. I've used the hammer once, and I am guessing the coin will be for

the slot machine shown in note 6

I don't know what the ball is for.

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Jamilworm
you should have a note with a clue to open room 15.

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Jamilworm Author Profile Page February 5, 2014 1:15 AM

I have 6 notes:

Room 2, 6, 12, 9, 11, and slot machine picture

. Is the clue for room 15 within one of those or did I miss a note somewhere?

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The maze is a real pain considering that it's a square hitbox, for a circular object.

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Maybe I'm just not picking up on the game's format, but I can't get anywhere other than room 2. I don't necessarily need full spoilers, but knowing which clues to look at would be a big help.

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Never mind; just found a new note!

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Jamilworm

have you played the maze in room 13 (really, 13b)?

I just replayed the game up to where you are and that would be the next step. I just don't have the patience to replay that one myself.
Good luck.

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im stuck now,someone can help me? unlocked rm:1-10,12-14,18 items in hand:7 notes,hammer,fuse,wrench. i dont know want to do next.

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I tried sending a walkthrough but it... sorta vanished. I hope I didn't cause any trouble by sending it a second time @.@

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case solve

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https://www.google.com/accounts/o8/id?id=AItOawnv8b2Ji5FIj88dmpyUhXJNBS9ZHo5OTRY Author Profile Page February 5, 2014 8:01 AM

hahahahaha it just said im a big cheater when i tried to pass by the labirynth all around:D

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Walkthrough (am I doing this right?):

Note: If you press the wrong button on the teleporter, move left to reset the teleporter and try again.

Room 1

1) Move left.

2) Pick up the fuse and your first note - Room 2 Pass.

3) Move two times to the right. You are now at the teleporter. This is the place where you access all other rooms.

4) Open the note you just got. It has the passcode to Room 2, with the numbers 3 5 4 2 6 7 9 8, in two different colors, yellow (Y) and red (R).

i) Sequence is important.

ii) The color of the number is important.

iii) See the dials beside the room list? There are 12 red dials in a circle... seems familiar.

The red dials form a clock sequence. So, the one on the very top is 12, followed by 1, 2, and so on to 11 and back to 12.

Click the dials in sequence, following the color of the digits in the note.

Solution: Y3, R5, Y4, Y2, R6, R7, Y9, Y8

Room 2 is now opened.

Room 2

1) Bottles everywhere, and they're of different heights and of different lid colors too!

2) Open the brown lid and retrieve your second note - Room 6 Pass.

3) Take note of the heights and colors of the bottles.

4) There's nothing to do here now, so return to Room 1.

5) The second note has another numerical code like the previous note: 7 5 3 4 8 1 7.

Press the buttons on the teleporter like you did previously.

Solution: Y7, R5, R3, Y4, R8, Y1, R7

Proceed to Room 6.

Room 6

1) Pick up the red ball on top of the shelf. Take note of the huge '1' in blue background above.

2) Pick up your third note - Room 12 Pass.

3) You can also move to the right. There's three knobs that can be moved, but they do nothing for now. Just take note of them.

4) Return to Room 1 with your new note. This time, the note only writes "NOTE 1 - 1". What could it mean?

i) Note 1? That's written on the first note you picked up, containing Room 2 Pass...

ii) The dash in "Note 1 - 1" is not a dash, but instead a minus sign.

Deduct one off each digit you used to access Room 2. If the original was Y4, select Y3 this time. If it was R5 previously, then this time it's R4.

Solution: Y2, R4, Y3, Y1, R5, R6, Y8, Y7

Room 12 is now accessible.

Room 12

1) Seven knobs. There's a number '4' with a green background - take note of it. The shape of this room is quite peculiar, though - it's shaped like a bottle.

2) The knobs have three different levels.

3) A bottle shaped room? Where have we seen bottles before?

i) Go to room 2.

ii) It just so happens that there are seven bottles, and seven knobs. There are three different heights to the bottles. The knobs have three different levels... coincidence?

The height of the bottles represent what level the knob should be at. The shortest bottle means the knob is at the lowest level, the middle height bottle means the knob is in the middle, and the tallest bottle means the knob is at the top.

Follow the sequence of the bottle heights and you're set.

Solution: Middle, Bottom, Top, Bottom, Middle, Middle, Top

Room 7 opens. Take the item that is revealed - Shape 2.

Room 7

1) Three vases, and also a '2' with a pink background. Take note of it.

2) Take your fourth note - Room 9 Pass from the red vase.

3) Nothing left to do here, so return to Room 1.

4) This time, if you try to punch the numbers you received in the note, nothing happens. Why?

5) 13:45, colored red. The red dials on the teleporter are in the shape of a clock. Hmm...

i) 13:45 is the 24-hour format of 1:45pm.

ii) If the red dials represent the numbers on a clock, maybe it has to do with time?

iii) But clicking R1, R4, R5 and Y1, Y5, Y7 doesn't work! Is there something about this clock we're missing?

iv) What if I had hour and minute hands on the clock instead? How would that change things?

Select the red dials where the hour and minute hand of the clock would land, if it were 1:45pm.

Solution: R1, R9, Y1, Y5, Y7

Yes, technically the hour hand would be closer to 2 than 1 if it was 1:45pm, but ignore this fact!

Room 9 opens.

Room 9

1) A room with a colored grid of 7 by 3.

2) Seven? Where did we see seven of something previously that had so many colors?

i) The bottles in Room 2 are a good starting place. Remember the lids? We haven't utilized them yet.

ii) But there's only 7 colors across the bottles, and 21 colors to select from in Room 9!

Once again, follow the sequence of the bottles and the colors each lid had. Select the correct color representative of the one in Room 2 under each column.

Solution: Green, Blue, Brown, Yellow, Black, Pink, Dark Blue
Alternatively: Middle, Bottom, Top, Bottom, Middle, Middle, Top

Hey, that's the exact same height sequence the bottles had! Cool.

Take the hammer from the vault that opens, and proceed to Room 8.

Room 8

1. There's a metal plate that's missing a screw on its lower left. You can move right, and there you'll find a clock stuck at 9pm (or 2100hrs), with a H and M beside it.

2. Nothing happens when you try to click on either the H or M arrows, though.

3. That triangular Shape 2 you got seems to fit well into the slot...

4. Fit it into the minute hand and voila! Now you can move the minute hand. But we're still lacking one triangular shape. Where can we find it?

5. Maybe the hammer we just got could be of use?

i) Proceed to Room 7 and use your hammer on the vases. Take Shape 1 from the broken vase holding it.

ii) Return to Room 8 put Shape 1 into the slot. Now you can move the hour hand!

iii) But exactly what time should you be moving the hour and minute hands to?

iv) 1:45pm, the passcode from Room 9 Pass doesn't work... did we see other times that we have not used yet?

Return to Room 1, where you started off. Above the locked door is your answer: 17:55, or 5:55pm.

Solution: Move the hour hand to 5, and minute hand to 55

Yes, once again, not very accurate of a clock but whatever.

Room 3 now opens.

Room 3

1. Take note of the shapes in this room. Also take note of the '4' with the blue background above.

2. Take the note below the code, which is also your fifth note - Room 11 Pass.

3. Move left and take the screwdriver from the table. Take note of the three blue knobs above.

4. Return to Room 8 and unscrew the remaining three screws on the metal plate. Press the button hidden behind.

5. Access to Room 5 is granted.

Room 5

1. A shape code that prevents you from accessing that button behind the glass panel!

2. Move left and take your sixth note, which has some slot machine image and a few numbers. Take note of the locked chest.

3. Return to the shape code. Do you know how to solve this?

Return to Room 3 and replicate the code in Room 5.

Solution: Square with 1 vertical line, Triangle, Square, Window, Circle

Press the button behind the glass panel. You can now access Room 4!

Room 4

1. The puzzle on the wall looks similar to Sudoku, but it's not. Instead, it's a game called KenKen.

Quick rules about KenKen:
- No repeat of digits along the same row or column (like Sudoku)

- You can repeat digits inside the "cage", highlighted in bold in the puzzle

- You need to achieve the target number specified in each cage, using the mathematical operation given

- E.g. 12X means you need to get a result of 12, by multiplying all the numbers within the cage together

- Sequence of numbers do not matter, i.e. 4,2 or 2,4 are both accepted for 2-.

This is one possible solution. I'm not sure if there are others.

2 1 4 3
1 3 2 4
4 2 3 1
3 4 1 2

Room 10 opens as a result of your puzzle solving.

Room 10

1. An image puzzle! Try clicking the note beside it, and realize you can't reach it. Boo hiss.

2. Click on two tiles to swap their position with each other.

Some tips
- Start from the center and branch out. Which tile stands out the most? That's the center.

- The hearts looking things on some tiles are good ways to determine which tiles go beside them.

Solution thanks to josiasingh:
Click me!

Room 13 unlocks.

Room 13

1. Three red knobs, and a star slot beneath it. Take note of both of these.

2. Move right and you see a pedestal. Click on the pedestal to move it out of the way, and pick up the coin.

3. Now, click on the white part of the pedestal.

4. Your goal is to get the red ball to the green goal without touching the wall. Touch it and you have to restart. This will prove really tricky with such limited space!

Tips
- Enlarge your screen by holding the ctrl key on your keyboard and scroll up with your mouse wheel on the game

- Alternatively, ctrl key and up arrow on your keyboard works as well

- The intention is to enlarge the game so that you have more space to maneuver the red ball without touching the walls

Room 14 unlocks as a result of completing that maze.

Room 14

1. There's nothing except a slot machine. Insert the only coin you have and play away!

2. Well, you didn't win anything. But you unlocked Room 18 at least!

3. Take note of the symbols within each slot.

Room 18

1. Pick up the stick on the ground.

2. There's a slot on top, and a slot below. Hmm...?

Insert the red ball into the top slot. It will roll to the bottom slot and push out a key.

Take the key. Now you can put both of these items to use!

3. Take the key and proceed to Room 5. Open the locked chest on the left and take the wrench.

4. Go to Room 10. Use the stick on the note and retrieve your seventh note - Room 15 = EVENS.

Now that we've had so many notes that we haven't used, it's time to see what we can do with them!

Room 1 revisited

1. Check your note with Room 11 Pass. Now that's quite a giveaway passcode!

2. But wait, R2 R0 R9 Y1 Y7 Y4 doesn't work! Maybe we can't just take the top red dial as '0'?

3. Maybe the way the numbers have been created matter?

Count the number of dots that form each digit. That is the number you should key in instead, following the same color scheme.

Solution: R11, R12, R10, Y5, Y7, Y9

Room 11 is unlocked.

Room 11

1. There's a film playing device here, and a big screen to the right. It's not working though.

2. Insert the fuse you have into the slot below the device. You still need one more fuse.

3. Nothing to do here for now, so return to Room 1 and solve more of your notes!

Room 1 re-revisited

1. Refer to the Room 15 = EVENS note. There's a few room numbers above it. Maybe it has something to do with the next passcode?

2. But that doesn't seem to make sense... maybe we're being too focused on the wrong thing?

The top portion is not meant to solve the puzzle. Instead, focus on just the statement ROOM 15 = EVENS. That is, select all even red dials on the teleporter.

Solution: R2, R4, R6, R8, R10, R12

Room 15 opens.

Room 15

1. Use your wrench on the safe and open it.

2. Ah, a quick-to-finish room! Press the button behind the safe and unlock Room 17.

Room 17

1. Four number panes in the pattern of a window. Clicking each pane makes them go through a variation of colors and numbers.

2. Where have we seen this window pane figure before?

Refer to the note containing Room 15's passcode. The figure above solves this puzzle. Access each of these room and note the background color and number they hold.

Room 7: Pink 2
Room 3: Dark Blue 4
Room 12: Green 4
Room 6: Dark Blue 1

Enter the corresponding colored number to their respective positions as shown in the note and you'll unlock Room 16.

Room 16

1. A five symbol passcode is needed. Move right and there's three black knobs available. Take note of these.

2. Back to the passcode, maybe the slot machine game we played earlier may be of use?

3. We also received a note containing an image of the slot machine along with some numbers...

Refer to the note containing the slot machine image. Check Room 14 and take note of the different images in each slot. Replicate the symbols in Room 16, following the passcode provided in the note.

Solution: Seven, Bell, Lemon, Seven, Bell

Room 19 opens.

Room 19

1. Ah! A crossword puzzle. It says 1 TO 10 below.

2. Fill the crossword with the appropriate number in the appropriate position. No number is repeated.

3. How do you start, though? Tip: Start with the most "unique" number out of the ten. One of them uses a rather rarely used letter. Work from there!

The number I was referring to, was SIX. If you noticed, of the three slots that three-character-numbers can fit into, only one of them can be 'SIX'.

There's no number ending with 'I' nor 'X', so you can start from there!


      T
      W
    F O U R
    I
S E V E N
I   E   I
X       N
      T E N
      H
      R
      E I G H T
  O N E

Room 20 unlocks.

Room 20

1. Pick the star up. Also take note of the three green knobs here.

2. Return to Room 13 and place the star into its slot. Room 21 becomes unlocked.

Room 21

1. Solve the code by solving the clues above it.

2. To solve the clue though, you must solve the missing words!

i) The checkered pattern is representative of a chessboard. How many pieces are there on a chessboard?

ii) A diamond is representative of cards. How many cards are there in a pack?

Solution: 3 2 5 2

Proceed to Room 22.

Room 22

1. Flashing quadrants of four different colors corresponding to their colored slots below.

2. Solve the code below by determining what number each colored flashing quadrant is showing.

Solution: 9 5 8 3

Room 23 is unlocked.

Room 23

1. Pick up your eighth and final note. Doesn't that image look familiar?

2. Proceed to Room 6 and use the hammer on the brick wall where the X indicates in the note. Retrieve the fuse. You know where to use this!

3. Go to Room 11 and place the second fuse in the compartment. Click on the red button between the two fuse to activate the device above.

4. Move right and take note of the code flashing on the screen. Return to Room 1 and key in the code.

Solution: R2, R4, R6, Y1, Y5, Y8

The last room, Room 24 is now available for access!

Room 24

1. This is it! Your escape code lies in this room! However, the numbers are not fixating unless you solve this final puzzle.

2. Where have you seen three colored dots like the ones in the images before?

3. Remember, you came across a few of these already...

Room 3: Blue
Room 6: Yellow
Room 13: Red
Room 16: Black
Room 20: Green

Move the knobs and imitate the pattern they have in Room 24. Once you have all the knobs in all rooms in the right position, return to Room 24, and take note of the code.

Return to Room 1, key in this number, and click on the now unlocked door.

Congratulations! You've escaped and have beaten the game.

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I am stuck in the first two rooms.

I have the fuse and the letter 'N' (or this might be the note people have mentioned). I have no idea what to do next.

The only reason I got into room 2 is that I followed Friars advice to set the circular set of buttons 5,6,7 to Green and 2,3,4 and 8 & 9 on the the row of buttons to green as well. How did you figure that out?

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Loved that, very very much!

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Give me dejavu when seeing a title of my game from two years ago, quick glance.. mm not mine. Not that I mind tho and going to notify the dev in case he wasn't aware.

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Many thanks for the helpful notes/hints/walkthroughs above, but wanted to add one observation.
For room 21

There are periods next to each letter that indicate the number of letters in the missing word. For the top clue, the first word has 6 letters and starts with 'p', the second has 8 letters starting with 'c'

so the missing words are "pieces in checkers", not pieces in chess.

.. but the answer is 32 anyway!

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Thank you for the walkthrough, wackybeanz!

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VoxPopuli42 Author Profile Page February 5, 2014 8:26 PM

Was the avoidance game *really* necessary? I hate those games. They're so frustrating and aren't at all related to your ability to solve puzzles. I was really liking this game up til that point, and even though I really want to finish it, I quit.

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I created an account especially to note that the avoidance game stopped me cold, also.

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Tip for the avoidance maze:

Enable MouseKeys, if you have a numeric keypad on your keyboard. If you're on a laptop that doesn't have a dedicated 10-key, you MIGHT be able to still use it with that weird built-in keypad replacement that no one ever uses otherwise (you know, where you hit numlock and some of the letters turn into numbers). Anyway, enable MouseKeys, hover your arrow over the red ball, hold down the mouse button, and keep it held down while you use the MouseKeys to navigate the maze.

That's how I did it. A little slower, perhaps, but I managed it on the first try.

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I found one of the puzzles to be formulated really poorly

?? p..... in a C.........

its supposed to be 32 pieces in a chessboard, but that is not a phrase that is actually used. You might say on a chessboard, or in chess, or something like that, but "pieces in a chessboard" is a completely bogus phrase to fill in from that information.

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Really good game, great puzzles. The only issue I ever had was the fact that it took about 20 seconds to start working again if I ever left the tab it was in. 4/5 other than that though.

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Room 13

Did the walkthrough miss the coin in room 13? After completing the maze, click on the room 14 unlocked message and then click on the podium, which will move to the left revealing a coin on the floor.

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paula_roid Author Profile Page February 13, 2014 4:15 AM

nice game
this game reminds me of stuff that mateusz skutnik does (submachine creator), and of the sounds in the game are actually identical. But did he have anything to do with this game?

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There's a little trick that works with a lot of Flash games with annoying mouse-moving puzzles, including the maze puzzle in room 13 of this game. I don't think that there is an easier or faster way to pass the maze.

First, move the cursor over the ball, and hold down the left mouse button as if to drag it normally. Then, while still holding the left mouse button down, right-click to bring up the Flash context menu. Now, making sure to keep your cursor away from the context menu options, let go of the left mouse button. Both mouse buttons should be released at this point, while the context menu is still being displayed on the screen. Finally, move your cursor to a clear space next to the goal area, and then click and hold the left mouse button again. The context menu will disappear, and the ball will jump to your cursor. The cheating message isn't triggered, I suspect because the game only checks that the ball hasn't gone outside the maze boundary.

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could have done with a save progress function

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I have just spent the last 10 minutes trying to get out of room 1. I figured out the red / yellow numbers and the teleporter and the number 2 shows up as green in the --- unlocked section.

BUT

the door is not unlocked. There is a 6 digit number that must be entered. I could find no more notes or what not so if you are stuck trying to get the "door" open ....

Forget the "door" and its 6 digit code, simply click on the green 2 and suddenly you are in room 2.

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jackal.lewis Author Profile Page March 24, 2014 11:45 PM

Me: "Hey... This is a pretty awesome room esc-"

Game: "Don't touch the sides"

Screw this, I'll sacrifice gimmicky puzzles for a trackpad any day.

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Has anyone else noticed that a lot of the sound effects are identical to the sound effects in Submachine games? The item pickup sound, the page turning sound, the sound when you open the container in room 12, those are all familiar-sounding to me.

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