Escape from Detention
You have been sent to detention with a couple of your friends, and locked in a room in the school by the evil principal seeking revenge. The only way out is to use your ingenuity and resources around you, along with the help of your friends, to Escape from Detention. Use your mouse to click on any of the three students, Serin, Geo or Bravo, then click to move around each room and pick up items. Inventory items may be combined to solve puzzles, and even shared between students.
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how do you get out of the power room?
there is a crow bar in the cubpoard, u give it to Geo.
how do you get past the dog?
u have 2 get the meatloaf and all the chemicals in the science room, then u have to go on the computer (the password is rover) and it will tell u how to make sleeping potion, u put the sleeping potion on the meatloaf
how to get out:
1st room. have serin give the batteries to geo. that will get the flashlight on. give the flashlight to bravo. with bravo click the chalkboard and the teachers desk. you will get chalk and a quarter. go to the upper right desk and get the note book. use the chalk to write in the notebook. you will get a map of the school. click serin, the click the little bench, not the vent. she will kneel on the bench. click geo and click the bench now click bravo and click the bench. she will be close enough to the vent. make sure bravo has the quarter and flashlight before you stack them. click the quarter and click the vent. it will open the vent. click the vent again. bravo goes on alone for now.
room 2: click the box in the middle to turn on the lights. then click the closet to open it and get a rope and crowbar. tie the rope to the left middle box then click the vent to send the rope to get serin and geo. once they are in there give the crowbar to geo and with him click the door.
room 3: a key is in the grate in the floor by the bear.
room 4 (chemistry lab): pick up all the chemicals and then click the teachers desk to get a magnet. go to the cafeteria get the meat loaf and then into the kitchen in the closet there is string. attach the string to the magnet to make a "fishing pole". go back to the hall with the bear and the grate in the floor use the magnet to get the key out. then go to the staff room and open the filing cabnet up. you will get the password to the computer. (rover) to learn how to make a potion. go to the gym and put the potion on the meat loaf and click the meat load to give it to the dog, go through the door behind the dog and click the filing cabinet to get the main door key. go to the exit and use it to get out.
the end.
this was so cool thanks to a post i finally figured out how to get out of room 2, i actually thought u had to put the crowbar and rope together to make like a hook rope, but i was wrong! also when i had tried to get bravo to open the door there was no message so untill i found out later on i thought that this was like a demo or something{b/c i tried @ school and @ home}
i also wish they had more to it also, like, another BIG LEVEL FOR THOSE WHO HAVE FINISHED!
All you need is the chemicals, meatloaf,rope,crowbar,computer password(rover),quarter. I think thats it. Get in to the power room by stacking geo and serlin on the stool under the vent. then have the other one open the vent with the quarter. The power switch is in the dead middle. Go to the cabinet and get rope and crow bar... figure the rest out!
-Saucey~
What was the laddle for?
The gold key was needed to get the password if you didn't cheat (cause it was locked in a cabinet)
I am going to try again but mix up a purple potion and see what happens.
It took longer to read the comments than to play the game, still it was fun little puzzle game I hope they make more.
To get out of the detention room first get the batteries out of serins backpack then click on them then on geo to put them in the flashlight. Then go to the first row and all the way right and you'll find a notebook, then go to the chalk board and you'll find chilk, then the teachers desk a quarter. okay now to escape you have to get up on each other. click on siren then the little sitting area under the vent and then and she would bend down then click on geo same thing, and then on bravo same thing make sure you past all the items to bravo.
light room
to get out here go to the middle row and then pull the lever to the middle machine then go in the closet to get the crowbar, and the rope okay now get the rope and connect to te middle machine in the row nearest to the closet then connect the other end to the vent and siren and geo would come through now past the crowbar to siren and let her break the door because you have alot of strength then bravo, and geo. so now your out
now go in either room except te top left corner now go to the staff room your find landle coins not sure for what then in the cafeteria a meat loaf and search the cupboard for string then in the science room and grab all the chemicals together then you try to mix them like you did with the book and chalk earlier to make a green, and orange then put them two potions together to make a sleeping potion then put it on the meat loafa and give it to the dog he would fall asleep
then go in the room that the dog was at and get the main school key then click on the main doors you'll probably be thinking you have to find more items cuz the doors are stuck but thinks to siren she's tough she just banged it open well i hope my walkthrough has helped you alot
all you have to do is get the key (silver) and you win!......-.- this game seems fun but it ends so quick! its stupid -.- at first its fun but then it comes to an immediate stop blah! i hope #2 is better. P.S... #2 is where the pricipal finds out you left so when you come back he remembers and you do another bad thing so you get sent to another school where you have to get out.... it might sound dumb but it is actually awesome. i saw a clip of it.
i just finish the game!
1st room: put serin on the bottom and then geo then bravo use the quarter to open the vent then climb through.
2nd: go to the middle power thingy and turn only that 1 on then go to the cuboard and get the crowbar and rope. next give the crowbar to geo next tie the rope to the power thingy that is right to the closest one to the vent after that use the rope and click on the vent and they should come through. next make geo open the door.
look all around and get all the stuff u can find
the password is rover for the computers.
3rd: Go to the room next to the library ( not in the library!!?!) then pick up the potions and then go get the magnet in the desk and when u have the thread tie it to the magnet and stick it under the vent near the bear. Then get the key, i just remembered u don't have to do the magnet thing cause evenguoualy u find the password rover lol with the magnet.
4th: put red and yellow potions thogethere and the yellow and blue the orange and green and theres most of the potion then use the meatloaf and the potion togethere it will make a cake type thing then give it to the dog then go in the room and get the silver key
5th: go to the exit and use the key with the exit
p.s the ending is kinda... LAME!!!! but kinda wierd at the same time!?!?!?
you're in the detention hall but there's no light
- to get some light use serin's battery and geo's flashlight.
- get the chalk from the blackboard, the coin from the bigger desk and the notebook from the upper right corner desk
- use the chalk with the notebook. u get a school map.
- give the flashlight and the coin to bravo.
- get serin to stay on the bench near the vent, then geo and finally bravo
- use the coin to unscrew the vent and get bravo to go through it
- you're in the power room. turn the lights on (power box in the middle)
- go to the closet and find a crowbar and a rope
- tie one end of the rope to the middle power box in the first row (nearest to the vent) and toss the other end to geo and serin.
- get geo to use the crowbar to open the door.
- time to collect objects:
. go in the 1st door right next to you (library) and then get to the staff room (u need to walk through the libray to get it). get the ladle in the sink, the coins from the sofa.
. in the door next to the library (the science lab) get all the chemicals and the magnet from the desk
. next (door with glass) there's a corridor that leads to cafeteria. get the meat loaf and in the kitchen u can find the roll of string in the closet
- time to use the objects: use the roll of string with the magnet and go to the grate (in the hallway when u came out from the power room) and get a small key.
- go back to the staff room (check the map if u don't know where it is) and use the key to open the drawers. u'll find a note saying "rover".
- go into the library and go to one of the computers. use the password and see how to make a sleeping potion. u need a green and an oranje potion.
- now it's time to use some knowledge. get the chemicals and mix the right colours to obtain green and oranje (yellow+blue=green and yellow+red=oranje). after that use the sleeping potion on the meat loaf
- go to the gym (once again check the map if u have doubts) and feed the dog with the meat loaf.
- enter in the janitor's room and in the drawers find the school's main door key.
- get out of the gym and exit the school by using the
gray key....
THIS IS THE END!!!
ray key
How to do the whole game....in 21 steps, please dont click here if you want to do it yourself SPOILER
1. take the battery and give it to geo to put into the penlight
2. find a quater in the teachers desk
3. make serin neal on the box underneath the vent
4. make geo give the pen light and quater to bravo and make geo neal on top of serin
5. make bravo climb on top of geo and serin and open the vent with the quater you found in the desk
now you are in the next room with geo and serin,
6. look in the cupboard in this room you will find rope and a crow bar
7. turn on all the machines to find out which turns the lights on
8. tie the rope to the 2nd machine from the vent, and tie the other end to the vent to let geo and serin climb through
9. give geo the crowbar and let him break open the door
you are now in the room with the bear in it
10.in this room go through the double doors on the right into the canteen and pick up the meatloaf
11.go through the double doors into the kitchen and click on the wardrobe this will give you some wire/srting
12. go back to the room with the bear and go through the single door on the right into the science room take all the bottles containing coloured chemicals
13.in this room you will also find a magnet in the desk
14, go back to the bear room, not far from the bear on the floor is a grill, tie the magnet to the wire and you will pull a key out of it
15. go through the second single door into the computer room walk straight through and unlock the cabinet with the key you just found
16. now you have your password click on the pc to type it in
17.to make the sleeping potion mix the bottles together
18. go to the room wear the dog guards the door (through the first double doors, then the single one on the right)
19.mix the potion with the meatloaf and feed the dog
20.go in the room and get the key
21.NOw you may leave through the exit with the key!!
any questions?
before u leave the detention room make sure u have got everthing out of that room -
quarter, chalk, note book. then under the vent is a little table thing, make geo crouch on it, then serin and then bravo.
When bravo is in the power room
turn the things on to get light. get the rope and crowbar. tie the rope to the middle box in the forst row. the others will climb through. give geo the crow bar and use it on the door and then you are out.!!!! ( if u use the chalk and note book you get a map)
[Edit: Spoiler added ~ Kayleigh]
There was a little navigatory strangeness when trying to
get on each other's backs and also making sure the right person had the right tools
but otherwise it was an alright game. Didn't take too long to get through and the puzzles were logical. It's a pretty old game, but I think if it came out in today's days, it would still work.
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Walkthrough Guide
(Please allow page to fully load for spoiler tags to be functional.)
Complete walkthrough (kinda long):
Detention room:
Go into Serin's backpack, click the battery. Take the battery over to Geo's backpack and combine it with his flashlight.
Since Geo is the only one with the light, use him to go over to the desks (including the teacher's desk). Click them all. Find a notebook and a quarter. Click the chalkboard. Get chalk. Combine chalk and notebook together to get a map of the school.
Get the quarter from Geo's backpack and give it to Bravo. Click Serin and put her on the bench by the vent. Then click Geo and click the bench. He will climb on top of Serin. Then click Bravo and click the bench, she will stand on the two of them. Get the quarter from her backpack and click the vent with it. Bravo will open the vent. Give Geo's flashlight to Bravo. Click inside the vent. Bravo is now in the generator room.
Generator:
Now Bravo is in the generator room. Flip up all the switches to turn the lights on. Go to the tall cabinet and find the rope and the crowbar. Grab the rope from Bravo's backpack and click the middle generator-thingy in the row closest to the vent. Click the vent. Now Serin, Geo, and Bravo are all in the generator room. Give the crowbar to Geo, and have him use it on the door. Now you are in the hall.
Hall:
The exit door is locked. There's a ‘dark scary hole' with something glinting in it. We'll get to how to open that later. So go into the double doors closest to the creepy painting of the principal and the bear statue. Now go to the door closest to the exit, on the side farthest away from you. You are in the classroom.
Classroom:
There is nothing important to speak of in here. Go back into the hall and click the door closest to you. (The door next to the one that leads to the classroom is the principal's office, don't wake him!) Click the door nearest you. You are now in the gym.
Gym:
The janitor's big scary dog is blocking one of the doors (to the janitor's room). There is, as quoted by all three characters, ‘nothing interesting' in the plain brown doors, so go to the glass one. You are now in the locker room.
Locker Room:
Nothing interesting in here. Go back into the hall.
Back in the Hall:
Go to the door next to the door to the generator room. Now you are in the Library.
Library:
There is a door on the far wall. Now you are in the staff room. Click the couch. Find coins. Click the cabinet with the sink. Find ladel. Go back to the hall. (Finding the ladel is optional, there's really no use for it except to confuse you and take up space).
Back in the Hall:
Go into the door you haven't gone into yet. You are now in the science lab.
Science Lab:
Collect all the chemicals on the counter in the science lab. You may need to switch characters as one of their backpacks might be full. Go to teacher's desk, find magnet. Exit Science Lab. You are now back in the hall.
Back in the Hall:
Go into the double doors closest to the trophy case. Go straight on through the next set of double doors. You are now in the cafeteria.
Cafeteria:
Get meat loaf from blue counter. Go through the double doors. Now you are in the kitchen.
Kitchen:
Go to tall wooden cabinet. Find thread. Exit kitchen and cafeteria.
Back in the Hall:
Go to main hall with the bear and the picture of the principal. Combine the thread and the magnet together. Go to the dark scary hole by the principal's picture. Use the magnet and thread to get the small key. Go into library, then into staff room.
Staff Room again:
Unlock file cabinet with key, find note that says ‘PASSWORD=ROVER'. Exit staff room. You are now in the Library.
Library again:
Go to one of the computers and access the chem. Lab by entering ‘rover' into the password box. Learn that a green chemical mixed with an orange chemical will make a sleeping potion. Combine YELLOW CHEM. With RED CHEM, then BLUE CHEM with the other YELLOW CHEM to make orange and green. Combine orange and green chemicals to make a sleeping potion. Combine sleeping potion with meat loaf. Exit Library. You are back in the hall.
Back in the Hall:
Go into the double doors closest to the picture and the bear. Go into the door on the wall closest to you. You are now in the gym.
Gym Again:
Give the meatloaf with the sleeping potion to the janitor's dog. The dog is now asleep. Enter janitor's room.
Janitor's Room:
Go to the file cabinet. Find main door key. Exit janitor room.
In the Hall for the Last Time:
Go to the exit door. Use key. After short animation, you are free! YAAY!
Posted by: Maddie | September 14, 2007 9:13 PM