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Apartment House Escape

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Rating: 3.2/5 (127 votes)
Comments (27) | Views (5,629)

Weekday Escape

GrinnypApartment House Escape is a bit...misnamed. Once you start playing you will realize that you are, in fact, attempting to break in rather than break out, a change of pace from the usual mid-week room escape. Welcome to Weekday Escape!

Apartment House EscapeSo basically you are trying to make your way into this lovely, terraced, gated apartment complex. Why? It's never actually stated. Instead you get some pretty bird's eye views of the complex from various angles (including close ups) and you must use the objects and clues that you find to solve your way into the place. Presuming, of course, that you can figure out precisely where you are trying to get in in the first place. Here's a hint: it's not the front door. So Apartment House Escape plays less like an escape and more like Breaking and Entering 101, if in real life common burglary involved lots of keys, color puzzles, logic puzzles, and a wicked rotating jigsaw. Well, being as I am completely law abiding, maybe it does. I certainly wouldn't know. Moving on...

So you begin at the beginning, the front of the complex where the parking lot is. You will discover that you can examine various areas of the terraces, yards, and even cars in the parking lot in close up simply by clicking on them. The right and left navigation arrows at the bottom of the screen actually move you around the outside of the complex, rather than turning you right or left, allowing you to view the place from both sides and the back. Nice looking place, really, and probably way out of my budget range. No wonder a person might want to break in.

Part of the fun of Apartment House Escape is the reverse of the usual escaping conventions, i.e. breaking in instead of breaking out. Even better is the nice mix of use of found objects tied up with some wicked fun (and occasionally just wicked) puzzles, a lot of them heavily color-based. It's a little disorienting to use the standard looking controls to navigate and find yourself moving in what would seem like a non-intuitive direction, using a right arrow to move to the side rather than turning 90 degrees away from the building.

The biggest flaw would not be the navigation system, though, as you get used to it pretty quickly. It is the unfortunate use of extremely wide clickable areas combined with a lack of a changing cursor, making it difficult at first to determine where you can click for the close-ups that you will need to complete the puzzles. A close up of a second floor terrace, for example, can be gotten to by clicking on that terrace, or below that terrace, or above that terrace, or even what looks like several feet to the right of that terrace, which can cause some confusion at first. The simplistic percussive music loop is also very short and can get extremely annoying extremely quickly. Fortunately there's a mute button. I suggest using it immediately. Inventory control also takes a bit of getting used to as well, since you have to click and drag items from the inventory rather than the usual highlight and click an area usually seen in a more standard room escape.

Despite the pixel hunting and the overly large clickable areas, Apartment House Escape is still a lot of escaping fun. Or breaking and entering fun. Heck, it's just a lot of amusing, logical puzzles, whether you have lost your keys and are just trying to get home or you have lost your job and are looking for a quick source of income from stolen property. Either way works.

Play Apartment House Escape

Walkthrough Guide

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Apartment House Escape Walkthrough

General Information

  • There are a lot of color based puzzles, so this walkthrough will contain detailed directions for the colorblind.

  • The clickable areas are huge, so I'll try to describe where you can click directly for certain views.

  • Look carefully for keys (and other important areas) that are very small.

  • Remember to use an object in your inventory you have to click and drag it, not just click.

  • There is only one way in.

  • Good luck!


  • You begin facing the front of the apartment complex. There are two cars in the parking lot, some sort of SUV on the left and a convertible on the right.

  • Click on the SUV for a close up.

  • Hmmm, that's a rather odd looking taillight on the SUV, isn't it?

    • For the colorblind: the taillight is three colors, from top to bottom yellow, white, and red.

  • Back up.

  • Now click on the convertible.

  • There's something odd about that trunk. Perhaps it's the question mark underneath the rather familiar looking logo.

  • Back up.

  • There are two gates on the right in front of the convertible. Click on either of them to see the entrance buzzer.

  • There's a lot of numbers there, and they are in two colors.

    • For the colorblind: the numbers are 9 (blue), 3 (black), 7 (blue), 4 (black), 8 (blue), 2 (black), 6 (blue), and 5 (black).

  • Back up.

  • On a second floor balcony (right in the middle of the complex) is what looks like a glass table with chairs around it underneath an awning. Click on the table for a close up.

  • You now have a close up of that glass table, and look, a clue! There are six locks in two panels to the left of the table. Each lock is a different color.

  • On the left, from top to bottom, is red, blue, and orange. On the right panel, from top to bottom, is green, yellow, and pink/purple.

  • Back up.

  • There's nothing more to see here now, so use the right arrow to go around to the right side of the building.

  • Click on the tiled roof for a close up. Note the small pattern in the tiles.

    • That is a 3 x 3 grid pattern. Top row: dark, light, dark. Middle row: light, dark, light. Bottom row: dark, light, dark.

  • Back up.

  • Look closely at the front of this side. You can see a third floor balcony with another of those glass tables on it. Click on that balcony for a close up.

  • Lying on the balcony, just to the right of the two green plants, is a red key. Take it.

  • Back up.

  • Down in the side back yard there is a single light green tree. Click on that tree for a close up.

  • Hmmm, there's a pink key here, impaled on the fencing. We might need tools to get that key.

  • Back up.

  • Use the right arrow to move to the back of the building.

  • Notice on the back balconies that there are tiled areas in the middle. Click on the tiled area in the middle of the upper (3rd floor) balcony for a close up.

  • Take the green key and back up.

  • Look closely at the back doors. The door on the bottom left looks different than the others. Click on that door for a close up.

  • We have on this door a keyhole (in a very odd place), two pink triangles, and a gap in the iron fencing. Looks like our point of entry!

  • Back up.

  • Use the right arrow to take you around to the left side of the building.

  • On a rooftop terrace in the back you will see another of those glass tables. Click on it for a close up.

  • Hmmm, not much to see here, but to the left of the table is a really dark tile, darker than all the others.

  • Back up.

  • Click on the third floor balcony (above where the glass table is) for a close up.

  • Take the blue key that is sitting on the balcony rail.

  • Back up.

  • To the right, you can click into the front yard of the far left apartment building.

  • Nice yard, but notice the brown patch on the grass? Maybe Fido has been doing his business there. Or maybe someone has been digging...

  • Back up.

  • Use the right arrow once again and you will be back at the front of the complex.

  • Time to solve some puzzles!

The Red Key

  • Click on the second story balcony for a close up of the glass table and the door with all of the locks.

  • The red key should be the first key on the left in your inventory. Click and drag it down to the red lock (top left lock).

  • Once the key passes over the lock you should hear a click. Release the key and click on the now open lock.

  • This is one of the tougher puzzles, a rotating jigsaw puzzle. Click on each piece to rotate it until it forms a picture of the apartment complex.

  • Pay special attention to the sky, those clouds are easy to get wrong.

  • Here's a screenshot of the finished puzzle.

  • When the puzzle is completed a hammer will appear. Take the hammer.

  • Back up.

The Green Key

  • The green key should be the second from the left in your inventory. Click and drag it down to the green lock (top right lock).

  • Once you hear the click, release the key and click on the green lock.

  • This is a variation of a mini-sudoku puzzle called KenKen, or KenDoku.

  • The object, just like in sudoku, is the fill in the rows and columns with numbers (in this case, since it is a 4 x 4 grid, the numbers 1 through 4) without repeating in any row or column.

  • Notice the smaller blocks that have heavy lines around them? Each of these blocks holds a clue for the numbers that go in that particular area.

  • For instance, if you have a two cell block that has 3+ in it, you know that the two numbers need to add up to three, meaning that only 1 and 2 in some particular order goes into that block.

  • To get started, look for a single block with the number 4 in it. The number 4 goes there.

  • The L-shaped block with 9+ in it has only 3 cells, so it must be 4, 4, and 1 in some order.

  • The 3 cell block that has 12x in it means that those three numbers, multiplied by each other, must total 12. That can only be 2, 2, and 3.

  • Here's a screenshot of the finished puzzle.

  • Once the puzzle is complete a shovel will appear. Take the shovel.

  • Back up.

The Blue Key

  • The blue key is the third from the left in your inventory. Click and drag the blue key over the blue lock (left column middle).

  • Once you hear the click release the key and click on the blue lock.

  • This puzzle has three black bars, and each bar turns white, yellow, and red before going back to black.

  • Where have we seen those colors before?

    • The answer is the odd taillight of the SUV in the parking lot. From top to bottom, the colors in the taillight were yellow, white, and red.

    • For the colorblind: Click the top button three times, the middle button once, and the bottom button twice.

  • Once you solve the puzzle a pair of wire cutters appears, take them.

  • Back up.

Getting the Remaining Keys.

  • Back up from the close up of the locks.

  • Use the right arrow to go to the right side of the building.

  • Click on that tree in the back middle of the yard for a close up.

  • There's the pink key, caught in the railing.

  • Use the wire cutters on the railing (remember to click and drag) to release the pink key.

  • Take the pink key.

  • Back up and use the left arrow to go back to the front of the building.

  • Once at the front, use the left arrow again to move to the left side of the building.

  • First, click on that second floor balcony where the glass table is for a close up.

  • See the dark brick to the left of the table? Use the hammer on that brick (remember to click and drag).

  • Take the yellow key and back up.

  • Now click on the right front yard for a close up.

  • Use the shovel on the brown patch in the yard.

  • Take the orange key and back up.

  • Use the right arrow to go back to the front of the complex.

The Pink Key

  • Click on the second floor balcony where all the locks are for a close up.

  • Drag the pink key (to the right of the wire cutters) to the pink lock (right bottom lock).

  • Once you hear the click release the key and click on the lock.

  • This is a three letter puzzle. And the puzzle only repeats certain letters.

  • Have we seen anything that could be a clue for this?

    • The clue is in the convertible.

    • Specifically, the clue is the question mark on the convertible underneath the logo. What does that logo stand for?

    • That is a BMW logo. The clue is BMW.

  • Once you enter the clue a black key will appear, take it.

  • Back up.

The Yellow Key

  • Click on the yellow key (just to the right of the shovel in your inventory) and drag it to the yellow lock (right middle lock).

  • Once you hear the click release the key and click on the lock.

  • This is a 3 x 3 grid of buttons which change color.

  • They start out as lime green, then change to white, black, and back to green.

  • Have we seen any clue for this? Perhaps in the back? Maybe on the roof?

    • The clue is that 3 x 3 tile pattern on the balcony in the back.

    • Click on the buttons so that they repeat the pattern. Top row: black, white, black. Middle row: white, black, white. Bottom row: black, white, black.

    • For the colorblind. Top row click the top row left button twice, the middle top button once, the right top button twice. Middle row: left button once, middle button twice, right button once. Bottom row the same as the top row, twice, once, twice.

  • Once you enter the correct pattern you will get a red triangle.

  • Back up.

The Orange Key

  • Click and drag the orange key (just to the left of the wire cutters in your inventory) to the orange lock (left bottom lock).

  • Once you hear the click release the key and click on the lock.

  • This is a four digit code. Notice that the numbers are blue. That may be a clue!

    • The clue to this is that long number at the entrance gate in the front. Some of those numbers were blue.

    • The four digits to this clue are the four blue numbers, 9786.

  • Once you enter the clue correctly a red triangle will appear, take it.

  • Back up twice.

Getting Out (Or, Rather, Getting In)

  • Use the right (or left) arrows twice to go to the back of the complex.

  • Click on the lower left door, the one that is different.

  • Place the two red triangles into the pink triangle shapes on the door.

  • Click and drag the black key over the keyhole.

  • You've escaped! Escaped what? The cold? Poverty? Exposure? Oh well, you've escaped at any rate.


I am unfamiliar with the number puzzle for the green lock. I might be able to figure it out if I knew the rules.

Uncle Al April 6, 2011 12:40 AM

Tenzhi -- Can you KenKen?


Ah, it's apparently a variation of a game called KenKen or KenDoku. I figured it was a variant of Sudoku, and Wikipedia showed me the way. ;)

Anonymous April 6, 2011 12:45 AM

That actually wasn't so bad...

Green Puzzle

It's kinda like a mathematical sodoku. You want rows and columns to each have a number 1-4. Certain sets of numbers are blocked with a bold term like 3+, this means you need to add terms to equal 3. So if theres 2 blocks boxed, then the answer would be 1 and 3.


Not bad. A quick little "escape" (escaping from the outside world?). The worst part is the navigation.


Made it.

Have to agree with the general synopsis here..

Navigation: If the puzzles weren't so well done, this would have put me off the game. :[

nerdypants April 6, 2011 3:44 AM

I'm completely stuck.

I so far have three keys: red, green, and blue. I see cars, but no way to interact with them. I see another key, but I can't pick it up. I see a button with numbers by it, but I have no clue what the numbers mean or where to use them. I seem unable to do anything in any of the different areas.

Can someone help? Am I missing something obvious?

nerdypants April 6, 2011 3:56 AM

Oh wait, I got it now.

I didn't realize I could click those colored keyholes. I thought I had to just keep finding keys.

nerdypants April 6, 2011 4:37 AM

Finally out.

Didn't enjoy the game all that much. What really annoyed me was having to figure out a) what the green puzzle was and b) how to play it. I generally dislike it when I have to consult Wikipedia in order to finish an escape game.

And another puzzle might be hard to figure out if

you're not familiar with certain car logos.

That one was more of a trivia question than a puzzle in my opinion. If I hadn't recognized the symbol (and it's a miracle I did, that is so not my area of expertise), I don't know how I would've finished the game. It's not like I could've googled the symbol.

I'm just of the opinion that puzzles in a game like this should be self-contained: everything you need to solve them should be in the game itself. And if you're going to use a puzzle like the green puzzle, it should be a little more well-known. I 'd never heard of it until reading the comments here tonight.


I agree with the general concensus: The navigation was a minor PITA, the puzzles were good, overall it was on the easy side, but not too much, so it was enjoyable.

The pnly part I had t resort to the walkthru was to find out where to use

the hammer

. Also, it was - at least for me - not at all clear that the blue-white thing was actually

a shovel

, but I got that right after all.

I would suggest a nicer ending though. You're out and what you get is links to other games... Somehow isn't right...


Fritware April 6, 2011 8:55 AM

I'll chime in to support the consensus here. The puzzles were fine. I didn't mind the green puzzle that much -- I hadn't encountered it before, but

like @Tenzhi, figured it was related to Sudoku and that was enough to set me on the right track. I was also surprised at the BMW puzzle -- I got it, but would have expected some kind of hint within the game for the non-car savvy.

Navigation was awkward, as others have stated; in particular, if I grasped the geography properly, there is one area you can't reach by clicking when it's directly in front of you but CAN reach from around the corner of the building. Odd.

This game also needs more visual cues. For example, with respect to the keys, I would have liked some visual indication that dragging the keys onto the locks did something. I often play these games in an environment where I can't have the sound on, so I can't hear clicks and such. When I saw nothing after dragging a key onto a lock, I assumed that there was something else I needed to do before the keys would work...

...so it took me a bit to realize that the keys activated puzzles accessed by clicking the keyholes again.

All in all, though, some decent puzzling for a Wednesday morning.

Stevie-O April 6, 2011 1:15 PM

Okay, to throw my $0.02 in:

I'm going to have to agree with several others here: the puzzles were okay, but the navigation was horrendous.

It made a number of what I'd call "rookie escape game mistakes":

1. Dependence upon external knowledge.

I was stumped on the KenKen puzzle until I came here, because I'd never encountered one before. (This is kind of a stretch, though -- people put magic squares in these games all the time, and nobody complains.)

(In contrast, the

car puzzle was easy because I live in a wealthy area and that type of car is very common here.


2. Objects/locations are visible from multiple vantage points, but can only be "reached" from one of those points.

There are locations on the far left and right that are quite visible from the front view, but cannot be reached from there.

3. Drag-to-use instead of click-to-select-click-to-use.

My touchpad is a PITA for dragging.

Relatedly, when he was young, my grandfather was in an accident that severed his thumb. They reattached it, but he had no feeling in it, making it nigh-impossible for him to drag objects using a laptop mouse/trackpoint/touchpad.

4. No changing cursor PLUS inappropriate hitboxes.

Not having a changing cursor is annoying, but I can usually deal with it. But the most of the hitboxes are WAY too big. The two cars' hitboxes include the cars as well as the empty spaces on either side. The "Key Door Patio" hitbox extends down into the yard below it.
So I'd click an spot to see if there was a hotspot there, and I'd be taken to a different area. Then I had to move my cursor down to go back, at which point I'd lose my place and have to figure out where I'd clicked, exactly.

Finally, there's one more complaint I have that I wouldn't classify as a rookie mistake, but was still very frustrating: The key colors were inconsistent with the locks they were supposed to go with. I kept trying to unlock the orange lock with the "red" key.

nerdypants April 6, 2011 1:58 PM

"For example, with respect to the keys, I would have liked some visual indication that dragging the keys onto the locks did something."

I had the same problem. I was playing with the sound off and had no clue that dragging the keys to the locks did anything. I was stuck for like half an hour. ;_;

sandylouise April 6, 2011 3:16 PM

I liked this game very much. Having said that only half the game was actually good. The blue, yellow and orange keys were just too easy. (One easy one is fine, but three feels unsatisfying.) The red puzzle was excellent. The pink requires knowledge which is a good thing. Although, as presented it's difficult to see if you're clueless as to what it's supposed to be and had to research it. I'm grateful to be introduced to a puzzle new to me in the green one.
I would have also liked it to be longer and maybe go inside the building.
All in all I really enjoyed it and hope they make more.


I quite liked this, it was different! A couple of things irked me, like the green key puzzle (I'd guessed it was a Sudoku type puzzle, but I didn't know the rules), and the navigation was terrible. I mean, once I got some of the items I thought "Aha, I know where to use that!" but COULD NOT find my way back to that area! Also...

I think the car puzzle is fair. BMW is a really well-known make of car, that logo is pretty famous!

Anyway, I thought it was a unique take on the escape game, but probably would need some tidying up, like better navigation and a cursor change, to be a really good game :)


The graphics are awesome! I love how you're able to find interesting clues and put them together... It's not easy, but it definitely gets more fun with time.


I liked this a lot! Yes, it had a few problems. (I'm not using spoilers because these are critiques, not giveaways.)

Navigation: (1) Biggest problem: the hot-spots are just too big. (2) A changing cursor would have improved the game dramatically.

Multi-key door: This was the only place where I needed to consult the comments. I did hear the satisfying little clicks when I used each key, but I thought my mission was to find all six keys before the door would open and I could "escape." Thanks to the posts, I realized I needed to click on each lock again to solve a puzzle.

One or two of the "found items" were a bit difficult to identify, but figuring out what they were was a big part of the fun for me.

Thanks, GrinnyP!


I enjoyed it! It wasn't too difficult, especially once I figured out what odd details to look for. My major complain is that annoying plunky soundtrack, good grief. It actually made me long for the elevator music of a Tesshi-e game.

Fritware April 7, 2011 8:41 AM

@nerdypants --

Glad to know I wasn't the only one.

I'm of two minds about the use of sound in games like these. Sound is an integral element of some of the best puzzles that I've come across in the many rooms, office buildings, underground complexes, tombs, bizarre otherworlds filled with people doing incomprehensible things (I'm looking at you, Henna Escape) and other enclosures from which I've had the pleasure to flee screaming thanks to Weekday Escape. I love the idea of needing to stretch my puzzle-solving skills to include another of the five senses.

However, the need to play silently (or at least with the sound turned way down low) is very common among gamers. For that reason, unless the player is given specific notice that the audio is important, I feel that sound should be an adjunct to visual cues and an enhancement of a game rather than the sole method of communicating feedback to the player.

Of course, there are exceptions -- if there's a place in a game where you have to turn on a radio or pick up a telephone, it will probably occur to you to turn your speakers on, and that's okay. There is also the God Tower/Not Pr0n genre of puzzle games, where there may be no clues that sound is important but the whole point is to think outside of the window in which the game is running, and so you really have no right to complain if the game requires you to turn on your speakers (or, for that matter, examine the HTML code, decipher the dances of bees, or hack into a secret government database to find a pass code laid out across Connecticut but visible only in an aerial photo taken by the next generation of spy satellite).

But for the run of the mill escape game, where sound is basically irrelevant to the rest of the game, it's just confusing to drop it in as an essential element without warning.

Okay, extended rant over. In the future, I'll try not to comment while drinking an extra large coffee, but sometimes it's just unavoidable.

The Great Dane April 7, 2011 6:42 PM

Escape the apartment. Wait - "Escape"? And you end up going IN to some random apartment?

That just says all about the 'logic' to this game. It is all about the 3d-graphic. Which is nice and all. But still - there is absolutely no logic in this gameplay - it's a random click the keys, and solve the puzzles behind the locks.

I am not a big fan.


Wow, that was pretty terrible. The worst part of it all was searching for the clue for the yellow key puzzle. The fact that the clue wasn't visible from the zoomed-out view but should have been given the art quality was amateur.


Loved the look of it and found it easy-peasy-pudding-and-pie. For once. Thanks for this one!


I'm having trouble with the red key puzzle.

I finished the jigsaw correctly (yes, even the clouds. I used grinnyp's snapshot of the solution) and no hammer appeared. Help?


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