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. The Shockwave game was produced by Bitcasters, a talented multimedia studio in Toronto, Ontario.
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. Very nice pixel graphics and challenging puzzles make this game a lot of fun for anyone.
Walkthrough Guide
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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