100 portes: Évasion de l'école

100 portes: Évasion de l'école

104 évaluations
Complete Walkthrough of 100 Doors Escape from School
De Crunch
A complete walkthrough of the game, describing what must be done to get past each level. I did this because the other guides I found for this game were incomplete or simply wrong about many of the levels.

I'm going to assume you have some basic understanding of the game and already know that to pick things up, press buttons, or use items you should click on them.

I do include the codes for each of the doors and I also tell you how to find the code. Some people just want the answer, and some people just need a nudge. I put spoiler tags everywhere so you can get just the information you want. I tried to start by explaining the basics, then going more in-depth. If there is a door code, it will be revealed in the last line.

I played the US-English version of the game. I don't know about other language versions, but I would assume the information is much the same.
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Levels 1-10
Level 1

Push the red button by the door.

Level 2

Click the globe and slide it to the right.

Level 3

Shake the tree by clicking on the screen and moving the mouse rapidly back and forth until key falls out of tree. Pick up the key and use it on the door.

Level 4

Move the blocks out from under the wheels, then drag the cart from in front of door.

Level 5

Slide the brown bottle so that it falls off the desk and breaks. Pick up key and use it on door.

Level 6

Click on the laptop on the table and win a game of tic-tac-toe. The object of tic-tac-toe is to make 3 in a row.

Level 7

Match the player on the left with the related item on the right.
For those who don't sports, here is a list of the images.
Left of door
Right of door
Basketball Player
Basketball
Hockey Player
Tennis Ball
Volleyball Player
Hockey Puck
Soccer Player
Volleyball
Tennis Player
Soccer Ball


Level 8

Click on the pencil on the pedestal with the vase. Drag the pencil over the canvas to reveal the code. Click the keypad next to the door and enter the code.
The code is 8972

Level 9

The object of this level is to build a guitar.
The neck of the guitar is on the lower left, leaning up against the counter. The strings of the guitar are in the center below the door. The body of the guitar is on the lower right next to the green chair.
Place the guitar parts on the guitar stand on the left side of the screen. Start with the body, then the neck, then the strings. Once all the parts are in place the door will open.

Level 10

Start with red and click the buttons on the floor following the pattern on the chalkboard.
The pattern is Red, Green, Green, Green, Red, Green, Red, Red, Green.
Levels 11-20
Level 11

The object of this level is to blow open the door.
Pick up the Na(sodium) from the blue table, the H2O(water) from the counter, and the TNT(trinitrotoluene) from the desk in the back.
Add the H2O(water) to the Na(sodium) to make Sparks.
Place the TNT(trinitrotoluene) in front of the door. Place the Sparks on the TNT(trinitrotoluene). Door will be blown open(well not really, but it will open).

Level 12

The object of this level is to find the key and use it to unlock the door.
The key is inside the red pot.
Click on the pot to remove the lid.
Click on the potholder hanging to the right of the door. Use the potholder to collect the key. Use the key to open the door.

Level 13

You actually don't need to zoom.

The object of this level is to find the key and use it to unlock the door.
You will need to grow a flower to get the key.
Collect the shears from the large hanging plant on the left. Use the shears to cut the rope on the smaller hanging plant. If you are having trouble, note that you can just click the shears then click the rope where you want to cut it.
Pick up the seeds located at the foot of the fountain statue. Pick up the spade sticking out the the dirt on the right side of the screen. Pick up watering can tucked under the shelf on the right side of the screen.
Use the spade to pick up dirt from the formerly hanging plant. Put the spadeful of dirt in the pot on the floor near the door. Put the seeds in the pot. Water the pot with the watering can. Pick up the key. Use the key on the door.

Level 14

The object is to find the code that unlocks the door
Click on the note in the pocket of the hanging coat. It has the code on it. Punch the code into the keypad next to the door.
The code is 194026

Level 15

The object is to color a butterfly just like the painting.
Click on the painting of the butterfly. It will zoom in so you can color it.
Click the color on the palette, then click the spot you would like to color. Do this until the butterfly matches the example on the canvas. If you make a mistake, it's ok, you can color over it.

Level 16

The object is to find the key and unlock the door.
The key is in a box behind the bus.
Pick up the funnel from the floor next to the door. Pick up the gas can. Pick up the keys from under the bus. Put the funnel in the gas can. Use the keys to unlock the side panel on the bus. Use the gas can to fill the gas tank. Use the keys to start the bus, it will roll out of the way. Click on the grey box that was hidden behind the bus. Take the key and unlock the door with it.

Level 17

The object is to find the key and unlock the door.
The key is in the grey box.
Take the bolt cutters out of the box under the desk. Use them to cut the lock off the toolbox. Remove the two screwdrivers from the toolbox. Pick up the hex wrench from the bend in the pipe on the right. Click on the grey box on the shelf above the toolkit. Use the screwdrivers and hex wrench to unlock the box by clicking on the screwdriver/hex wrench then clicking the associated screw head on the box. Take the key out of the box and use it to open the door.

Level 18

The object is to find the code that unlocks the door.
Click the paper towel holder, revealing a blue butterfly. Click on it to zoom in and reveal it says 'x12'. This is your clue to count the butterflies in the scene and multiply the number of butterflies by 12.
Click on the curtain revealing that it is covered with butterflies. Count them. Check the x-ray. You can click on it to zoom in if you cannot clearly see the butterflies. Count those and add them to you total. There is one butterfly flitting about the room. Add it. There are two more mounted to the wall to the left, add those as well. Don't forget the blue one with the 'x12', it counts too. Total up all those butterflies and multiply by 12. This number is the code to the door.
There are a total of 20 butterflies in the image.
The code is 240

Level 19

The object is to collect 6 basketballs in the box by dragging the box back and forth under the falling balls.
Click and drag the box and balls will start falling from the top of the screen. If you collect a ball that is not a basketball, you will have to start over. Once you have collected 6 basketballs, the doors will open.

Level 20

Click on the book lying open on the desk on the right side of the screen.
The object is to match the weapon on the left with it's ammunition on the right.

Description of the images:
Rifle
Pistol
Pebbles
Lead Balls
Cannon
Sling
Arrows
Large Stones
Bow
Trebuchet
Shells
Cannonballs

For those who know nothing about weapons. A Rifle fires Shells, a Pistol fires Lead Balls, a Cannon fires Cannonballs, a Sling fires Pebbles, a Bow fires Arrows, and a Trebuchet fires Large Stones.
Levels 21-30
Level 21

Click on the large map of Australia. It will zoom in revealing Australia in pieces.

Rearrange the pieces to resemble Australia.


Level 22

Object is to find the code to the door.
The door code is hidden in a microscope.
There are three pieces to the microscope, one in the sink on the left, one on the floor by the door, and one on the middle shelf on the right. Click on each of the three pieces to collect them.
To reassemble the microscope, place the base on the shadow on the front table on the left, place the part with the lenses on the base, then place the head on the base.
Click on the completed microscope to reveal the code to unlock the door.
The code is 7290.

Level 23

To open the door you need to clean up the mess in front of it.
Click on the dustpan, place the dustpan on the floor next to the mess.
Click on the broom, use the broom to sweep the mess into the dustpan by dragging it back and forth across the mess. When the mess is sufficiently cleaned, the door will open.

Level 24

Object is to find the code to the door.
The parrot knows the code. You need to convince it to give it to you.
Click the spoon just below the white table on the left of the screen. Click the crowbar leaning against the leg of the fountain cupid. Click the knife located sticking straight up in the center of the right side of the screen. Use the crowbar on the crate. Use the knife on the bag in the crate. Use the spoon on the seed in the bag in the crate. Use the spoonful of seed to feed the parrot. Parrot will then tell you the code to unlock the door. You may feed the parrot more than once if you don't get the code the first time.
The code is 48575.

Level 25

To open the door, you need to convince the dog to move.
Click the ladder all the way on the left side on the screen. Place the ladder under the tree. Click the can of dog food in the tree. Place the dog food in the doggy dish. Dog will move and the door will open.

Level 26

To open the door you need to play find the differences
Click the pictures on the easel. It will zoom in showing both images.
You need to find 5 differences in the two images.

There's a small dog in front of the large woman on the right, it's missing in the other image. In the center of the image the umbrella is red in one image and blue in the other. On the upper left is a small white boat, it is missing in the other image. To the right of the forked tree, there is a small girl in one image, she is missing in the other. The man lying on the ground in the lower left has a glass of wine in his hand in one picture that is missing in the other.


Level 27

To open the door, you need to identify the composer
You need to spell his name by turning over the tiles at the top in the correct order. If you make a mistake, it will reset and you will have to start again.
The composer is Mozart.
The letters on the tiles appear in the following order: R H T M A B C O Z

Level 28

Figure out the code to the door.
The code has to do with the tires.
The key to the code is hidden behind some tires.
Click and drag the tires on the counter to reveal the pattern: Blue Green Red. Count the number of striped tires of each color and put the numbers in that order.
There is one hidden tire
Click the crowbar next to the door. Use it to open the side panel on the bus revealing a tire with a green stripe.
There are 3 blue, 4 red, and 6 green tires
The code 364

Level 29

Click on the electrical tape on the table. Click on the mop head on the floor behind the chair. Click on the mop handle leaning against the sink. Drag the mop head over the mop handle in your inventory. Click on the long desk drawer revealing a pipe wrench. Pick up the pipe wrench. Use the pipe wrench to tighten the bolts on the pipe at the top of the screen. Use the mop on the puddle. Use the tape on the wires. Click the power panel to turn on the power.

Level 30

There are four creatures on the selector in front of the door. A snake, a frog, a rhino, and a whale. Click on the triangle arrows to change which creature is displayed. You need to put them in order by size according to the circles on the left.
Order from top to bottom is Frog, Rhino, Snake, Whale
Levels 31-40
Level 31

There are five basketballs lying on the steps and floor. The object is to put all of the basketballs in the basket within 9 seconds. If you fail it restarts. Just keep trying.

Level 32

Open the trash can. Pick up the paper in the trash can. Open the drawer on the desk. Take the glue from the drawer. Click on the square white display panel above the bed. It will zoom in.
Use the glue on the panel. Use the trash paper on the panel. Rearrange the trash paper to form a complete square. If you place the piece in the right spot, it will lock into place.
Once the paper is properly arranged, it will reveal the door unlock code. Use the code to unlock the door.
The code is 21825

Level 33

There are three boxes on the floor. The first is the Parthenon in Athens, Greece, The second is the Roman Colosseum in Rome, Italy, and the third is the Great Pyramids in Egypt. Around the room are scattered various letters and symbols, each of which can be traced back to one of the places on the boxes. The object is to put the letters into the corresponding boxes. Greek letters in the box showing the Parthenon, Latin letters in the box showing the Roman Colosseum and Hieroglyphics in the box showing the Great Pyramids. If you make a mistake the level resets and you have to start again. Once all the letters are in their correct boxes, the door will open.
The Greek Letters are ΔΣΨΩ, the Roman letters are LFQD, and the Hieroglyphs are the other four

Level 34

Solve the three math equations on the chalkboard to get the code to unlock the door.
I was unable to locate anything that explicitly told what order they go in so I just assumed it was the same order as they were listed on the chalkboard as those are the first three letters of the greek alphabet, alpha, beta, and gamma.
Alpha is 9x0 which equals 0, beta is 0+2+6 which equals 8, and gamma is 2+2-2 which equals 2.
The door code is 082

Level 35

Click on the book on the desk. It will zoom in and show you two pages with various flags and colors on them. The dots a the top show the order. Green, Yellow, Pink, Red, White, Blue. You need to count the number of stripes of each color, this will give you the door code.

There are 4 green, 3 yellow, 0 pink, 8 red, 5 white, and 5 blue stripes
The door code is 430855

Level 36

Pick up the flyswatter next to the door. Use it to swat each of the five flies. The head of the flyswatter must be on or very close to the fly to successfully swat the fly. Good luck!

Level 37

Pick up the water can in front of the white table and use it to water the dying plant, then count the tulips of each color in the order indicated above the door. This gives you the code to unlock the door.
There are 6 white, 5 yellow, 4 blue, 7 pink, and 5 red tulips
The code is 65475

Level 38

There is an image on the door, it shows the order you need to click the buttons on the floor. The number of times you click each button is denoted by the number of books that match that color.
The order of colors is yellow, red, blue, green
You need to click the buttons as follows: 4 yellow, 4 red, 3 blue, and 5 green

Level 39

Click on the clipboard on the counter, it will zoom in to reveal a bunch of Hs and Os. If you look at it just right, there are large numbers spelled out using the Os.

This is the code to unlock the door.

The door code is 2951

Level 40

Click on the laptop on the table, it will zoom in, you get to play the Snake Game.

The object is to eat 15 apples without running into yourself. Use the arrow buttons on the screen to turn the snake. Have fun!
Levels 41-50
Level 41

There is a game board on the small shelf above the green backpack. The object is to match the food with the flag of the country it's most associated with.

The images on the board are as follows:
Taco
Japan
Cheese
Switzerland
Pizza
USA
Germany
China
Mexico
Chocolate
Noodles
Italy
Hamburger
Sausage
France
Sushi
The answers are: Taco - Mexico, Sushi - Japan, Pizza - Italy, Chocolate - Switzerland, Hamburger - USA, Noodles - China, Sausage - Germany, Cheese - France


Level 42

Click on one of the grey boxes with the letters on the front, this will zoom in and show you the front of the box. At the bottom is a symbol. Click on the yellow box, it will zoom in showing you several license plates. Find the plate that has the symbol from the box. Go back to the box and click the letters until they match the two letters on the license plate with the matching symbol. The box will open showing you a piece of paper. Click on the paper and it will show you another symbol. Do the same for the other box. Once you have both symbols, go back to the license plates and find the numbers that go with those symbols, then add the two numbers together to get the door code.

the left box image goes to the ER plate, the right box image goes to the TY plate, opening the two boxes, the left box has a + and the image for the WC plate, the right box has the image for the TY plate. The numbers for the TY plate are 2269, the WC plate is 4896, adding the two numbers together gives you the door code.
The door code is 7165.

Level 43

Click on the portrait. It will zoom in revealing nine mixed up pieces.

Put the pieces back together to form the image. To rotate a piece, click it.


Level 44

Pick up the cleaning fluid on the floor to the left of the door. Pick up the cloth hanging on the shovel on the right. Turn the red knob on the pipe. Click on the paper wad on the floor by the shovel. Use the cleaning fluid and cloth on the mirror revealing how to get the door code. Follow the instructions and punch in the resulting number.
Turning the red knob gives you 'a=6', the paper wad reveals that 'B=2', The mirror shows the following equations: a+B, a/B, axB.
6+2=8, 6/2=3, and 6x2=12
The door code is 8312

Level 45

Click the shield. Rotate the rings until the shield pattern lines up.

Rotate the outer ring to line up the middle two pieces, then rotate the middle ring to line up the outer piece.

Level 46

There is a box on the ground with a symbol representing poison. Place the creatures that are toxic in the box.
The cobra to the right of the sidewalk, the scorpion on the bench, and the spider on the wall to the left are the ones that should be placed in the box.

Level 47

Click on the record player. It will begin playing some music, and four composers will be shown on the screen.

You must pick the composer for the music that is playing. The four composers from left to right are Beethoven, Bach, Tchaikovsky, and Mozart. I have no idea what the music is so I just guessed until I got it right. If you click on the wrong composer, it restarts the first composition over again.
The composers you need to click on are Mozart, then Tchaikovsky, then Mozart again.

Level 48

Take the blue dye from under the head of the bed, the red dye from under the desk, the yellow dye from the counter next to the sink. Open the trash can and retrieve the syringe. Click on the white box on the steps to the right. This will zoom in.

Click on the color you want to use, click on the vial you want to put that dye in. The object is to fill all the vials with the correct dyes. You can place more than one color in a vial to mix the dyes. If you wish to remove the dye from a vial, use the syringe on it. The already filled vials are a clue to how the vials should be filled. Once the vials are properly filled, the door code will appear in the upper right.

The vials as you go around the circle should be purple, blue, green, yellow, orange, red, orange, yellow, green, blue.

The door code is 9371

Level 49

Click on the game board next the door on the left.
Guide the soccer ball to the goal using the arrow buttons. The longer you hold down on a button the faster the ball moves in that direction. If the ball falls in a hole, it resets the board. Have fun!


Level 50

On the chalkboard are a series of numbers, you need to figure out what goes where the ? is. This is the door code. If you are having trouble reading the chalkboard, you can click on it to zoom in.
Looking at the yellow sections, we have 9, 13, and 117, 9x13+117, the blue sections have 23, 4, and 92. 23x4=92, therefore the door code is the answer to 8x15
The door code is 120
Levels 51-55
Level 51

Pick up the balloon off the water faucet, the balloon off the shelf above the red stool on the left, the H2O(water) on the red stool on the right, and the He(helium) lower middle.
Combine one balloon with the water, and the other balloon with the helium.
Place the two balloons so that the helium balloon floats up pressing the ceiling button, and the water balloon drops to the floor pressing the floor button.

Level 52

Pick up the screwdriver below the vent on the right. Use it to open the vent. Remove the control stick from inside the vent. Place the control stick on the yellow handle on the right. Drag the hook to the right so it's over the engine, then drag the hook down to the engine. Drag the hook assembly over the engine until the engine is hooked, then move the engine off the pallet. Drag the pallet to the side revealing the key. Use the key to unlock the door.

Level 53

Click and drag the tulips to the right to get to the puzzle piece under them. Click on the puzzle piece to collect it. Collect the puzzle piece from the large plant on the right, the one from the pink hanging plant on the left and the one from the foot of the cherub statue. Drag the four pieces to the puzzle on the door.
Click on the puzzle.

Make a picture out of the scrambled images. Rotate the pieces by clicking twice. Move them by clicking once then clicking where you want the piece to end up.


The image must be the right way up for the door to unlock.


Level 54

Pick up the cheese from the green chair. Move the water cooler. Give the cheese to the mouse.

Pick up the key. Move the water cooler back. Use the key on the door.


Level 55

Click on the chalkboard.

Solve the equation by dragging the symbols to the correct boxes.


7+2=39-30


Levels 56-60
Level 56

Click on the laptop on the table to the right. Play a game of 'Draw Lines'. You have 12 seconds to connect the dots without the lines crossing.

The completed board should look like the following:


Level 57

Click the chest on the floor, this will zoom in on it and show a puzzle.

Click the pieces to rotate them until they form a complete pattern.

Remove the crossbow from the chest. Pick up the quiver from under desk on the left. Combine the crossbow with the quiver. Use the crossbow to shoot the rope holding up the hanging box. Take the mace from the knight. Use the mace to smash open the no longer hanging box. Take the key from the no longer hanging box and use it to open the door.

Level 58

Take the wrench from the sink. Take the red bottle of rust remover from the lower shelf above the chair. Use the rust remover on the metal bar blocking the door. Use the wrench to remove the bolts from the metal bar blocking the door. The crowbar is at the top of the screen on top of the pipe. To retrieve it click the screen then move the mouse back and forth a few times as if you were shaking it. Pick up the crowbar that has fallen on the floor. Use the crowbar to remove the wood that is blocking the door. The door will open.

Level 59

Three are three empty jars, one on the table on the left, one on the floor next to the pedestal, and one on the floor to the right of the door. You will need to mix dye in the empty jars by dragging the filled jars on the right side shelf to the empty jars. You need to make green, orange, and purple, then put the now filled jars on the shelf on the right in the spots designated with a splatter of paint of each of those colors.


Level 60

Pick up the record from the shelf behind the green chair. Place the record on the turntable on the left. Click on the turntable and numbers will fly out of it and float up to the ceiling then fade away. Watch where they end up before they fade as they each end up in a different spot. There are five numbers. The code is solved by watching where each number ends up and punching them in in the order they would be lined up on the wall if they had not faded away.
The first number is a 2, and it ends in the second spot from the left, so it's the second number in the code. The second number is a 7, it ends up in the second spot from the right, so it will be the fourth number in the code. The third number is a 5, it ends up on the far right. The fourth number is a 8, it ends up in the first position, and the last number is a 4 which ends up in the middle. Reading them from left to right gives you the code.
The code is 82475
Levels 61-65
Level 61

Note the pattern on top of the door. This gives you the order to enter the numbers into the keypad. It tells you to go from largest to smallest. It is talking about the size of the woodpeckers.
To get the code, count the number of times each woodpecker pecks, starting with the largest one, the one on the tree.
The largest woodpecker pecks 5 times making the first number a 5, The second largest woodpecker is on the bench, it pecks 3 times. The third largest woodpecker is on the log leaning against the building to the right of the door. It pecks 4 times. The smallest woodpecker is on the hanging log on the left, it pecks 2 times.
The code is 5342

Level 62

Click on the screen, notice the basketball on the floor starts rolling. If you click on the left side of the basketball it rolls left, click right of it, it rolls right. The object is to get the basketball to sit in the blue area in front of the door until the bar on the left of the door fills up with green.

Level 63

Open the cabinet door next to the stool on the left revealing a screwdriver. Pick up the screwdriver. Use the screwdriver on the panel on the right that says ERROR. Click on the panel to zoom in to it.

There are a series of white numbers at the top of the circuit board, and three colored numbers at the bottom. The object is to click on the white numbers at the top to change their colors so that the colored numbers at the top add up to the same colored number at the bottom. Each time you click a number it changes to a different color. Green, then Red, then Blue, and back to white.


The numbers that should be green are 12, 13, 15, and 8. The red numbers 23, 3, and 1, and the blue numbers 14 and 21.

Use the screwdriver on the now fixed panel revealing four numbers, each with it's own colored background. On the pin up board on the left is a paper with red, yellow, blue and green square. Click on it. This will zoom in to reveal some equations.

Solve the equations using the numbers on the panel you repaired to get the door code. (Red + Blue) x (Green / Yellow) = the door code.

Red is 124, Blue is 43, Green is 66, and yellow is 22. (124 + 43) x (66 / 22) = 167 x 3 = the door code.
The door code is 501

Level 64

On the chalkboard there are 4 quadrilaterals and a 90 degree angle. The code has four digits. Count the number of 90 degree angles in each quadrilateral to get that digit to the door code.
The code is 0000

Level 65

Click on the globe on the left. It will zoom in revealing a combination and red bar attached to the globe.

Click the globe and drag it around as indicated by the combination. When you complete each step let go of the mouse button and it will mark that step off the list. If you make a mistake, you will have to start over.

There are 360 degrees in a full circle. The combination is as follows: Clockwise once. Counterclockwise 3 times. Clockwise twice.

Levels 66-70
Level 66

There's a blackboard on the lower left. Click on it to zoom in and read what's on it.

On the blackboard are some images. Mushroom, Grasshopper, Hawk, Toad, Snake, Grass. You need to put them in order according to the circle of life.


Mushroom feeds the Grass which feeds the Grasshopper which feeds the Toad which feeds the Snake which feeds the Hawk which in turn feeds the Mushroom.

Quickest way to put them in order is to swap the Grass with the Hawk and then the Grasshopper with the Grass.

Level 67

Take the fire extinguisher off the wall next to the door. Use the fire extinguisher to put out the fire. Pick up the screwdriver from beneath the vent. Pick up the gas can from the shelf to the right of the door. Pick up the metal gear from the counter to the right of the door. Use the gas can on the generator. Use the screwdriver to remove the metal plate from the front of the generator. Use the metal gear on the place where the metal plate was.

Rearrange the gears to connect the lower left to the upper right.


Once you have placed the gears, flip the on/off switch on the left. If you placed the gears correctly they will start to turn, you can then press the green button to the right of the door.


Level 68

Collect the box cutter from the lower left of the whiteboard. Use it to cut down the CD. Pick up the disk from where it fell on the floor. Use the disk on the laptop on the table to the right. Pick up the printer cartridge from the shelf under the printer. Use it on the printer. Pick up the paper from the desk next to the door. Use it on the printer. Note the four patterns on the whiteboard.

Click on the laptop. It will zoom in so you can interact with it.

Connect the dots to recreate the patterns on the whiteboard in a single line. Once all the patterns are complete, the printer will print out the door code. Click the printer page to find out the door code.
Solutions to the patterns: Starting with the top dot, number them 1, 2, 3, 4, 5, 6, 7, 8.

The star pattern can be completed by following the dots 2 to 6 to 1 to 4 to 8 to 2.
The pattern on the lower left is 2 to 4 to 1 to 6 to 8 to 5 to 2.

The upper right pattern is 3 to 2 to 4 to 3 to 7 to 6 to 8 to 7.

The lower right image is 4 to 2 to 1 to 8 to 2 to 6 to 8 to 4 to 6.

The door code is 598

Level 69

Click the pile of trash in front of the door. It will zoom in revealing itself to be broken flasks.

Repair the broken flasks and place them in the correct order to open the door. To turn a piece, click it twice. To move a piece, click and drag.


The flasks should snap into place when you get them close enough to where they need to go.


Level 70

Stack the books on the center white tile in order from largest to smallest. You cannot put a larger book on a smaller book and you can only move one book at a time.
My solution. L = Left, M = Middle, R = Right, Move the books as follows. M to L, R to M, L to R, M to R, L to M, R to L, R to M, L to M, R to L, M to L, M to R, L to R, M to L, R to M, R to L, M to L, M to R, L to M, L to R, M to R, L to M, R to L, R to M, L to M, L to R, M to R, M to L, R to L, M to R, L to M, L to R, M to R, L to M, R to M, R to L, M to L, R to M, L to R, L to M, R to M, R to L, M to L, M to R, L to R, M to L, R to M, R to L, M to L, R to M, L to R, L to M, R to M, L to R, M to L, M to R, L to R, L to M, R to M, R to L, M to L, R to M, L to R, L to M, R to M
Levels 71-75
Level 71

Pick up the plunger under the sink. Use the plunger on the sink. Pick up the piece off the floor. Pick up the hammer from the shelf to the left of the door. Use the hammer on the crack above and right of the door. You will need to hit the wall twice. Pick up the piece that is revealed in the crack. Pick up the red bottle from the same shelf where you got the hammer. Click on the box sitting on the desk. This will zoom in revealing a really rusty plate with lines and dotted pieces on it.

Use the red bottle on the rust.

Place the pieces you picked up earlier onto the plate.

Roman numerals will appear to show you where each piece should go. Move the pieces so the number of dots matches the roman numeral.


Once all the pieces are in the right place, the box will open revealing a key. Pick up the key and use it on the door.


Level 72

There is a list of gods on the chalkboard and an image of the Parthenon. You need to mark off all the names on the list that are not from Greek Mythology. Click on the chalkboard to zoom in. Click on the red chalk, then click on each of the names you would like to mark off the list. If you get one wrong, it resets and you have to start over.

Mark off the following: Thor, Neptune, Mars, Anubis, Jupiter, Seth, Pluto, Horus, and Osiris.


Level 73

You see a dark room. The only illumination is a utility light and a candle. Click on the candle then drag it around the room to reveal cards with Greek letters and Arabic numerals. Put the numbers in order of the letters to get the code to unlock the door.
Alpha(α) is on the back of the canvas to the right of the door below the keypad.

Beta(β) is located on the pedestal below and to the right of the vase.

Gamma(γ) is located above and slightly left of the candle.

Delta(δ) is on the floor below where you found alpha(α)

Alpha(α) is 6, beta(β) is 3, gamma(γ) is 4, and delta(δ) is 1

The door code is 6341

Level 74

Click the game board to the left of the door. The object is to match the game with the total time the clock runs for that game.

Soccer
Infinite
Basketball
Tennis
60
Baseball
Infinite
Hockey
40
90
Water Polo
Football
Volleyball
32
60
Infinite


Soccer is 90, Basketball is 40, Tennis is Infinite, Baseball is Infinite, Hockey is 60, Water Polo is 32, Football is 60, and Volleyball is Infinite.


Level 75

Blackboard on the wall shows, Blue Bowl + White Bowl + Red Bowl = ?g. Pick up the blue bowl off the table on the left, the white bowl off the bench next to the table on the left and the red bowl in the blue chair on the right. Place the blue bowl on the scale, then the white bowl, then the red bowl to get their weights. Actually you can do it in any order you please, but I used the one on the blackboard. Note the weights of each of the bowls. Convert those weights into grams(g) then add them together. The total is the code to the door.
The Blue Bowl weighs 560g, the White Bowl weighs 405000mg, and the red bowl weighs 2kg. Converting these weights to grams, we get blue = 560g, white = 405g, and red = 2000g, adding those numbers together gives you the code to the door.
The door code is 2965
Levels 76-80
Level 76

Click on the chalkboard, it will zoom in so you can interact with it.

The object is to rearrange the numbers so that each side adds up to 20. Click the number you want to move and then click where you want it to go.


Starting at the top and going around the edge, I put 2, 3, 7, 8, 6, 1, 5, 4, 9. Your answer may be different from mine.


Level 77

Collect the paper from top of the eye chart. Open the drawer on the desk, collect the paper that appears on the side of it. Open the trash can, collect the paper from the inside of the lid. Collect the paper from the paper towel dispenser. Click on the blue monitor panel on the right. You will see four different heart rhythm patterns. The object is to match the patterns in the correct order according to the papers you found. The papers have jagged edges. You need to match up the jagged edges to find the order. If you picked up the papers in the order I wrote, they should be in the correct order. Press the blue buttons to the side to change the pattern.
Press the top button three times to match the paper from the eye chart. Press the second button once to match the paper from the drawer, press the third button three times to match the paper from the trashcan, and press the bottom button once to match the paper from the paper towel dispenser.

The numbers on the bottom are the code to the door.

The code to the door is 2854

Level 78

This puzzle is wrong. I'm going to tell you up front the answer does not match the clues.
At the top of the door are two letters, FV. This is a clue to the answer. You are supposed to count the fruits in the image for the first number, and count the vegetables to get the second number. There is a pineapple hidden. You must shake the tree to get it to fall where you can see it. The various fruits and vegetables in no particular order are, an apple, a pineapple, a banana, a pumpkin, a pepper, a pear, an apricot and an ear of corn.
Botanically speaking apples, pineapples, bananas, pumpkins, peppers, pears and apricots are all technically fruits. Corn is the only vegetable. So you would think the answer would be 71. You would be wrong. The actual answer is 53. All I can think is that the devs think pumpkins and peppers are vegetables.
The door code is 53.

Level 79

To the left of the door is a mixed up portrait of Queen Elizabeth the First of England.

Rearrange the pieces to fix the portrait and the door will open.


Level 80

There are four hand of different colors above the door, this is the order you put the numbers for the code. Scattered around the room are several halves of plates, each containing half a digital number in a specific color. Mentally rearrange the plates to find out the numbers.
Red is 8, Blue is 5, Yellow is 3, and Green is 2.
The door code is 8532.
Levels 81-85
Level 81

There's a box on the floor with an image of backbones. Put creatures with backbones into the box. There are five creatures in the image that need to be put in the box.
Snake to the left of the door, Frog lower left next to the microscope, Rat under the desk on the right, Bluebird on the corner of the desk on the right, and Fish swimming in the fishbowl on the desk on the right.

Level 82

Pick up the butterfly net from the chair on the left of the door. Pick up the board, middle right leaning against the pot with the banana tree in it. Hit the beehive to the right of the door with the board. Use the net to capture the seven remaining bees. The net part of the butterfly net needs to line up with the bee to catch it, or if you're good enough you can click on the net, then click on the bee. As long as you don't miss, you don't have to re-select the net. Dump the bees on the fly trap plant on the table to the left. Pick up the key from the table and use it on the door.

Level 83

Pick up the tire iron, lower right. Pick up the air compressor hose from the shelf to the right of the door. Pick up the tire patch kit, middle right. Use the hose on the air compressor. Use the tire iron to remove the flat tire from the bus. Place the tire on the floor in front of the door. Use the patch kit on the tire. Use the air compressor to re-inflate the flat tire. Pick up the tire. Place the tire back on the bus. Use the tire iron to tighten the lug nuts on the tire. Click on the bus, it will roll out of the way.

Click on the calendar, middle right. Flip it over to reveal a pattern.

Click on the grey box that was behind the bus. Use the pattern from the calendar to open the box.

Remove the key from the box and use it on the door.

Level 84

There is a display to the right of the door representing four different types of instruments. Instruments played with a pick, instruments played with drum sticks, horn type instruments, and instruments played with a bow. Count the number of each type of instrument. This will give you that digit of the four digit code.
There are 3 guitars in the display on the right. There are 3 instruments that use drumsticks, the drum to the right of the door, the drum on top of the piano on the far left, and the cymbals on the far right. There are 4 horn type instruments. one on the piano stool on the right, the flute on the counter of the right, the trombone on top of the large display on the left, and the trumpet leaning against the display case on the right. There are three instruments played with a bow in the image. The violin on the green stool on the left, the cello leaning against the green chair and the cello in the large display case on the right.
The code to open the door is 3343.

Level 85

Pick up the hammer from the bench. Pick up the chisel from the ground near the left end of the bench. Pick up the garden shears between the bicycle and the tree. Use the garden shears on the bush to the right of the door. Click on the paper taped to wall where the bush was. It has a pattern.

Use the chisel on the large red mailbox. Use the hammer on the chisel. This opens the mailbox to reveal six buttons. If you click on the open mailbox, it will zoom in and you can clearly see the buttons. Each button has a pattern on it. Pressing the buttons changes their colors. Change the color of the buttons to match the color of the food item nearest that part of the pattern seen on the paper.


Once all the buttons are the correct colors, a key will fall to the ground under the mailbox. Pick up the key. Use the key to unlock the door.
Levels 86-90
Level 86

To the right of the door is a sign with a flask that says H2SO4. This is the chemical compound known as sulfuric acid. The object is to make some sulfuric acid and put it in the sign.
Pick up the yellow canister labeled S(sulfur). Pick up the the glass vial containing H2O(water) on the stool the right. Pick up the blue canister with the O2(oxygen). Pour the H2O(water) into the triangular vial on the table to the left. A note appears above the flask saying 'H2O'. Use the S(sulfur) on the round flask to the left. A note appears saying 'S' Use the O2(oxygen) on the round flask. A note appears saying 'SO2' which is sulfur dioxide. Use the O2(oxygen) on the round flask. A note appears which says 'SO3' which is sulfur trioxide. If you did this correctly, the game will automatically mix the two flasks into H2SO4 AKA sulfuric acid and a note will appear above the flask saying 'H2SO4'. Take the triangular flask containing sulfuric acid and place it on the sign saying 'H2SO4'.

Level 87

There are four spinning things above the door. Count the books of each color. Put them in order of the colors above the door.
This room has a sneaky element. If you shake the room by clicking then moving the mouse back and forth rapidly, four additional books will fall from the ceiling.

There are 6 red books, 5 yellow books, 5 green books and 4 blue books.
The door unlock code is 6554.

Level 88

Click to continue, then wait for the clock to stop. The code to the door is the same as the time remaining in the game.

A basketball game has four periods of of ten minutes each. Adding the 10 minutes from the fourth period to the time remaining in the 3rd period gives you the door unlock code.

The door unlock code is 1749.

Level 89

Pick up the lighter fluid from the top shelf. Pick up the hose from the floor under the chair. Use the hose on the propane canister on the left next to the desk to hook the propane to the burner. Click on the propane canister to start the fuel flowing. Pick up the lighter above the red valve on the right side of the screen. Use the lighter fluid on the lighter in your inventory. Use the now burning lighter on the burner to start the fire. Pick up the door handle to the refrigerator off the wall above the burner. Use the handle on the fridge. Open the fridge revealing an ice block containing a key. Pick up the ice block. Use the ice block on the burner. Click on the propane canister to turn off the fire. Pick up the key and use it to unlock the door.

Level 90

Take the disk out of the green backpack. Turn off the lights by hitting the light switch left of the door. Use the disk on the white laptop facing away from you on the desk middle left.

Click on the projection screen to lower it. This will show you the code to unlock the door.

The code is 6934.
Levels 91-95
Level 91

Click on the Chalkboard. It will zoom in. The object is to make each line add up to 18.
Leave the 6 in the middle and move the other numbers so that each line adds up to 18.

One possible solution.


Level 92

Pick up the fuel from the ground in front of the bench. Pick up the matches from the right side of the door. Use the fuel on each of the two lamps on either side of the door. Use the matches on each of the two lamps on either side of the door. When lit, the lamps will light up the door code.
The door code is 9247.

Level 93

Pick up the red lens from the top diploma on the wall to the left near the window. Pick up the yellow lens from the plant on the lower left side of the screen. Pick up the blue lens from the eye chart on the right. Click on the glasses on the stool. This will equip them. Notice there are several papers taped around the room. Each paper can only be read with a specific color of lens. The object is to use the lenses on the glasses to discover the hidden numbers.
Click the blue lens, use it on the right side of the glasses. Move the glasses around until you find the blue number.

Click the blue tab to remove the lens.

Use the red and yellow lenses on the right side of the glasses and move the glasses around to find the orange number.

Click the yellow and red tabs to remove those lenses.

Use the red lens on the left side of the glasses. Find the red number.

Leaving the red lens in the glasses, use the blue lens on the left to make purple. Find the purple number.

Having found the purple number, remove the red lens, and use the yellow lens on the left, then find the green number.

After you find the green number, remove the blue lens and find the yellow number.

Once you have the numbers, put them in order according to the chart on the computer screen. You can click on the computer screen to zoom in.

The order on the screen is Purple, Yellow, Blue, Green, Orange, Red. However if you notice the arrows, you need to swap the Purple and Green, and the Orange and Yellow numbers. This makes the actual order Green, Orange, Blue, Purple, Yellow, Red.

The numbers are as follows: Blue is 8, Orange is 7, Red is 9, Purple is 5, Green is 4, and Yellow is 1.
The door code is 478519.

Level 94

Click on the drumsticks on the upper shelf behind the green chair. Click on the record player. It will play a tune. The object is to repeat the tune using the drum set. If you hit the wrong note, you will have to start over.
For the solution, I will use the number 1 for the cymbals, the number 2 for the left drum, and the number 3 for the right drum. The music plays 212311233.

Level 95

Click on the book on the teachers desk on the right. It will zoom in showing a moon, a sun, and a star, and several different country flags.

Count the total number of each moon, sun, and star in the flags to find the three digit door code.

There are 3 moons, 4 suns, and 9 stars.
The door code is 349.
Levels 96-100
Level 96

Pick up the lock pick off the blue chair on the right. Use the lock pick on the padlock right of the door. There will be a red bar moving up and down.

You need to click the screen when the red bar is over the brown line, then the next red bar will start moving. Each bar moves faster than the last, and if you make a mistake, the puzzle resets. This one is difficult and may take many tries, but keep trying and you'll get it.

Once all four red bars are correctly placed, the padlock will open revealing the key. Take the key and use it to unlock the door.


Level 97

Count the brushes of each color as noted by the paint splatters on the shelf to the right of the door. This will give you the door code.
There are 3 blue brushes, 4 red brushes, and 3 green brushes.
The door code is 343

Level 98

There is a green circle with the number 8 next to it, and an orange circle with a number 5 next to it. On the computer screen there is a first aid cross. Click on the computer screen to zoom in.

The object to connect the dots to outline a cross that leaves 8 dots outside and 5 dots inside.

The only way to do this is to make an x.


Level 99

On the left is a labyrinth. Clicking on it will zoom in. Use the yellow buttons to guide the ball from the snake to the frog. Have fun!

Level 100

Pick up the bus keys from under the bus. Use the bus keys on the side panel of the bus. Move the toolbox so it falls on the floor.

Count the total number of each of the tools used on the objects displayed in the image above the door. This will give you the numbers for the door code.

There are 6 hammers, 11 wrenches, and 8 screwdrivers.
The door code is 6118
Levels 101-105
Level 101

Object is to find the key and unlock the door.
You need to clean up the mess in front of the door.
Assemble, repair, and use the vacuum cleaned on the mess.
Pick up the vacuum cleaner hose to the left behind the chair. Use it on the vacuum cleaner. Open the desk drawer. Remove the screwdriver. Use the screwdriver on the vacuum cleaner.
Click on the vacuum cleaner to zoom in on the puzzle.

Rotate the pieces to make a complete line running from the ends in the middle.


It should look like this. If it doesn't complete. Try rotating the straight pieces, they only work if they are rotated the correct way.

Click the vacuum cleaner to clean up the mess. Pick up the key, use it to unlock the door.

Level 102

Figure out the code that unlocks the door.
There is a chalkboard. On it is written 'E=5' 'O=?' 'N=14' 'P=?' This is a clue to the code.
'E' is the 5th letter of the English alphabet. 'N' is the 14th.
'O' is the 15th, and 'P' is the 16th.
Put the letters in order to spell 'OPEN'. This gives you the code to the door.
The code is 1516514

Level 103

Figure out the code that unlocks the door.
Start by sliding the brown bottle off the counter on the right so that it falls on the floor. Click on the note inside to read it.
The note reveals that the code can be revealed with H2CO3(carbonic acid)
Pick up the C(carbon) from the desk, middle left. Pick up the canister of O2(oxygen). Pick up the bottle of H2O(water).
Put the chemicals to make H2CO3(carbonic acid) in the vial on the counter on the left. If you mix the wrong chemicals, the vial empties itself and you have to start adding the chemicals again.
Pour the H2O(water) in the vial. Add the C(carbon) making H2CO(Formaldehyde). Add the oxygen making H2CO3(carbonic acid). Alternately you can make CO2(carbon dioxide) then add the H2O(water), or make H2O3(hydrogen trioxide) and add the C(carbon), The Co(cobalt) is not used.
Pick up the H2CO3(carbonic acid). Click on the paper on the counter on the right. Use the H2CO3(carbonic acid) on the paper to reveal the code.
The code is 732.

Level 104

You need to decipher the code that unlocks the door.
Leaning against the chalkboard is a puzzle. Click on it.

There are four numbers represented by roman numerals. The first number is XLIII(43). The second number is XXVIII(28). The third number is VII(7), and the fourth number is XVIII(18).

The numbers are sliding up and down. The way they are sliding is a clue to the order of the numbers in the code.
The first number(43) takes 2 steps to get from one end to the other. The second number (28) takes 4 steps. The third(7) takes 3, and the fourth(18) goes from one end to the other in 1 step.
The steps are indicating the spot in the code the numbers are placed.
The fourth number is first as it only takes one step.
The numbers go in this order: fourth, first, third, second.
The code to the door is 1843728

Level 105

Object is to find the key and unlock the door.
Pick up the shovel on the far left leaning against the bench. Pick up the divining rods on the right leaning against the bicycle.
Use the divining rods to find the place you need to dig by dragging them around the screen. They will cross when you are in the right spot. Release the mouse button when the divining rods cross. An 'X' will mark the spot. Use the shovel on the 'X'. Pick up the key and unlock the door.
Levels 106-110
Level 106

Object is to find the key and unlock the door.
It's in the puzzle box in the floor to the left.
You must first assemble the puzzle box. Pick up the screw from the leaf lower left corner. Pick up the puzzle piece from the counter lower middle right. Pick up the shaft of the screwdriver from the plant lower right. Pick up the head of the screwdriver from the fountain next to the door. Use one part of the screwdriver on the other. Click on the puzzle box. Use the puzzle piece and the screw on the puzzle box. Use the screwdriver on the screw to tighten it. Solve the puzzle.
You need to rotate the pieces to fix the butterflies.

There may be a faster solution, but this is the one I used: Center, Center, Right, Left, Center, Center, Right, Left, Center, Center, Right, Left, Center, Center, Left, Center, Center, Right, Right, Left, Left, Center, Center, Left, Left, Center, Center, Left, Left, Center, Center, Left, Left.

Take key from box and use it to unlock the door.

Level 107

You need to decipher the code that unlocks the door.
Click on the chalkboard. See the musical notes.
The code involves the number of note heads that intersect each line, since the lines don't line up, you will need to mentally adjust them so they do. If you can't read the numbers on the chalkboard, there is a paper on the piano that shows the lines and the numbers at the end, but not the notes.
Once you have mentally adjusted the lines so that they pass through the note heads properly, you can solve the code. Starting at the bottom, notice there are three note heads that intersect the line. The second line up there is only 1, third line up has 2, fourth line has 2, and the top line has 4.
The code is 31224.

Level 108

Solve a puzzle to open the door.
Click on the puzzle on the floor to the right of the door. Solve the puzzle.
Note the large blue 'X'. Rearrange the pieces to form an 'X'
Solution:


Level 109

Match bird sounds to birds in the correct order to open the door.
Click on the doorbell.
Click on the birds in the correct order to mimic the doorbell sounds. There is no indicator of any kind for if you get the order wrong. You just have to know you did it wrong and start over.
The four birds are a dove atop the light to the left of the door, a parrot in a cage on the bench, a crow on the doorstep, and an own to the right of the doorbell, next to the blue flowers.
Doves coo, Owls hoot, Parrots screech, and Crows caw.
The sounds are in this order coo, caw, coo, hoot, screech, caw, hoot, coo, screech
Click on the birds in the following order: Dove, Crow, Dove, Owl, Parrot, Crow, Owl, Dove, Parrot

Level 110

Complete the puzzle to open the door.
On the projection screen on the left is a puzzle with two red dots and two blue dots, click on it to zoom in.
The object of the puzzle is to move to move the blue dots into the blue circles where the red dots are, and to move the red dots into the red circles where the blue dots are.
Click on a dot then click on the circle you want the dot to move to. Dots can only move in straight lines along the lines shown.
If we number the circles 1 - 8 with 1 being the top circle, the solution I used is as follows: 2 to 5, 8 to 3, 6 to 1, 4 to 7, 7 to 2, 5 to 8, 3 to 6, 1 to 4, 2 to 5, 8 to 3, 6 to 1, 4 to 7, 7 to 2, 5 to 8, 3 to 6, 1 to 4
Levels 111-115
Level 111

Complete a puzzle to open the door.
On the top shelf of the cabinet on the left is a puzzle. Click on it to zoom in.

Move the ball as instructed by the writing on the board. Note the compass is upside down, so south is north and north is south. If you move the ball in the wrong direction the puzzle resets.

The easiest way to move the ball is to click the intersection you wish it to go to. The pattern is: Up, Left, Down, Diagonally Up and Left, Down, Right, Diagonally Down and Right into the center of the board, Diagonally Down and Left, Left, Down, Diagonally Up and Right, Down, Right, Up.

Level 112

Complete a matching puzzle.
The puzzle in on the shelf of the desk on the right closest to the door. Click on it to zoom in.
Clicking on the puzzle will show you all the images. You need to match the sword with the helmet of the same country/time period.
Everything I know about weapons and armor came from video games, but I will do my best to get the names right.

Roman Helmet
Turban
Two Handed Sword
Kabuto
Shako
Modern Army Helmet
Battleaxe
WWI Army Helmet
Flintlock Rifle
Katana
Gladius
Flintlock Pistol
Assault Rifle
Viking Helm
Knight Helmet
Scimitar

Solution: Match the Roman Helmet with the Gladius, the Turban with the Scimitar, the Kabuto with the Katana, the Shako with the Flintlock Pistol, the Modern Army Helmet with the Assault Rifle, the WWI Army Helmet with the Flintlock Rifle, the Viking Helmet with the Battleaxe, and the Knight Helmet with the Two Handed Sword.

Level 113

Turn the lights on the upper grey box on the right side of the door from red to green.
Pick up the screwdriver on top the desk. Open the desk drawer. Take the key.
Use the key on the grey box top right of the door. Use the screwdriver on the lower grey box to the right of the door.
Click on the lower box. It will zoom in so show you a mess of wires. Trace each wire from the colored post on the top to the number on the bottom.

The purple wire leads to the number 0, The green goes to 4, the blue goes to 5, the yellow goes to 5, and the red wire leads to the number 1.
Click on the top box to zoom in. It will open revealing five different colored dials.

Turn each colored dial to the number that you traced the wires to in the lower box. The light will turn green and the door will open.


Level 114

Crack the safe to get the key.
There is a safe on the lower left. Clicking on the safe zooms in to reveals some different colored words and a safe dial with the matching colors in it. The words represent art styles. If you note the easel on the right shows a line with a red dot at the bottom. This tells us we need to start with the red word 'Gothic'. Of the words on the paper by the safe, Gothic is the oldest art style. This suggests you need to put them in order of oldest to most recent. You can do this by trial and error if you don't know you art as if you make a mistake, it does reset.

From oldest to most recent the art styles are: Gothic, Renaissance, Baroque, Classicism, Realism, Impressionism, Cubism, and Pop-art

Rotate the knob to each of the colors in order: Red, Orange, Purple, Green , Light Blue, Dark Blue, Light Green, Pink. The door will open and there will be a key. Use the key on the door.

Level 115

Figure out the code to open the door.
Pick up the magnifying glass from the floor
There are many books on the shelves, but only five of the are legible with the magnifying glass. Drag the magnifying glass to each of the books. Note the roman numeral at the top and the letter at the bottom of the spine. There is a note in the pocket of the coat. Clicking on it zooms in so you can read it. It contains the information you need to decipher the books.

The green book is in the middle of the top shelf of the bookcase to the left of the door. The yellow book is near the end of the same shelf where you found the green book. The blue and red books are on the top shelf of the middle bookcase on the right side of the door. The purple book is on the second shelf from the bottom of the bookcase directly right of the door.
The green book has the roman numeral I and the letter M on it, the yellow book has II and T, the blue book has V and O, the red book has III and K, and the purple book has IV and B.
We need to know the values of M, T, O, K, and B. From the information on the note in the pocket, M=TxB (The notes says T=3 and B=2, therefore M=3x2 which is 6), T=3, O=2, K=(U+Y)/W (from the note U=4, Y=6, and W=2, so K=(4+6)/2 which is 5), and B=2. Now we need to match those numbers with the roman numerals I=6, II=3, V=2, III=5, and IV=2, then put the numerals in order to get the door code.
The door code is 63522.
Levels 116-120
Level 116

Figure out the code to open the door.
Count the circles on the wood. Note the hourglasses on the bench. Put the numbers in order according to how much of the sand has already fallen.
The first hour glass only has a tiny bit of sand fallen, so it's the smallest number. The second hour grass has about three quarters of the sand fallen, so it's the second largest number, the third hour glass has only a quarter of the sand gone, so it's the second smallest number, and the last hour glass has all the sand gone so it's the largest number.
The smallest number is 1, the second largest is 5, the second smallest is 4, and the largest is 7.
The code is 1547.

Level 117

Solve the puzzle to get the key.
Click on the map on the side of the bus. It will zoom in showing you various bus routes.

Memorize those or if you can see it well enough, you might can read the map with the grey machine zoomed in. Just make sure to note which bus goes to which route as noted on the upper right corner of the map. Click on the machine to the right of the door. It will zoom in to show a grey screen with three buttons at the top labeled I, II, and III, and three buttons at the bottom purple, red, and blue.

Press the bus color button at the bottom and the button for the route number at the top. Then recreate the path of the bus route on the machine. When you reach a spot on the route that has a bus station, denoted by a large circle with a bus in it, stop moving the mouse until the bus symbol in the lower left on the machine gets filled all the way up. Once you have completed a route correctly, the light next to the number button for that route will light up. Light up all three and the machine will pop open and you will be able to retrieve the key.
Route I is blue, route II is red, and route III is purple.
The paths:




Level 118

Figure out the code that opens the door.
You are in a room with four different colored bowl with numbers in them. The red bowl on the shelf to the right of the door has a 9, the yellow bowl on the table far left has a 5, the green bowl on the bench next to the table on the left has a 3 and the blue bowl on the table to the right has a 1. There are also small scraps of paper around the room, one for each bowl. The red one in on the chalk board upper left, the yellow one is under the table on the left, the green one is attached to the green chair on the right, and the blue on is attached to the first blackboard to the right of the door.
Pick up the scraps of paper and line them up so the edges match. This will be the order of the numbers in the code. The blue one is first, the green one is second, the yellow one is third, and the red one is last.
The code is 1359

Level 119

Click on the clipboad, it will zoom in revealing a mathematical equation.

Click on the table of elements, it will zoom in to show you the numbers to use for the equation.

Ga is 31, He is 2, Ta is 73, Rb is 37, and Ar is 18.
31 * 2 + 73 + 37 - 18 = the code.
The code is 154.

Level 120

You need to grow some plants, find the key, and open the door.
Pick up the blue can from the table, the watering can with the up arrow from the floor between the chair and table on the left of the door. The watering car with the down arrow from in frond of the left trellis on the right of the door, and the red can from the floor slightly behind and to the right of the right trellis, Use the blue can on the watering can with the up arrow, use the red can on the watering can with the down arrow. Stuck in a small niche in the brick wall behind and to the left of the large banana tree is a small piece of paper. If you click on it, it will reveal the pattern for the length the plants need to grow to.

The watering can with the up arrow makes the plants grow 2 segments at a time. The watering can with the down arrow makes the plants shrink by one segment. Click on the trellis where the pots are in a row to zoom in.
Use the up watering can on the leftmost pot three times, the second pot once, the third pot twice, the fourth pot once, the fifth pot 3 times and the last pot twice. Use the down watering can once on each the third pot, the fourth pot and the fifth pot. This will have the plants be the correct length according to the note in the wall.

A flower will bloom revealing the key. Take the key and unlock the door.
Levels 121-125
Level 121

Click on the chalkboard, it will zoom in(you don't actually have to do this, but if you have a hard time seeing it, you can.) Solve for the area of the blue square and the area of the red square. Put these two numbers together to get the door code.
Note: do not add the two numbers, simply place them side by side. The blue square is 36 centimeters square, and the red square is 100 centimeters square.
The door code is 36100.

Level 122

Click on the piano. It will zoom in showing piano keys and a play button in the upper left corner. Press the play button. It will play the start of Beethoven's Für Elise. You need to repeat the keys in the same order to unlock the door.
Since I don't music, and I don't know if you music or not either, I'm just going to count the keys.

Number the white keys from 1 to 14, and the black from 1 to 10. The music is played starting with the 10th white key from the left end of the keyboard. so start with 10 white, then 7 black, 10 white, 7 black, 10 white, 7 white, 9 white, 8 white, 6 white, 1 white, 3 white, 6 white, 7 white, 3 white, 4 black, 7 white, 8 white. Correctly play to music and the door will open.


Level 123

Note the projector screen on the left. There are four creatures on the screen. This is a clue to the code.
Count the number of legs each creature has. A frog has 4 legs, a snake has 0, an ostrich has 2 and a spider has 8. Put the numbers in order from top to bottom, this is the door code.
The door code is 4028.

Level 124

Oh look, a football. Click the football. It rotates. Count the rotations.
It rotates left twice then changes direction. It then rotates to the right 3 times, left 1, then right 4.
The door code is 2314.

Level 125

Take the paperclips from the desk on the left, the gloves on the pipe all the way to the right, and the battery from atop the grey box on the right side of the door. Use gloves on pile of stuff in front of door, revealing a safe. Use the battery on the clock, revealing the time is 18:45. Use the paperclips on the safe in the floor. The game will zoom in and show you the safe door.

The time on the clock is the key to unlocking the safe. Set the two paperclips so that if the safe were a clock, the clock would read 18:45(or 6:45 for those who can't convert from 24 hour clock time to 12 hour clock time).

Move the short paperclip so it's straight down, and the long paperclip so it's straight out to the left. The safe will open revealing the key to the door. Pick up key and use it on door.
Levels 126-130
Level 126

Pick up the screwdriver from the left table, and the fuse from the right table. Click on box on right of door to zoom in.

Use the screwdriver on the fuses in the box to discover which one is bad. If the fuse is good the screwdriver will light up, if it's bad, it will not. Release the screwdriver when it's point is on the bad fuse and it will remove the bad fuse. Put the good fuse in where the bad fuse was. Door will open.


Level 127

Pick up the stethoscope from the desk, the battery from the corner of the laptop on the desk, and the battery on top of eye chart to the right. Open the bottom drawer under the head of the bed. Remove the flashlight from the drawer. Put the batteries in the flashlight. Click on the picture to the left of the door. It will fall to the floor revealing a safe. Click on the safe, it will zoom in.

Use the stethoscope on the safe. Use the flashlight on the safe to reveal the pattern R L R L R, this tells you to use the R(right) button to find the first number, L(left) for the second and so on. Basically L turns the dial left, R turns the dial right, and the middle button locks in the number. Turn the dial until you hear a distinct click. Press middle button. Repeat until you have locked in all five numbers.
The code for the safe is 7 right, 3 left, 2 right, 6 left, 4 right. If you go past the number, keep going the same direction until you reach it again and it will still work. The safe will open, revealing a key. Take key and use it to unlock the door.

Level 128

There is a game board on the shelf of the first desk on the left. Click on the game board, it will zoom in, revealing a mixed up map of France.

You need to click the pins so that the squares rotate around them and you end up with a map of France.

If you number the pins that are used to rotate the squares 1 2 3 on the top row, 4 5 6 for the middle row and 7 8 9 for the bottom row, one solution is to click the pins in the following order 7, 2, 1, 4, 2, 9, 3, 1. This should result in the following image.


Level 129

Note the hourglasses, they denote order. On the door there are images of different types of sharing information. There's paper, stone, a compact disc, and a scroll. You need to put them in order of age using the hourglasses as a guide.
The hourglasses are in the following order, Little sand, Lot of sand, some sand, and all the sand, so timewise, we have most recent, much older, somewhat recent, and oldest.
The images go in the following order. compact disc, scroll, paper, and stone.

Level 130

Take the gas can from under the bench on the left, and use it on the lawnmower on the right. Move the lawnmower left and right over the grass, revealing a code, 1, 3, ?, 15. Solve for ? and use the four numbers for the code to the door.
1+2=3, 3+4=7, and 7+8=15, therefore the ? is a 7.
The door code is 13715.
Levels 131-135
Level 131

Pick up the pair of wire cutters on table to the left. Click on the computer on the floor, it will zoom in.

Use the wire cutters to cut matching pairs of wires leaving you with a blue wire and a red wire.

The blue wire points at 12, the red wire at 5. These 2 numbers comprise the 3 digits of the code that unlocks the door.

The door code is 125.

Level 132

Pick up the guitar pick from the green stool to the left, and the amplifier cable on the floor behind the green chair on the right. Plug the amplifier cable into the guitar on the far left. Click on the guitar. It will zoom in.

You need to make the dials line up with the arrows.

Click the dials in the following order: Upper left, lower left, upper right, upper right, lower right. The guitar will zoom out. Use the pick on the now tuned guitar to open the door.

Level 133

You can click on the chalkboard to zoom in. I didn't, but if you have trouble reading it, you can. Note the colors on the chalkboard. Yellow, green, purple, orange, red, and blue. Turn off the lights with the light switch to the left of the door. The chalkboard will change showing you rotating equations.

Yellow is 2+5, orange is 3-1, blue is 7-2, purple is 4x0, green is 9:3, and red is 4+5. Solve the equations.

Yellow=7, orange = 2, blue = 5, purple = 0, green = 3, and red = 9. Put the numbers in the order of the colors that were on the chalkboard when the lights were on and you get the code.
The code is 730295

Level 134

Click on the piece of paper on the chair behind the desk on the left. It will zoom in revealing words in different colors.

English(red), French(light blue), American(dark blue), Industrial(pink), Glorious(light green), Cuban(purple), October(green), and Iranian(orange).
Click on the safe on the floor. Note that there are colored dots in place of numbers.

According to the graph on the chalkboard, the pink dot(Industrial) is third, and the orange dot(Iranian) is last. This suggests you need to put the different revolutions in chronological order.

Revolutions in order are: English, Glorious, Industrial, American, French, October, Cuban, and Iranian. If you make a mistake it starts over. The direction you turn the dial does not matter, only the color.
The order is Red, light green, pink, dark blue, light blue, green, purple, orange. Safe will open revealing the key. Take the key and use it to unlock the door.

Level 135

Slide the bowl on the table on the right to the left, revealing an eyedropper. Pick up the eyedropper. Pick up the H2SO4(sulfuric acid) from the counter on the left. Use the eyedropper on the sulfuric acid. Use the now full eyedropper on the four points where the chain attaches to the door molding. The acid will melt the chain and the door will open.
Levels 136-140
Level 136

Pick up the dominoes on the table to the left. Click on the game board on the table to the right. It will zoom in.

Put the dominoes on the game board, then place the dominoes so that each end of each domino has the same number as the end of the domino next to it filling in the white track. There must be a one on the track covering the number 1. Rotate the dominoes by clicking on them twice in a row.

Solutions vary. One possible solution is:

The box will open revealing a clue to the door code.

The door code is 76313.

Level 137

In the hanging plant just left of the door is a note which reads in orange 0, and in light green 3, this is a clue to the order of the colors on the floor. orange = 0, blue = 1, light blue =2 and so on.

Pick up the pile of glass on the floor in front of the door. Click on the upper window of the door with the circular design. It will zoom in. Use the pile of glass on the design.

You must place the colored wedges in specific places on the door to complete the image.

Solution:

Once you complete the image on the door, it will zoom out and highlight colors on the floor in a specific order, this corresponds to the code on the door.
The door code is 358.

Level 138

Pick up the pink bottle from under the drawers beneath the bed, the green bottle in the lower cabinet beside the trash can on the left, and the orange bottle from the window sill next to flowers. Plug in the eye chart. It's not an eye chart this time. It displays the pills you need for each patient.
Pink:

Green:

Orange:

From the display on the eye chart, + is the round pill with the score lines to cut it into quarters, - is the round pill with the score lines to cut it in half, the circle is the round pill with nothing on it, the long oval is the light blue capsule and the long oval with the lines is the blue and red capsule. Click on the pill dispenser on the far end of the bed.

Filling the prescriptions is made more difficult by the fact that the buttons do not correspond to the pill bottles above them. The button below the - pill actually goes to the round pill with nothing on it, the button below the + pill goes to the blue and red capsule, the button below the blue and red capsule goes to the - pill, the button below the round pill with nothing on it goes to the light blue capsule, and the button below the light blue capsule goes to the + pill.

To fill the bottle, put it under the pill you need to put in it and press the proper button to put the pill in the bottle. You can just put the pill bottle in the right slot, then go across the buttons until you find the correct one to dispense that pill, then move the bottle to the next pill you need. It does not matter what order you put the pills in the bottles, it only matters how many of which pills. If you get all the correct pills in the bottle, the lid will go on the bottle and it will move back into your inventory. If you put the wrong pills in the bottle, you can pull the lever on the right to empty out the bottle and start over.
Once you get all the bottles properly filled, place them on the box to the right of the door. The bottles will automatically go into the correct slots and the box will open revealing the key, Take the key and use it to unlock the door.

Level 139

Pick up the screwdriver on the floor under the shelves to the right of the door. Use the screwdriver on top grey box on the right side of the door. It will open revealing a puzzle.

On either end are switches, flipping a switch will reveal the colors that the tubes must contain to complete the puzzle. Each switch reveals a different set of tube colors. To make a tube the correct color, you need to put the same color wires at either end of the tube. Rotate the wires by clicking, move the wires by click and drag. Rearrange the pieces to match the colors you see when you flip the switches.

Solution:

Once complete, the button next to the door will turn green. Press the green button to open the door.

Level 140

Just like level 14, the code is in the pocket of the jacket. It's even the same code.

Unfortunately, when you click on the keypad, it doesn't make any sense.

You first have to figure out where the numbers are on the keypad, then type in the code.

We know the 9 and 1 have been flipped. And the 3 and 7 as well, so we can infer that the rest of the keypad has been swapped the same way. Also we see the 5 is where the 0 should be, so we can infer that the 0 must be where the five is, giving us a keypad that looks like this.
9
8
7
6
0
4
3
2
1
C
5
Type in the code using the revised keypad. Door will open. You win!

The door code is 194026, but knowing that does you no good. To punch in the code correctly, use the number 916584 as if the keypad were not jumbled.
You win!

This completes the 100 Doors Game: Escape from School. Hope I was helpful to someone.
13 commentaires
GrauGanz 2 mars à 20h26 
Thanks!
ForSkeal 28 févr. à 10h41 
GOD
Marin 19 févr. à 11h36 
Thanks !
madmatt667 14 déc. 2024 à 10h27 
For anyone struggling with the piano music one (122), try this way -
10w
7b
10w
7b
10w
7w
9w
8w
6w
1w
3w
6w
7w
3w
4b
7w
8w
HustlaOG 13 juin 2024 à 16h08 
Great guide, thank you! :)
harlequen2 11 mai 2024 à 15h18 
Thanks for the super great guide, You deserve an Award:albedothumbsup:
Aris 20 avr. 2024 à 16h33 
the game is calles 100 Doors but it has 140 lvls. xD
乃工巳 门匕廾工乙 31 janv. 2024 à 9h00 
Thanks, bro!:steamthis::peace_hoi:
deiapoulain 27 déc. 2023 à 14h06 
Obrigada.
Decay 7 oct. 2023 à 6h41 
Thank you!