100 Doors Games: Escape from School

Rooms 61-70 - Escape from School

Rooms 61-70 - Escape from School
100 Doors Games: Escape from School Guide

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This is our guide to rooms 61-70 for 100 Doors Games: Escape from School.

Room 61

There are 4 woodpeckers in the scene. Each one is tapping a number of time in a row. 2, 3, 4 and 5. Notice the bar chart above the door with the bars in descending order, largest first. This is a clue to the order of the birds.

Check each of the woodpeckers in descending order of size (the one on the right is the largest etc) and get their tap count. Enter the code



in the keypad to open the door.

Room 62

On the floor in front of the door is a mat with coloured stripes. Tilt your device to roll the basketball to the right and left. As it passes over the blue stripe in the center the green bar on the left fills up. Keep it over the blue stripe until the bar fill completely to open the door.

Room 63

Tap the cupboard under the sink to open it and collect a screwdriver. Tilt your device to the left to make a piece of equipment roll into view on the right. Use the screwdriver on the small panel with the word Error to open it. Then tap the unit to view a circuit board with numbers. Tap each of the numbers at the top to change colour until the coloured numbers at the top add up to match the same colour at the bottom.


12 + 15 = Red - 27

23 + 8 + 1 + 3 = Blue - 25

14 + 21 +13 = Green - 48

Rooms 61-70 - Escape from School

Once done use the screwdriver on the panel again to replace it and reveal 3 colour numbers.


Yellow 22

Blue 43

Red 124

Green 66

Tap the noticeboard on the left to view a paper with a mathematical diagram. Use the colour numbers at the top and work out the maths to get the final number at the bottom


R + B = 167

G / Y = 3

167 x 3 = 501

Use this number in the keypad to open the door

Room 64

Tap on the board to the right to see 4 quadrilateral shapes. Above these is shown a 90 degree right angle. This is a clue to a code. This is sort of a trick clue. You need a 4 digit code for the keypad. The code is the number of right angles in each shape.



Room 65

Tap on the globe on the left to open a mini game puzzle. Hold and spin the globe following the directions on the paper. 1 turn clockwise. 3 turns anti clockwise, 2 turns clockwise. Release between each turn.

Room 66

Tap on the microscope on the desk to view a diagram of animals and plants. Tap pairs of items in the diagram or drag and drop them to swap them over with others. Rearrange the items in the diagram to place then in a correct order.


Clockwise: mushroom, grass, grasshopper, frog, snake, bird

Room 67

Tap to collect the fire extinguisher hanging on the left. Use the fire extinguisher on the burning generator to put out the fire.

Tap to collect the green canister on the lower shelf. Tap to collect the silver cog on the bench. Tap to collect the green screwdriver from the top of the pillar drill.

Use the canister on the generator to fill it with fuel.

Use the screwdriver on the generator top open a small panel. Drag the cog to the panel top open a view with 5 cogs to place. Drag the cogs to place in in the correct location and tap the red switch to make sure it works.

Once done the light by the door will be green and you can tap it to open the door.

Room 68

Tap the lower left of the whiteboard to collect a craft knife. Tap the shelf just below the printer to collect a print cartridge. Tap the paper on the desk by the door to collect it.

Use the knife to cut the string holding a CD that is hanging above the desk. Collect the CD.

Use the ink cartridge and the paper on the printer to add them. Use the CD on the laptop to correct the Error screen. Next tap the screen to view it. There are 8 dots in a circle.

Check the patterns drawn on the white board. You need to trace out the 4 patterns using the dots on the screen. But without overlapping yourself.

Once done the printer will print. Tap the paper to view a code top open the door




Room 69

Tap the pile of broken glass items on the floor in front of the door. Drag to move and double tap to rotate the pieces to fit them together to form 4 glass containers.

Place the in the correct places on the table to finish.

Room 70

The 3 piles of books on the ground are a puzzle. To solve the puzzle you must pile the books in order of size (largest at the bottom) onto the central white board. You can only move 1 book at a time and only place a book on an empty spot or on a book that is bigger.

This is a tough challenge, concentrate on moving the books around so that you can move the largest red book onto the center spot and then work to pile the books on it in the right order.

You can now move on to rooms 71-80. If you have any questions for this game please go to the Answers Page to ask there.

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