Rooms

Science Room

Collectables: Bunsen Burner (Gas?), Test Tube (Chemicals), Mop (Mop up water?)

Uses: Bunsen Burner : Sets the school on fire ( Game Over ) , Test Tube : Burns through locks, Mop ( Breaks window )


Tool Cupboard

Could be split into several rooms.

Challenges: The room is filled with huge obstacles which you have to navigate around, not to mention it is exceptionally dark. The vent (see the bottom answer) is now inaccessible and the normal door is blocked off by boards, not to mention the thing which scans your fingerprint to open the door is both loose off the wall and the electricity is failing. There are many clues around, and many different locks and safes which have to be opened before you can get the final door opened.

Collectables: Hammer, wrench, screwdriver, screws, blue key, red key, green key, yellow key, orange key, white key, red gear, blue gear, green gear, lockpick, tape, bolts, plank (all hidden in different places)

Uses: Hammer: Breaks the planks that obstruct the door, Wrench: Fixes the fingerprint scanner back onto the wall, Screwdriver: Screws the screw into the little box in the middle of the wire providing electricity for the fingerprint scanner, Screws: Are screwed into the little box in the middle of the wire providing electricity for the fingerprint scanner (to complete the circuit), Blue key: Opens the blue door, which contains the hammer behind it, Red key: Opens the red door, which contains the green gear, Green key: Opens the green door, which contains the screwdriver, and also leads into the gearbox room (which first needs the white key), Yellow key: Opens the yellow door, which contains the lockpick, Orange key: Opens the orange door, which contains the tape and blue gear, White key: Opens the white door, which contains the orange key, and can also be used to open the gearbox room, Red gear: Fits into the gearbox at the back of the room, which gets the electricity running, Blue gear: Fits into the gearbox at the back of the room, Green gear: Fits into the gearbox at t he back of the room, Lockpick: Picks locks for safes, which contain the red gear, plank and wrench, Tape: Secures the fingerprint scanner to the wall, Bolts: Use one to use the wrench once, Planks: Used to get past the spillage of boiling hot water from the boiler

Art Room

Collectables: Paintbrush, easel, key to new area

Challenges: You will have to answer three random questions about Renaissance art from a pool of 8 questions in order to get the key.

Uses: The paintbrush and easel are props/aesthetic, The key can open another room

Classroom

Collectables: empty copybook, pencils, pens, sheets of paper, crayons, scissors

Challenges: Door is locked. How do we get out

Uses: Use pencil to push key out the opposite side of the door and use the paper to catch it as it falls