100 Doors: Escape from School Complete Walkthrough and Guide
If you’ve ever found yourself stuck on a tricky level in 100 Doors: Escape from School, you’re definitely not alone. That's why we created this comprehensive walkthrough because many existing guides are either incomplete, inconsistent, or simply miss important details. Here, we combine clarity with completeness.Whether you’re after a quick code to unlock a stubborn door or you want a nudge to crack a challenging puzzle’s logic, this guide has you covered. You'll be guided through all 100+ levels, receiving not only straightforward solutions but also step‑by‑step reasoning, helpful clues, and clear instructions for every interaction. When a level involves a keypad code, you’ll find it clearly marked — often at the end of each level’s breakdown.
This walkthrough is based on the English version of the game. While other language editions may vary slightly in button‑labels or room layout, the core puzzles and mechanics remain the same — so most solutions here should still work.
What Is 100 Doors: Escape from School?
100 Doors: Escape from School is a free mobile puzzle game available on both Android and iOS, designed for fans of room escape and brain teaser genres. The game throws you into a series of classroom-themed levels, where your objective is always the same: escape through the door.
But escaping isn’t as easy as it sounds. Every door is locked with its own challenge — whether it’s a hidden object, a sequence of actions, a code puzzle, or a visual brainteaser. The rooms are filled with school-related clues like chalkboards, lockers, books, and globes, which cleverly blend into the puzzles.
The main hook of the game is its variety of puzzle types and the fact that no two levels are exactly alike. Some require logic, others require observation, and some are just trial and error. The further you go, the harder and more complex the puzzles become.
With 100 unique doors to escape, you’ll need patience, problem-solving skills, and a sharp eye for detail. This walkthrough helps you breeze through the toughest parts — or simply get unstuck when needed.
How to Play 100 Doors Escape from School
The controls are simple, but the puzzles can be tricky. Here’s how gameplay works:
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Tap to interact – Click on any object you think might be important: desks, blackboards, switches, books, lightbulbs, lockers, and more.
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Pick up items – Some puzzles require using an item like a key, eraser, or tool. Tap to pick it up; it will be added to your inventory.
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Use items – To use an item, tap it in your inventory, then tap the object it interacts with (e.g., use a screwdriver on a vent).
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Solve puzzles – Some levels include number locks, color sequences, memory challenges, or visual riddles. Observe the environment closely — clues are often hidden in plain sight.
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Enter codes – If a level includes a keypad or safe, use numbers or patterns you've gathered to unlock the door.
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Advance – Once you’ve solved the puzzle, the door opens and you proceed to the next level.
The basic flow remains consistent: observe, interact, solve, escape. But don’t be fooled by early simplicity — later puzzles require multi-step logic and careful pattern recognition.
Starter Strategies for New Players
If you're just starting out, here are a few essential tips to get the best experience from 100 Doors Escape from School:
Don’t Overthink the Early Levels
The first 10–15 levels are usually meant to teach you the mechanics — picking up items, using them in the right order, or spotting simple codes. Don’t overcomplicate these. If it looks like a calculator, maybe the answer is math.
Look for Clues in the Environment
Many solutions are hidden in blackboard drawings, color patterns, poster symbols, or even the number of objects on a shelf. If something looks out of place, it probably matters.
Use Items Carefully
Sometimes you’ll find an item and have no immediate use for it. That’s okay. Check every part of the room. Items often require secondary objects to become useful (e.g., a key that unlocks a toolbox that contains a screwdriver).
Use the Hints Wisely
The game offers a hint system (usually a bulb icon) that can guide you toward the next interaction. It’s great when you’re stuck — but don’t rely on it too heavily, or you’ll miss the satisfaction of solving puzzles yourself.
Save Time with Trial & Error
In some levels, if you’re unsure, trial and error can help. Try different combinations. But always go back and figure out why it worked — this helps in later levels where brute-force doesn’t help at all.
Common Puzzle Styles in 100 Doors
Understanding the types of puzzles the game uses can help you recognize patterns quickly. Here are the most common:
| Puzzle Type | Description |
|---|---|
| Keypad Codes | Input a series of numbers found from clues in the environment. |
| Sequence Taps | Tap objects in a specific order — like lights, books, or lockers. |
| Matching Pairs | Match objects, colors, or symbols across the room. |
| Hidden Objects | Find and pick up items that blend in with the background. |
| Math Challenges | Solve simple arithmetic, algebraic, or visual equations. |
| Color Patterns | Determine color sequences based on objects in the room. |
| Sound Puzzles | Listen for audio cues or sequences (less common but present in later levels). |
| Rotating Tiles | Align patterns or tiles to complete an image or open a lock. |
Often, a single level may mix two or more puzzle types, so don’t rely on just one method of thinking.
When and How to Use Help Options
The game offers a few in-game assistance tools, including:
Hints (Light Bulb Icon)
This points you toward the next step but doesn’t solve the puzzle entirely. It might highlight an object or area you missed. Use this sparingly for the best experience.
Skip Puzzle Option (if available)
In some versions of the game, a puzzle can be skipped — but only after trying for a certain time or watching an ad. This should be a last resort.
Community Forums & Walkthroughs (like this one!)
If you're completely stuck, walkthroughs like this provide both full solutions and explanations. That way, you learn while progressing.
Ready? Now, let's open the first door and begin the escape.
100 Doors Escape from School Walkthrough – Levels 1 to 10
Level 1 – Press to Begin
Getting started couldn’t be easier. You’ll find a bright red button right next to the door. All you need to do is click that button to activate the door mechanism. It’s a warm-up level designed to introduce the interaction style. Tap the button, and the door swings open.
Level 2 – Rolling the Globe
This level requires you to interact with a globe sitting atop a pedestal. Click the globe and drag it gently to the right. It will reveal a hidden button or mechanism that opens the door. Simple physics and observation are your best friends here.
Level 3 – Shake the Tree
In this level, a tree stands mysteriously still… until you stir things up. Click and move your cursor or finger back and forth rapidly over the screen — this shaking motion makes a hidden key drop from the branches. Grab the key and use it to unlock the door.
Level 4 – Clear the Path
Look closely at the cart blocking the door. It’s resting on two wooden blocks. Remove both blocks by dragging them away from under the wheels. Once the cart is no longer obstructed, drag it aside and you’ll gain access to the door.
Level 5 – Bottle Break Trick
On the desk sits a brown bottle — seemingly unimportant at first glance. Slide or push the bottle until it falls off and shatters on the ground. Inside, you’ll find a hidden key. Pick it up and use it to unlock the door.
Level 6 – Tic-Tac-Toe Time
This level is a clever twist. Click on the laptop located on the desk to start a game of tic-tac-toe. You need to beat the computer or at least tie the match to proceed. The goal is to get three of your symbols in a row — horizontally, vertically, or diagonally.
Level 7 – Match the Sports Gear
This level challenges your association skills. Match each athlete standing on the left side of the room with their corresponding sports equipment on the right. Here’s the correct pairing:- Basketball Player → Basketball
- Hockey Player → Hockey Puck
- Volleyball Player → Volleyball
- Soccer Player → Soccer Ball
- Tennis Player → Tennis Ball

Level 8 – Reveal the Hidden Code
Notice the pencil on the pedestal next to the vase? Grab it and drag it over the blank canvas nearby. As you scribble across the surface, a hidden number code will appear. Once fully revealed, click on the keypad near the door and enter the code 8972.
Level 9 – Assemble the Guitar
This level asks you to build a guitar using its scattered parts:- The body of the guitar is on the bottom right, near the green chair.
- The neck is resting against the lower left counter.
- The strings are lying beneath the door in the center.

Level 10 – Follow the Color Pattern
Take a look at the chalkboard in the room — it displays a sequence of colors that you must replicate using the floor buttons. The correct pattern is:Red, Green, Green, Green, Red, Green, Red, Red, Green
Click the buttons on the floor in this exact order. After the final click, the door will swing open and you’ll progress to the next set of challenges.
100 Doors Escape from School Walkthrough – Levels 11 to 20
Level 11 – Create a Controlled Explosion
Things heat up in this level — quite literally! Your objective is to simulate a chemical reaction powerful enough to open the door. Begin by collecting three items:- Sodium (Na) – Found on the blue table.
- Water (H2O) – Pick it up from the counter area.
- TNT (Trinitrotoluene) – Found on the back desk.

Level 12 – Hidden Key in the Red Pot
Time to find a hidden key using a little kitchen creativity. First, click the red pot to remove its lid. The key is inside, but it’s too hot to grab with bare hands.Click on the potholder hanging beside the door. Use it to safely lift the hot key out of the pot, then insert the key into the door to move on.

Level 13 – Grow a Plant to Retrieve the Key
This one’s all about nurturing nature. Begin by gathering essential gardening tools:- Shears – Hanging from the large plant on the left.
- Rope – Use the shears to cut down the smaller hanging plant.
- Seeds – Pick them up at the base of the fountain statue.
- Spade – Sticking out of the soil pile on the right.
- Watering Can – Located under the right shelf.

Level 14 – Discover the Code in the Coat Pocket
Time to put on your detective hat. Click the coat hanging near the door. Inside its pocket is a note with a numerical code scribbled on it. Use this number on the keypad next to the door.Door Code: 194026

Level 15 – Paint the Butterfly Correctly
In this colorful challenge, you'll need to recreate a butterfly painting to match a reference artwork. Click on the canvas to zoom in. Then, select colors from the palette and apply them to the correct areas of the butterfly.Don’t worry if you mess up — you can paint over any mistakes. Once your butterfly matches the example, the door will unlock.

Level 16 – Move the Bus to Reveal the Key
This is a multi-step mechanical puzzle. Start by collecting the necessary tools:- Funnel – Lying on the ground near the door.
- Gas Can – Pick it up from the side of the room.
- Bus Keys – Found under the bus.

Level 17 – Unlocking the Grey Box
This level involves multiple tools and precision work. Here’s the step-by-step:- Open the box under the desk to collect bolt cutters.
- Use the bolt cutters to snap off the padlock on the red toolbox.
- Inside the toolbox, pick up two screwdrivers.
- Find the hex wrench tucked in a bent pipe on the right.
- Access the grey box on the upper shelf. Use your screwdrivers and hex wrench to remove the screws.

Level 18 – Count the Butterflies
Time for a visual counting puzzle. Click on the paper towel holder to reveal a blue butterfly marked with “x12”. This tells you the number of butterflies you count must be multiplied by 12.Count all butterflies in the room, including:
- Those mounted on walls
- Butterfly in flight
- Those on curtains and behind objects
- The initial blue butterfly also counts

Level 19 – Catch the Basketballs
This is a fun reflex-based level. A box slides across the screen, and balls drop from the ceiling. Your job is to drag the box left and right to catch only basketballs.If you collect the wrong type of ball, the counter resets. You must catch exactly six basketballs for the door to unlock.

Level 20 – Match Weapons with Ammunition
Click on the book lying open on the right desk. It contains images of various weapons and their corresponding ammunition types. You must match each weapon on the left with its proper ammo on the right:- Rifle → Shells
- Pistol → Lead Balls
- Cannon → Cannonballs
- Sling → Pebbles
- Bow → Arrows
- Trebuchet → Large Stones
100 Doors Escape from School Walkthrough – Levels 21 to 30
Level 21 – Reconstructing the Map of Australia
This geography-based level challenges your visual-spatial skills. Begin by clicking on the large map of Australia displayed on the wall or board. It will zoom in and break into several puzzle pieces.Your goal is to rearrange the scattered segments to recreate the accurate shape of the Australian continent. Drag and drop each piece into its correct position until the full map is restored. Once correctly assembled, the door unlocks.

Level 22 – Rebuild the Microscope for a Hidden Code
This level revolves around assembling a scientific tool to reveal a numerical code. First, collect the three microscope parts located in the following areas:- Inside the sink (left side)
- On the floor near the door
- On the middle shelf on the right
Door Code: 7290

Level 23 – Clean Up the Mess to Proceed
It’s time for a bit of janitorial work. The area in front of the door is blocked by a mess that must be cleaned. Here’s how to proceed:- Pick up the dustpan from the side of the room and place it next to the pile of debris.
- Grab the broom and begin sweeping the debris into the dustpan by dragging back and forth over the mess.

Level 24 – Feed the Parrot to Reveal the Code
This level is both creative and interactive. You’ll need to gather and use items to coax a parrot into revealing the door code. Follow these steps:- Pick up the spoon beneath the white table (left side).
- Grab the crowbar leaning against the statue fountain.
- Collect the knife standing upright on the right.
After a few spoonfuls, the parrot will squawk out the door code.
Door Code: 48575

Level 25 – Move the Dog Blocking the Door
In this lighthearted level, a dog refuses to budge from in front of the door. The trick? Bribe it with food!Grab the ladder leaning on the far left side and place it under the tree. Then, retrieve the can of dog food sitting in the tree branches. Place the food into the dog bowl nearby. The satisfied dog moves aside, and the door opens.

Level 26 – Spot the Differences Between Pictures
This is a classic “find the difference” level. Click on the easel displaying two similar pictures. The screen will zoom in. Now, identify five visual differences between the two images. Known differences include:- A missing dog in front of the woman on the right
- Color difference in umbrella (red vs. blue)
- White boat missing on the top-left corner
- Missing child to the right of the forked tree
- Man in the lower-left holding wine glass in one image only

Level 27 – Spell the Composer’s Name
This level tests your knowledge of classical music. The objective is to spell the name of the famous composer using tiles at the top of the screen.You must select the tiles in the correct sequence. Get it wrong, and the puzzle resets. The correct name is MOZART, and the tiles are shuffled. Use logic and trial to select the following in order: M, O, Z, A, R, T.

Level 28 – Decode the Colored Tires
Here's a logic puzzle involving hidden tires and color matching. First, move the stack of tires on the counter. You’ll discover a color pattern: Blue, Green, Red.Now count the number of striped tires by color, including one hidden tire behind a panel on the bus:
- Blue: 3 tires
- Green: 6 tires (including the hidden one)
- Red: 4 tires

Level 29 – Fix the Power System
This level involves multiple item combinations and tool use. Start by collecting the following:- Electrical Tape – Found on the table
- Mop Head – On the floor behind the chair
- Mop Handle – Leaning against the sink
- Pipe Wrench – Inside the long desk drawer

Level 30 – Order the Creatures by Size
This level presents you with a selector of four creatures: a frog, a snake, a rhino, and a whale. Using the triangle buttons, you must arrange them in order of size according to the circles shown beside the selector.The correct size order from top to bottom is:
- Frog
- Rhino
- Snake
- Whale
100 Doors Escape from School Walkthrough – Levels 31 to 40
Level 31 – Score Quickly with Basketballs
This level is a time-based mini-game. You’ll see five basketballs scattered on the floor and steps. Your goal is to drag and shoot each ball into the basket located in the background — and do so within 9 seconds. If you miss or go over time, the level resets and you’ll have to try again. Speed and accuracy are key here, so aim well and keep practicing until you nail the perfect five-shot combo.
Level 32 – Patch Together the Code
Start by clicking the trash can in the room to retrieve a crumpled piece of paper. Next, open the drawer in the nearby desk to find a bottle of glue. Then, click on the white display panel above the bed to zoom in.Apply the glue to the panel and place the pieces of trash paper onto it. Rearrange the paper fragments like a jigsaw puzzle until they form a complete square. Once correctly arranged, a code will be revealed for the door.
Door Code: 21825

Level 33 – Match Ancient Alphabets to Civilizations
This cultural puzzle requires matching symbols and letters to their historical origin. You’ll find three boxes, each depicting a famous landmark: the Parthenon (Greece), Roman Colosseum (Italy), and Egyptian Pyramids.Scattered across the room are eight symbols. Your task is to sort them into the correct boxes:
- Greek Letters: Δ, Σ, Ψ, Ω → Parthenon Box
- Roman (Latin) Letters: L, F, Q, D → Colosseum Box
- Hieroglyphics: The remaining four symbols → Pyramid Box

Level 34 – Solve the Chalkboard Equations
Focus your attention on the chalkboard. It displays three Greek-lettered math equations: Alpha, Beta, and Gamma. Solving these gives you the three-digit door code.- Alpha (α): 9 × 0 = 0
- Beta (β): 0 + 2 + 6 = 8
- Gamma (γ): 2 + 2 – 2 = 2
Door Code: 082

Level 35 – Count the Color Stripes
Click on the book placed on the desk to view two pages filled with various flags and colored stripes. Above, you’ll see a sequence of colors in a specific order: Green, Yellow, Pink, Red, White, Blue. You need to count how many stripes appear in each of those colors:- Green: 4
- Yellow: 3
- Pink: 0
- Red: 8
- White: 5
- Blue: 5
Door Code: 430855

Level 36 – Swat the Flies
This level puts your reflexes to the test. Pick up the flyswatter near the door. Your objective is to swat five flies buzzing around the room. The trick? You must get the swatter’s head right on or close to the flies for it to count.Act quickly — they’re fast and unpredictable. Once all five are eliminated, the door will click open.

Level 37 – Count the Colored Tulips
Start by picking up the watering can near the white table. Use it to revive the wilting tulip plant. Above the door is a sequence indicating the color order you need to follow when counting the tulips.Here’s the correct tally:
- White: 6
- Yellow: 5
- Blue: 4
- Pink: 7
- Red: 5

Level 38 – Count the Books for Button Presses
Observe the door image closely. It shows four colored buttons: yellow, red, blue, and green. You’ll also notice matching book piles in the room. The number of books in each color tells you how many times to click that color button on the floor.Use this order and count:
- Yellow: 4 clicks
- Red: 4 clicks
- Blue: 3 clicks
- Green: 5 clicks

Level 39 – Hidden Code in Chemical Chart
Click on the clipboard resting on the counter. You'll see a cluster of letters — mostly Hs and Os. But take a closer look: among the letters, larger digits are subtly spelled out using the Os.Visually decode the numbers formed and input them as the code.
Door Code: 2951

Level 40 – Play Snake and Eat 15 Apples
Level 40 brings back retro fun! Click on the laptop placed on the table, and it will launch a version of the classic Snake game. Your objective? Guide the snake to eat 15 apples without crashing into its own body.Use the on-screen arrow keys to maneuver. It gets tougher the longer the snake becomes. Once all apples are consumed, the door will open — and you’ll move into the next thrilling segment.
100 Doors Escape from School Walkthrough – Levels 41 to 50
Level 41 – Match Food to Country Flags
In this level, you’ll find a small shelf above a green backpack with a game board showing various foods and countries. Your task is to match each food item to the country most associated with it. Here are the correct pairings:- Taco → Mexico
- Sushi → Japan
- Pizza → Italy
- Chocolate → Switzerland
- Hamburger → USA
- Noodles → China
- Sausage → Germany
- Cheese → France

Level 42 – Decode License Plates to Get the Door Code
This level mixes observation and deduction. Begin by clicking on one of the grey boxes with letters on the front — this reveals a symbol inside. Then open the yellow box to view several license plates. Your job is to find the plate whose emblem matches the symbol from the grey box. Once located, go back to the box and adjust its letters to match the two-letter code from that plate. The box opens, revealing a piece of paper with another symbol. Repeat for the second grey box. Finally, return to the license plates, find the matching plate for the second symbol, note its numbers, and then add the two numbers together to form the door code.In this case:
- Left box → matches license plate “ER” → yields number 4896
- Right box → matches license plate “TY” → yields number 2269

Level 43 – Rebuild the Portrait Puzzle
Click on the portrait on the wall. The image will zoom in and break into nine scrambled pieces. Your job is to reassemble the portrait correctly. You can rotate each piece by clicking it if the orientation is wrong. Once all nine pieces are arranged and oriented properly, the door unlocks.
Level 44 – Clean & Decode Using Mirror Reflection
This level requires a mix of cleanup and observation. Follow these steps:- Pick up the cleaning fluid on the floor to the left of the door.
- Grab the cloth hanging on the shovel on the right side.
- Turn the red knob on the pipe — this reveals that a = 6.
- Click the paper wad on the floor near the shovel — it reveals B = 2.
- Use the cleaning fluid and cloth to clean the mirror on the wall. The mirror displays three equations:
a + B,a / B,a × B.
- 6 + 2 = 8
- 6 ÷ 2 = 3
- 6 × 2 = 12

Level 45 – Align the Shield Rings
You’ll be presented with a shield made of concentric rings, each ring split into segments. The goal is to rotate the rings so that all segments align to form the full shield pattern. The trick is to rotate the outer ring first until the two middle segments match, then rotate the middle ring to align the outer segments properly. Once all rings are properly aligned, the door unlocks.
Level 46 – Sort the Poisonous Creatures
This level involves identifying which creatures are dangerous and placing them in a box marked with a poison symbol. The creatures you must target are:- Cobra (on the right side of the sidewalk)
- Scorpion (sitting on the bench)
- Spider (on the wall to the left)

Level 47 – Recognize the Music Composer
Click on the record player to start playback. The screen will list four famous composers: Beethoven, Bach, Tchaikovsky, and Mozart. Your task is to listen carefully and select the correct composer whose music is playing. In this sequence, you must pick in order: Mozart → Tchaikovsky → Mozart. Choosing correctly for all three tracks unlocks the door. If you guess wrong, the sequence restarts.
Level 48 – Mix Dyes to Reveal the Code
This colorful puzzle involves mixing dyes correctly. First, gather three bottles:- Blue dye under the bed’s headboard
- Red dye under the desk
- Yellow dye beside the sink counter
When placed correctly, the vials around the circle should result in these colors — in order:
Purple, Blue, Green, Yellow, Orange, Red, Orange, Yellow, Green, Blue
Once correctly filled, a code appears in the top‑right corner.
Door Code: 9371

Level 49 – Guide the Soccer Ball into the Goal
In this mini‑game challenge, click the game board next to the door on the left side. You’ll see a soccer ball and a goal. Use the on‑screen arrow buttons to navigate the ball toward the goal. The longer you hold the button, the faster the ball moves.Be careful — if the ball falls into a hole, the level resets. Successfully guide the ball into the goal, and the door opens.

Level 50 – Solve the Chalkboard Number Sequence
The chalkboard shows a numeric pattern with a placeholder marked “?”. Your task is to figure out the missing number and enter the correct code.Observe the yellow‑highlighted group: 9, 13, 117 — the pattern is 9 × 13 + 117.
Likewise, in the blue‑highlighted group: 23, 4, 92 — the pattern is 23 × 4 = 92.
So for the next group with values 8 and 15, applying the same pattern yields 8 × 15 = 120.
Enter 120 into the keypad to unlock the door.
100 Doors Escape from School Walkthrough – Levels 51 to 60
Level 51 – Balance Balloons to Press Buttons
Level 51 challenges your thinking with a simple physics puzzle. You’ll need to collect four items: two balloons, one water vial (H2O), and a helium container (He).- Take a balloon from the faucet on the sink.
- Grab another balloon from the shelf above the red stool on the left.
- Collect the water (H2O) sitting on the red stool on the right.
- Pick up the helium canister located low in the middle of the room.

Level 52 – Use Tools to Recover the Hidden Key
In this level, you’ll need to dismantle and relocate engine parts to reach a key hidden underneath. Begin by grabbing the screwdriver under the vent on the right. Use it to open the vent and extract a control stick.Attach that control stick to the yellow handle on the right. Then drag the hook over to the engine, hook it, and lift the engine off its pallet. Slide the pallet aside to find a key beneath. Use that key on the door to progress.

Level 53 – Puzzle Assembly Behind Plants and Statues
You’ll need to collect four hidden puzzle pieces scattered around the room:- One under the tulips (drag the tulips aside to uncover it).
- One behind the large plant on the right.
- One behind the hanging pink plant on the left.
- One at the base of the cherub statue.

Level 54 – Use Bait to Lure the Mouse and Get the Key
This level involves a bit of cleverness with a mouse. Start by taking the cheese that sits on the green chair. Then move the water cooler to the side — it might be blocking a passage. Place the cheese where the mouse can reach it. Once the mouse moves, you'll see the key it was guarding. Pick up the key, move the water cooler back, and use the key to open the door.
Level 55 – Solve Chalkboard Equations
Click on the chalkboard — it reveals a simple equation-based puzzle. The task is to drag the symbol tiles into the correct equation boxes. The equation reads as:7 + 2 = 3 9 – 30
You must arrange the symbols to balance the equation and unlock the door.

Level 56 – Draw Lines Game Under Time Pressure
On the table to the right sits a laptop. Click it to launch a “Draw Lines” mini‑game. Your mission: connect the dots without letting any lines cross. You have 12 seconds to finish. If you succeed, the door unlocks automatically. Fast reflexes and quick thinking are key.
Level 57 – Solve the Crossbow & Chest Sequence
This level involves multiple steps and clever item use:- Click the chest on the floor to zoom in — a rotating‑tile puzzle appears.
- Rotate the tiles until the pattern becomes complete. Once solved, the chest opens and reveals a crossbow.
- Next, look under the desk on the left and pick up a quiver.
- Combine the crossbow with the quiver in your inventory.
- Use the crossbow to shoot the rope that’s holding up a hanging box.
- Once the box falls, use the mace taken from the knight armor to smash it open — inside you’ll find a key.
- Use the key on the door to move ahead.

Level 58 – Remove Rusted Barriers and Open the Door
Start by collecting a wrench from the sink and a bottle of rust‑remover from the lower shelf above a chair. Use the rust remover on the metal bar blocking the door. Then use the wrench to loosen and remove the bolts. Now you must retrieve a crowbar: click near the top of the screen and shake (or move the mouse rapidly) — this will dislodge the crowbar onto the floor. Pick it up and use it to remove the wooden boards blocking the door. The door opens.
Level 59 – Mix Paints in Jars to Unlock the Door
In this level, you’ll create three distinct color mixtures and place them correctly. There are three empty jars (one on a table, one next to a pedestal, and one to the right of the door). On a shelf are several filled jars of paint. Your task:- Drag paint from filled jars into the empty ones to create green, orange, and purple mixtures.
- Once mixed, place each jar on the right-hand shelf, matching the paint splash mark for that color.

Level 60 – Decode Floating Numbers from the Record Player
This level uses a unique visual‑memory challenge. Pick up the record behind the green chair and place it on the turntable on the left. Click to play — a series of five numbers will appear above the turntable, then float upward toward the ceiling, each drifting to a different position before fading away.You must remember where each number landed, then enter them in left‑to‑right order based on their final positions on the wall. For example:
- The number “2” landed second from the left → It becomes the 2nd digit of the code.
- The number “7” landed second from the right → It becomes the 4th digit.
- The number “5” landed far right → It becomes the 5th digit.
- The number “8” landed far left → It becomes the 1st digit.
- The number “4” landed in the middle → It becomes the 3rd digit.
100 Doors Escape from School Walkthrough – Levels 61 to 70
Level 61 – Count the Woodpecker Pecks & Enter Code
This level uses a clever logic puzzle based on observation. Above the door you’ll see a pattern that hints at the correct order: from largest to smallest. That refers to the size of the woodpeckers you see around the scene. To get the code, count how many times each woodpecker pecks in descending size order:- Largest woodpecker (on the tree): pecks 5 times → first digit: 5
- Second largest (on the bench): pecks 3 times → second digit: 3
- Third (on log leaning to the right): pecks 4 times → third digit: 4
- Smallest (on hanging log to the left): pecks 2 times → fourth digit: 2

Level 62 – Roll the Basketball into the Blue Zone
In this physics‑based level, begin by clicking the screen to set the basketball in motion. Then control its direction: click on the left side of the basketball to make it roll left, and on the right side to roll right. Your goal is to maneuver the basketball into the blue zone in front of the door — and keep it there until the green progress bar beside the door fills up completely. Once the bar is full, the door opens.
Level 63 – Fix the Circuit Panel & Calculate the Code
This level combines logic and arithmetic with color‑coded circuitry. Steps to complete:- Open the cabinet near the left stool to grab the screwdriver.
- Use the screwdriver on the “ERROR” panel on the right to zoom in.
- You’ll see white-numbered chips at the top, and three colored target numbers at the bottom. Click the chips to cycle their colors (green → red → blue → white), so that the sum of green‑marked top numbers equals the green bottom number, etc. The correct assignment is:
- Green chips: 12, 13, 15, 8
- Red chips: 23, 3, 1
- Blue chips: 14, 21
- Once the panel is fixed, note the four colored numbers revealed — Green, Red, Blue, Yellow — and locate the matching colored chart on the pin board to the left. There, you’ll find equations to solve:
(Red + Blue) × (Green ÷ Yellow) - Using the revealed values — Red = 124, Blue = 43, Green = 66, Yellow = 22 — the calculation becomes: (124 + 43) × (66 ÷ 22) = 167 × 3 = 501.

Level 64 – Count Right Angles in Quadrilaterals
Here, a visual‑geometry puzzle awaits. On the chalkboard are four quadrilaterals illustrated, along with a 90° angle indicator. Your task is to count how many right angles appear in each quadrilateral and use those counts — in order — as the four‑digit door code.Because none of the shapes contain right angles, each count is zero.
Door Code: 0000

Level 65 – Spin the Globe Following the Combination
A globe sits on the left side of the room. Click it to zoom in. You’ll see a combination that dictates directional moves: first clockwise once, then counterclockwise three times, then clockwise twice. As you perform each move, release the mouse so the game registers the step. If you make a mistake you’ll need to restart from the beginning. Complete the sequence correctly and the door unlocks.
Level 66 – Order the Food Chain from Bottom to Top
This level tests your understanding of a simple ecosystem. Click on the blackboard (lower left) to zoom in and observe the list of creatures/plants: Mushroom, Grass, Grasshopper, Toad, Snake, Hawk. Your task is to arrange them in an order that reflects the food chain — from base resource to apex predator.The correct order is:
Mushroom → Grass → Grasshopper → Toad → Snake → HawkOne quick method (using swap moves): first swap Grass with Hawk, then swap Grasshopper with Grass. That realigns the chain properly and unlocks the door.

Level 67 – Repair Generator & Activate with Gears
This multi‑step mechanical puzzle will require tools and careful assembly:- Remove the fire extinguisher from the wall and use it to extinguish the fire near the door.
- Grab the screwdriver from underneath the vent.
- Pick up the gas can from the shelf on the right and the metal gear from the nearby counter.
- Use the gas can on the generator, then use the screwdriver to remove the metal front plate.
- Install the metal gear in place of the plate. Then arrange the gears such that the lower‑left gear connects to the upper‑right gear, linking the mechanism correctly.
- Flip the ON/OFF switch (usually near the generator) — if the gears are aligned properly, they’ll start turning. Finally, press the green button beside the door to unlock it.

Level 68 – Rebuild CD‑Printer Puzzle to Get Code
This level involves multiple steps involving tools and puzzle logic:- Grab the box cutter located near the lower left of the whiteboard, then use it to cut down a suspended CD.
- Pick up the CD once it falls, then place it into the laptop on the right.
- Retrieve the printer cartridge from the shelf under the printer. Insert it into the printer.
- Pick up the blank paper from the desk next to the door and place it into the printer.
- Observe the four pattern diagrams on the whiteboard. Click the laptop to zoom in and connect the dots to recreate each pattern in sequence.
- Once all patterns are traced correctly, the printer prints a page with the door code.

Level 69 – Repair the Broken Flasks Puzzle
Click on the pile of trash in front of the door — upon zooming in, you’ll discover a set of broken glass flasks. Your task is to restore and assemble them into their correct positions. Use your mouse to:- Rotate</ a piece — click it twice
- Move</ a piece — click and drag to the desired spot

Level 70 – Tower of Books – Sort from Largest to Smallest
Level 70 presents a classic “tower of Hanoi” style challenge using books. Your goal is to stack all books on the center white tile in size order (largest at the bottom, smallest at the top). You may only move one book at a time, and you cannot place a larger book on top of a smaller one. Here’s a sample sequence of moves (Scroll Right to view more):M → L, R → M, L → R, M → R, L → M, R → L, R → M, L → M, R → L, M → L, M → R, L → R, M → L, R → M, R → L, M → L, M → R, L → M, L → R, M → R, L → M, R → L, R → M, L → M, L → R, M → R, M → L, R → L, M → R, L → M, L → R, M → R, L → M, R → M, R → L, M → L, R → M, L → R, L → M, R → M, L → R, M → L, M → R, L → R, M → L, R → M, R → L, M → L, R → M, L → R, L → M, R → M, L → R, M → L, M → R, L → RFollow the sequence carefully — once all books are correctly stacked by size, the door will unlock and you’ll complete Level 70.
100 Doors Escape from School Walkthrough – Levels 71 to 80
Level 71 – Use Balloons, Water & Helium to Unlock the Door
Start by collecting these: a plunger (under the sink), two balloons (one on the faucet, one on a shelf near the red stool), water (H2O) from the red stool on the right — and a helium container (He) located low in the middle of the room.Then:
- Combine one balloon with water — it becomes heavy.
- Combine the other balloon with helium — it becomes light.
- Place the helium‑filled balloon so it rises and presses the ceiling button, and drop the water‑filled balloon so it lands and presses the floor button. This simultaneous action triggers the door to open.

Level 72 – Cross Out Non-Greek Gods on the Chalkboard
Click the chalkboard to zoom in. You’ll see a list of mythological names alongside an image of the Parthenon. The goal: mark off all names that do not belong to Greek mythology.The correct names to eliminate are:
Thor, Neptune, Mars, Anubis, Jupiter, Seth, Pluto, Horus, Osiris
Carefully click the red chalk and then tap each of those names. If you make a mistake the puzzle resets — accuracy matters.

Level 73 – Light the Candle and Decode Greek Letter Code
This is a low‑light puzzle. The room is mostly dark except for a candle and a utility light. Click the candle — then drag it around the room to illuminate hidden cards showing Greek letters paired with Arabic numerals. Your job is to order the numerals by the letter order.The letters and their values are:
- Alpha (α) → 6
- Beta (β) → 3
- Gamma (γ) → 4
- Delta (δ) → 1

Level 74 – Match Games to Their Durations
Click on the game board to the left of the door. It lists several sports/games, each paired with a time or duration. Your task is to match each game name to the correct duration. The proper mapping is:- Soccer → 90
- Basketball → 40
- Tennis → Infinite
- Baseball → Infinite
- Hockey → 60
- Water Polo → 32
- Football → 60
- Volleyball → Infinite

Level 75 – Weigh Bowls & Convert Units for Door Code
A chalkboard displays an equation: Blue Bowl + White Bowl + Red Bowl = ? gProceed as follows:
- Pick up the blue bowl from the table on the left.
- Take the white bowl from the bench next to that table.
- Get the red bowl from the blue chair on the right.
- Place each bowl on the scale (in any order) and note its weight. The weights are:
- Blue Bowl → 560 g
- White Bowl → 405,000 mg (which converts to 405 g)
- Red Bowl → 2 kg (which converts to 2000 g)

Level 76 – Rearrange Numbers to Make Each Side Sum 20
Click the chalkboard to zoom in. You’ll see a set of numbers positioned around a square. Your task is to rearrange them so that each side of the square (top, bottom, left, right) sums to exactly 20. Click a number, then click where you want it moved. One valid arrangement — starting at the top and moving clockwise — is:2, 3, 7, 8, 6, 1, 5, 4, 9If that doesn’t work for you, you can experiment: any configuration that satisfies the “sum = 20 per side” rule will open the door.

Level 77 – Match Heart‑Rhythm Patterns Using Paper Clues
This multi‑step puzzle uses memory and pattern matching. Steps:- Collect four paper scraps from different locations:
- On top of the eye chart
- Inside the desk drawer
- Under the trash‑can lid
- From the paper towel dispenser
- Click the blue monitor panel on the right—it will display four heart‑rhythm waveforms.
- Match each waveform to the correct paper scrap by aligning jagged‑edge patterns. Use the button panel beside the monitor to select matching waveform.
- Top button → Eye-chart paper (click three times)
- Second button → Drawer paper (click once)
- Third button → Trash‑can lid paper (click three times)
- Bottom button → Towel dispenser paper (click once)

Level 78 – Fruit & Vegetable Counting Puzzle (Hidden Answer)
This is a twist — official clues seem misleading. There’s a code on top of the door labeled “FV” (Fruit/Vegetable). The task: count fruits and vegetables and input two‑digit code where first digit = number of fruits, second = number of vegetables.In the scene you’ll find: apple, pineapple, banana, pumpkin, pear, apricot (fruit), plus corn (vegetable). Botanically apples, bananas, pineapples, pumpkins, peppers, pears, apricots are fruits — corn is vegetable. Counting them gives 7 fruits and 1 vegetable → code “71”.
However, the game’s actual door code is 53 — possibly because pumpkins, peppers are considered vegetables here. Note: this level’s puzzle may not follow proper logic!

Level 79 – Reassemble the Regal Portrait
To open the door you must fix a broken portrait (on the left of the door). Click it to zoom in — the image will break into scrambled pieces. Drag them into the correct positions to reconstruct the portrait of the queen. Once complete, the door pops open.
Level 80 – Color‑Coded Plate Pieces & Numeric Code
This final level of the batch uses a color‑and‑shape code. Above the door are four colored “hands,” each representing a digit’s position. Throughout the room you’ll find halves of plates containing half of a number in a specific color. Your job is to mentally reconstruct the full numbers by matching halves, then enter the digits in the order indicated by the colors above the door.The color‑to‑digit mapping is:
- Red → 8
- Blue → 5
- Yellow → 3
- Green → 2
8532
100 Doors Escape from School Walkthrough – Levels 81 to 90
Level 81 – Sort Vertebrates Into the Backbone Box
This level challenges your biological reasoning: on the floor sits a box labeled with a backbone (vertebrate skeleton) image. You must place only creatures with backbones into this box. The creatures to include are:- Snake — located to the left of the door
- Frog — lower left near the microscope
- Rat — under the desk on the right
- Bluebird — perched on the corner of the right‑side desk
- Fish — swimming in the fishbowl on the right‑side desk

Level 82 – Trap the Bees and Free the Key
In this level you’ll need to capture bees using a net and a board, then use a plant trap to get the door key.- Pick up the butterfly net resting on a chair left of the door.
- Take up the board leaning against the pot with the banana tree (middle right).
- Use the board to knock down the beehive on the right of the door.
- Use the net to capture the seven released bees. Align the net with each bee — or click the net then each bee — without missing any catch.
- Dump the captured bees onto the fly‑trap plant on the table to the left.
- After the plant triggers, a key appears. Collect it and unlock the door.

Level 83 – Repair the Bus Tire Then Decode the Calendar Code
This level has two phases: mechanical and puzzle-solving.- Pick up the tire iron (lower right), the air‑compressor hose (shelf to right of door), and the tire patch kit (middle right).
- Use the hose to power up the compressor. Use the tire iron to remove the flat bus tire. Place it on the floor before the door.
- Apply the patch kit to the tire, then re‑inflate it using the compressor. Once inflated, reinstall the tire on the bus and tighten the lug nuts.
- Click the bus — it rolls away, revealing a grey box behind it.
- Meanwhile, click the calendar (middle right) and flip it to reveal a hidden pattern.
- Open the grey box using the code pattern from the calendar — inside you’ll find the key. Use that key to unlock the door.

Level 84 – Count Musical Instruments for the Door Code
This level uses a color‑coded inventory puzzle based on musical instruments. On display to the right of the door are various instruments grouped by how they are played: with a pick, with drumsticks, by blowing (horn), or with a bow. Your task: count how many instruments belong to each category and combine those counts into a four‑digit code.- Pick‑stringed instruments (guitars): 3
- Drum‑type instruments (drum, cymbals, etc.): 3
- Horn/air instruments: 4
- Bowed instruments: 3

Level 85 – Match Patterns to Colored Buttons in Mailbox Puzzle
Here lies a multi‑step puzzle combining tool usage and pattern matching:- Pick up the hammer from the bench and chisel lying near the bench’s left end.
- Grab garden shears located between a bicycle and a tree. Use them to trim the bush right of the door. Behind it you’ll find a paper with a color‑pattern chart.
- Click the red mailbox on the wall and use the chisel + hammer to open it — revealing six color‑coded buttons.
- Match each button’s color to the corresponding food‑item color as shown on the paper chart. Press the buttons to change their colors accordingly.
- When all buttons match the pattern, a key drops under the mailbox — pick it up and unlock the door.

Level 86 – Create Sulfuric Acid to Unlock the Door
This level involves basic chemistry logic. On a sign near the door is the chemical formula “H2SO4”. You must synthesize sulfuric acid and apply it to the sign.- Pick up the yellow sulfur canister (S).
- Collect a vial of water (H2O) from the stool on the right.
- Grab the oxygen canister (O2).
- Pour water into the triangular flask on the left table — the flask marks “H2O.”
- Use sulfur on the round flask — it marks “S.”
- Use oxygen twice on that flask — first to get “SO2,” then “SO3.” The game will automatically combine them to produce H2SO4 (sulfuric acid).
- Take the flask and place it on the “H2SO4” sign — the door unlocks.

Level 87 – Count Books by Color & Trigger Falling Books
This level blends observation with a hidden mechanic. A set of spinning indicators sits above the door, each mapping to a book‑color. You must count books of each color and input the counts as the code. Steps:- Shake the screen by clicking and moving the mouse rapidly — four extra books will fall from the ceiling.
- Count all books by color:
- Red books: 6
- Yellow books: 5
- Green books: 5
- Blue books: 4

Level 88 – Use Game Time as Unlock Code
Click to continue — this launches a basketball game. There are four periods of ten minutes each. Wait until the clock stops. The remaining time in the third period, plus ten minutes from the fourth period, forms the door code.If the time remaining when the game ends (in the third period) is 9:49, then adding 10 minutes gives a final code of 1749.
Door Code: 1749

Level 89 – Light the Burner and Melt Ice to Find the Key
This is a multi‑step environmental puzzle involving heat and ice:- Grab lighter fluid from the top shelf.
- Pick up the hose from the floor beneath the chair.
- Use the hose to connect the propane canister (left side near desk) to the burner.
- Click the propane canister to start fuel flow.
- Take the lighter (above red valve on the right) — fuel it with the lighter fluid — then use it to ignite the burner.
- Remove the fridge handle from the wall above the burner, use it to open the fridge — inside you'll find an ice block with a key frozen inside.
- Pick up the ice block, hold it over the flame to melt it, then click on the propane canister to turn off the fire.
- Once melted, retrieve the key from the water — use it to unlock the door.

Level 90 – Find the Code via Projection on the Screen
For the final level of this batch:- Take the disk out of the green backpack.
- Switch off the lights using the light switch left of the door.
- Insert the disk into the white laptop on the middle-left desk (facing away from you).
- Click to lower the projection screen — a secret code appears on the screen in the darkness.
100 Doors Escape from School Walkthrough – Levels 91 to 100
Level 91 – Rearrange Numbers to Make Each Line Sum to 18
Begin by clicking the chalkboard — it will zoom in and display a grid of numbers with one “6” fixed at the center. Your objective is to rearrange the remaining numbers so that every row, column, and diagonal (if shown) adds up to 18. The “6” stays in place. You must carefully drag the other numbers around until the condition holds true for all lines. As soon as the grid is correctly balanced, the door will open.
Level 92 – Light the Lamps to Reveal the Code
This level requires you to illuminate two lamps beside the door to reveal the hidden door code.- Pick up the container of fuel lying on the ground in front of the bench.
- Grab the matches placed near the right side of the door.
- Apply the fuel to both lamps (on each side of the door), then use the matches to light them.
- Once both lamps are lit, the door code will appear visibly on the wall or on a panel.

Level 93 – Use Colored Lenses to Reveal Hidden Numbers
In this challenge, you’ll uncover a hidden code by using colored lenses to reveal concealed numbers scattered around the room. Steps:- Click to pick up three lenses:
- Red lens from the top diploma near the window (left)
- Yellow lens from the plant (lower left)
- Blue lens from the eye chart on the right
- Click on the glasses on the stool to equip them. The glasses have two lens slots — left and right.
- Use the Blue lens on the right side of the glasses. Look around the room until you spot a hidden number (blue-coded), then click it to record it.
- Remove the Blue lens. Insert both Red and Yellow lenses in the right slot (creating an orange tint) — move around to find the orange-coded number.
- Remove those lenses. Put only the Red lens in the left slot — find the red-coded number.
- While the red lens remains, add the Blue lens on top to make purple — find the purple number.
- Remove the Blue lens, keep the Red lens off — now insert Yellow lens in the left slot — find the green-coded number.
- Finally, remove all lenses, then insert Yellow lens on the right slot to find the yellow-coded number.
- Once all six colored numbers are collected, click the computer screen to zoom in — you’ll see a color‑chart with an order. According to the clue (noting corrected swaps), the correct sequence is: Green → Orange → Blue → Purple → Yellow → Red.
Door Code: 478519

Level 94 – Replicate the Drum Sequence from the Record Player
This level tests your rhythmic memory.- Click on the drumsticks placed on a shelf behind the green chair — they’ll be equipped for use.
- Click the record player to start playback. The game will play a short drum rhythm.
- After hearing the sequence, replicate it using the drum set. For reference:
- “1” = cymbals
- “2” = left drum
- “3” = right drum

Level 95 – Count Celestial Symbols on Flags to Find Code
Click on the book lying on the teacher’s desk on the right — it zooms in to show a list of country flags, each containing various stars, suns, and moons. Your task: count the total number of each symbol across all flags.The correct counts are: 3 moons, 4 suns, 9 stars. Therefore:
Door Code: 349

Level 96 – Pick the Lock Under Timing Pressure
Prepare for a timing‑based mini‑puzzle:- Pick up the lock‑pick tool from the blue chair on the right.
- Use it on the padlock to the right of the door — a red bar will begin moving vertically.
- Your goal is to click precisely when the moving red bar overlaps a narrow brown line. If successful, the next bar appears and moves faster. If you miss, the puzzle resets.
- Repeat this process for all four bars. Once all lines are aligned correctly, the padlock opens, revealing the key. Unlock the door to proceed.

Level 97 – Count Paintbrushes by Color for Code
This level is a simple counting puzzle. On the right shelf near the door you’ll find a set of paintbrushes, some dipped in splattered paint colors. Your task: count how many brushes correspond to each color.The correct counts are: Blue brushes = 3, Red brushes = 4, Green brushes = 3. Combine these digits in that order as the door code.
Door Code: 343

Level 98 – Connect the Dots to Draw a Cross with Exact Dot Counts
At the door you’ll notice two colored circles with the numbers “8” (green) and “5” (orange). A first-aid cross appears on a computer screen. Your objective: draw the cross by connecting dots so that eight dots lie outside the cross and five dots remain inside.The only way to accomplish this is by drawing a simple “X” shape. Once drawn correctly, the door unlocks.

Level 99 – Guide the Ball Through the Labyrinth
Click on the labyrinth image on the left — it will zoom in, revealing a maze with a ball at the “snake” starting point and a goal at the “frog” endpoint. Use the on‑screen directional buttons to navigate the ball through the maze without hitting walls.Successfully guiding the ball from the snake’s start to the frog’s goal will unlock the door. Be careful — hitting the walls may reset the level.

Level 100 – Count Tool Icons on Toolbox Panel for Final Code
This final level before completion asks you to gather tools and then derive a code based on the icons in an image above the door.- Pick up the bus keys from under the bus.
- Use the keys to open the side panel of the bus, causing the toolbox to fall to the floor.
- Inside, count how many of each tool-type icon appear in the overhead panel image:
- Hammers: 6
- Wrenches: 11
- Screwdrivers: 8
- Combine these counts into a four‑digit code: 6118 → unlock the door and complete the game.
100 Doors Escape from School Walkthrough – Levels 101 to 110
Level 101 – Repair the Vacuum, Clean the Mess, and Grab the Key
For this level, you need to assemble and use a vacuum cleaner to clear the clutter blocking the door and reveal a hidden key. Follow these steps:- Pick up the vacuum‑cleaner hose lying behind the chair on the left.
- Connect the hose to the vacuum cleaner.
- Open the desk drawer to get a screwdriver. Use it on the vacuum cleaner to make it functional.
- Click on the vacuum cleaner to zoom in — you’ll get a small tile‑rotation puzzle. Rotate the pieces to form a continuous straight line from one side of the vacuum to the other. Sometimes straight pieces only work in certain rotations — keep adjusting until the line completes correctly.
- Once the vacuum is fixed, use it to clean up the mess in front of the door. That clears the way and reveals the key on the floor.
- Take the key and unlock the door to proceed.

Level 102 – Decode the Letters to Get the Door Code
On the chalkboard is a riddle using letters and their positions in the alphabet: E = 5, N = 14. The missing entries are for O and P. Use the logic that “O” is the 15th letter and “P” is the 16th letter. The letters spell out “OPEN”. Therefore the door code is constructed by replacing each letter with its numeric position:Door Code: 15 15 16 14 → 1516514

Level 103 – Use Carbonic Acid to Reveal Hidden Code
This level blends chemical puzzle‑logic with exploration. Steps:- First, slide the brown bottle off the counter (right side) so it falls and reveals a hidden note. The note hints that you must use H₂CO₃ (carbonic acid) to reveal the code.
- Collect the necessary materials: Carbon (C) from the desk (middle-left), a bottle of Oxygen (O₂), and water (H₂O) from the counter or right side.
- Mix them correctly in the vial on the left counter: water first, then carbon (to form H₂CO), then oxygen (to derive H₂CO₃). If you mix incorrectly, the vial empties and you must restart.
- Once you successfully create carbonic acid, pick it up. Then click on the paper on the right counter and apply the acid — this dissolves or reveals hidden ink, disclosing the door code.

Level 104 – Decode the Roman Numeral Slider Puzzle
Lean over to the puzzle board near the chalkboard — it shows four numbers in Roman numerals: XLIII (43), XXVIII (28), VII (7), XVIII (18). These numbers slide up and down slowly — the number of “steps” they move by gives a clue to their placement in the final code. Here’s how to interpret it:- 43 moves in 2 steps → corresponds to position 2
- 28 moves in 4 steps → position 4
- 7 moves in 3 steps → position 3
- 18 moves in 1 step → position 1

Level 105 – Use Divining Rods to Dig for Key
This level involves a bit of old‑school treasure hunting:- Grab the shovel leaning against the bench on the far left.
- Pick up the divining rods leaning against the bicycle on the right.
- Move the rods around the screen; they will cross when you’re pointing at the correct digging spot. Once they cross, release the mouse — an “X” marks the spot.
- Use the shovel at that “X” location — dig, and you’ll uncover a hidden key.
- Use the key to unlock the door and proceed to the next level.

Level 106 – Rebuild the Puzzle Box to Unlock the Door
Level 106 hides the key inside a locked puzzle box embedded in the floor (left side). To open it you must first assemble the lock mechanism, then solve a tile‑rotation puzzle. Steps:- Collect parts for the screwdriver: the shaft from the plant on the lower right, and the head from the fountain next to the door. Also pick up a screw from the lower left corner leaf, and a mystery puzzle piece from the counter (middle‑right).
- Assemble the screwdriver by combining shaft and head. Then use it with the screw to open the puzzle box.
- Click the box to open the tile‑puzzle interface. Rotate the pieces until they form a complete butterfly image. Use a rotation-and‑placement sequence like: Center, Center, Right, Left… (repeat pattern) as described — it eventually resolves the puzzle.
- Once solved, the box unlocks — retrieve the key and open the door.

Level 107 – Decode the Musical Chart for the Unlock Code
This level requires interpreting a musical chart on a chalkboard. The code is determined by counting how many note‑heads intersect each staff line. Because the staff lines are slightly misaligned, you must mentally “straighten” them before counting.From bottom to top, the counts per line are:
- Bottom line: 3 notes
- Second line: 1 note
- Third line: 2 notes
- Fourth line: 2 notes
- Top line: 4 notes

Level 108 – Rearrange Floor Pieces to Form an “X”
Click on the puzzle on the floor to the right of the door — it opens a sliding‑piece puzzle. The goal: rearrange and rotate the pieces so they form a large blue “X”. Once the shape completes correctly, the door unlocks.
Level 109 – Match Bird Calls to Birds in Order
Here you’ll recreate a randomly played sequence of bird sounds by clicking on the correct birds — no on‑screen hint appears, so you must rely on recognition and memory. The four birds in the scene (and their typical calls) are:- Dove (coo) — perched atop a light left of the door
- Parrot (screech) — in a cage on the bench
- Crow (caw) — standing on the doorstep
- Owl (hoot) — located right of the doorbell next to a bunch of blue flowers

Level 110 – Final Dot Swap Puzzle to Escape
The last challenge in this batch: on the projection screen left of the door is a puzzle with two red dots and two blue dots. The goal is to swap their positions — i.e. move blue dots into the blue target circles (where the red dots currently are) and red dots to the red target circles (located where the blue dots are).You can only move dots in straight lines along the pre-drawn paths. Using a numbering scheme for target circles (1 to 8, top to bottom), one valid move sequence is:
2 → 5 8 → 3 6 → 1 4 → 7 7 → 2 5 → 8 3 → 6 1 → 4 (repeat the sequence: 2 → 5, 8 → 3, 6 → 1, 4 → 7, 7 → 2, 5 → 8, 3 → 6, 1 → 4)Follow these moves carefully — once all dots are in their correct colored circles, the door unlocks and you complete Level 110.
100 Doors Escape from School Walkthrough – Levels 111 to 120
Level 111 – Navigate the Shelf Puzzle, Fix the Vacuum & Fetch the Key
On the top shelf of the cabinet (on the left side of the room) you’ll find a spherical‑ball puzzle. Begin by clicking it to zoom in. The goal is to move the ball along a path that spells out the correct sequence — but be careful: the compass directions are flipped (north and south are reversed). To solve the path, simply click directly on each intersection you wish the ball to pass. The full movement pattern is (Scroll Right to view more):Up → Left → Down → Diagonally Up‑Left → Down → Right → Diagonally Down‑Right → Center → Diagonally Down‑Left → Left → Down → Diagonally Up‑Right → Down → Right → UpOnce you complete the path correctly, the puzzle box unlocks. Take the vacuum‑cleaner hose from behind the chair, connect it to the vacuum, retrieve a screwdriver from the desk drawer, and repair the vacuum. Then click on the vacuum to zoom in — you will get a small pipe‑rotation puzzle. Rotate the pieces until a continuous straight line forms from one end of the pipe to the other. Only properly oriented straight segments work — so keep adjusting until the line completes.
Use the repaired vacuum to clean up the mess blocking the door. After the mess is cleared, a key will appear. Pick it up and unlock the door to proceed.

Level 112 – Historical Weapon & Helmet Matching Puzzle
This level presents a matching puzzle featuring weapons and helmets from various eras and origins. Click on the small puzzle on the shelf of the desk (right side near the door) to enlarge. You will see eight helmets and eight weapons. Your task is to correctly pair each helmet with the corresponding weapon based on the historical context.Here are the correct matches:
- Roman Helmet ↔ Gladius
- Turban (Middle‑Eastern style) ↔ Scimitar
- Kabuto (Samurai helmet) ↔ Katana
- Shako (19th-century military helmet) ↔ Flintlock Pistol
- Modern Army Helmet ↔ Assault Rifle
- WWI-era Helmet ↔ Flintlock Rifle (or early rifle)
- Viking Helmet ↔ Battleaxe
- Knight Helmet (medieval) ↔ Two‑Handed Sword

Level 113 – Trace Wires, Set Dials & Turn On the Box
For this level, start by picking up the screwdriver from the desk top, then open the desk drawer to get the key. Use the key on the top grey box beside the door (top‑right) to open it. Then use the screwdriver on the bottom grey box to access a tangle of wires.Your task is to trace each colored wire from its colored post at the top down to the number at the bottom. The correct mappings are:
- Purple → 0
- Green → 4
- Blue → 5
- Yellow → 5
- Red → 1

Level 114 – Unlock the Safe Using Art–History Order
A safe sits in the lower left corner of the room, with a color‑coded dial and a sheet listing art styles (names in different colors). Lean against the chalkboard is a hint board showing “Gothic” with a red dot — this marks the oldest style. Your task is to arrange the art styles in chronological order, then enter their corresponding dial colors in sequence.The correct chronological order of the art‑styles is (Scroll Right to view more):
Gothic → Renaissance → Baroque → Classicism → Realism → Impressionism → Cubism → Pop‑artThe matching dial‑colors (in order) are: Red, Orange, Purple, Green, Light Blue, Dark Blue, Light Green, Pink.
Turn the safe’s knob to each color in that exact sequence. The safe clicks open, revealing the key — use it to open the door.

Level 115 – Use Magnifying Glass & Book Clues to Solve the Code
This level requires a blend of observation, logic, and decoding. First, pick up the magnifying glass lying on the floor.Use it to inspect the shelves of books — only five spines reveal letters and Roman numerals under magnification. Meanwhile, in a coat pocket in the room you’ll find a note explaining how to interpret them:
- Green book (top shelf, left) → Roman numeral I → Letter M
- Yellow book (same shelf) → II → Letter T
- Blue book (top shelf, middle‑right) → V → Letter O
- Red book (same shelf) → III → Letter K
- Purple book (second shelf from bottom, right bookcase) → IV → Letter B
Now match these values with the Roman numerals I(1) through V(5). Then order based on the numerals to build the final code.
Door Code: 63522

Level 116 – Order Hourglasses by Sand Remaining & Read Circle Counts
Near the door you will find a wooden board with circles, and on a bench there are four hourglasses showing varying levels of sand. Your goal is to order the hourglasses from least‑emptied to most‑emptied, then read off the number of circles to form the code. Based on their sand levels:- Hourglass with almost full sand → smallest number → 1
- Hourglass with a quarter of sand left → second smallest → 4
- Hourglass with three‑quarters of sand fallen → second largest → 5
- Empty hourglass → largest number → 7

Level 117 – Recreate Bus Routes to Activate the Machine and Get the Key
This level involves decoding a transit‑map puzzle: click the map beside the bus — it zooms in to show several bus routes with color codes. Then click the machine box to the right of the door. It displays three route buttons (I, II, III) and three color buttons (blue, red, purple).Your task:
- Select a route button (I, II or III) and the corresponding route‑color button (blue for I, red for II, purple for III).
- Trace the bus path on the screen using the mouse. When you reach a marked bus‑station circle, pause until the bus icon (bottom‑left) fills completely.
- Once a route completes correctly, the light next to its route button turns on. Do this for all three routes.

Level 118 – Match Bowl‑Color Clues from Scrap Papers to Code Order
In this level you’ll find four colored bowls around the room: red, yellow, green, and blue — each marked with a number. Also scattered are four small scraps of paper (each matching a bowl’s color). Your task is to align the scraps correctly to determine the code’s digit order.Collected bowl‑numbers:
- Red Bowl → 9
- Yellow Bowl → 5
- Green Bowl → 3
- Blue Bowl → 1
Door Code: 1 3 5 9 → 1359

Level 119 – Elemental Math from Periodic Table
Click the clipboard – it zooms in to reveal a math equation referencing chemical element symbols. Then click the periodic‑table board to read the atomic numbers:- Ga (Gallium) → 31
- He (Helium) → 2
- Ta (Tantalum) → 73
- Rb (Rubidium) → 37
- Ar (Argon) → 18
31 × 2 + 73 + 37 – 18Door Code: 154

Level 120 – Water Plants According to Pattern & Reveal Final Key
To finish this set, you must grow potted plants to exact heights and reveal a hidden key. The steps are:- Pick up the blue watering can from the table.
- Pick up a watering can with an upward arrow (on floor between chair and table, left of door).
- Pick up a watering can with a downward arrow (in front of the left trellis, right of door).
- Pick up the red watering can slightly behind the right trellis.
Leftmost pot → use up‑can 3 times 2nd pot → use up‑can 1 time 3rd pot → up‑can 2 times 4th pot → up‑can 1 time 5th pot → up‑can 3 times 6th pot → use up‑can 2 times, then down‑can once Also use down‑can once on 3rd, 4th, and 5th potsIf done correctly, a flower blooms revealing the final key — grab it and open the door for the final escape of this sequence.
100 Doors Escape from School Walkthrough – Levels 121 to 130
Level 121 – Calculate Areas of Squares for the Door Code
Click on the chalkboard to (optionally) zoom in. The puzzle displays two squares — one blue, one red — and you need to find their areas. Then instead of adding them, place their values side by side to form the door code. The blue square is 36 cm on each side (area = 36² = 1296? Wait — the note says 36 centimeters square, meaning the side is 6 cm? Actually the walkthrough states “blue square is 36 centimeters square,” meaning area = 36. The red square is 100 centimeters square, so its area is 100. According to the walkthrough logic, you use those numbers directly. Thus:Door Code: 36100

Level 122 – Play & Repeat the Piano Melody to Open the Door
Click on the piano — zooms in to a keyboard and a play button. Press play to hear the start of :contentReference[oaicite:0]{index=0}. Your task is to replicate the exact sequence on the piano keys to unlock the door. Since counting keys is easier for reference than musical notation: Number the white keys 1–14 from left to right, and the black keys 1–10. The correct key‑press sequence is (Scroll Right to view more):White 10 → Black 7 → White 10 → Black 7 → White 10 → White 7 → White 9 → White 8 → White 6 → White 1 → White 3 → White 6 → White 7 → White 3 → Black 4 → White 7 → White 8Inputting this sequence correctly will open the door.

Level 123 – Use Creature Leg Counts to Derive Code
A projector screen to the left of the door displays four creatures (from top to bottom). Your job: count the number of legs each creature has, then list those numbers in order to form the code:- Frog → 4 legs
- Snake → 0 legs
- Ostrich → 2 legs
- Spider → 8 legs

Level 124 – Count Football Rotations for the Code
Click on a football in the room — it begins rotating. Track the rotation sequence: first it rotates left twice, then reverses and rotates right 3 times, then left once, then right 4 times. Translate this into a four‑digit code by writing the counts in sequence:Door Code: 2314

Level 125 – Use Paperclips and Clock to Unlock the Safe
This level mixes tools and logic. Steps:- Pick up the paperclips from the desk on the left, gloves from the pipe on the far right, and a battery from atop the grey box beside the door.
- Use the gloves on the clutter in front of the door —this reveals a hidden safe door in the floor.
- Next, place the battery into the clock — the clock reads 18:45 (6:45 PM).
- Use the paperclips as the safe’s hands: place the short paperclip pointing straight down (6), and the long paperclip pointing left (9, for 45 minutes). That corresponds to 6:45 on a clock dial.

Level 126 – Replace the Faulty Fuse to Open the Door
Pick up a screwdriver on the left table and a fuse from the right table. Click the box to the right of the door to zoom in. Use the screwdriver to test each fuse in the box — the good fuse makes the screwdriver light up; the bad one doesn’t. Remove the bad fuse and replace it with the good one. Once the fuse is corrected, the door unlocks automatically.
Level 127 – Use Stethoscope & Flashlight to Crack the Safe
This level uses a combination of tools and pattern recognition:- Grab the stethoscope from the desk, then collect two batteries (one from the laptop corner, one above the eye chart).
- Open the bottom drawer under the bed — retrieve a flashlight and install the batteries.
- Click on the picture to the left of the door — it falls, revealing a safe.
- Click the safe to zoom in. Use the stethoscope on the safe; then use the flashlight to illuminate hidden patterns inside.
- The revealed pattern is R L R L R — meaning you turn the dial Right, then Left, then Right, etc. There are five positions:
- 7 ticks right → first number
- 3 left → second number
- 2 right → third
- 6 left → fourth
- 4 right → fifth
- Once dialed correctly, the safe opens and you find the key — use it to unlock the door.

Level 128 – Reconstruct Map of France with Rotating Squares Puzzle
On the shelf of the leftmost desk is a board with a scrambled map of :contentReference[oaicite:1]{index=1}, divided into nine squares (3×3 grid). Click it to zoom in. Your task: click on pins so that the squares rotate around them — eventually reconstructing the correct map. One valid solution sequence is:7 → 2 → 1 → 4 → 2 → 9 → 3 → 1After those moves, the map should resolve properly and the door unlocks.

Level 129 – Order Media by Age Using Hourglass Clues
This is a logic puzzle based on historical progression. On the door you see four icons representing “sharing information”: stone tablet, scroll, paper, and compact disc. A set of hourglasses nearby shows varying sand levels. The amount of sand fallen indicates age order.From most recent to oldest based on sand levels, the correct order is: Compact Disc → Scroll → Paper → Stone. Once selected in this order, the door opens.

Level 130 – Mow Grass to Reveal Sequence Puzzle & Unlock Final Door
For the final level in this sequence, you’ll need to use a lawnmower to reveal a hidden numeric pattern:- Pick up the gas can located under the bench on the left.
- Use it to fuel the lawnmower on the right side of the room.
- Push the lawnmower left and right over the grass — as it passes, a sequence of numbers will appear: “1, 3, ?, 15”.
- Your task is to deduce the missing number (?). The sequence follows a logic where each term is the sum of the two previous ones: 1 + 2 = 3, 3 + 4 = 7, 7 + 8 = 15. So the missing “?” is 7.
100 Doors Escape from School Walkthrough – Levels 131 to 140
Level 131 – Cut the Wires to Get the Code
Pick up the pair of wire cutters from the table on the left. Click on the computer on the floor to zoom in. Then use the cutters to snip matching pairs of wires until you are left with a blue wire and a red wire. The blue wire points at 12, and the red wire points at 5. Use those two numbers as the door code.Door Code: 125

Level 132 – Tune the Guitar to Unlock the Door
Grab the guitar pick from the green stool on the left and the amplifier cable lying behind the green chair on the right. Plug the cable into the guitar (on the far left), then click the guitar to zoom in. You’ll see dials that need to be aligned with arrows. Click the dials in this sequence: upper left → lower left → upper right → upper right → lower right. Once the guitar is tuned, it will zoom out. Use the pick on the tuned guitar and the door unlocks.
Level 133 – Solve the Colored Equation Puzzle in the Dark
Click the chalkboard to zoom in and note the color sequence: Yellow, Green, Purple, Orange, Red, Blue. Then turn off the lights using the switch to the left of the door — the chalkboard changes to show a set of colored equations. Solve each based on its color:- Yellow → 2 + 5 = 7
- Orange → 3 – 1 = 2
- Blue → 7 – 2 = 5
- Purple → 4 × 0 = 0
- Green → 9 ÷ 3 = 3
- Red → 4 + 5 = 9
Door Code: 730295

Level 134 – Order Revolutions Chronologically to Unlock Safe
Find a piece of paper on the chair behind the left-side desk — it contains a list of revolutions identified by color-coded words: English, French, American, Industrial, Glorious, Cuban, October, Iranian. Click the safe on the floor to zoom in — instead of numbers, it uses colored dots. According to the chalkboard graph, “Industrial” (pink) is third oldest and “Iranian” (orange) is last.The correct chronological order from oldest to most recent is (Scroll Right to view more):
English → Glorious → Industrial → American → French → October → Cuban → IranianTranslate that into the associated dial‑colors: Red, Light Green, Pink, Dark Blue, Light Blue, Green, Purple, Orange. Rotate the safe’s dial through those colors in order. When correct, a key appears — use it to open the door.

Level 135 – Use Acid on Door Chains to Escape
Slide the bowl on the right‑side table to find an eyedropper, then collect the sulfuric acid (H₂SO₄) from the counter on the left. Fill the eyedropper with the acid, then apply drops to the four metal points where the chain attaches to the door molding. The acid dissolves the chain and the door unlocks.
Level 136 – Domino Track Puzzle Reveals Door Code
Pick up the dominoes from the table on the left. Click the game board on the right table to zoom in. Arrange the dominoes on the track so that adjacent ends match — especially ensuring the track covers the “1” slot. Rotate dominoes by clicking them twice. One valid solution completes the track and reveals a hidden clue. The clue gives the door code:Door Code: 76313

Level 137 – Rebuild the Window Design & Read Floor Colors for Code
Find a note in the hanging plant left of the door — it gives a color‑to‑digit mapping (for example orange = 0, blue = 1, etc.). Then pick up the broken glass pieces from the floor in front of the door. Click the upper window on the door (circular design) to zoom in. Use the glass shards to complete the design on the door. Once correctly assembled, the door will highlight a sequence of colored floor wedges — that sequence becomes the code.Door Code: 358

Level 138 – Fill Bottles with Correct Pills to Get Key
This is a multi‑step medicine‑dispensing puzzle. Collect bottles from under drawers and cabinet, and activate the eye chart to display five patients with prescriptions (displayed by symbols: +, –, ∘, long‑oval, and striped‑oval). You must dispense the correct pill types accordingly by filling bottles in order. However, the dispensing buttons are jumbled — so you may need trial and error. If you make a mistake, pull the lever to empty the bottle and start again.Once all the bottles are correctly filled and placed into a box next to the door, the box unlocks to reveal the key — use it to open the door.

Level 139 – Match Tube Colors in Grey Box Wiring Puzzle
Pick up the screwdriver from under the shelves to the right of the door. Use it to open the top grey box next to the door — inside is a wiring puzzle with tubes. On either side there are switches: flipping a switch reveals a required set of tube colors. You need to rotate and drag wires so that each tube’s ends match in color. Once all tubes match the displayed colors, the button beside the door turns green. Press it to open the door.
Level 140 – Enter Code on a Swapped Keypad to Finally Escape
Just like an earlier level, the door code is in the pocket of a jacket (code: 194026). However, the keypad has been re-arranged. The digits are flipped as follows:9 8 7 6 0 4 3 2 1 C 5 ←When you enter 194026 on this substituted keypad, the actual input sequence becomes 916584. Enter that and the door will open — you win the game!

Congratulations! You Win! – 100 Doors Escape from School Complete
Congratulations! You’ve successfully completed all 140 challenging levels of 100 Doors: Escape from School. From solving puzzles, cracking codes, tuning guitars, mixing chemicals, to unraveling historical clues — you’ve proven your puzzle-solving mastery!
This guide was created to help players stuck on any level, and we hope it made your escape adventure more enjoyable and less frustrating. Whether you were here for just one level or followed along all the way to the end — great job!

If you found this walkthrough helpful, consider bookmarking or sharing it with fellow gamers. Thanks for playing, and stay tuned for more puzzle game walkthroughs!
Conclusion – Master the School Escape Puzzle
We hope this complete 100 Doors: Escape from School Walkthrough helped you solve every tricky puzzle, riddle, and logic challenge the game threw your way. Each level brought something fresh — from classroom conundrums and science experiments to musical sequences and historical riddles.If you're a fan of brain teasers and escape room games, this title surely tested your observation skills and creative thinking. And now that you've made it to the final door, it's safe to say — you're an escape room champion!
Don’t forget to share this guide with friends or in gaming communities — someone out there is definitely stuck on Level 47 or 96!