escape from pelican rock
Pelican Rock is the toughest prison ever built. And after you're framed for a crime you didn't commit, it's your new home! Use your wits to devise an escape plan, and your nerve to pull it off. But getting out is just the beginning -- because the real criminal is still out there!
Run left and a thief will breeze past you - it's your job to catch that criminal! Follow the criminal's direction rightward, leading you to "The Colt Tower". Click on the pile of cash left behind - before you know it, you've been framed!
As you enter your cell, pick up the metal cup. Then click the bed and go to sleep.
Day 1
You will be drilling license plates as your jail work. After the cutscene, ask the guard for a drill bit, then head left and begin your work. Follow the instructions on the screen and print as many plates as you can to earn more gum sticks!
You can only drill three plates; continue clicking the drill machine until it overheats. You can make a maximum of ten plates today. Once it does overheat, the guard will rush over; head over to the guard's post and click the chair, prompting the guard to return on turn on the fans. Now tell the guard your done for the day and you will receive your sticks of gum. (At least 6 sticks is recommended.)
You can only drill three plates; continue clicking the drill machine until it overheats. You can make a maximum of ten plates today. Once it does overheat, the guard will rush over; head over to the guard's post and click the chair, prompting the guard to return on turn on the fans. Now tell the guard your done for the day and you will receive your sticks of gum. (At least 6 sticks is recommended.)
As you enter the lunch room, you will receive a spoon. Clicking on the food shows you how disgusting it is; soon you will be offered an additional spoon for 3 sticks of gum. Use your gum.
They will then cause a distraction - quick! Head over to the guard near the spoons and ask for an additional one. You should now have two spoons. Now tell the guard you're done eating and you will be forced to return one spoon. As you return to your cell, go to sleep.
They will then cause a distraction - quick! Head over to the guard near the spoons and ask for an additional one. You should now have two spoons. Now tell the guard you're done eating and you will be forced to return one spoon. As you return to your cell, go to sleep.
Day 2
Recreation: Talk to the person with a bird on their head; they will proceed to feed the pelican. Now quickly jump upwards to the nest and collect the egg, then go back and collect some sunflower seeds the bird person dropped.
With the seeds, go left a bit and plant it in the dirt. Use your cup of water to water the dirt after planting and a sprout should appear.
Head right and fill your empty cup with water again at the same leaky tube. Now go and talk to the inmate reading a blue pamphlet and he will trade you prisoner files for 3 sticks of gum. Now head to work by clicking on the guard.
Head right and fill your empty cup with water again at the same leaky tube. Now go and talk to the inmate reading a blue pamphlet and he will trade you prisoner files for 3 sticks of gum. Now head to work by clicking on the guard.
Meal: After receiving your spoon, click on the guards and tell them you are done for the day. Return your spoon.
Lockdown: In your cell, click the grated vent and with your spoon, chip away the sides of the cracked wall as much as you can. Be careful not to be caught by the guard! When the guard comes back, go to sleep and advance to the next day.
Lockdown: In your cell, click the grated vent and with your spoon, chip away the sides of the cracked wall as much as you can. Be careful not to be caught by the guard! When the guard comes back, go to sleep and advance to the next day.
Day 3
Recreation: With the same process, get the egg from the pelican (positions switch! The egg is on the left side at the top) and water the sprout, refilling your cup at the leak. Move on to work.
Work: With the same process, print as many plates (max. 7) to receive your gum and move on.
Meal: With the same process, click the guard and return the spoon.
Lockdown: In your cell, chip away at the sidings even more until you can get through. Quickly head back to bed!
Work: With the same process, print as many plates (max. 7) to receive your gum and move on.
Meal: With the same process, click the guard and return the spoon.
Lockdown: In your cell, chip away at the sidings even more until you can get through. Quickly head back to bed!
Day 4
Recreation: Get the egg (on the left hand side above the position at Day 3), water the sprout and refill.
Work: Print as many plates as possible (7 max.). Meal: Go to the chef to give him the eggs, and you will become his assistant chef! Head left and pick up an uncooked pasta. Now move on. Lockdown: If you can already get through the grate, go to bed. Otherwise, keep chipping away! |
Day 5
Recreation: Water the sprout and a flower finally grows! Collect the sunflower and give it to the artist, who will then give you a painting.
Work: Print as many plates as possible. (7 max.)
Meal: Click the guard and tell them you're done eating.
Lockdown: Go into the vent and move left, using your cup to obtain a cup of plaster. Then go to bed.
Work: Print as many plates as possible. (7 max.)
Meal: Click the guard and tell them you're done eating.
Lockdown: Go into the vent and move left, using your cup to obtain a cup of plaster. Then go to bed.
Day 6
Day 7
Recreation: Click the artist and use the dummy head while receiving a painted pasta.
Work: Print as many plates as possible. (7 max.)
Meal: Move on to your cell.
Lockdown: Go to sleep.
Work: Print as many plates as possible. (7 max.)
Meal: Move on to your cell.
Lockdown: Go to sleep.
Day 8
Recreation: Pick up your painted dummy head.
Work: Move on.
Meal: Move on.
Lockdown: Use your painted dummy head to distract the guard. Now enter the vent, go up and left towards the metal shop corridor and spin the red wheels until you have the smoke heading down the vent right above the guard. Then go to sleep.
Work: Move on.
Meal: Move on.
Lockdown: Use your painted dummy head to distract the guard. Now enter the vent, go up and left towards the metal shop corridor and spin the red wheels until you have the smoke heading down the vent right above the guard. Then go to sleep.
Day 9
Recreation: Move on.
Work: Overheat the machine, and give your painted pasta to the guard, keeping the drillbit for yourself. Move on.
Meal: Move on.
Lockdown: Use your dummy head, then enter the vent, go up and right towards the mess hall corridor and arrange the vents, then go to sleep. The vents should look like this:
Work: Overheat the machine, and give your painted pasta to the guard, keeping the drillbit for yourself. Move on.
Meal: Move on.
Lockdown: Use your dummy head, then enter the vent, go up and right towards the mess hall corridor and arrange the vents, then go to sleep. The vents should look like this:
Day 10
Recreation: Move on.
Work: Move on.
Meal: Head left and turn on the fan beside the mashed potatoes, then start stirring the potatoes. This will cause a flurry, where you can obtain the mixer. Avoid the flying potatoes! After the flurry, you will be placed in lockdown.
Lockdown: Again, use your dummy head and enter the vents. Now climb up and right, entering the mess hall corridor until you hit a big pipe all the way right. Click it, and then use your drill bit to form a mixer with drill bit. Now use it on the same pipe to open the hatch.
The twins will greet you, informing that the escape will be tomorrow!
Work: Move on.
Meal: Head left and turn on the fan beside the mashed potatoes, then start stirring the potatoes. This will cause a flurry, where you can obtain the mixer. Avoid the flying potatoes! After the flurry, you will be placed in lockdown.
Lockdown: Again, use your dummy head and enter the vents. Now climb up and right, entering the mess hall corridor until you hit a big pipe all the way right. Click it, and then use your drill bit to form a mixer with drill bit. Now use it on the same pipe to open the hatch.
The twins will greet you, informing that the escape will be tomorrow!
Day 11
As you bid your farewells, you are confronted by your nemeses, only to be aided by the bird person. You will then proceed to enter your cell.
Use your dummy head and enter the vent, going back to the same pipe as last night. As you click the pipe, you realize it explodes! Now carefully navigate through the roof. Here are some tips:
- Don't get caught by the spotlight (you can hide behind black objects with a yellow outline)
- Don't get caught by cops behind a window (you can tell by their flashlights shining through the panes)
- Black objects with a blue outline means you have to jump over them
- There are three stages that progress in difficulty; if you do get caught, you'll always start a checkpoint
- Take your time, don't rush through the course (this course is similar to Spy Island)
Keep moving rightwards, pushing boxes and jumping up until you're trapped! Just when you're about to be caught, the canary saves you! Now you are free from Pelican Rock!
Use your dummy head and enter the vent, going back to the same pipe as last night. As you click the pipe, you realize it explodes! Now carefully navigate through the roof. Here are some tips:
- Don't get caught by the spotlight (you can hide behind black objects with a yellow outline)
- Don't get caught by cops behind a window (you can tell by their flashlights shining through the panes)
- Black objects with a blue outline means you have to jump over them
- There are three stages that progress in difficulty; if you do get caught, you'll always start a checkpoint
- Take your time, don't rush through the course (this course is similar to Spy Island)
Keep moving rightwards, pushing boxes and jumping up until you're trapped! Just when you're about to be caught, the canary saves you! Now you are free from Pelican Rock!
Day 12
But the journey isn't over...it's time to apprehend the criminal!
Make sure you dodge all the cops (as you still are framed as a criminal after all). Enter the fish warehouse, climb up, then go left onto the wire. When you have made it all the way left, jump right onto a tree branch. From there, jump right to the next tree branch, then jump off when you reach The Colt Tower.
Move the trash can leftwards, then jump onto the trash can, then the statue, and make your way up the tower by jumping on the platforms.
But the journey isn't over...it's time to apprehend the criminal!
Make sure you dodge all the cops (as you still are framed as a criminal after all). Enter the fish warehouse, climb up, then go left onto the wire. When you have made it all the way left, jump right onto a tree branch. From there, jump right to the next tree branch, then jump off when you reach The Colt Tower.
Move the trash can leftwards, then jump onto the trash can, then the statue, and make your way up the tower by jumping on the platforms.
The tower looks strange compared to the painting from earlier...the middle window should be longer! Use your sharpened spoon to carve out the plaster, but only to run into the true criminal when you're finished!
After the cutscene, you will have to prove yourself. Enter this combination: 26-34-30 (as seen in the prison files). The safe will open, and you will receive...Florian's pictures?!?
That's mad enough to make the true bandit confess, and as a repayment, you will receive the island medallion! Congratulations!
After the cutscene, you will have to prove yourself. Enter this combination: 26-34-30 (as seen in the prison files). The safe will open, and you will receive...Florian's pictures?!?
That's mad enough to make the true bandit confess, and as a repayment, you will receive the island medallion! Congratulations!