CASE INDEX
CASE № 0024

Hospital Horror - Scary Escape

Escape Adventure Games · 3 parts · 27 chapters
Part 1: The ward and the dark basement
Guide parts Part 1 of 3
SOLVED
Hospital Horror - Scary Escape app icon: a pale bloodied woman on a hospital bed in a dark ward, with a crossed-out Wi-Fi symbol
Hospital Horror - Scary Escape

You wake up locked in the ward of an abandoned hospital where someone is quietly trading in human organs. Light the basement, rescue what help you can from the other prisoners, photograph the evidence and steal the surgeons' documents before driving away. Every lock, code and hidden item is covered here in order, from the first barred cell to the getaway car.

Horror · Escape room · Puzzle

4.1 / 5 average player rating · 2 stores

Guide coverage: Complete game, including any existing bonus content, optional chapters, secrets, collectibles and endings.

Before you start
  • No bonus chapters, separate collectibles or alternative endings were found for this game; the three photos and the surgeons' documents are part of the main story and are covered where they occur.
  • Drag an inventory item onto an object to use it, or onto another inventory item to combine them. The left/right arrow button switches between the two halves of the larger rooms, and the round button at the bottom left goes back.
CHAPTER 1

The locked ward

The locked starting ward with two beds, a nightstand between them and a lamp overhead
The starting ward: the drawer, the barred window and the locked door hold everything you need.

After the opening story (you can skip it), you are shut in a small ward with two beds, a barred window and a locked door. The door needs a makeshift lock pick and a six-arrow combination hidden in the room.

  1. Open the nightstand drawer between the two beds and take the matches. Look at the figures carved into the top of the drawer: each has an arrow under it, reading LEFT, LEFT, LEFT, RIGHT, LEFT, LEFT from left to right.
    Open nightstand drawer with carved figures on its top, each with an arrow beneath
    The arrows under the carved figures give the lock order: left, left, left, right, left, left.
  2. Tap the barred window on the right wall. A candle stands behind the bars; swipe down over it repeatedly (about four times) until it works free, then it goes into your inventory ("Great candle!").
  3. In the same window view, tap the loose end of the barbed wire at the top left to take a bent piece of wire.
    Close-up of the barred window with the loose end of the barbed wire circled at top left
    Tap the loose end of the barbed wire to take the bent wire.
  4. Drag the bent wire onto the keyhole of the door. A lock view with a left and a right arrow appears (the drawer clue is shown as a small inset once you have seen it). Press LEFT, LEFT, LEFT, RIGHT, LEFT, LEFT, then open the door.CODELLLRLL
CHAPTER 2

Light in the dark basement

The pitch-dark basement lit only by a faint glow
The basement is almost completely dark until you light the candle.

Beyond the door is an utterly dark basement. The candle gives you a small cone of light; a working flashlight lights the whole room.

  1. In the inventory, drag the matches onto the candle to light it, then select the lit candle. Its light now follows where you tap.
  2. Use the arrow button to turn to the other half of the basement. Pick up the small wooden box on the floor on the right, near the radiator, and take the flashlight from the low ledge on the left near the radiator. It has no batteries yet.
  3. Turn back to the first half and drag the wooden box onto the floor in front of the tall shelves on the right, just left of the chair ("I hope the box will hold my weight"). Elsewhere it does not fit.
    Candle-lit basement with the wooden box placed in front of the tall shelves, marked
    The wooden box placed in the only spot it fits, in front of the tall shelves.
  4. Tap the chair on the right to look at the dark floor around it. Tap across the scattered broken tiles to move the candle light and find the batteries at the far (top-left) edge of the tile pile; tap them to take them.
    Dark floor close-up with the batteries circled at the far edge of the broken tiles
    Move the candle light over the tile pile; the batteries lie at its far edge.
  5. In the inventory, drag the batteries onto the flashlight. Both icons disappear and the basement becomes properly lit.
CHAPTER 3

The high shelf and the green door

The first half of the basement now lit by the flashlight, with shelves and the box
With the flashlight working, the shelves above the wooden box are reachable.

The box you placed lets you climb to the top shelf, where a pry bar opens the green door in the other half of the basement.

  1. Tap the wooden box to climb up to the shelves. Take the thin bent metal bar with a hooked end lying on the top shelf beside the valve wheel. The briefcase on the lower shelf has a three-digit lock; its code comes later (Chapter 10).
    Top shelf close-up with the hooked pry bar circled beside the valve wheel
    The hooked pry bar lies on the top shelf.
  2. Turn to the other half of the basement and drag the pry bar onto the locked green door. Arrows point to two orange brackets: tap the upper bracket, wait for the bar to pry it off, then tap the lower one. Open the door.
CHAPTER 4

The key in the green ward

Dim ward behind the green door with a bed, a table and a portrait on the wall
The ward behind the green door.

The green door leads into another ward. A key lies on the floor, but you are not alone in here.

  1. Tap the floor in the left foreground beside the bed, next to the stacked books, and take the key. A man then lunges at you in a short scripted scene; no input is needed.
    The ward with a spot on the floor beside the bed circled
    Tap the floor in the left foreground beside the bed to find the key.
  2. Go back to the first half of the basement and drag the key onto the louvered doors at the top of the wooden stairs. Go up to the corridor.
CHAPTER 5

The fuse panel

Wall panel with switches and five columns of red and yellow blocks, all raised
The fuse panel above the skulls, with all five columns raised.

The upstairs corridor is too dark to use any door. A small panel of coloured blocks restores the power, and the bottles downstairs tell you how to set it.

  1. In the upstairs corridor, turn to the side with SECURE written on the wall and the skulls. Tap the small panel on the wall above the skulls: it has five columns of coloured blocks (red, yellow, red, yellow, red), all raised.
  2. Go back down to the green-door half of the basement and tap the glass cabinet on the back wall. It holds five bottles, left to right: tall red, short yellow, short red, tall yellow, short red. After you have seen them, the panel shows this clue as an inset.
    Glass cabinet on the basement wall with five red and yellow bottles of different heights marked
    The bottle heights in this cabinet are the clue for the panel.
  3. Return to the panel and match the bottles: a tall bottle means the column stays raised, a short bottle means the column is lowered. Tapping a column changes its position. Set column 1 up, 2 down, 3 down, 4 up, 5 down. The lights come on ("Phew, now you can really look around"), and you hear a noise from downstairs.CODEUP DOWN DOWN UP DOWN
    The solved fuse panel with arrows marking columns 1 and 4 raised and 2, 3 and 5 lowered, beside the bottle inset
    Solved: columns 1 and 4 raised (up arrows), columns 2, 3 and 5 lowered (down arrows).

In this part