Adventure Escape Mysteries – It Came from Above Chapter 5 Walkthrough

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Adventure Escape Mysteries has released a new story to unfold for puzzle lovers. It is to amuse you with a beautiful cast of characters, mini-games, and untold plot that keep you engaged until you reach the end. This walkthrough helps you understand the mystery and solve puzzles to complete the game. You could ask any question using the comment box if I left something behind and didn’t cover it.

It Came from Above Walkthrough – Chapter 5

First off, The Terror grabs Mr. Edgar, but we still have the revolver. Aim carefully at each red spot and tap the screen, then tap again when the moving circle lines up with the blue ring.

Now we’re inside the school. Open the door to the gym and step in. Pick up the shop key and the torch nozzle from the floor. Then leave the gym and head upstairs.

The door to the science lab is locked, and Edgar forgot his keys. For now, use the shop key to unlock the shop class and go through. Inside, attach the torch nozzle to the can of butane gas to make a blowtorch, then grab the car battery sitting nearby.

Use the blowtorch to melt the lock and grab the dead flashlight inside. Go back to the hallway and use the blowtorch again to open all three lockers. Take the lubricant spray and two batteries from them.

Check the dead flashlight in your bag. It’s rusted shut, so spray it with lubricant. Open it and insert the two batteries to fix it into a working flashlight.

Use it to light up the dark area at the back of the hall and grab the ladder. You’ll notice some plaques nearby, but a few are missing, so we’ll return later.

Go back downstairs and use the flashlight to look around. The Terror is trying to break in. Shine the light toward the men’s bathroom and look inside. You can’t do much here yet, but notice the number 96 on the jersey.

Head back to the gym and look at the other jerseys. If you imagine the missing one in the empty spot, the full sequence reads 8 71 96 5.

Now place the ladder and use the car battery to power up the scoreboard. It lights up as 41:32, which gives you the jersey order — 71, 5, 96, 8. That means the code is 715968.

Go back to the hallway and use the flashlight on the janitor’s closet near the bathroom. Enter 715968 into the lock to open it. Inside, grab the plaque, a torn paper piece, a chisel, and the toolbox key.

Return to the gym and place the paper piece on the board to complete the chart. Then go back to the bathroom. Use the chisel to lift a tile and find another plaque, and open the toolbox with the key to get a lockpick.

Head upstairs and shine your light on the plaque’s cabinet. Add the two plaques you found and use them along with the chart to figure out the right order. Each plaque shows a number tied to a sport, and the chart gives the heights. Match them like this:

  • Tennis = 2
  • Badminton = 5 (some stars scratched off)
  • Wrestling = 4
  • Running = 7
  • Soccer = 1
  • Volleyball = 6
  • Softball = 3

That gives you the order: Soccer, Tennis, Softball, Wrestling, Badminton, Volleyball, Running. Using the chart, the height sequence becomes 7 3 6 4 1 5 2. Enter that pattern with the lockpick to open the science lab.

Inside the lab, pick up the keys, blue sheet, and green sheet. The projector is missing its bulb. Use the key to unlock the closet and collect the pink sheet and microscope from inside.

Place the microscope on the table and look through it to inspect the black ooze on Mr. Edgar’s skin. We’ll need a debinding agent to deal with it.

Exit the microscope view and the power will flicker back on. Try turning on the TV, but there’s still no signal. Flip the light switch to brighten the closet area, then take the debinding agent and the lightbulb.

Add the bulb to the projector and place all three colored sheets on it. The projection shows a pattern of black dots on the board — slide the sheets around until their overlap forms a clean grid of dots.

Look through the microscope again and use the debinding agent to make one of the ooze dots disappear. If needed, reset and solve the Microscope Closeup puzzle by matching the ooze pattern to the projected image. Tap the spots you want to remove until it matches the display exactly.

After that, turn on the TV again. The sound irritates the Terror, but before you can react, it bursts in and grabs Jackie. Shoot it like before, and after the fight, it takes Mr. Edgar too. Quickly climb into the air vent to escape.

Now you’ll face the Vent Puzzle. Your goal is to move David and Jackie to the green squares on the right. Select each character and use the arrows to move them. Step on colored buttons to open gates of the same color, but remember, pressing a button alerts the Terror.

It will move three spaces toward the last button pressed, so plan your steps carefully. Don’t let it catch you — take your time and keep both characters alive as you guide them to safety.

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