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Hooda Escape: Red's Grandma's House Walkthrough

Hooda Escape: Red's Grandma's House

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HoodaMath - Hooda Escape: Red's Grandma's House is another point and click type room escape game created by Selfdefiant for Hooda Math. You went through the woods and found a cabin. When you went inside you found it was Red's Grandma's house. A wolf appeared and asked for your help. Now you will need to help him before escaping! Good luck and have fun!

Play Hooda Escape: Red's Grandma's House

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26 comments:

in we go!

use ruler on red string in cat scene

use string length to get scissors

got some beef from the fridge but need potatoes first

for letter code above fireplace: anagram of letters on picture in cat scene

potatoes down stairs in basement cupboard

hi Hotz

Hallo Rob!

SD got up early today!

use matches to light fire (colour code from umbrella stand)

Where to start for arrow code?

Lurker, just left to right

melt ice, place lightbulb in new room, plain sailing from there!

NVM, I was looking at the picture frame instead of the actual clue. Hadn't gone left yet.

hey there, what did you use to carry the stew?

never mind. didn't go left in new room..

Look under rug in scene with flowers. Use scissors.

Carrots from shapes box downstairs

Potatoes from coloured number box downstairs (clue from clock)

Make stew, put in jar, give jar to wolf - escape :)

can someone help me with the measurement I am not good with those

Fred, each notch is a quarter inch. What is 3/4 in decimals?

Measurement spoiler- 07.75

For the colour box, look next to wolf

that was fun to do

WALKTHROUGH:
Look at the clock and note the coloured numbers:
2 = green, 5 = red, 8 = blue, 9 = purple
Note the colours on the umbrella stand:
yellow, red, blue, yellow, green
Go right twice. Click the box on top of the shelf and click
the colours in that exact order (yellow, red, blue, yellow, green) to get a book of matches.
Go left until you can't go any further. Use the matches on the fireplace.
Note the arrow directions: left, up, down, right
Go back to the shelf and click the rug in front of it to remove it.
Go right until you can't go any further. Click the shower curtain to open it. Take the gold key from the bathtub.
Go left twice and use the gold key on the locked door. Go through the now open door.
Open the cabinet and take the stock pot. Open the freezer compartment and take the frozen key.
Open the fridge with the arrow clue from earlier (left, up, down, right). Take the beef.
Go back, left and then upstairs. Open the drawer, click the paper and take the ruler.
Go downstairs and right twice. Click the string on the table and use the ruler on it. Note 07.75 cm.
Click the brown basket on the table and enter 07.75 to open it. Take the scissors.
Go left. Use the scissors on the rope to open the hatch. Go downstairs and then left.
Click the wardrobe and open it by entering the numbers from the clock:
9 = purple, 5 = red, 8 = blue, 2 = green
Take the potatoes. Go back upstairs and go left to the fireplace.
Use the frozen key on the fireplace and take the silver key.
Go right twice and use the key on the door. Go through it.
Go left and take the clothes basket. Go back to the kitchen and then right.
Open the washer (right) and use the clothes basket with the clothes. Take the jar.
Go back to the room where the cat is sitting. Look at the picture over the desk.
You see the letters Y, N, A, G, R, N. If you put these letters in the right order, you get the word "granny".
Go back to the fireplace. Click the grey box on the shelf, enter "GRANNY" to open it and take the light bulb.
Go right twice and head for the bedroom. Use the light bulb with the lamp.
Note the symbols: triangle, square, star, triangle, square.
Go back to the cellar and click the green box on the shelf. Enter the symbols
you've just seen to open it and take the carrots.
Go upstairs and head for the kitchen. Use the stock pot on the stove.
Put the potatoes in the stock pot, then the carrots and then the beef.
Use the jar with the stock pot to fill it with beef stew.
Go back to the beginning and use the jar on the wolf. Click the door - done!

out w/o help

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