Move with WASD, look with the mouse, fight, fly, and explore — then jump into world mini-games: Pool, Bowling, Tetris, Chess, Checkers, and BaffleShots.
The Escaper is a 3D first-person adventure. Explore the world in your cage, collect gear, fight enemies, and play optional arcade mini-games scattered around the map. You have 3 lives; landing in Ocean-tagged water cancels fall impact.
images/01-escaper-overview.jpg.
02-first-person-hud.jpg
11-settings-f2.jpgPick a mode from Game Selection → Game Mode, or in F2 Escaper Settings (Game mode dropdown). The HUD shows the active mode; Photon lobbies sync it when the host starts.
Live multiplayer session: after a Play / Explore run is already going, the host can pick another Play venue or Explore from Game Mode. Everyone leaves the old mini-game, teleports to the new seats, and gets a lobby (no auto-start). Walk to that venue’s OPS / stele and press START there. Combat modes (Modern / Quest / Classic / Infinite) stay a full New Game. Guests cannot switch. Overlays such as Game Selection close so everyone returns to the 3DGameHUD; leftover Game Info balloon text from the previous venue is cleared.
Default full adventure: enemy waves, random lost Cage Bowl and Propeller spawns, SoundSight treasure chimes, then find the Duck Raft and escape Arcade Island.
LavaFlow crossing: At the base of the southeast mountains, LavaFlow is a field of random floating lava rocks. Each rock is stable for only a few seconds (about 3) before it bubbles and sinks into the flow. A bloop warning sounds around 2 seconds — listen for it and leap to the next rock before yours drops. Sunk rocks rise back up so you can retry the crossing.
Same combat and escape goal as Modern, but quest items sit at fixed landmarks. The lost Propeller is on SnowyLavaRock — the odd snow-covered rock in the middle of LavaFlow that does not sink (unlike the floating lava rocks around it). A Snowman stands on the rock; behind the Snowman is the beige Large Ammo Crate (the green Large Ammo Crate with the DetPack is in CrossFields). Stand on SnowyLavaRock for +1 health and +1 fuel every second (Sleigh Ride MIDI loops while you are there). The beige crate stockpiles yellow ammo while you stay on the rock — one ball on first contact, then another every minute (the timer pauses if you leave); walk to the crate to collect. After the Propeller, the Cage Bowl is fixed high on a skyscraper — you need flight to reach it.
Like Modern, but enemy amount sliders are hidden and waves keep coming until you destroy 8 island sentry buoys (then spawning stops). Destroy 3 sentries to disable JellyRover boss spawn, same as other modes.
No grunt waves — only the JellyRover boss, which hunts you starting 30 seconds after the run begins (and keeps respawning). Still find bowl, propeller, and duck raft to escape.
No enemies; Cage Bowl, Propeller, and Duck Raft are already equipped. Roam the island and play any mini-game without the main quest pressure.
No enemies; quest gear, full ammo, and full fuel from the start. Each mode warps you to its venue (North Parthenon checkers, South Parthenon chess, Nav OPS East/West, bowling lane, billiard table, Tetris South/North OPS) so you can practice or host multiplayer there. In a live Photon session the host can hop between these venues (and Explore) without ending the room — see Live multiplayer session above.
| Input | Action |
|---|---|
| W A S D | Move |
| Mouse | Look / camera |
| Left Shift | Sprint |
| Space | Jump |
| V | 1st person ↔ 3rd person |
| Input | Action |
|---|---|
| LMB | Fire |
| RMB | Zoom. Melee: pick up FlipChip / C4 dud. C4 mode: RMB hold to arm, release to drop. F10 toggles binoculars |
| Mouse wheel | Throw-sight loft (Cannon Ball / BallChain). Melee: Punch (or flip held FlipChip). C4 mode: fuse length 3–30s |
| 1–9, 0 | Quick weapon select. 9 toggles Blaster Grenade ↔ C4 (after DetPack) |
| Key | Weapon |
|---|---|
| 1 | Melee |
| 2 | Handgun |
| 3 | Machine Gun |
| 4 | Cannon Ball |
| 5 | Blaster Shots |
| 6 | Chain Gun |
| 7 | Sniper Gun |
| 8 | DumbBall |
| 9 | Grenade |
| 0 | BallChain |
Two half-checkers (red + black) with their own rigidbody and bounce. Melee object pickup / toss is a core Melee function and stays available on the CheckerBoard, cue stand, and other no-weapon / mini-game zones.
/flipchip drops a new chip 10 ahead and 50 up.Checkers FlipChip (pre-game): At CheckersOPS, press the FlipChip button to spawn the coin on the OPS screen. Equip Melee, RMB pickup, LMB toss (fast spin — no flip-count rule). When it settles, Black side up → Player1/Host plays Black; Red side up → Player1/Host plays Red (default Black if you never toss). Works solo vs AI and in a Photon room — either player can toss before Start. Seats lock once on Start; mid-game tosses only affect the next match after Reset. Chip lost in the ocean → press FlipChip again to respawn. While the coin is in the world, the fourth direction indicator under the compass (FlipChip icon) points toward it — see Direction indicators (hidden while held in melee).
Collect the DetPack from the light-green Large Ammo Crate in CrossFields (LargeAmmoCrate on the map). Until then, yellow GameBalls bounce off you. After DetPack, each yellow collect is +1 C4 charge. A fourth inventory icon turns green when the DetPack is found — there is no compass direction arrow for the crate or DetPack (only the four indicators listed under Direction indicators).
33-crossfields-large-ammo-crate.jpg (light-green Large Ammo Crate / LargeAmmoCrate)
29-c4-timer-bomb.jpg (optional; planted bomb LCD fuse or selected-weapon slot with charge count)charges · fuse (e.g. 3x · 10s).10:00 down to 00:00 in 60ths of a second. The 3D DetonatorLight mesh flashes GreenEmit / RedEmit (faster in the last 2 seconds). An electronic beep plays at 10:00 and every second until detonation. Stay too close and you take blast damage. Blast uses the BaffleShots ship-hit VFX (CFXR2 WW Explosion)./c4 spawns one in front of you (debug). /giveall grants DetPack.Both share the movable throw sight loft (mouse wheel / gamepad LT–RT). Each weapon remembers its own loft angle when you switch away and back. Cannon uses the green sight + degree text; BallChain uses the purple sight + degree text.
| Weapon | Key | Sight | Play |
|---|---|---|---|
| Cannon Ball | 4 | Green throw sight | Higher-speed toss; becomes a persistent ammo ball |
| BallChain | 0 | Purple throw sight | Low-speed cannon-style toss that stamps a climbable ball ladder as it flies |
13-weapons-hotbar.jpg (optional; green Cannon or purple BallChain loft)
26-ballchain-throw.jpg (optional)
14-propeller-flight.jpg
15-duck-raft.jpg
03-quick-menu.jpg. Tip: Shift+F12 for a clean PNG crop.Pause / Break toggles slow motion while you play. Page Up / Page Down raise or lower time scale. This is separate from P (normal game pause).
You start with 3 lives. A lethal hit (enemies, fall onto land or buildings, void) costs one life. The world snapshot-pauses: you stay frozen while the camera orbits and the Game Over panel is up.
| Situation | Panel | Button |
|---|---|---|
| Lives left (e.g. 2/3) | You were Killed! plus the reason and lives remaining | Continue — respawn and keep the run |
| Last life | GAME OVER! plus the reason and final score | Restart — full new game |
| Escaped the island | Victory! | Restart — new game |
GAME OVER appears only when all lives are gone. Mid-run deaths do not stamp GAME OVER on the HUD toast; the panel already has the reason and lives.
27-continue-death.jpg
28-game-over-restart.jpgLanding in Ocean-tagged water (rivers and sea at the water line) cancels fall impact, like Minecraft water. You do not need the propeller. Solid ground, buildings, and the void still hurt. Outer ocean on the Duck Raft is still the escape / victory path.
| Key | Action |
|---|---|
| F1 | Help |
| F2 | Quick Settings (Escaper Settings) |
| F3 | Quick Input Mapping (GamePad Key Bindings) |
| F4 | (reserved) |
| Key | Action |
|---|---|
| F5 / F6 / F7 | (reserved — future Save / Load) |
| F8 | Scores overlay (Escaper + live mini-game pages; soft-pauses mid-match) |
| Space (F8 open) | Cycle Escaper → Bowling → Billiards → BaffleShots → Chess → Tetris |
| Key | Action |
|---|---|
| F9 | Console (same as `) |
| F10 | Binoculars (toggle zoom, no weapon sight) |
| F11 | Sky Eye. While open, Shift+1–4 focuses enemy types |
| F12 | SnapShotCam doc screenshot panel |
| Shift+F12 | PNG crop of open UI panel; else full-screen JPG |
| Home (SnapShotCam open) | Sync fly camera to spinCageEyes |
| Key | Action |
|---|---|
| Caps Lock | Game info balloon — whose turn during mini-games, or collapse/expand zone / Nav OPS / chess tips |
| Print Screen | Full main-camera JPG |
| - / = | Camera zoom out / in |
Below the compass, up to four sliding icons show where something important is on the map. Each icon moves left or right on the band to match compass bearing — center means straight ahead. Icons grow larger when you are close and shrink as you move away (about full size near 1 m, smallest around 1 km). If the target is far behind you, its icon hides until you turn back toward it.
| Icon | Points toward | When it shows |
|---|---|---|
| Cage Bowl | Lost bowl spawn (Modern) or skyscraper bowl (Quest) | Until you collect the bowl |
| Propeller | Lost propeller spawn (Modern) or SnowyLavaRock (Quest) | Until you collect the propeller |
| Duck Raft | Escape raft on the ocean | Until you board the raft |
| FlipChip | Checkers OPS coin in the 3D world | While the coin is spawned and not in your melee hand |
The three quest icons can also pulse when SoundSight hears their treasure chime. The DetPack and ammo crates use the top inventory row only — there is no compass direction icon for them.
36-direction-indicators.jpg (optional; crop under compass showing one or more icons)
04-scores-overlay-f4.jpg (filename kept for existing shots)
05-turn-banner-header.jpg
06-game-info-balloon.jpgYou can mix gamepad movement with mouse look. Remap via F7 or Settings.
| Button | Xbox | Common functions |
|---|---|---|
| 1 | A (South) | Jump, Continue, Activate |
| 2 | B (East) | Sprint |
| 3 | X (West) | Propeller / Interact |
| 4 | Y (North) | Duck Raft |
| 5 | LB | Zoom; auto-fire select in Quick Menu |
| 6 | RB | Fire; single-fire select in Quick Menu |
| 7 | LT | Throw sight loft down (Cannon Ball / BallChain) |
| 8 | RT | Throw sight loft up (Cannon Ball / BallChain) |
| 9 | Back | Camera mode |
| 10 | Start | Quick Menu |
| 11 | L3 | Ghost Menu (no pause) |
| 12 | R3 | Precision Aim |
12-gamepad-reference.jpg (Settings or F3 Input Mapping)Pool, Bowling, Tetris, and Checkers use a stand-in zone (trigger volume). While your cage is inside:
| Input | Who | Action |
|---|---|---|
| Shift+LMB | Host only | Open a new game lobby (recruiting) — required before guests can join |
| RMB or Join + LMB | Guest | Join while recruiting (inside PlayBilliardSwitchZone) |
| LMB | Host only | Start when players have joined |
Remotes can only RMB join — they cannot open the lobby, change mode, reset, or start. The host runs the table / lane.
18-no-weapon-zone.jpg (optional)Stand in the PlayBilliardSwitchZone. Mode and short rules appear on the pool board.
| Input | Action |
|---|---|
| Mouse wheel | Cycle Free → 8-Ball Last → Solids & Stripes → 9-Ball Arcade → 9-Ball Classic (idle or recruiting) |
| RMB (Idle) | Cycle mode (same as one wheel step) |
| Shift+ wheel | Cycle solo challenge overlay (solo only; ignored in multiplayer lobbies) |
| Shift+LMB | Open a new lobby / re-rack recruiting |
| Shift+RMB | Reset — leave finished or in-progress match; open a new lobby so mode can be changed again |
| LMB | Start the match (or open a new lobby if the match already ended) |
| RMB (Recruiting) | Join the lobby |
Name (Solids) / Name (Stripes)). Wrong group / early 8 = no points.After you hit, the table waits until every ball in motion fully stops. Legal sink + no foul → keep turn; miss or foul → next player.
Scratch / foul (important split):
Header icons: the table header shows all 15 ball icons. Green check = sunk for credit; red X = scratched / no-points.
Scoreboard — who sank what (pool board and F8 → Billiards):
AngelBrace Sunk: SD-1, SD-3, SD-5 AngelBraceToo Sunk: ST-9, ST-11, 8
HUD toasts use the same codes and ball badges (e.g. AngelBrace sunk SD-3).
In multiplayer the host simulates physics and broadcasts sunk / scratch toasts so remotes see the same HUD messages.
07-pool-zone-board.jpg
16-pool-lobby-recruiting.jpgStand in the PlayBowlingSwitchZone.
| Input | Who | Action |
|---|---|---|
| Shift+LMB | Host only | Open a new bowling lobby |
| LMB | Host only | Start the match |
| RMB (Recruiting) | Anyone | Join |
Remotes: RMB join only (cannot open lobby or start).
Each player bowls a full frame (up to two balls, or three in the 10th; a strike ends early), then the turn passes. Scoreboard and F8 bowling page show roster and turn.
08-bowling-zone.jpg
17-bowling-scoreboard.jpgSouthTetrisOPS / NorthTetrisOPS (NavOPS-style) use TetrisTriggerZone. UI: board/rules, Settings (start level, arena scale, music), Start / Settings / Reset. MIDI Troika loops from TeenyTinyTetrisBuilding (spatial). Arena sky text: solo score line, or MP1 (left / North) and MP2 (right / South) in 2P. Live standings also on F8 → Tetris.
Tetris is live / simultaneous — it does not use "{Name}'s Turn" (solo never flashes a turn banner). 2P flashes Players Ready when the match goes live. Ends use Wins! / You Lose! / Draw! / Co-op Clear! / Sprint Clear! / Time's Up!.
Aim with the crosshair (same idea as Nav OPS / Chess-Stele). Mode wheel and Start/Reset are host only.
| Input | Action |
|---|---|
| Mouse wheel | Cycle Marathon → Sprint → Ultra → 2P Co-op → Vs Race → Vs Attack → Ultra Duel — locked while a match is active |
| Aim Start + LMB | Engage (music on, board ready). Host then stands on South Play Spot for 5 seconds → Playing. Leave South during the 5s to cancel. Non-host Start claims North |
| Aim Settings + LMB | Toggle OPS ↔ Settings. Level 1–29 + arena 1/2 · 3/4 · Full (host only); Music (local — aim slider + wheel) |
| Aim Reset + LMB | Clear board / corpse → lobby; pick a new mode |
| Input | Action |
|---|---|
| A / D or Left Stick / D-Pad | Move left / right (facing-aware for South vs North) |
| Q / LB | Rotate counter-clockwise |
| E / RB | Rotate clockwise |
| W / Stick up | Flip 180° |
| C / Y | Hold (once per piece until lock) |
| Hold S / Stick down | Soft-drop (accelerates) |
| Double-tap S / RT | Hard-drop |
| Jump (B) or Shift (A)+WASD | Leave clamp (no piece control until you stand 3s again) |
| Gravity | Pieces fall by level; landing auto-locks (~0.5s lock delay with kicks) |
A translucent ghost shows the landing cell (preview only).
While Playing, the FPS HUD shows NEXT (and optional HOLD), level, and your score.
Guideline scoring: 100 / 300 / 500 / 800 × level; gravity level rises from the Settings start level.
Networked piece sync uses host-authoritative NetworkedTetrisSync — remotes mirror OPS mode / board / pieces; P2 joins North (non-host Start) and steers with intents. Start level and arena scale are host-set; music volume stays local. Escaper Play Tetris (and a live venue switch into Tetris) seats the host at TetrisSouth / SouthTetrisOPS (same pad as solo) and Player 2 at TetrisNorth / NorthTetrisOPS. 3rd+ players ring near North. Quest gear, full ammo, and full fuel are already equipped.
24-tetris-zone-board.jpg
25-tetris-playing.jpgFull dedicated guide: Chess at South Parthenon (same guide as the dedicated GitHub Page).
Short version: use the Chess-Stele for solo Level / Puzzles / Custom / Leorik. 2P (Play Chess venue or a live match): Level / Puzzles / Custom / Leorik are hidden. Host START begins a new 2P game and warps both cages to the board seats (White's Turn; host = White, guest = Black; lion hidden). Host Clear resets the 32 pieces in place (no second warp). Backspace takes back the last move once, then play a new move. Rear stele is the optional 2D board only. Labels / Predict / Style / music stay local. Tab: purple predict + raycast. Play on the outdoor 3D board or the back stele; RMB pending, fire commits. Turns use the shared header banner and Caps Lock balloon.
10-chess-south-parthenon.jpg
North Parthenon is the black marble mirror of South. The 8×8 red/black board
runs local X/Z −67 to 67 (A1 at −67, H8 at 67).
Black (darker) racks on ranks 1–3, Red (lighter) on ranks 6–8, dark squares only.
Pieces land with the same chess1–5 click used at South Parthenon.
Stand in checkersOPSTriggerZone (weapons and RMB zoom off),
aim a button with the crosshair, and LMB to click.
| Control | Who | Action |
|---|---|---|
| Start | Host / solo | Begin the match — board re-racks, variant locks, match music, both cages warp to seats |
| Join (Start relabels) | Remote in a room | Marks lobby presence — no seat warp until host Start |
| FlipChip | Anyone at OPS | Spawns coin on OPS screen — Melee RMB pickup, LMB toss; top color sets Player1/Host on Start (see FlipChip above) |
| Reset | Host / solo | Lobby reset + unlock variant |
| Settings | Anyone | Local music only — aim the slider + wheel for volume, aim the music button + wheel to change track, click it to restart (turning_pages-vienna-game, turning_pages-petrovs-defense) |
| Mouse wheel (OPS panel, nothing under the crosshair) | Host only | Cycle the 8×8 variant; guests get a Host only - variant toast |
Offline is always vs AI (you are Player1; default Black until a FlipChip toss changes it — in Anti-Checkers the AI opens when Red moves first); inside a Photon room it is always 2P. There is no vs-AI / hotseat toggle — the session decides. Cycling the variant re-racks the board and is pushed to guests. The variant locks on Start and on the first move played; only host Reset unlocks it.
Wheel order. Jumps are mandatory in every variant — quiet moves are only offered when no jump exists.
| Variant | Men jump backward | Kings | Extra rule |
|---|---|---|---|
| American (default) | No | One square | Crowning ends the turn |
| Pool | Yes | Flying | Choose freely among jump lines |
| Italian | No | One square | Men cannot take kings; a king capture outranks a man capture; take the longest line |
| Russian | Yes | Flying | Crown mid-jump and keep jumping |
| Czech | No | Flying | If a king can capture, you must capture with a king |
| Brazilian | Yes | Flying | Take the longest capture |
| Spanish | No | Flying | Take the longest capture |
| Anti-Checkers | Yes | Flying | Poddavki / giveaway — Red moves first, crown-and-continue, and both goals invert: you win by losing every piece or by having no legal move |
Except for Anti-Checkers, Black moves first and you win by taking every enemy piece or leaving the opponent with no legal move. The OPS rules panel always prints the active variant's summary.
You must be inside the board play zone. Weapons and RMB zoom stay off whenever you touch a piece or square, or stand in the zone looking down.
Pending A3 -> C5 x2 (LMB commit).
The OPS board shows Black Turn / Red Turn; the shared top HUD flashes the player name
for ~7s and Caps Lock recalls it in the balloon.
A match ends on {Color} Wins! when one side has no pieces or the side to move has no legal move
(both inverted in Anti-Checkers).
NetworkedCheckersSync: Player1/Host (Master Client) color comes from flipChipSideBoolean on
Start (default Black). Guest gets the opposite color at CheckersPlayer2.
Pre-game FlipChip tosses sync via RPC; either player can toss before Start.
Join marks lobby only — no seat warp until host Start.
Host Start RPCs everyone — variant applied, AI off, seats from the host's boolean, each cage warped.
Moves travel as packed hop sequences so both clients animate the identical chain.
Host Reset and the host variant wheel are RPCs too; leaving the room drops back to solo vs AI
without wiping the board.
Console: /goto CheckersPlayer1 (Black) · /goto CheckersPlayer2 (Red).
Escaper Play Checkers mode starts P1 at the Black seat and P2 at the Red seat.
30-checkers-ops.jpg
31-checkers-board-markers.jpg
32-checkers-coin-toss.jpg (optional)Enter the Nav OPS trigger (weapons blocked). RMB zoom is blocked only during fleet setup / Nav Plan, not once battle starts. Your turn / Opponent's turn use the shared HUD banner and Caps Lock balloon. Status also appears on F8 → BaffleShots.
Experimental attack mines. When on, each side plants 2 on empty water on their fleet grid — the water the opponent is shooting at. Nav Plan places them randomly; move with RMB drag and LMB (or RMB-release) — setup only, not on ships or shot cells. No 3D mine mesh: fleet grid shows the icon; target shows it only after a shot hits one (REPULSE, yellow X). The shot bounces back at the ship that fired it: that player takes a random remaining hull hit and must stop to repair for one turn (yellow X on that fleet cell + smoke; the opponent gets an extra shot). When their real turn returns, smoke and yellow X clear unless that ship was hit again during repairs.
Aim the viewport crosshair at the target grid and LMB to fire on your turn. On game over, the target grid reveals any remaining enemy ships and unexploded Repulse Mines.
Solo: Human vs AI when not in a networked room. 2P (East / West): East = P1 / host (Master Client); West = P2 / guest. Play BaffleShots (and a live venue switch) seats host at NavOPSEast and guest at NavOPSWest. Place and Confirm at your seat; host Start when both fleets are locked (see Confirm / Start above). Host-only Reset. Ocean fog of war hides opponent hulls until hit; damage FX still play on struck segments.
09-baffleshots-navops.jpgSee the full filename checklist in images/IMAGES.md.
| Hotkey | Output |
|---|---|
| Print Screen | Full main-camera JPG |
| F12 | SnapShotCam fly panel |
| Home (SnapShotCam open) | Sync to spinCageEyes |
| Shift+F12 | PNG crop of open UI panel |
Missing images show a striped placeholder until you drop the matching file under images/.