Metel Horror Escape MOD APK (Unlocked Everything)

1.09
Download APK
4.3/5 Votes: 110,204
Developer
Linked Squad
Updated
Aug 24, 2026
Size
240 MB
Version
1.09
Requirements
5.1
Get it on
Google Play
Report this app

Description

Metel Horror Escape drops you into a locked metal cage inside an abandoned forest house while a captor paces the floor above you. Players who keep losing attempts because a cabinet was left hanging open finally get the evidence rules that decide every chapter. Tools shuffle to new hiding spots on every launch, so reading the room beats memorising any fixed item list.

How to Play Metel Horror Escape Without Alerting the Maniac

Metel Horror Escape locks the player in a metal cage inside an abandoned house, and the exit only opens once the player finds the right tools. The captor checks the room on a timer, so every door, drawer, and trap has to look untouched before he walks back in.

That single rule shapes the whole experience. Each chapter hands you a new victim, a new floor plan, and a slightly different set of traps. However, the loop stays identical. Search, take, restore, hide.

Four chapters ship in the current version, and the studio behind them, Linked Squad, also made SchoolBoy Runaway. The Play Store listing crossed 10 million downloads with a 4.3 star average from roughly 110 thousand reviews. Because the game runs offline, the tension never breaks for a connection prompt.

What the Metal Cage and Evidence Rules Actually Do

The metal cage is both your prison and your safe spot. You pick its lock in the opening seconds, then you spend the rest of the chapter running back to it. Whenever a noise brings the captor down, he first checks whether you are sitting where he left you.

Evidence is the second half of that check. An open cabinet, a moved calendar, a sprung trap or nibbled food all count against you. If he spots even one of them, he punishes you and you lose one of your three escape attempts. Close everything behind you and he shrugs, leaves, and gives you another window.

The Snowbound House, the Captor and the Four Victims

Snow presses against the windows of every chapter, which is where the game gets its name. The house sits alone in a forest, and the calendar on the wall in the first chapter points to 2013. Four victims cycle through it: Alan, Emily, Eugene and Adele.

Their stories interlock in a way that first time players rarely catch. Alan escapes in the opening chapter, then returns as the playable character who frees Adele in the fourth. Community lore even names the captor Frank, and the same figure turns up as a minor threat in SchoolBoy Runaway. Consequently, the four chapters read less like separate levels and more like one night told from four angles.

How This Stacks Up Against Ice Scream and Granny on Android

Ice Scream 1: Scary Horror and Granny occupy the same shelf on Android, and both hand you a hunter who roams a house while you hunt for keys. Granny leans on chase pressure and a five day timer. Ice Scream leans on set piece scares and a wide neighbourhood.

This title takes a slower path. Instead of sprinting from a chaser, you spend most of a chapter tidying up after yourself so a scripted inspection passes. Evil Nun: Horror at School and Mr. Meat: Horror Escape Room sit closer on puzzle density, although neither punishes an open drawer the way this one does. For example, closing a door the captor left open is itself a mistake here, which flips the usual instinct.

Android Version vs the Windows Version on Steam

The Android build is free and carries ads plus in-app purchases, while the Windows release on Steam costs 2.99 USD and stays in Early Access. Steam reviews sit in Very Positive territory across roughly 2,300 ratings, so the content matches closely between the two.

Controls are the real split. Touch input handles item pickup and drawer searching cleanly, but the crouch and distance work in the final chapter feels tighter with a mouse. The Android package weighs about 242 MB and needs Android 5.1 or newer, while iPhone owners pull down a larger 414 MB file. Mobile players also trade the ad-free run for the free price tag.

Gameplay Mechanics and Touch Controls in the Maniac’s House

Item hunting drives every minute of this survival horror loop, and the game randomizes where those items sit each time you open it. A hammer that hid in a table drawer on your last run can turn up under the gurney on the next one.

Movement stays simple. You walk, crouch, tap objects to interact, and drag to look around. Puzzle solutions, by contrast, sit behind physical steps: combining two pickaxe halves on a workbench, taping a wire to power a console, or cutting a first aid kit open with a rusty knife.

Noise is the mechanic most new players ignore. Breaking glass, running the microwave or calling the elevator all summon the captor on purpose. Skilled players use that to move him off a room they need.

Searching Drawers and the Random Tool Spawn Table

Five documented spawn points exist for the Chapter 1 hammer alone: a table drawer, a box near the front door, under the bed frame, under the metal gurney and inside the fire extinguisher box. Later chapters shuffle their loot in the same way. A first aid kit in Eugene’s chapter can hold a lockpick, a rusty knife, a door key, a locker key or a wrench.

This is why copied item lists fail readers. The right habit is checking every container type in a fixed order, then closing each one immediately. Because the pool is small, you rarely need more than two sweeps of a room before the needed tool appears.

Baiting the Captor With Broken Glass and the Elevator Shaft

Smashing the round glass panel on the fire cabinet in Chapter 1 gets you a box key and a very loud problem. He hears it and starts walking. Sprint back, sit in the cage, and let the inspection pass.

Elevator calls work the same way in the second chapter. Slotting the fuse into the panel and starting the lift sends him upstairs to Alan, which clears the ground floor long enough for you to climb the metal stairs. In the fourth chapter, a removed valve and a whistling teapot both pull him where you want him. Therefore, noise stops being a mistake and becomes a tool.

What Happens the Moment a Chapter Exit Opens

Endings arrive fast once the final object is in hand. Alan blocks the front door with a bolt, powers the 220 panel, calls the lift and rides it down into the sewer. Eugene locks the captor behind a door and pulls a rope. Adele’s run finishes with four red levers beside a blue entrance door.

Nothing carries over between chapters except your unlocked cosmetics and your knowledge of the layouts. Each new chapter starts you back in a cage with empty hands. As a result, the game rewards route memory rather than stockpiled gear.

How to Unlock the Rabbit Mask Secret Ending in Chapter 1

The rabbit mask unlocks only through the secret ending of Alan’s chapter, which starts by breaking the wall opposite the elevator with the pickaxe. Behind it sits a sewer route with three random numbers hidden in the tunnel, the barn and the tower, and those numbers open a cage door.

Community players rate this as the hardest cosmetic in the game. It asks for tight timing inside the elevator shaft and a walk through areas that belong to a later chapter. Numbers regenerate per player, so no shared code exists.

Two pickaxe halves must come together first. One arrives through the workbench chain of tools, and the other hides behind the wall calendar near the front door. Finally, the calendar has to go back on its hook or the inspection fails.

Assembling the Pickaxe and Breaking the Elevator Wall

Four small tools feed the pickaxe chain: a handle for the workbench clamp, a screwdriver for the toilet cistern, bolt cutters for the drawer under the sink and a claw hammer for the second half. The wrench you win from the clamp loosens the sink bolt so the wall behind it opens.

Once both halves combine on the workbench, step into the elevator and turn around. The wall now facing you is the one to break. Tap the pickaxe repeatedly from the moment the lift starts moving, because the window closes quickly as it descends.

Reading the Three Random Numbers in the Sewer, Barn and Tower

Number one waits in the sewer tunnel right after the wall gives way. Write it down immediately, since backtracking wastes the run.

Turn left and follow the tunnel to a mesh panel, then cut it with the metal saw and climb. The house from Eugene’s chapter appears above ground. Number two sits in the far room of the barn, and number three is painted on the tower once you circle the building. Move carefully out here, because the shepherd dog reacts to close approaches.

Entering the Code on the Chapter 3 Cage Door

Return to the house and tap the cage door where the third chapter’s victim is held. A three digit entry appears. Feed in the numbers in the order you collected them.

Correct entry opens the cage and the rabbit mask sits inside. Nothing warns you if you enter them wrong, so a written note beats memory here. This secret ending also ties the chapters together on screen, which is the clearest signal the game gives that all four victims share one timeline.

How to Unlock Adele’s Chapter and the Respirator Escape

Adele’s chapter unlocks after the Eugene chapter, and it puts the player back in Alan’s shoes, sneaking through the lower floor to free a second captive. Freedom needs a respirator from a hidden safe, a boiling teapot to wake the captor, and a key card taken off his chest.

This is the longest chapter in the current version and the one with the sharpest captor AI. He notices standing movement across the level, so crouching becomes the default posture.

The chain runs through a plunger, a valve, a mirror shard, a lit candle, a mop and a lockpick. Each item exists to trigger one specific reaction from him. Miss a cleanup step, such as the vase shards on the floor, and the inspection fails even though the puzzle itself worked.

The Valve Trick That Pulls the Captor Into the Pantry

Clearing the toilet with the plunger produces the valve. Fitting that valve to the pipe floods the pantry and calls him in to fix it. Remove the valve afterwards, because he notices it sitting there.

While he works on the pipe he opens a storage box, and the key to his own room sits inside. Take it, then leave the box open. Closing it counts as evidence, which is the exact inversion of the habit the earlier chapters teach you.

The Fogged Mirror, the Morse Code and the Hidden Safe

Pouring hot water into the sink with a rag in place fogs the mirror above it. Lift the rag and a Morse code sequence appears on the glass.

That sequence opens the safe hidden behind a board in the common room, and the respirator sits inside. Hand it to Adele before you touch the gas. Meanwhile, the teapot on the stove keeps the captor busy and the candle from the fire clears cobwebs in the pantry so the mop comes free.

Gassing the Cage and Taking the Key Card

Setting the alarm clock brings him to the cage. Shut the door behind him, release the gas, then reopen the cage once he drops. His key card sits on his chest.

Adele survives this because of the respirator, which is why the safe step cannot be skipped. Blue entrance door next, four red levers pressed, and both characters walk out into the snow. That exit is the same door Emily used two chapters earlier.

All Masks, Pumpkin Collectibles, and Timed Chapter Unlocks

Cosmetic unlocks in this game attach to performance and to seasonal events rather than to any purchased currency. A torn bag skin, a clown mask, a rabbit mask, a pumpkin mask and an evil snowman mask all exist in the current version.

Two of them run on a stopwatch. Speed matters more than thoroughness once you already know a chapter’s layout, which flips the game’s usual careful pacing on its head.

Event cosmetics work differently again. Halloween scatters 20 pumpkins across the four chapters, and the New Year event asks for 20 gifts instead. Both counts reset outside their event windows, so players who install in spring will not see them at all.

Torn Bag and Clown Mask Time Thresholds

The torn bag skin needs Chapter 1 finished in under 5 minutes 30 seconds. That is achievable on a third or fourth run, once you know which containers to skip.

The clown mask asks for the good ending of Chapter 2 in under 6 minutes 30 seconds. Emily’s chapter is shorter than Alan’s on paper, although the fuse and stairwell timing eats the clock if you hesitate. First, clear the chapter normally. Then run it again purely for route speed.

Where the 20 Event Pumpkins Hide Across Four Chapters

Pumpkin collectibles split five per chapter. Alan’s five sit under the starting table, on a blue box past the taped console, at the bottom of the lift shaft, between the cage and the door after the well, and behind the heavy metal door past the dog.

Emily’s hide in a bedside cabinet, on a makeshift workbench, behind bars, in the room the captor vacates and behind a wooden door reached by ladder. Eugene’s five include one in the kennel, one left of the gate, one beside the blue lockers, one in an attic box after the bulb goes in, and one sitting in a sink. Adele’s finish the set at the tunnel end, in the elevator utility room ceiling, inside a ventilation pipe, in her cell nightstand, and in a wooden box on the stairs.

What Finishing All Four Chapters Actually Gives You

Completing all four chapters closes the current story arc rather than opening a new mode. Aggregated completion trackers put the full run at roughly 5 hours 36 minutes, and a blind first pass through a single chapter usually eats around 45 to 90 minutes.

Replay value comes from the secret endings, the timed skins and the shuffled item table. Because tools relocate every launch, a second pass through Alan’s chapter never plays out identically. Steam players note that the studio has slowed its update pace, so treat the four chapters as the complete package today.

Common Mistakes That Burn All Three Escape Attempts

Three attempts is the entire budget. Lose all three and the chapter restarts from the cage with your progress wiped, which is the single harshest rule in the game.

Most losses trace back to housekeeping rather than to puzzle failure. Players solve a room correctly, then leave one drawer half open on the way back and eat a punishment for it.

Food is a quiet trap too. Touching it counts as evidence even though nothing on screen suggests it should. Similarly, the rope hanging in the middle of Alan’s first room does nothing useful and triggers trouble the moment you tug it.

The Calendar, the Rope and the Food Nobody Should Touch

The wall calendar in Chapter 1 hides the second pickaxe half, so you have to move it. Putting it back is the step players forget under pressure. He checks that wall.

Traps count as state too. A sprung trap left open reads as evidence, and so does a cabinet you opened while hunting for a key. Instead of closing everything at the end, close each container the instant you finish with it. That habit alone prevents most of the punishments in the early chapters.

Why the Punishment Changes From Current to Gas to Fists

Punishment style is chapter specific. Alan’s cage carries an electric current. Emily and Adele face gas. Eugene takes a beating.

None of these end the run on their own. Each costs exactly one of the three attempts, and the game continues from where you stood. Consequently, a single mistake in a long chapter is survivable, while two mistakes turn the third into a genuine gamble. Knowing which failure state you face also helps you read the animation quickly and get back into rhythm.

Getting Caught Outside the Cage Ends the Attempt Instantly

Standing outside the cage when he walks in is a different failure entirely. He strikes you in the face and the attempt is gone immediately, with no evidence check involved.

Distance and timing are the fix. Any noise you make on purpose should come with a clear path back, and you should never start a multi step action right after triggering him. In the final chapter this tightens further, because he detects standing movement across the whole level rather than just line of sight.

Advanced Stealth Tactics for Faster Chapter Runs

Speed in this game comes from removing wasted walks, not from moving faster. The character has one pace, so every second saved comes from a better route.

Experienced players treat each chapter as three loops: a search loop, a craft loop and an exit loop. Noise triggers get scheduled into the gaps rather than fired randomly.

The shepherd dog is the clearest example of a mechanic that punishes improvisation. Approach it in Eugene’s yard and it barks, which brings the captor. Later in the same chapter you deliberately let it bite you, because that bite starts the finale. Timing turns a hazard into a switch.

Route Planning Around the Shepherd Dog in Eugene’s Yard

Crouching near the kennel lets you reach through the gap for the pumpkin without setting the dog off. Get any closer and it lunges.

The bite matters at the end. Once every item is collected and the rope is in hand, you want the dog to bite your leg so the sequence advances. Stepping into a trap speeds his arrival further. Then you hide under the stairs, wait for the character to say the line, close the door and pull the rope.

Solving the Chapter 4 Electrical Panel Without a Second Trip

Adele’s electrical panel asks for switch values totalling 24, and players report 011011 as the working pattern, with 0 as off and 1 as on. Remember the combination that reaches 10 as well, since the heater has to stay on or he notices.

Fixing the broken lever in the pantry needs the pipe from the blue cabinet, which needs the lockpick from the vase, which needs the mop. Work that chain backwards before you start walking. Doing so saves two full crossings of the floor and keeps you out of his sightline.

Crouch Distance and the Smarter Captor in the Final Chapter

He behaves differently in Adele’s chapter. Crouched movement at a distance is the only reliable way to share a room with him, and standing up while he is on the level gets you seen.

Use the doors he opens. After the panel trick pulls him out, he leaves the exit door open behind him, and crawling under the laptop table gives you a safe angle while he moves. This is the one chapter where waiting genuinely beats acting, so patience earns more than speed until the respirator is in Adele’s hands.

Best Metel Horror Escape Tips and Tricks for Beginners

Three habits separate a smooth first playthrough from a frustrating one, and none of them involve puzzle knowledge. They are all about how you handle the room around you.

New players tend to treat searching as the goal. Veterans treat restoring as the goal, with searching as the thing that happens along the way.

The last habit is about the attempt budget. Two failures should change how you play the rest of the chapter, not just how nervous you feel.

Photograph the Room Before You Open a Single Cabinet

Take a screenshot of each new room the moment you enter it. Doors, drawers, traps and the calendar all have a starting state, and that screenshot is your reference.

This matters more here than in most Android horror titles because the state check is scripted rather than visual. He does not need to see you disturb something. Because tools relocate on every launch, your screenshot stays useful even when a walkthrough’s item list does not.

Farm the First Chapter for Time, Not for Story

Alan’s chapter is the cheapest place to build skill. It is short, the tool chain is fixed even when the spawn points are not, and the 5 minute 30 second threshold gives you a concrete target.

Run it three times before touching Chapter 2. By the third pass you will know the four wall directions for the console code, the workbench chain and the lift sequence well enough to move without pausing. That fluency carries into Emily’s chapter, where the clock is tighter and the margin for hesitation is thinner.

Bank Your Third Attempt Instead of Rushing the Exit

After two punishments, stop improvising. Sit in the cage, let a full inspection cycle pass and rebuild your mental map of what is open and what is closed.

Restarting a chapter costs far more than a slow minute. In Adele’s chapter especially, where the item chain runs through six linked steps, losing the third attempt means redoing the valve, the teapot, the safe and the mirror from scratch. Playing the last attempt slowly is almost always faster than playing it bravely.

Frequently Asked Questions About Metel Horror Escape

Is Metel Horror Escape free to play on Android?

Yes. Metel Horror Escape is a free install on Google Play, funded by ads and optional in-app purchases, with no paywall between chapters. Several reviewers flag the ad frequency around hint prompts as the main annoyance. The Windows edition on Steam costs 2.99 USD instead and runs without those interruptions.

How long does it take to finish all the chapters?

Roughly five and a half hours covers the whole story for most players, based on aggregated completion times. Session length suits short bursts well, since each chapter divides into a search phase and an escape phase. Returning players who already know the routes cut that figure down dramatically, with speed runs finishing single chapters in a few minutes.

Can you play it offline and is there anything after the last chapter?

The store listing tags it as offline and single player, so no connection is needed once installed. After the fourth chapter, replay value comes from the two secret endings and the timed cosmetics. Seasonal events add temporary collectible hunts, and the studio’s other title, SchoolBoy Runaway, continues the same captor’s story.

Why This Snowbound Escape Horror Is Worth Installing

Puzzle fans who enjoy tidy, rule-based tension will get far more out of this than players hunting for jump scares. It suits patient people who like reverse engineering a system, and it suits short sessions on a phone. Newcomers to the genre should start with Alan’s chapter and stay there until the routine feels automatic. My own first run ended in three quick punishments because I kept closing doors the captor had left open, and the moment that clicked, the whole game turned from frustrating to genuinely clever. For a free Android install with four full chapters, it earns its 240 MB.

Images

Download links

Join our Telegram Group

ℹ️ Download link not working? Please refresh the page and try again.