Find The Cheese!
Tap a tile to walk to it. That is the quickest way around — the
mouse finds its own way through the room, and tapping a gap in the wall
carries you into the next one. Tap a locked door to walk over and try your
keys; tap it once more to go through.
Or drag to steer. Put your thumb down anywhere on the pad above and a stick appears under it. Move using the number keys! The numpad works as a compass — 8 up, 2 down, 4 left, 6 right, and the corners for diagonals. Arrow keys and WASD work too.
Six levels, and the later ones do not play like the first three. From the fourth, you can only see a little way — rooms stay dark until you walk them, what you have seen stays on the map dimmed, and you can only tap to somewhere you have been. From the fifth, mind the cat: each one holds a room and comes straight for you inside it, though it is slower than you are, so a cat is something to time rather than outrun. If one catches you it is back to the start of the level — but you keep your keys and everything you have mapped. The last level has both.
Past the sixth it does not stop: from there on the levels are generated, a new one every time, bigger and with more cats. They are built to be solvable rather than checked afterwards, so there is always a way through.
Three doors are locked; each has a key hidden somewhere behind you. Your progress is kept if you close the page.
Or drag to steer. Put your thumb down anywhere on the pad above and a stick appears under it. Move using the number keys! The numpad works as a compass — 8 up, 2 down, 4 left, 6 right, and the corners for diagonals. Arrow keys and WASD work too.
Six levels, and the later ones do not play like the first three. From the fourth, you can only see a little way — rooms stay dark until you walk them, what you have seen stays on the map dimmed, and you can only tap to somewhere you have been. From the fifth, mind the cat: each one holds a room and comes straight for you inside it, though it is slower than you are, so a cat is something to time rather than outrun. If one catches you it is back to the start of the level — but you keep your keys and everything you have mapped. The last level has both.
Past the sixth it does not stop: from there on the levels are generated, a new one every time, bigger and with more cats. They are built to be solvable rather than checked afterwards, so there is always a way through.
Three doors are locked; each has a key hidden somewhere behind you. Your progress is kept if you close the page.
This one is a recreation, not a recovery.
The original ran in a 200×200 popup that the launcher opened with
The original ran in a 200×200 popup that the launcher opened with
window.open(). Crawlers do not run JavaScript, so the popup was never captured and its code is gone from every archive. The launcher page was captured, and everything it says has been honored: a ~200px square, “Move using the number keys!”, and a maze with a cheese at the end. The room layouts are new.


