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Weekday Escape N°62


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Weekday Escape

elleA wise man once made this rather astute musical observation about human behavior and it got me to thinking: You'd think people have had enough of silly love songs. But have they? Nope. Seems people are kind of suckers for all these love related things like sappy tunes, banners made of red hearts, bouquets of flowers, and random lines of sugary words that also happen to rhyme. They even came up with a holiday to celebrate it. Well, I understand. Sort of. Although I do not have three love-themed escape games this edition of Weekday Escape, I thought I'd at least write some poetry for you. They're not great poems. In fact, they're truly horrible. So how 'bout I try distracting you from that point by including these lovely snapshots from the games...

2nd Room2nd Room -

As the title here might to you reveal,
MayMay's quite on a roll.
This second escape has great appeal,
as I will happily extol.
On PC or phone, to play, just pick,
then start your escape with another click.

Alice House No.10: Where Is Alice?Alice House No.10: Where Is Alice? -

With Alice in FunkyLand,
You must find five of her hidden,
By searching throughout and
Solving the puzzles as bidden.
The whimsy is great, the charm just as fun,
You'll find yourself smiling before it is done.

Find the Escape-Men 137: A Winter RoomFind the Escape-Men 137: A Winter Room -

As you remember from this franchise's tricks,
You'll hunt a pixel and may have to wait,
Yet the main objective remains truly this:
Gather up ten green guys and everything's great.
Some puzzles are thinky, mostly they're tame,
Funny hide-and-seek is why we love No1Game.

We love escape games, and our readers love talking about them and sharing hints! How about you? Let us know what you think, ask for clues, or help out other players in the comments below.

Walkthrough Guide


(Please allow page to fully load for spoiler tags to be functional.)

Alice House 10 Walkthrough

Screen 1

Left - Under the goat head

Note the hook at the bottom of the goat face.

Yellow heart, white diamond, blue spade, black club

Right - On the blue box -

something is missing under A>Z

Screen 2

Right - On the mushroom

Note the alice between the 6 and the 1. You can't get it yet.

Note the numbers and colours - pink 6, green 5, blue 1, purple 8

Left

Use the numbers from the mushroom on the green box

Climb the ladder and get the fifth alice

Move back and look at the bottom rose.

Get the Alice plaque

Screen 1 Right

Put the ALICE plaque onto the blue box

Click the plaques in order A>G

Take the 2nd Alice

Screen 3

Right

Mushroom and Blue Caterpillar Book

Note the order of the animals - rabbit, dodo, gecko, caterpillar, cheshire cat, mad hatter, flamingo, griffin, knave

Note the picture in the top left of the book looks like the left side of screen 3

The white box

Enter the code from screen 1 and click ok

Take the bell

Left

Note the position of the animals (ie which corner they're in) from the mushroom and blue caterpillar book

34-78
125-69

zoom into the picture

Click the corners in the order of the animals

Take the Key

Screen 1

Hang the bell on the goat

Tap the bell four times

Take the alice plate (ie the 1st alice)

Take the cake spade (the left of the tea rack)

Screen 2 (the mushroom)

use the cake spade on the alice on the mushroom (4th alice)

Screen 3

Use the key on the gate

Screen 4

Take the 3rd alice from the door

Escape

Escape Men 137 Walkthrough

NB I number the screens from the start screen (1) to the right

Screen 1

Open the door

get the scape man

Look at the calendar

note the colour associated with each number (YMGCRM)

get the escape man under the calendar

Screen 2

Take the alarm clock

flip it open and open it

take the batteries

Lift the bottem left corner of the bed covers

There's two layers. Take the escape man

Note the Wall safe

Screen 3

Look under the table

Take the escape man

Look at the painting

Wait for it

Take the escape man

Screen 4

Look at the multicoloured books

They're actually buttons

Press them in order of the calendar on screen 1

Take the diary

The Diary

Note the weather each day

Day 1 - Thunder all day
Day 2 - Rain then clear
Day 3 - Fair then cloudy
Day 4 - Snow all day

Get the escape man from the last page

Look to the left of the bookcase

Get the battery adaptors

note the gap behind the case

Screen 2

The Safe

Enter the weather symbols for each day (top row is AM, bottom row is PM)

Get the emergency kit

The Emergency Kit

Click the mouth of the bag three times to get the torch, gas and an escape man

open the torch to get the escape man

put the batteries into the adaptors

put the adaptors into the torch

Screen 4

Left of the bookcase

Look behind the case with the torch

Get the escape man

Screen 3

The Stove

open the gas compartment

install the gas

turn on the stove

zoom out and collect the last escape man

2nd Room Walkthrough

Screen 1

The Wall Safe

it uses 3 cartoon faces as the key

The brown diamond on the wall

it has a point marked with a star

The drawers

The top drawer

contains a tape measure, take it

Examine the tape measure

note the three red numbers - 258

The middle drawer

uses three lines as the key

The bottom drawer

has inactive buttons

The desk

There is a hotspot under the right side, revealing a knife. Take it

Screen 2

The Easel

Take the painting

Take the sandpaper

The Wall Safe

Note the red numbers on the lock

enter the numbers from the tape measure

note the numbers on the paint tins

red = 9
yellow = 7
green = 3

The Tool Box

Enter the code from the paint (793)

Take the drill and screwdriver

The Plank on the Wall

Use the screwdriver to take the plank and screw

Examine the plank

use the sandpaper on the smudge on the back to reveal the three faces for the wall safe in screen 1

Screen 1

The Wall Safe

Enter the code from the plank

Turn the switch on

The Middle Drawer

examine the sandpaper

note the line code

enter the line code on the middle drawer

Take the adapter

Note the code on the piece of paper

The Brown Diamond

use the knife to take the adaptor out of it's bag

use the adaptor on the power point

use the drill on the adapted power point

use the drill on the star on the brown diamond

use the screw on the resultant hole

use the painting on the screw

Note that the diamond now has an up arrow in the middle thanks to the painting

The Bottom Drawer

Enter the code from the paper and the brown diamond into the lock (DULRU)

Take the gold key

The Door

If you need a spoiler at this point, you should stand in the corner. Bad casual gamer.

26 Comments

Alice House 10 Walkthrough

Screen 1

Left - Under the goat head

Note the hook at the bottom of the goat face.

Yellow heart, white diamond, blue spade, black club

Right - On the blue box -

something is missing under A>Z

Screen 2

Right - On the mushroom

Note the alice between the 6 and the 1. You can't get it yet.

Note the numbers and colours - pink 6, green 5, blue 1, purple 8

Left

Use the numbers from the mushroom on the green box

Climb the ladder and get the fifth alice

Move back and look at the bottom rose.

Get the Alice plaque

Screen 1 Right

Put the ALICE plaque onto the blue box

Click the plaques in order A>G

Take the 2nd Alice

Screen 3

Right

Mushroom and Blue Caterpillar Book

Note the order of the animals - rabbit, dodo, gecko, caterpillar, cheshire cat, mad hatter, flamingo, griffin, knave

Note the picture in the top left of the book looks like the left side of screen 3

The white box

Enter the code from screen 1 and click ok

Take the bell

Left

Note the position of the animals (ie which corner they're in) from the mushroom and blue caterpillar book

34-78
125-69

zoom into the picture

Click the corners in the order of the animals

Take the Key

Screen 1

Hang the bell on the goat

Tap the bell four times

Take the alice plate (ie the 1st alice)

Take the cake spade (the left of the tea rack)

Screen 2 (the mushroom)

use the cake spade on the alice on the mushroom (4th alice)

Screen 3

Use the key on the gate

Screen 4

Take the 3rd alice from the door

Escape

Reply

Not bad this week. I managed to get through them all without a whole lot of thinking. A couple spots had me stumped for a min or two.

Reply

Finally a happy ending for escape man series...

Reply

All 3 done, seemed a bit easier this time?

Reply

Hopelessly stuck on MayMay's 2nd Room game. I have

in my inventory: a picture, screw, drill, power adapter (to be used with the drill I'm sure, but I can't open it's package), sandpaper, and a board. The only puzzle available to me that I haven't solved is the bottom drawer with the four buttons. I can't even push the buttons so I have no idea what to do next.

Reply

@mark0205

Was stuck in the same place as you forever.

Check under the table.

Reply

thanks Jonathon. :)

Reply

very confused on Alice

after I get the 2nd alice at the top, I am lost. something about a white box but I don't see one.

anyone know what to do?

Reply
Patreon VIP abfdrumz February 11, 2015 2:00 PM replied to Paul

The white box is

really more like a light blue arch, but it's where the walkthrough describes (screen 3 on the right, next to the mushroom and blue caterpillar book).

Reply
Leopardmask February 11, 2015 2:45 PM

I'm stumped on the last escape-man.
The ones I've gotten:

Behind the bookshelf
In the diary
In the emergency bag
In the cooking pot
Behind the tree in the painting
Under the calendar
Under the table
And 2 more probably associated with items that I don't remember how I got.

I've used all my items, which are:

Flashlight/batteries
alarm clock
Diary
Emergency bag
Gas canister

Reply

ok i'll look for it again. thanks abf. hope you can help on the others. you rock.

Reply

Gah! I absolutely loved playing Alice House 10. Just as whimsical as the first in the series and almost as clever :)

Reply

This is probably really obvious, but I cannot figure out the

code to the safe with the weather buttons. I assume I have the first four from the diary but... then what?

in escape men. So far I have

a clock (used), batteries in battery adapters (?), and the diary.

Reply

Luthy -

each day in the diary corresponds to two buttons, AM and PM

Reply

Escape Men 137 Walkthrough

NB I number the screens from the start screen (1) to the right

Screen 1

Open the door

get the scape man

Look at the calendar

note the colour associated with each number (YMGCRM)

get the escape man under the calendar

Screen 2

Take the alarm clock

flip it open and open it

take the batteries

Lift the bottem left corner of the bed covers

There's two layers. Take the escape man

Note the Wall safe

Screen 3

Look under the table

Take the escape man

Look at the painting

Wait for it

Take the escape man

Screen 4

Look at the multicoloured books

They're actually buttons

Press them in order of the calendar on screen 1

Take the diary

The Diary

Note the weather each day

Day 1 - Thunder all day
Day 2 - Rain then clear
Day 3 - Fair then cloudy
Day 4 - Snow all day

Get the escape man from the last page

Look to the left of the bookcase

Get the battery adaptors

note the gap behind the case

Screen 2

The Safe

Enter the weather symbols for each day (top row is AM, bottom row is PM)

Get the emergency kit

The Emergency Kit

Click the mouth of the bag three times to get the torch, gas and an escape man

open the torch to get the escape man

put the batteries into the adaptors

put the adaptors into the torch

Screen 4

Left of the bookcase

Look behind the case with the torch

Get the escape man

Screen 3

The Stove

open the gas compartment

install the gas

turn on the stove

zoom out and collect the last escape man

Reply

The locations of the escape men:


Open the door, one falls down.
Under the bottom of the calendar.
Under the bottom left corner of the bed (you have to click twice to lift up both layers).
Under the table.
Behind the tree in the painting above the table scene (you have to wait for him to come out).
In the diary.
In the flashlight.
In the emergency bag after you remove the flashlight and gas can.
Behind the bookcase (you have to look behind the left side with the flashlight).
In the cooking pot (it flies out after you insert the gas can and turn the cooker on).

Reply

2nd Room Walkthrough

Screen 1

The Wall Safe

it uses 3 cartoon faces as the key

The brown diamond on the wall

it has a point marked with a star

The drawers

The top drawer

contains a tape measure, take it

Examine the tape measure

note the three red numbers - 258

The middle drawer

uses three lines as the key

The bottom drawer

has inactive buttons

The desk

There is a hotspot under the right side, revealing a knife. Take it

Screen 2

The Easel

Take the painting

Take the sandpaper

The Wall Safe

Note the red numbers on the lock

enter the numbers from the tape measure

note the numbers on the paint tins

red = 9
yellow = 7
green = 3

The Tool Box

Enter the code from the paint (793)

Take the drill and screwdriver

The Plank on the Wall

Use the screwdriver to take the plank and screw

Examine the plank

use the sandpaper on the smudge on the back to reveal the three faces for the wall safe in screen 1

Screen 1

The Wall Safe

Enter the code from the plank

Turn the switch on

The Middle Drawer

examine the sandpaper

note the line code

enter the line code on the middle drawer

Take the adapter

Note the code on the piece of paper

The Brown Diamond

use the knife to take the adaptor out of it's bag

use the adaptor on the power point

use the drill on the adapted power point

use the drill on the star on the brown diamond

use the screw on the resultant hole

use the painting on the screw

Note that the diamond now has an up arrow in the middle thanks to the painting

The Bottom Drawer

Enter the code from the paper and the brown diamond into the lock (DULRU)

Take the gold key

The Door

If you need a spoiler at this point, you should stand in the corner. Bad casual gamer.

Reply

BTW, I tripped an left a little snark in one of those walkthroughs. ;-)

Reply
JCS February 12, 2015 12:08 AM replied to luthy

When you read the diary, remember

weather reports are usually give for morning and evening, so

"Thunderstorm" would be the lightning bolt icons top and bottom on the first day (to get you started) and remember

clouds are not the same as rain

Reply

Cute set of escape games, the Escape Men one was actually pretty good! None of the "curve ball" logic that cropped up in their earlier games. I got stumped on the MayMay one because there was some pixel hunting... otherwise that was also good.

Reply

Bidden?

Reply

Think I heard that word on Storage Wars. "We'll start the bidden at a hunnerd dollers."

Reply

At least I read your poetry.
Very nice ABABCC rhyme scheme.

Reply

I guess this counts as an "easter egg": in Alice House 10, the 4 digit code to climb the ladder is actually:

The year when Alice's Adventures in Wonderland was published.

Reply

Rats. I almost managed the rare feat of completing an escape game with no help at all. But I couldn't solve the triangle puzzle at the end of 2nd Room.

I don't think I would ever have noticed how the painting added an up-corner to the middle of the diamond shape.

But I was glad I had to use the walkthrough. Otherwise, I wouldn't have had a laugh (well, snicker) at the last hint.

Reply

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