Escape from Mr. Y's Room 2


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Rating: 3.7/5 (79 votes)
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Weekday Escape

GrinnypOkay, we've done elaborate escapes, we've done mind-bending escapes, we've done serial escapes, we've done a lot of holiday themed escapes, we've done cute escapes, and... let's just go minimal, shall we? Escape From Mr. Y's Room 2 by Tesshi-e, creator of Escape From the Pumpkin Room, is about as minimal as it gets for room escapes.

escapemry_pic.jpgAs with all room escape games your ability to get out depends on your searching the room for clues, solving puzzles, and checking every nook and cranny for objects to help you on your way. Not that there's many nooks and crannies to explore here. Just four walls, three pieces of furniture and a door, yet this fun little escapade includes some very tricky puzzles and, believe it or not, two different ways to get out of the room.

Navigation through the space is accomplished by bars at the sides and bottom of the screen. Not that there's much navigation, per se, as there's only so many places you can go in a small, square room. As with all Tesshi-e games inventory control is simple with an "about item" button to bring inventory items into close up. And you'll want to do that. There's a little bit of pixel hunting, but nothing terrible.

The room itself is very minimal with four white walls and a warm, polished hardwood floor, with Tesshi-e's standard 3D rendering, lights, shadows, and reflections. It almost, in fact, looks like a meditation room. The furnishings might look a bit familiar. Yes, that's the couch and table from Escape From the Living Room, and look, the coffee grinder from Escape From the Pumpkin Room as well! A nice touch is the rotation effect when you move left or right, as if you are actually spinning in a three dimensional space rather than just ending up at your next destination with each click. Keep turning left or right really quickly and make yourself dizzy!

Analysis: Yes, another simple, easy mid-week escape. It's nice not to have to think too hard in the middle of the week, isn't it? Most of the puzzles are pretty simple and easily solved, but the central puzzle is a corker and may cause a minor amount of head banging. Still, it would be surprising if experienced escapers took more than 20 minutes to figure out this little beauty.

Along with the minimal yet lush decor, there's a haunting little piano melody playing in the background that enhances the relaxed, casual gameplay. You can adjust the sound up or down or simply mute it, which is always nice, especially if you're playing somewhere where you don't want folks to know you're playing a game. Not that you'd play at the office, or anything. Really.

Surprisingly enough for a Tesshi-e game, there's no construction going on in Mr. Y's room. Use of found objects, yes. Combining of some found objects, certainly. But no building of cars from cell phones, repairing toy airplanes, or carving pumpkins here. So for those who disdain that sort of thing, relax and enjoy the mental puzzles. Even more surprising is the standard "Happy Coin Escape", which is, for once, accomplished without actually finding the happy coin. And such a tricky, unexpected little second escape it is, too!

Perhaps the only complaint about Escape From Mr. Y's Room 2 is that it is too simple. Although the central puzzle is certainly a brain teaser, the other puzzles could use some beefing up. The game itself is Japanese, but you don't need to know the language to escape. All of the puzzles are either based on numbers or the English alphabet. Still, it sometimes feels like you're missing part of the story, doesn't it?

Forget the quibbles. Escape From Mr. Y's Room is a relaxing way to stretch your brain in the middle of the week without overheating. Let the bare walls and lilting piano music take you to a very Zen place as you try to escape. Settle into a lotus position, take a deep breath, let it out, and enjoy the Zen of casual gameplay.

Play Escape from Mr. Y's Room 2

Walkthrough Guide


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

Walkthrough:

Open the coffee grinder:

The code on the wall reads LOROL.

Obviously, L and R mean left and right, but what is O?

O means either direction. It doesn't seem to matter.
Essentially, turn the crank left-whatever-right-whatever-left, and the grinder will give up its KEY #1.

Open the glass box:

Use KEY #1 in the keyhole on the front of the stand.
Get the GREEN BALL and the PLUG.

Open the red cabinet:

Look at the left side of the cabinet; there is a code (Pi 4-6) and two slots.

Use the PLUG on the slots to power up the cabinet's lock.

Go back to the front of the cabinet; the panel is now lit, and waiting for the code.

The code is the 3rd-6th digits of the number Pi.

4-1-5-9

Inside the cabinet:

You are presented with a digital clock, four spots for balls, two of which are filled by the RED BALL and the YELLOW BALL, a TORCH, a red panel screwed to the cabinet, and a clue: "SH Total = 12"

Get the TORCH, revealing a slot, and the RED and YELLOW BALLS.

Obviously, you'll need a screwdriver to remove the red panel.

Finding a screwdriver:

Turn to the couch.

Click left of the couch to examine the side.
Take the STICK found here, and return to the front.

Look under the couch.

It's too dark to see anything. Perhaps you can use the TORCH?

No, it's not working. It must be out of power.

Examine the torch to find two slots on the base.

Retrieve the PLUG, and insert it into the TORCH.

Now that the TORCH is working, you can see under the couch. Hey, there's a SCREWDRIVER here! But it's out of reach...

Use the STICK on the SCREWDRIVER to reach it.

Back to the cabinet:

With the SCREWDRIVER, you can remove that pesky panel.
Ok, there's another combination lock, and a button to test it.
What's the code?

The code changes with time, but there is a pattern to it.

SH. What could that refer to?

Seconds, Hours. Use the digital clock above to put the current hour in slots 3 and 4.
What about the seconds, though? Not just anything will work here.

Use the second part of the clue, Total = 12.

The four numbers have to add up to twelve, and you need to press the button as the first two numbers match the seconds on the display.
eg, if it's between 2 and 3 pm, the code is XX14, where XX is 07, 16, 25, 34, 43, or 52.

This reveals the BLUE BALL on a pedestal. Take it.

Ok, The display has changed to "18-02-07-25 A-Z"

This should be an easy one.

Convert each number to it's matching letter of the alphabet, using A=1, B=2, C=3, etc.

R-B-G-Y

Red-Blue-Green-Yellow

Place the COLOURED BALLS into the slots to match the sequence.
Hooray, it's KEY #2!

Standard exit:

You've got a key, and you've got a locked door. 2 + 2 = ?

Use KEY #2 to unlock the door.

Click on the door.

You're out! Congratulations!

Happy coin exit:

Look carefully at the door.

Specifically, the handle.

If you click just under the handle, you'll notice that it's held on with a screw.

Remove the screw, and get the HANDLE.

Ok, now what?

Check out the cabinet.

Notice anything different?

The red light has turned green!

Click the pedestal, and you'll find it's actually a button.

Alright, what's changed this time?

Ahh! The couch is up in the air! And there's a door in the floor?

Huh, this door doesn't have a handle.
Try using the HANDLE with the door.

Oh, it didn't work. Is there something wrong with the HANDLE?

Examine the HANDLE to find a keyhole.

Use KEY #2 to extend the HANDLE's axle.

Ok, now try.
It fits!

Click the door twice to open it.
You're out!
Hold on though, where's the happy coin?

Watch the ending sequence.

Oh, there it is! Well Done!

Escape From Mr. Y's Room Walkthrough

General Information

  • There are two ways out of the room, the regular way and the inevitable happy coin escape.

  • Strangely enough, there is no coin to be found for the happy coin escape.

  • The central puzzle is one where the solution is different for everyone, so this walkthrough can only explain how it works.

  • Enjoy!

Beginning

  • You are facing a wooden door.

  • Click on the door twice for a close up of the handle. Yep, it's locked.

  • Click just below the handle for a look at the underside. Hmmm, a screw.

  • Back up twice.

  • Turn right.

  • Click on the couch for a close up, then click on the left side of the couch to see that side.

  • Look, a stick! Take the stick and back up.

  • Click the bottom of the couch for a close up.

  • Can't see anything, it's dark down there. Back up.

  • Turn right.

  • You are now looking at a glass coffee table with a mysterious box and a coffee grinder.

  • Click on the table for a close up.

  • Click on the grinder for a close up.

  • Do you see the mysterious writing on the wall?

  • What does LOROL mean?

  • I think it's a clue!

    • LOROL is a clue for turning the handle of the coffee grinder.

    • It's not just Left, right, left, though.

    • The Os mean to repeat the move.

    • Click on the left side of the coffee grinder to rotate the handle two times, then click on the right side two times, then the left once.

  • When you figure out the code the grinder opens to reveal a key. Take the key.

  • Back up then click on the mysterious box on the left.

  • Click on the left side of the box to view the side.

  • Oh look, a code involving pi and a power outlet.

  • Back up three times then turn right.

  • You are facing a nice little end table with a glass top.

  • Click on the table for a close up.

  • Gee, there's some stuff under the glass. Luckily we just found a key!

  • Use the key (on the keyhole on the left) to open the table.

  • Take the items (a green ball and a silver plug).

  • Back up.

  • You have now explored the entire room.

  • Turn left.

Mysterious Box

  • You are now facing the glass table again. Click on the box for a close up, then click on the left side.

  • Ah, it's that mysterious code again. The symbol for pi, then the number 3, a wavy line, then the number 6.

  • First, though, lets put the silver plug in the outlet.

  • Back up.

  • Hey, numbers! There's a four digit code to get into the box!

  • If only we knew what that code was!

    • How well do you know the value of pi?

    • The symbol for pi followed by the numbers would seem to indicate something about the value of pi.

      • The code means the third through the sixth numbers in the value of pi.

      • The code is 4159.

  • Enter the four digit code to open the box.

  • Wow, lots of stuff!

  • Take the yellow and red balls and the flashlight.

  • Look at the flashlight closely, it doesn't work.

  • Click on the back of the flashlight and it turns around. Hey, looks like a plug could go there.

  • Let's worry about that later.

  • Examine the box closely.

  • There's a digital timer at the top, hey, that's what time it is now! Must be a clock.

  • At the bottom left you will see "SH Total = 12". Huh, wonder what that means?

  • At the bottom right is a red panel, but we need a screwdriver!

  • Where in the world is there left to look in this room?

The Couch

  • Well, there's under the couch, but it's dark down there.

  • We need a light source.

  • Back up then click on the left side of the box.

  • Click on the plug to remove it.

  • Pull up the flashlight from your inventory then click on the back to turn it around.

  • Put the silver plug in the back of the flashlight. Yay, light! That must be a portable power source.

  • Back up and turn left to the couch.

  • Click on the couch for a close up then click the bottom of the couch to see underneath.

  • Hey, is that a screwdriver?

  • But it's too far to reach!

  • Oh yeah, we have the handy stick.

  • Use the stick to get the screwdriver then back up.

  • Turn right to the glass coffee table.

Mysterious Box Redux

  • Click on the box for a close up, then click on the door to open it.

  • Use the screwdriver on the red panel.

  • Goody, numbers and a button.

  • Guess it's time to figure out the code.

  • I'm sure it has something to do with SH Total = 12.

    • The solution to this problem literally changes second by the second and depends on what time it is local time.

    • The first clue is the digital timer, which is actually a clock showing the hours, minutes, and seconds.

    • I can only tell you how this works, as the clock is literally tied to your computer clock and the solution will be different for everyone.

      • So perhaps SH stands for seconds and hour?

        • Think of the first two numbers on the clock as two separate digits H H (hour). Think of the last two numbers of the clock as two separate digits S S (seconds).

        • The clue means that S + S + H + H = 12.

          • Start with the hour time. Notice that the clock uses military time (based on a 24 hour clock rather than am and pm).

          • So if it is, say, 2:00 pm your time the first two numbers would be 14 (in military parliance 1400).

          • 1 + 4 = 5, so the two digits for S S should add up to 7, so the entire thing would add up to 12.

          • You can use any combination of seconds that will add up to 7, so 16, 25, 34, 43, or 52 would work.

            • The trick is to set the numbers so that they equal 12, then click the button below where you enter the code when the clock hits that precise combination of numbers.

            • So, for instance, if we are still using 2:00 pm as the example, set the four digit number thing for 2 - 5 - 1 - 4 (using 25 seconds as the SS).

            • Watch the clock carefully, and when the seconds hits the number you set (in this case, 25) push the black button underneath the four digit code.

  • Yay, you opened the bottom panel! (Hopefully)

  • And you also exposed a new code. 18-02-07-25, A-Z. Huh, wonder what that means?

  • Take the blue ball that is sitting on the gold button.

  • Notice that the little light in the bottom is red?

  • Time to escape!

Regular Escape

  • Let's look at the code in a little more detail.

  • I'm sure it has something to do with the alphabet, the A-Z thing is kind of a hint.

    • The numbers stand for letters of the alphabet.

    • Specifically, they stand for the first letters of the colors of the four balls you now have.

      • Place the balls in the round apertures in this order: red (r=18), blue (b=2), green (g=7), and yellow (y=25).

  • Look, a key appeared!

  • Take the key, back up and turn right twice to the door.

  • Use the key on the door and you are out! (Regular Escape)

  • Nice terrace.

Not-So-Regular Escape (aka "Happy Coin Escape without Happy Coin")

  • The Happy Coin Escape is the same as the regular escape until you leave the room.

  • Take the key and head for the door, but don't use the key on the door.

  • Instead, close up on the handle then click underneath the handle to view that mysterious screw we saw at the beginning.

  • Use the screwdriver on the screw and take the handle. Yes, that's what I said.

  • Once you have the detached handle in close up click on the top and it will turn over.

  • Look, a slot!

  • Use the key on the slot and a gray extension will pop up from the base of the handle.

  • Back up and go back to the glass coffee table.

  • Click on the box for a close up and open it.

  • Look closely, the little light at the bottom is now green.

  • Push the gold button.

  • Back up and turn left to see the couch.

  • Whoah!

  • Click underneath the couch twice for a close up. Gee, a door in the floor! Without a handle.

  • Put the handle in the door.

  • Click on the handle and the door will open.

  • Click on the stairs and you are out!

  • You're in a nice cafe. Wait a moment and the scene will show the happy coin on the floor between two chairs.

64 Comments

I'm stuck at

what do with SH total=12

. Anyone know what to do?

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Arrgh! There's only so many times you can click furiously around the same object trying to find a missed pixel.

I still only have

the stick and two codes i can't plug in anywhere

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Simple? No pixel-hunting? Riiiiiiiiiiiight.

If you can't tell, I'm quite thoroughly stuck.

I got the

coffee grinder open, I'm not sure how - following the clue on the wall didn't work, so after that I just clicked it randomly until it suddenly opened.

I used the

key from the grinder to open that curio case or whatever it is on top of the small table, and got a plug and a green ball.

After lots and lots of pixel-hunting, I finally found a place for the

plug: the left side of the red, uh, item. (I haven't the faintest clue what it is, besides fairly big and red.) The same place also has what I'm guessing is a clue for the number pad on the front of the big red thing, but apparently I'm too dumb to figure it out.

I also have a

long stick-like item with gold ends from behind the left side of the couch.

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What does that symbol mean?

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got the coffe grinder

how do you

turn the symbol into a 4 didget code? Cause pi without the decimal point ain't working

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grinder clue I think

the wall clue was either 1) Left, Reverse, Right, Reverse, Left

I'm stuck at trying to open the red case as well

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What is what the symbol for?

Above the hole for the plug, it says:
  π3~6
π is obviously something to do with circles (specifically, the ratio between the circumference of a circle and its diameter). But the expression as a whole makes absolutely no sense.

The only other thing I can see is that we're putting a round plug "into" a square hole. Sorta.

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Off the top of my head, I can get to 3.1415926535. Somehow, this is not at all helpful.

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Havin' some trouble with "SH Total=12" and the clock.

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There's a

digital clock

? Where?

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Grinder clue I think:

Left, reverse, right, reverse, left

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I'm stuck on the orange code... wish I understood Japanese heh

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Chiktionary Author Profile Page November 18, 2009 1:43 AM

I'm also stuck:

I've opened the red cabinet and taken the torch as well as the coloured balls. Not sure what SH=12 means, even in relation to a digital clock. Perhaps it stands for 'second hand' in which case do I have to click something when the digital seconds are at 12? Got the pool cue type thing as well, can't get the torch to work and I think I need that for looking under the couch...

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wildflower12 Author Profile Page November 18, 2009 1:46 AM

The code on the side of the box means

pi * 3 is about 6

Not that that helps at all, but mathematically it makes sense.

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I noticed

that the digital clock changes when you change your system clock

Is that a quirk or a part of the puzzle?

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wildflower12 Author Profile Page November 18, 2009 1:52 AM

Ignore the previous post, that makes no sense at all. It's late.

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Chiktionary Author Profile Page November 18, 2009 1:54 AM

Hey Grinny,
Lovely of you to be up at such an hour helping us escape 'artists' :)
I have

clicked on the torch several times, back and front, back and front, and tried to use it in various locations facing both ways, but nope. As far as the units of time I'm going to google some and see where that gets me

:)

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Ok, I think my math degree was working against me:

~ means "approximation" to my mind, not "range".

Anyway, now I'm stuck with

two more colorful balls - red and yellow - and the code(s?) inside the red whateveritis.

SH in the context of a clock could be seconds and hours, but what does that have to do with total=12?

And there's definitely lots of gratuitous pixel-hunting here: even something as simple as

turning the flashlight around

required frantically clicking in all sorts of illogical places until it finally worked.

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Chiktionary Author Profile Page November 18, 2009 2:02 AM

That's what I love about you GrinnyP, those forehead slapping moments where I go, "OOOOHHHH! I get it now. Didn't think of that!" But in truth I couldn't see

the parallel lines on the back of the torch

Thanks Grinnny :)

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wildflower12 Author Profile Page November 18, 2009 2:07 AM

Ok, maybe I'm streaching here, but I took SH to mean Sidereal Hour, and searched for a clock with conversion times, but that still didn't work. Anyone get past this yet?

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Chiktionary:

Look at the back of the flashlight, where have you seen holes like that before?

Use the plug you put on the red cabinet on the flashlight

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I now finished the time puzzle, and I don't know where to go. Help please!

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What Grinnyp said. I would add a little:

1) Yes, the numbers you enter have to do with the exact time as it's given on the clock -- all of it.

And:

2) You have to click on the space-bar-like thing below the numbers just as your code is valid, and it's valid for literally one second, so enter one that will work in 15-20 seconds, and then click a lot right at the right time. (If you miss it, just calculate a new code for half a minute ahead.)

Other than that ... as the game description said, there is a second way out, and if you get the first way out done, take a second spin through. It's different enough from the main way so as to be worthwhile, but it's not a whole new set of puzzles. If you want a start on that one ...

Take a closer look at the door handle.

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Are we talking actual math, or some sort of Tesshi-E world imaginary math?

As in, when you say S+S, do you mean addition, or string concatenation, or something else? If it's addition, is it time-math or decimal math?

After that "~" instead of "–" thing, I'm not sure I'm capable of achieving the appropriate mindset for these codes.

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Chiktionary Author Profile Page November 18, 2009 2:25 AM

Okay, Thanks to Grinny's hints I've worked out the clock

you need to enter four digits that total twelve and those digits need to be the digits on the clock, in this order second + second + hour + hour. AND, it's a matter fo timing. For example, my clock said 18:21:05.
I needed to enter 1+2+1+8 and click the button underneath when my clock said exactly 18:21:12 (roughly 7 seconds later). I hope this makes sense

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wildflower12 Author Profile Page November 18, 2009 2:28 AM

OMG, finally got out. Thank you for all your help grinnyp. That SH code was really confusing. Plus, it was midnight, so it was doubly confusing :)

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Reka:

Literal substitution, first, then addition.

Example? Total spoiler next ...

If the time is 02:31:56, then the code for that time would be 5602: SSHH.

You need to find a time where the digits of the code add up to 12. So, for instance, since the digits in 5602 add up to 13, I would say "dang," then enter 1902, then wait until the time was just exactly 02:32:19, and then click on the bar. Code matches the SSHH digits, those digits add up to 12, and the code is valid right then for one second. And yes, you do need to click -- it won't just pop open.

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Thanks for the help, everyone, I'm finally out.

(I find I'm not interested enough to try to find a different ending.)

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wildflower12 Author Profile Page November 18, 2009 2:39 AM

I have lifted the couch, but the handle doesn't work. Tried the stick, tried the handle with the screwdriver, I can't get in the floor door.

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Walkthrough:

Open the coffee grinder:

The code on the wall reads LOROL.

Obviously, L and R mean left and right, but what is O?

O means either direction. It doesn't seem to matter.
Essentially, turn the crank left-whatever-right-whatever-left, and the grinder will give up its KEY #1.

Open the glass box:

Use KEY #1 in the keyhole on the front of the stand.
Get the GREEN BALL and the PLUG.

Open the red cabinet:

Look at the left side of the cabinet; there is a code (Pi 4-6) and two slots.

Use the PLUG on the slots to power up the cabinet's lock.

Go back to the front of the cabinet; the panel is now lit, and waiting for the code.

The code is the 3rd-6th digits of the number Pi.

4-1-5-9

Inside the cabinet:

You are presented with a digital clock, four spots for balls, two of which are filled by the RED BALL and the YELLOW BALL, a TORCH, a red panel screwed to the cabinet, and a clue: "SH Total = 12"

Get the TORCH, revealing a slot, and the RED and YELLOW BALLS.

Obviously, you'll need a screwdriver to remove the red panel.

Finding a screwdriver:

Turn to the couch.

Click left of the couch to examine the side.
Take the STICK found here, and return to the front.

Look under the couch.

It's too dark to see anything. Perhaps you can use the TORCH?

No, it's not working. It must be out of power.

Examine the torch to find two slots on the base.

Retrieve the PLUG, and insert it into the TORCH.

Now that the TORCH is working, you can see under the couch. Hey, there's a SCREWDRIVER here! But it's out of reach...

Use the STICK on the SCREWDRIVER to reach it.

Back to the cabinet:

With the SCREWDRIVER, you can remove that pesky panel.
Ok, there's another combination lock, and a button to test it.
What's the code?

The code changes with time, but there is a pattern to it.

SH. What could that refer to?

Seconds, Hours. Use the digital clock above to put the current hour in slots 3 and 4.
What about the seconds, though? Not just anything will work here.

Use the second part of the clue, Total = 12.

The four numbers have to add up to twelve, and you need to press the button as the first two numbers match the seconds on the display.
eg, if it's between 2 and 3 pm, the code is XX14, where XX is 07, 16, 25, 34, 43, or 52.

This reveals the BLUE BALL on a pedestal. Take it.

Ok, The display has changed to "18-02-07-25 A-Z"

This should be an easy one.

Convert each number to it's matching letter of the alphabet, using A=1, B=2, C=3, etc.

R-B-G-Y

Red-Blue-Green-Yellow

Place the COLOURED BALLS into the slots to match the sequence.
Hooray, it's KEY #2!

Standard exit:

You've got a key, and you've got a locked door. 2 + 2 = ?

Use KEY #2 to unlock the door.

Click on the door.

You're out! Congratulations!

Happy coin exit:

Look carefully at the door.

Specifically, the handle.

If you click just under the handle, you'll notice that it's held on with a screw.

Remove the screw, and get the HANDLE.

Ok, now what?

Check out the cabinet.

Notice anything different?

The red light has turned green!

Click the pedestal, and you'll find it's actually a button.

Alright, what's changed this time?

Ahh! The couch is up in the air! And there's a door in the floor?

Huh, this door doesn't have a handle.
Try using the HANDLE with the door.

Oh, it didn't work. Is there something wrong with the HANDLE?

Examine the HANDLE to find a keyhole.

Use KEY #2 to extend the HANDLE's axle.

Ok, now try.
It fits!

Click the door twice to open it.
You're out!
Hold on though, where's the happy coin?

Watch the ending sequence.

Oh, there it is! Well Done!

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wildflower12 Author Profile Page November 18, 2009 2:41 AM

Nevermind. Got it. Cool :)

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Chiktionary Author Profile Page November 18, 2009 2:42 AM

Thanks for the alternative ending alert Tullia

I guess it means so much more to find the ending that has the Happy Coin, but it was also nice to finsih on a puzzle that didn't have to do with numbers

:)

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Haha, beat you to it grinnyp! :P

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A little bit, my sarcasm tends to be more subtle.
I do have a detail you didn't get, though.

In LOROL, O just means 'turn it however you want,' rather than your 'repeat the previous turn.'

It doesn't really matter to someone trying to solve the room, but I thought it should be mentioned.

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Papachabre Author Profile Page November 18, 2009 6:38 AM

I usually love Weekday Escape, but illogical steps and pixel-hunting made this one less than enjoyable for me. It does have some wonderful graphics and nice music though.

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nerdypants Author Profile Page November 18, 2009 8:42 AM

I sovled a couple of the puzzles by mistake... the coffee grinder, for one. And the code to open the cabinet, too.

I had no idea what I was doing, I put in pi and that didn't work, so I started clicking randomly and it just opened. I understand now how it works, though. Maybe I didn't pay enough attention in math class?

I usually enjoy Tesshi-e's games, but this one just didn't do it for me.

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Hi,

I felt let down by this game -

specifically the pi puzzle. The symbol between the numbers is a tilde, and it doesn't equate to the 3rd to 6th digits as far as I'm concerned. Maybe it's country specific? I've studied maths plenty and not seen that used before. I would not have got that solution without the comments on here.

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Great graphics, nice music. "Simple, easy"? Not a chance. I think the review may have been attached to the wrong escape game. I finish most Weekday Escapes without walkthroughs, but after having to consult the walkthrough several times I finally gave up on this one.

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I'm stuck with the clock puzzle. The codes I'm putting in aren't working and I've been pushing the button at the exact right time

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Wait, never mind. I just didn't put the code in the right order :P

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About the clock puzzle:
Did this around 12 AM, and I don't know what kind of mental block I was having, but I couldn't work out the clock puzzle using the correct time. So I changed my computer clock to a different time, and it worked just fine. *shrug*

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ChrisForsyth November 21, 2009 9:56 PM

Hee--I'm falling over laughing a bit here due to people like poor Reka who's math degree *is* working against her. Basically, folks are getting stumped because they've been trained to do illogical and rediculous things to solve puzzles in room escapes, and in this one the puzzles are exceedingly *simple*, even obvious.

I'm reminded of the classics here, like Larson's picture of the kid pushing with all his might on the door marked 'Pull'--at the Mensa school. Or the rocket scientist who got stuck in a room because they couldn't figure out how to make the doorknob work. Or even myself, who once made the blunder of complaining that the key for a car door wasn't working, until being told that you have to turn it the *other* way to open the door (that was something of a family joke for a while after that.)

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Hm...this looks familiar?

the cafe in the happy coin ending... that's from the 'prequel' made by the same guy?

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Excellent escape-game - no pixel-hunting, great music and graphics, and logical puzzles. The last puzzle did have me stumped for a while, but it did click eventually, and very satisfyingly so! =D

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Colin Howell April 4, 2011 10:00 PM

Huh, looking at Reka's comment, relating to her math degree:

"~ means "approximation" to my mind, not "range"." I thought the same way. Having gone through it with the walkthrough, it now occurs to me that the problem is that unlike us, the Japanese are used to using a very similar character, called a "wave dash", to indicate a range of numbers. (See here on Wikipedia for details.)

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That was a lot of really obscure puzzles. I sat there just looking at them forever until I just went to the walk-through. Especially the

pi and seconds-hours ones.

I was no where near thinking about the solution to those. I was way off. O.O

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