It Happens Escape Game: Intermediate Course


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elleIt Happens Escape - Intermediate CourseAs you may recall, it happens that recently Wan and Nyan were invited to participate in an escape-the-room competition, which is a most excellent thing for Cogito Ergo Sum's hapless pair who are always managing to get locked out of places. After passing the first challenge with flying colors (and earning an official certificate to prove it), now it's time for Wan and Nyan—and you—to go the next step: It Happens Escape Game: Intermediate Course.

If you haven't played it yet (or even if you have), it's best to start with the beginner course, so you can see how Wan and Nyan ended up here, and to become familiar with how to play. Like before, you get ten mission cards to serve as hints, but looking at them is optional and almost unnecessary—almost all the puzzles are very straight forward. Wan and Nyan need to re-learn jump and punch again (of course!), so be on the lookout for their skill books as well. While silly dogs and cats always forget their lessons, you probably haven't, which means this "intermediate" course is going to be quite easy, actually, for anyone with moderate amounts of experience playing escape games.

Yet that means the series is a great introduction to the genre for escape newbies—it does make you better at escaping because it points out ways to recognize and solve oft used puzzles. Moreover, you'll also have fun recognizing allusions to popular movies and anime. Wan and Nyan take the backseat in this one, though, with less interaction and very little variation between the normal and "happy" endings. Still, it brings a smile and a relaxing afternoon break; a cheery warm-up for the more challenging escapes ahead.

Play It Happens Escape Game: Intermediate Course

Walkthrough Guide


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Special thanks to elle for the walkthrough!

It Happens Escape Game: Intermediate Course Walkthrough

Mission 1 & 2

"Try carefully clicking the bin" and "There are times when you need to combine items."

  1. You start out in Stage 1, in front of a window and a futon. Look inside the waste basket to get a FISHING LINE.

  2. Get the FISHING ROD from under the futon's right cushion.

    • Combine the fishing rod and fishing line to get A FISHING ROD WITH FISHING LINE.

  3. Look out the window and use the fishing rod on the sea outside.

    • Get "The Thing I Caught" (Metal Slime!?)

  4. Back up and examine the plug in the wall:

    • Insert THE THING into the slime-shaped hole in the wall.

    • Get the GREEN SKILL BOOK.

  5. Read the green skill book and Wan will learn the JUMP skill (now just select the dog whenever you need to jump high).

Mission 3

"There are times when drawers that won't open need unscrewing."

  1. From the window, turn right to face a desk. This is Stage 2.

  2. Use Wan's JUMP skill to reach a SCREWDRIVER in the upper left corner of the screen.

  3. The drawers on the right side of the desk won't open. Zoom in on the right edge of the desk and you'll see they're screwed shut:

    • Use the screwdriver on the screws to unlock the drawers.

  4. Back up and open the bottom drawer:

    • Get a RIPPED PAPER (1/2).

  5. Look inside the top left drawer of the desk to get:

    • another piece of RIPPED PAPER (2/2).

  6. Combine the two pieces of ripped paper together to get A PIECE OF PAPER (which also happens to be a nice clue! Save it for a little later.)

Mission 4

"Letters indicating direction. N, S, E, W."

  1. Examine the picture above the desk:

    • When you click on the duck, certain letters light up in the quote below it.

    • e-e-s-n-w-e-n-w-s-s

    • When you click the corners of the picture frame, it wobbles.

  2. Use the clues from the picture to get the frame to fall off the wall.

  3. SOLUTION:

    The red letters in the quote indicate directions on a compass, and the top left corner is north, so click the corners in this order:

    TR - TR - BR - TL - BL - TR - TL - BL - BR - BR

    Top Right = TR; Top Left = TL; etc.

Mission 5

"There are times when you need to spell out numbers"

  1. After the wobbly picture falls down, you'll have panel needing a 3-digit number code.

  2. Examine the PIECE OF PAPER you have from completing Mission 3 (two ripped pieces combined):

    • Notice that some letters are different colors.

    • There's also three bars of colors in the corner:

    • red, green, blue.

  3. Using the clues on that paper, you can figure out the 3-digit number code.

  4. SOLUTION:

    Together, the red letters spell FOUR, the green spell ONE, and blue spell NINE.

    So, the code is 4 1 9

  5. Enter the correct code and the wall panel will open:

    • Get the PINK SKILL BOOK.

  6. Read the pink skill book and Nyan will learn PUNCH. (Now, whenever you need to punch something, just select the cat's picture in your inventory.)

Mission 6

"Try paying attention to the white when looking at the painting, not the black."

  1. Turn right to Stage 3. Zoom in on the black-and-white picture above the cubbies full of tachikoma (robots):

    • If you follow the hint, you will notice something distinctive about the pattern on the picture.

  2. Back up and examine the brown wooden box (on the cabinet below the picture):

    • It needs a 4-digit number code.

  3. Use the information from the picture find the code to open the box.

  4. SOLUTION:

    The white parts of the picture form 4 numbers that are joined together at the tails, so the code is...

    2525

  5. After entering the correct code, press the darker brown bar on the edge of the box top and it will pop open:

    • Get the BROKEN KEY (1/2).

Mission 7

"[Try] looking carefully at the position of the furniture that correspond with the coloured buttons."

  1. Examine the 3x3 cubbies full of tachikoma robots:

    • Each robot is holding a fan; when you click on it, the fan opens to reveal a different color.

  2. Back up from the cubbies and then zoom in on right side of the cabinet:

    • Here is a 3x3 grid with buttons that change color.

    • Change each button to the proper color and the cabinet will unlock.

    SOLUTION:

    Just match each button to the color of the robot's fan that is in the same position in the cubbies. Example, the robot in the top right corner is holding a red fan, so the top right button should be red.

    screenshot: colors

    red-purple-pink
    green-yellow-blue
    lightblue-black-grey

    colorblind directions:

    Number of clicks to change each button to the proper color:

    2 - 3 - 4

    5 - 6 - 7

    8 - 0 - 1

  3. When you have the correct colors, the door automatically opens and you can get...

    • SUPER GLUE.

Mission 8

"Try clicking the mask once for punching order."

  1. Put away your super glue and focus your attention on the hockey mask on the wall:

    • There are two "punch" buttons on either side of it.

    • When you click the mask, its eyes light up.

  2. Use the information from the mask to figure out this puzzle. Select Nyan and punch the buttons in the correct order to get the mask to fall off the wall.

  3. SOLUTION:

    Punch each side in this order:

    RIGHT-RIGHT-LEFT-RIGHT-LEFT-RIGHT

Mission 9

"Take note of the first letter of that month."

  1. After the mask falls off, you see a 5-digit code. But, as Nyan probably tells you, you need to look for a(nother) hint first.

  2. Back up from the wall and click on the HOCKEY MASK a couple times. Something drops out of it:

    • It's a GREEN PIECE of PAPER (and a clue); make a note of the numbers.

  3. Put the paper away and take a look at the big calendar on the wall:

    • Okay, maybe you didn't even need to look at it. But now that you have, your solution is pretty clear.

  4. Back up and zoom in on the 5-digit code above the hockey mask:

    • Now you should be able to change each digit to a letter. Maybe you can already guess what it spells?

    SOLUTION:

    Use the first letter for each month to which the numbers refer. Example, 1 is January, so the first digit is "J."

    J A S O N

    Eeek!

  5. When you spell out the right code, the panel will open up and you can get...

    • the other BROKEN KEY (2/2).

  6. At this point, if you've completed all the other missions, you have what you need to fix the key...

    • Use the SUPER GLUE on the small piece of BROKEN KEY.

    • Then, attach the other piece of broken key to it to get simply "A KEY."

Now you're ready to try the different endings.

Last Mission (exiting normally and happily)

"The items you don't use have an effect on which ending you end up with."

  1. Back up and leave Stage 3 by turning right to face the exit door (which also happens to be Stage 4).

  2. You can SAVE your game here if you'd like, then try each of the endings.

    • Normal End:

    • Use the KEY on the door.

      If you want to go back without starting from the beginning, just click the "return" arrow.

    • Happy End:

    • Use CAT PUNCH on the red POST box.

      Get the "Thank You" card.

      Use the KEY on the door.

That's all for now! See you when it's time for the "Advanced Course!"

6 Comments

shadowmax Author Profile Page October 30, 2012 2:34 PM

WooHooo!!! First ever 'first out'.
(Typical and Happy endings)

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To get the "complete" ending

use the cat punch on the red creature thing that looks like a box on a spring

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Special thanks to elle for the walkthrough!

It Happens Escape Game: Intermediate Course Walkthrough

Mission 1 & 2

"Try carefully clicking the bin" and "There are times when you need to combine items."

  1. You start out in Stage 1, in front of a window and a futon. Look inside the waste basket to get a FISHING LINE.

  2. Get the FISHING ROD from under the futon's right cushion.

    • Combine the fishing rod and fishing line to get A FISHING ROD WITH FISHING LINE.

  3. Look out the window and use the fishing rod on the sea outside.

    • Get "The Thing I Caught" (Metal Slime!?)

  4. Back up and examine the plug in the wall:

    • Insert THE THING into the slime-shaped hole in the wall.

    • Get the GREEN SKILL BOOK.

  5. Read the green skill book and Wan will learn the JUMP skill (now just select the dog whenever you need to jump high).

Mission 3

"There are times when drawers that won't open need unscrewing."

  1. From the window, turn right to face a desk. This is Stage 2.

  2. Use Wan's JUMP skill to reach a SCREWDRIVER in the upper left corner of the screen.

  3. The drawers on the right side of the desk won't open. Zoom in on the right edge of the desk and you'll see they're screwed shut:

    • Use the screwdriver on the screws to unlock the drawers.

  4. Back up and open the bottom drawer:

    • Get a RIPPED PAPER (1/2).

  5. Look inside the top left drawer of the desk to get:

    • another piece of RIPPED PAPER (2/2).

  6. Combine the two pieces of ripped paper together to get A PIECE OF PAPER (which also happens to be a nice clue! Save it for a little later.)

Mission 4

"Letters indicating direction. N, S, E, W."

  1. Examine the picture above the desk:

    • When you click on the duck, certain letters light up in the quote below it.

    • e-e-s-n-w-e-n-w-s-s

    • When you click the corners of the picture frame, it wobbles.

  2. Use the clues from the picture to get the frame to fall off the wall.

  3. SOLUTION:

    The red letters in the quote indicate directions on a compass, and the top left corner is north, so click the corners in this order:

    TR - TR - BR - TL - BL - TR - TL - BL - BR - BR

    Top Right = TR; Top Left = TL; etc.

Mission 5

"There are times when you need to spell out numbers"

  1. After the wobbly picture falls down, you'll have panel needing a 3-digit number code.

  2. Examine the PIECE OF PAPER you have from completing Mission 3 (two ripped pieces combined):

    • Notice that some letters are different colors.

    • There's also three bars of colors in the corner:

    • red, green, blue.

  3. Using the clues on that paper, you can figure out the 3-digit number code.

  4. SOLUTION:

    Together, the red letters spell FOUR, the green spell ONE, and blue spell NINE.

    So, the code is 4 1 9

  5. Enter the correct code and the wall panel will open:

    • Get the PINK SKILL BOOK.

  6. Read the pink skill book and Nyan will learn PUNCH. (Now, whenever you need to punch something, just select the cat's picture in your inventory.)

Mission 6

"Try paying attention to the white when looking at the painting, not the black."

  1. Turn right to Stage 3. Zoom in on the black-and-white picture above the cubbies full of tachikoma (robots):

    • If you follow the hint, you will notice something distinctive about the pattern on the picture.

  2. Back up and examine the brown wooden box (on the cabinet below the picture):

    • It needs a 4-digit number code.

  3. Use the information from the picture find the code to open the box.

  4. SOLUTION:

    The white parts of the picture form 4 numbers that are joined together at the tails, so the code is...

    2525

  5. After entering the correct code, press the darker brown bar on the edge of the box top and it will pop open:

    • Get the BROKEN KEY (1/2).

Mission 7

"[Try] looking carefully at the position of the furniture that correspond with the coloured buttons."

  1. Examine the 3x3 cubbies full of tachikoma robots:

    • Each robot is holding a fan; when you click on it, the fan opens to reveal a different color.

  2. Back up from the cubbies and then zoom in on right side of the cabinet:

    • Here is a 3x3 grid with buttons that change color.

    • Change each button to the proper color and the cabinet will unlock.

    SOLUTION:

    Just match each button to the color of the robot's fan that is in the same position in the cubbies. Example, the robot in the top right corner is holding a red fan, so the top right button should be red.

    screenshot: colors

    red-purple-pink
    green-yellow-blue
    lightblue-black-grey

    colorblind directions:

    Number of clicks to change each button to the proper color:

    2 - 3 - 4

    5 - 6 - 7

    8 - 0 - 1

  3. When you have the correct colors, the door automatically opens and you can get...

    • SUPER GLUE.

Mission 8

"Try clicking the mask once for punching order."

  1. Put away your super glue and focus your attention on the hockey mask on the wall:

    • There are two "punch" buttons on either side of it.

    • When you click the mask, its eyes light up.

  2. Use the information from the mask to figure out this puzzle. Select Nyan and punch the buttons in the correct order to get the mask to fall off the wall.

  3. SOLUTION:

    Punch each side in this order:

    RIGHT-RIGHT-LEFT-RIGHT-LEFT-RIGHT

Mission 9

"Take note of the first letter of that month."

  1. After the mask falls off, you see a 5-digit code. But, as Nyan probably tells you, you need to look for a(nother) hint first.

  2. Back up from the wall and click on the HOCKEY MASK a couple times. Something drops out of it:

    • It's a GREEN PIECE of PAPER (and a clue); make a note of the numbers.

  3. Put the paper away and take a look at the big calendar on the wall:

    • Okay, maybe you didn't even need to look at it. But now that you have, your solution is pretty clear.

  4. Back up and zoom in on the 5-digit code above the hockey mask:

    • Now you should be able to change each digit to a letter. Maybe you can already guess what it spells?

    SOLUTION:

    Use the first letter for each month to which the numbers refer. Example, 1 is January, so the first digit is "J."

    J A S O N

    Eeek!

  5. When you spell out the right code, the panel will open up and you can get...

    • the other BROKEN KEY (2/2).

  6. At this point, if you've completed all the other missions, you have what you need to fix the key...

    • Use the SUPER GLUE on the small piece of BROKEN KEY.

    • Then, attach the other piece of broken key to it to get simply "A KEY."

Now you're ready to try the different endings.

Last Mission (exiting normally and happily)

"The items you don't use have an effect on which ending you end up with."

  1. Back up and leave Stage 3 by turning right to face the exit door (which also happens to be Stage 4).

  2. You can SAVE your game here if you'd like, then try each of the endings.

    • Normal End:

    • Use the KEY on the door.

      If you want to go back without starting from the beginning, just click the "return" arrow.

    • Happy End:

    • Use CAT PUNCH on the red POST box.

      Get the "Thank You" card.

      Use the KEY on the door.

That's all for now! See you when it's time for the "Advanced Course!"

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VoxPopuli42 Author Profile Page October 31, 2012 10:36 AM

Aww, I love these games. They're simple and quick but definitely a good break, and I feel successful that I don't ever need a walkthrough.

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These games are just too cute. Every time I see a new entry on JiG with the Cogito Ergo Sum tag, I start humming the theme music. ;D

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Sessie, me too! Sometimes I just start humming it for no reason.

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