An adventure of epic proportions. Perfect for young readers.

JanJan Escape

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4.1/5 (75 votes)

Is it a lucid dream by someone highly feverish? Is it a new escape game from Detarou? Well, why the heck can't it be both? It's JanJan Escape, and, as is standard for the genre, there are puzzles to solve and a room you must get out of. Not standard for the genre, of course, is the bed full of spaghetti, the leering koala man, the salaryman-swatting plant creature, and the pot-headed duo in the wrestling onesies. Of course, they're pretty standard for Detarou, as all the hair-pulling but logical puzzles.

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Walkthrough Guide


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JanJan WalkthroughWalkthrough

  • You'll start facing a glass cabinet and a door. You can zoom in on the locking mechanisms of both, but there's nothing you can do with either one yet. Turn right.

  • A weird arrangement of arrows above a koala-headed weirdo having a drink. And an empty alcohol stein to his right. Whatever. Zoom out and turn right again.

  • The plant guy is having trouble with all those businessman-flies. You can't help him yet, but check out the bed to his right. Investigate the mess of spaghetti under the covers and get the batteries in them.

  • Now, the bookshelf. A few locked things you can't work with, but what about those books? Look at the diary. Flip through the Japanese nonsense to the last page, which is at least partially comprehensible. Remember both those pages, they're important clues.

  • Back away and turn right one more time. Take the paper from the TV screen... odd pattern. Also note the three men displayed; you'll know what they mean later.

  • Check out those two kettleheads in the center. The red one has a keypad on his knee. And, come to think of it, don't you remember that red symbol in the corner of the last page of the diary? Reminds you of this guy, right?

  • Here's how to read the clue on that page. The V symbols don't mean "is greater than" and "is less than", they mean "comes before" and "comes after". Start at 9, find what comes after it (8), and put the chain together.

  • ...Okay, fine, I'll do it for you: 9-8-5-6-3-2-1-4-7-0-E. Go enter that on the red kettlehead's knee and watch the little cutscene. Looks like he opened the door.

  • Go through the door and take a look around. Right in front of you you should see another door (locked with a... nose lock?), a sofa, and a calendar. Look closer at the calendar.

  • Hmm... hey, I think that calendar matches up with the grid on that paper you got from the TV. Remember that for later. Also remember those colored shapes up above.

  • Now back away and turn right. A vent, too high to be reachable, and a strange machine with a control panel. Wait, those six dots on the side... they look kind of like the picture on that second-last page in the diary.

  • Look at that picture again. Five circles up top: 2-4-black-3-1. And at the bottom is a picture of a TV. But the control panel had four dials and three switches... how does it match up?

  • Remember the circles above the koala-head? Match up the circles from the diary and unscramble: 1-2-3-4 becomes east-northwest-south-southeast. As for the switches, remember the TV? The first guy's head was up, and the other two were down, so set the switches like that.

  • Once it's all set, there's a cutscene. You can reach the vent now... but it's screwed shut. What else? Well, there's a sequence of green and yellow men popping out of the machine...

  • Hold on! The glass cabinet doors in the first room wanted a combination of yellows and greens! Let me write down the sequence... green-yellow-yellow-green-yellow-green-green. Try that on the lock.

  • The doors open now! Ignore the fire-starter on the right and look at the mannequin. You can take his hand, which doubles as a screwdriver. Handy... no pun intended.

  • Go back to the air vent. Unscrew it with the hand-screwdriver and check out the room through it, which is relatively sparse. A pedestal for something... a few colored numbers around a hole in the wall... nothing much to see here, let's get out of here.

  • Oh, hey, I didn't see those two travelers in the second room before. We can't do anything with them yet.

  • Go to the nose door again and unlock it by jamming the nostrils with the hand-screwdriver. (You must do this AFTER unscrewing the air vent, because the hand-screwdriver disappears afterwards!)

  • The door's open now, but don't go through. Return to the first room and check out that bookshelf again. I've got a hunch.

  • Notice the gray upside-down 4 in the upper right corner. Also notice that the grid is one row smaller than the calendar and the note. The calendar had a gray 4 in the lower left...

  • Here's what you need to do: enter the heart pattern upside-down on the grid, omitting the top of the heart. The result should look something like a tent. Then press the button on the right; if you did it right, the light will turn green.

  • A beer bottle! Go pour the stuff into the empty stein by the koala-head, then back up and zoom in again. It attracted the businessman-flies from the plant-guy, so grab one, then go see the plant-guy and take the leaf he offers you.

  • --BREAKPOINT--

  • Use the businessman-fly on the two travelers in the second room. Watch the cutscene, then take the... er... doll body.

  • Now, the leaf. Give that baby to the koala-man and he'll reply with a note. Square, upside-down triangle, star, circle. Sounds like a combination... for something. Let's translate it into something more usable.

  • The colored symbols on the calendar translate the note into red, upside-down green (?!), yellow, blue. The colored numbers around the hole beyond the air vent translate THAT to 5, upside-down 6 (otherwise known as 9), 2, 8.

  • Go enter 5928 on the box on the bookshelf and you'll get a... doll head? Oooookay. Nevertheless, we've got everything we need now.

  • Put the doll head on the doll body, then inspect the bottom and put the batteries in it. Now that it's moving, put it on the pedestal past the air vent and it'll move the walls.

  • You now have a straight shot to the exit! Yahoo!

EndingsEndings

Bad ending: Go through the nose door at any time after opening it.

Standard ending: Follow the walkthrough above, ignoring the breakpoint.

Good ending: Follow the walkthrough above until you reach the breakpoint, and STOP THERE. Instead of using the businessman-fly on the two travelers, use it on the hole in the middle of the colored numbers. Watch the cutscene, and THEN go through the nose door.

21 Comments

Are you supposed to

Open the nose door? I got out without opening it

Reply

Oh, Detarou! I love these games; I never feel the usual vague guilt about peeking at the walkthroughs, because they almost always tip my WTF-meter just that bit too far for me to figure out what to do.

Reply

so far I:


1) got the batteries in the bed.
2) got the note on the tv.
3) read the book, made the correct order from the last page and inserted the code into the knee of the wrestling guy, which opened the door.
4) saw the big machine in the other room and connected the information on the book, the tv, and above the koala man, so that the machine works, and a a mand with a ladder comes out
5) inserted the big machine color code in the glass panel in the 1st room and got a screwdriver hand.
6) used the screwdriver in the panel above the ladder.
7) Now what? If I use the hand in the nose door it opens, but if I go in I die. BTW: Save the game if you want to try this out for yourself.
I am trying to connect the dates on the book, plus the note on the tv, with the calendar to maybe open the grid lock in the 1st room, but I have no idea how these should connect.
Also looked into combining the colored shapes in the calendar with the numbers in the vent room, but that doesn't take me anywhere either. Suggestions?

Reply
Papachabre February 2, 2012 12:37 PM

Wow awesome and ridiculous!

Pete:

I also got out without the nose door.

Reply
Patreon Crew SonicLover February 2, 2012 12:39 PM

JanJan WalkthroughWalkthrough

  • You'll start facing a glass cabinet and a door. You can zoom in on the locking mechanisms of both, but there's nothing you can do with either one yet. Turn right.

  • A weird arrangement of arrows above a koala-headed weirdo having a drink. And an empty alcohol stein to his right. Whatever. Zoom out and turn right again.

  • The plant guy is having trouble with all those businessman-flies. You can't help him yet, but check out the bed to his right. Investigate the mess of spaghetti under the covers and get the batteries in them.

  • Now, the bookshelf. A few locked things you can't work with, but what about those books? Look at the diary. Flip through the Japanese nonsense to the last page, which is at least partially comprehensible. Remember both those pages, they're important clues.

  • Back away and turn right one more time. Take the paper from the TV screen... odd pattern. Also note the three men displayed; you'll know what they mean later.

  • Check out those two kettleheads in the center. The red one has a keypad on his knee. And, come to think of it, don't you remember that red symbol in the corner of the last page of the diary? Reminds you of this guy, right?

  • Here's how to read the clue on that page. The V symbols don't mean "is greater than" and "is less than", they mean "comes before" and "comes after". Start at 9, find what comes after it (8), and put the chain together.

  • ...Okay, fine, I'll do it for you: 9-8-5-6-3-2-1-4-7-0-E. Go enter that on the red kettlehead's knee and watch the little cutscene. Looks like he opened the door.

  • Go through the door and take a look around. Right in front of you you should see another door (locked with a... nose lock?), a sofa, and a calendar. Look closer at the calendar.

  • Hmm... hey, I think that calendar matches up with the grid on that paper you got from the TV. Remember that for later. Also remember those colored shapes up above.

  • Now back away and turn right. A vent, too high to be reachable, and a strange machine with a control panel. Wait, those six dots on the side... they look kind of like the picture on that second-last page in the diary.

  • Look at that picture again. Five circles up top: 2-4-black-3-1. And at the bottom is a picture of a TV. But the control panel had four dials and three switches... how does it match up?

  • Remember the circles above the koala-head? Match up the circles from the diary and unscramble: 1-2-3-4 becomes east-northwest-south-southeast. As for the switches, remember the TV? The first guy's head was up, and the other two were down, so set the switches like that.

  • Once it's all set, there's a cutscene. You can reach the vent now... but it's screwed shut. What else? Well, there's a sequence of green and yellow men popping out of the machine...

  • Hold on! The glass cabinet doors in the first room wanted a combination of yellows and greens! Let me write down the sequence... green-yellow-yellow-green-yellow-green-green. Try that on the lock.

  • The doors open now! Ignore the fire-starter on the right and look at the mannequin. You can take his hand, which doubles as a screwdriver. Handy... no pun intended.

  • Go back to the air vent. Unscrew it with the hand-screwdriver and check out the room through it, which is relatively sparse. A pedestal for something... a few colored numbers around a hole in the wall... nothing much to see here, let's get out of here.

  • Oh, hey, I didn't see those two travelers in the second room before. We can't do anything with them yet.

  • Go to the nose door again and unlock it by jamming the nostrils with the hand-screwdriver. (You must do this AFTER unscrewing the air vent, because the hand-screwdriver disappears afterwards!)

  • The door's open now, but don't go through. Return to the first room and check out that bookshelf again. I've got a hunch.

  • Notice the gray upside-down 4 in the upper right corner. Also notice that the grid is one row smaller than the calendar and the note. The calendar had a gray 4 in the lower left...

  • Here's what you need to do: enter the heart pattern upside-down on the grid, omitting the top of the heart. The result should look something like a tent. Then press the button on the right; if you did it right, the light will turn green.

  • A beer bottle! Go pour the stuff into the empty stein by the koala-head, then back up and zoom in again. It attracted the businessman-flies from the plant-guy, so grab one, then go see the plant-guy and take the leaf he offers you.

  • --BREAKPOINT--

  • Use the businessman-fly on the two travelers in the second room. Watch the cutscene, then take the... er... doll body.

  • Now, the leaf. Give that baby to the koala-man and he'll reply with a note. Square, upside-down triangle, star, circle. Sounds like a combination... for something. Let's translate it into something more usable.

  • The colored symbols on the calendar translate the note into red, upside-down green (?!), yellow, blue. The colored numbers around the hole beyond the air vent translate THAT to 5, upside-down 6 (otherwise known as 9), 2, 8.

  • Go enter 5928 on the box on the bookshelf and you'll get a... doll head? Oooookay. Nevertheless, we've got everything we need now.

  • Put the doll head on the doll body, then inspect the bottom and put the batteries in it. Now that it's moving, put it on the pedestal past the air vent and it'll move the walls.

  • You now have a straight shot to the exit! Yahoo!

EndingsEndings

Bad ending: Go through the nose door at any time after opening it.

Standard ending: Follow the walkthrough above, ignoring the breakpoint.

Good ending: Follow the walkthrough above until you reach the breakpoint, and STOP THERE. Instead of using the businessman-fly on the two travelers, use it on the hole in the middle of the colored numbers. Watch the cutscene, and THEN go through the nose door.

Reply

@SonicLover note for your walkthrough

Once you have used the first fly on the sleepers you can go back and get another.

Reply
Patreon Crew SonicLover February 2, 2012 1:01 PM

You can? ...I didn't know that.

Reply

I did :)

Reply

Sorry to be the one to point this out, but... are you aware that the doll isn't a doll at all, aren't you?

Reply
Patreon Crew SonicLover February 2, 2012 4:30 PM

@Tracian: Well, what IS it?

Reply

Would someone please post a snapshot of

the solution to the heart puzzle? i don't understand.

Reply

Rofl, penny just dropped, I think Tracian is correct ;)

Reply

@Paul

Take the Clue turn it upside down and ignore the line with the one in it.

You should end up with

OOOXO0O
OOXXXOO
OXOXXXO
XOOXXXX
XOOXXXX

I took a screen shot but not sure on posting the link here.

Reply

Had to use the walkthrough to get started, but it was sweet revenge watching that verdammt panda get hoist by his own petard!

Reply

Even with walkthrough, the heart puzzle doesn't make sense...

Reply
lavamuffin February 4, 2012 3:04 PM

@ Tracian, yaddab

hmm, are you saying that it's a, ahem,

personal massager?

yowza! or, more accurately, OWza!

Reply
lavamuffin February 4, 2012 3:14 PM

@ paul, mary

(hey, guys, what happened to peter?)

the heart puzzle is actually umop ep!sdn and berorrim

upside down and mirror image flipped

Reply

@lavamuffin
Of course it is. But how you can guess that?

First I thought maybe it's a folded foil (two 1 look like 4).
Later I match 1 from the foil to the calendar. But I couldn't guess the connection of 4 from the lock with the calendar. Orientation and position of the 4 are confusing.

Reply

Looks like an escape game designer was watching Executive Koala! (Seriously, I own a copy of this total strangeness.)

Reply

No save for me. When I restart the game, the load game button still gray.

Reply
fireflyiers August 6, 2012 10:08 AM

I love the face the other kettle makes xD

Reply

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