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Weekday Escape - Retro Edition N°37

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Weekday Escape RetroHi, Retro Weekday Escape is here!

Since the first game is by No1game, you are supposed to catch ten green men as usual. After a successful escape you'll find yourself in Yomino Kagura's room filled with devices, and then, suddenly, you'll stand in a middle of desert in Esklavos' land of dreams which can be escaped
only through a magic gate. Jan's Room's room is placed in a back area of a cosy bar and it's technically a double escape - first you need to overcome the office door and then the bar door.

Have a good time and enjoy!

Find the Escape-Men 17: in the Kindergarten
Find the Escape-Men 17: in the Kindergarten

Back to a childhood! Back to a clean, light and airy kindergarten room with a polished floor where a piano stands in the corner and children's paintings are hanging on walls. It's quiet here. Maybe weekend days. Everything is on its place...wait, not everything...there's something missing on the sign above the door, right? And the door can't be opened...never mind. It's No1game's and that means that the ten green guys are hidden in the room and if you catch all of them you can get out!

The cursor isn't changing, no save button, one ending.

Escape from a Room with Many Devices 2
Escape from a Room with Many Devices 2

Yomino Kagura locked you up inside a room clearly meant to be escaped from. Devices are everywhere - but only devices, not even a chair or a stool to have some rest. Seems that you need to find a key from exit door quickly - can you get it?

The cursor is changing, no save button, one ending.

P.S. We don't have much time until the end of Flash Player so here are two sequels to the game above: Escape from a Room with many Devices 3 and Escape from a Room with many Devices 4.

Magic Sand Escape
Magic Sand Escape

Esklavos left you in a middle of nowhere in a dreamy desert. The only way out from this place leads through a strange gateway...but the sparkling magic barrier doesn't let you through (yet). It's time to look for four keys or better, to look carefully around you, follow your changing cursor and pick up everything what can be picked up and solve everything what can be solved. Sooner or later you'll get the keys.

The cursor is changing, no save button, one ending.

P.S. Here are two more from atmospheric games by Esklavos: Coven Escape and Coven Escape 2.

Escape 4
Escape 4

Jan's Room's Room trapped you in a small boring office. To escape it isn't much difficult but after you open the coded door you find yourself in an empty Bar Zero which is, no surprise, locked as well. Several nice and clever puzzles are waiting for you and also pleasant graphics...can you overcome both doors?

The cursor isn't changing, no save button, one ending.

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.


Quick question: when Adobe Flash is no longer supported at the end of the year, do all these games become unplayable? Or does it just mean that there will no longer be new updates of Flash, and no guarantees that future versions of our browsers will support Flash-based apps?

paulmashtv December 2, 2020 12:28 PM

looking forward to these.

Patreon Contributor kktkkr December 3, 2020 10:33 AM replied to Billy-o

The last stable version of Firefox/Chrome/Edge in January 2021 will not load the Flash plugin at all.

Current versions of Flash Player will already refuse to load content after Jan 12: see for example this discussion for an illustration of what happens.

This means you shouldn't expect the games to be playable without a very specialized configuration or alternative software.



The end of a grand era. All that work from the developers and all that fun had by many.

This is very sad. I hope they are archived and maybe the fans could download them. I don't know. Just one more thing 2020 has bestowed on us.


Newgrounds has been working on some solutions for the demise of flash to help preserve the millions of collective hours amateur artists have contributed to the genre. I'm not sure how much progress they've made; I hope they get enough community support to succeed.

Here was a brief announcement in January. https://www.newgrounds.com/bbs/topic/1448322


flash has been such a big part of my time on the internet. glad to hear some sites are looking into preserving it


On Self Defiant's FB page, regarding Flash, he wrote, "Most developers are moving to HTML5... and Unity has a broad range of publishing capabilities one being WebGL [which] is most likely what I will be doing." He also said, "Adobe standalone should work but everyone will have to download the games. NewGrounds player is the same, you have to play outside of the web browser."
And someone posted this website but I'm not exactly sure what it is or if it will help... https://bluemaxima.org/flashpoint/

Graceland9 December 4, 2020 4:21 PM replied to Billy-o

I was wondering the same thing. :(

ceecee December 8, 2020 11:39 PM replied to jcfclark

Ooh. It's a program that lets you download and play any of what looks like thousands of Flash games and animations. Thanks!

jcfclark December 13, 2020 4:02 PM replied to ceecee

CeeCee - Downloading FlashPoint is easy, but it looks like you have to fill out a request form for each and every game you'd like to play. Arghhh. I'm gonna miss the 'good old days' of browsing available Flash games and easily playing on a whim, finishing the game then moving quickly on to the next. I could easily waste many happy gaming hours on rainy weekends.

angryowl8 December 14, 2020 9:48 PM replied to jcfclark

@jcfclark - I believe the request form is used to ask the Flashpoint team and contributors to add a game that is not already available through the Flashpoint software. From looking at Flashpoint's games list, it seems to me that many of the best and most popular Flash games ever to be produced have already been added to Flashpoint and are readily available to play through the Flashpoint software.

jcfclark December 15, 2020 11:53 AM replied to angryowl8

Thanks ceecee.. guess I'll have to dig a little deeper into their site.

bankroller December 23, 2020 10:36 AM replied to Billy-o

I also am having a lot of difficulty getting games to load. I use a 13" MacBook Pro. I desperately need any advise on how to make games load. I am just not real computer savvy. I especially like Eskalavos games but now I'm at a loss

paulmashtv December 29, 2020 9:45 PM

walkthroughs are on the way, hopefully.


For those who want to play after January, it might help to know that of the four games here only Esklavos is site-locked.

Find the Escape-Men 17: in the Kindergarten


Obviously the exit is not the window on the left. All you can do there is close the right curtain to make an Escape-Man appear over the left one! The exit is definitely the door on the right, but it's missing a handle/lock and there's an Escape-Man hidden in the central hole.

Turn right to find a piano beside some nicely colored drawings over some large water bottles. The green one hides an Escape-Man.

Turn right to find boxes and bags. Searching them, you find 2 Escape-Men in the green box and yellow bag.

Take the drawing paper above the left box.

Turn right to find more drawings on the blackboard. The left nametag hides an Escape-Man. In the left cabinet are two locked boxes.

Take the Escape-Man above the white box.

Black box

Use the clue from the colored boxes and bags to unlock the black box:

The boxes above white, blue, red, yellow, green are
Gray Yellow Green Pink Blue
(1 0 2 4 3)

Take a key.

Use the key to unlock the piano, which contains an Escape-Man and a memo.

White box

Use clues from the memo and drawings to unlock the white box:

In the drawings, there's 1 sun, 2 flowers, 3 apples, 4 rabbits, 5 stars.

Reading the memo in that order:

Take a green crayon.

Flip the lid of the box over to find another Escape-Man.

And use the crayon on the drawing paper to get the last Escape-Man.


That chime tells you that you've collected all the Escape-Men.

  1. On left curtain

  2. In exit door

  3. In water bottle

  4. In green box

  5. In yellow bag

  6. Behind pink nametag

  7. Above white box

  8. In piano

  9. In white box lid

  10. From drawing paper

Attach the large Escape-Man to the exit sign, and make your escape!

Escape from a Room with Many Devices 2


Beside the locked door, there's a round table lock on the left and a screwed light switch panel on the right. A blank tilty picture hangs above a table with a locked box that has a card slot.

Turn right to find large glass shapes. The circle has a locked box next to a digit 9, and the triangle just has a plus sign.

Turn right to find a glass square with small locked doors.

Turn right to find a shelf with books and a locked box.


Use the clue from the books to unlock the box in the glass circle:

The books numbered 5 2 7 are lettered LOG.

Take a key, and use it to unlock the glass square. Inside, you find mugs with arrows and another locked box.

You don't need another clue for the box in the glass square.

The red letters read SIX, the blue ONE, the yellow NINE.

Some musical notes appear.


Use the clue from the musical notes to unlock the box on the shelf:

There's 1 red, 2 blue, 3 yellow notes (and red, blue, yellow are the left, center, right buttons).


Take a folded note with zodiac signs on it.


Use the clue from the mugs to unlock the small round table:

The mugs with handles on the right have the arrows

Take a screwdriver.

Use it to unscrew the light switch panel, and turn the lights off.

After you're done viewing the clue, turn the lights back on.


Use the clue from the dark room and note to unlock the tilty picture:

The zodiac signs visible when the lights are off appear on the note in the
⌜⌝ ⌞⌟ ⌜⌞

You find a three-digit box with a shape clue.


Finally, use the clues from the glass shapes to unlock the box.

The symbols in the circle, square, triangle, square, circle read
9 3 + 3 9
which works out to

Take a key card with shapes on it.

Insert the card into the box on the table. Now you need a 3-digit code.

The shapes on the card have
5 0 3 sides.

Take another key, unlock the door, and escape!

Magic Sand Escape

No desert is truly deserted when you have sand people sniffing green maple leaves.


You start off facing ruined pillars. The three in front are intact, but the middle one seems to be missing a leaf. There's a flaming pot next to a short pillar with an unlit candle on it. In the background on the left, you also see a small cactus and shovel.

Go right to find a magic portal with a blank grid on top and four colored keyholes on its sides. There's another small cactus on the left, and on the right is a stuck hourglass, a pile of sand, another candle, and a tall cactus.

Go right. On the left side of the screen is another small cactus, a candle, two barrels and a locked chest, and another pile of sand. On the right side of the screen: two small cacti and a candle on the desk next to a clue book.

The clue book has a yellow leaf on it.

Use the shovel on the sand piles to find an old rag and stick.


Use the rag on the stick, then light it on the flaming pot to form a torch.

Use it on the candles near the ruins, barrels, portal and desk as instructed.
(Those are the 1st, 3rd, 2nd, 4th candles from the left.)

Then empty your hand and click the candles in the same order to put them out.

A yellow key falls out of the desk.


Enter the code from the note onto the grid:

- - - B B - - -
- - B - - B - -
- B - - - - B -
B - - - - - - B
B - - - - - - B
- B B B B B B -
- - - B B - - -
- - - B B - - -

A red key falls out of the arch.

Attach the 5 small cacti to the tall cactus, and use the clue from

the short pillar

to adjust them:

Each cactus can point up or down. Click the top two and the bottom one to make them point down.

A white key falls out.


Place the yellow leaf in the top of the middle pillar to make a crowbar fall out.

Then use that to pry open the treasure chest and get a blue key.


Use all four keys on the portal to end the game.

Escape 4

The Japanese title is roughly "Escape from the Part-time Place". You've fallen asleep there and need to leave.


You start off facing a couch, a table and a ventilation fan.

Turn right to face a TV that's turned off over a locked cupboard. The water cooler on the right has no water source, but you can take a paper cup from it as well as a note on the floor.

To the left of the TV is a red button. When you push it, the game tells you the ventilation is now on.

Turn right to face four lockers, which are empty except for a note in the third one. Beside the door is a panel of eight colored buttons.

Turn right to face a bookshelf full of mostly dictionaries.

Turn right once more to find another note on the table. This one comes from the ventilation duct you turned on earlier.

Open up all the notes. Something about books, a door password and a weird drawing.

Check the door password note to find an additional clue on its back.

Books and TV

As the first note indicates, you're looking for a code written downwards across some books.


Enter it in the TV cupboard.

Take a TV remote and use it on the TV.

Looks like there's nothing on all the channels! Must be late night.

The door password is just the code from the TV:

(But you need to have read both sides of that note first.)

The colored stripes are the buttons
8 6 2 1
3 4 5 7

Exploration 2

It's a bar! There's some wine next to a locked barrel under a pole with a sign that points the way to the exit door. That door is locked and the game won't let you guess.

Turn right. All the tables/chairs are empty.

Turn right. There's a pair of doors tied by wires, next to a panel secured with screws.

Turn right to face the doorway back. You can see all the wine on the bar.


Use the clue from the bar to unlock the barrel:

Count the wine containers in the order displayed:
5 2 6 4

Take a pair of blue pliers, and use them to cut the wire.

That closet has a clue pointing to a locked crate, as well as a water bottle you can take and another water bottle hiding a paper strip.


Attach the bottle to the dispenser in the first room, and fill up the cup.

Now you can follow the clue on the last note:

Apply the water to the strip to make digits appear. You can't read them like this!

Wrap the strip around the pole (with the arrow sign) to make a code appear.

Enter that code (8264) to unlock the exit door.

This unlocks the panel beside the door, which has two buttons.


Use the clue you just saw to unlock the crate:

(Hint is the bar name.)

Remove the letters ZERO from ZEPHYROS to get the code

Take a screwdriver.

Unscrew the DOOR panel and push the button.

When you look around again, you find a number projected on the empty wall.


Use the projected number to unlock the final panel:

Each of the digits 2 and 3 (when read from top down) alternates between horizontal and vertical segments.

Push the buttons

Open the door and step out into the night!

paulmashtv January 3, 2021 10:44 PM

Thanks again for the walkthroughs as usual,kk. Looking forward to more in the future.


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