Weekday Escape N°63
So now, this Mardi Gras 2015 business is behind us. Oh, are you not accustomed to this extravagant phenomenon? Well then, here is a brief synopsis: Mardi Gras is, in certain cultures and localities, a time to stuff yourself silly with as much beloved indulgences as you possibly can in preparation for then, during a forty-day season of lent, denying yourself said indulgences. Eh, it makes perfect sense when you think about it. As far as indulgences go, none can be better than logging into JIG and playing games 'til your fingers grow numb and your eyeballs dry out. Or at least until you have to go do more, how do you say? re-spons-ible things. Alright. Enough small talk. Let's get serious here: nobody is giving up games here and escape games ain't going away anywhere. And, as is the Wednesday tradition in these parts, we have three of them for you to escape your weekday worries with...
Button Escape 29 - You might be familiar with Tototo Room's stylings by now: search along the multiple scenes to find, and click on, eleven tiny grey buttons. In doing so, you will encounter some logic-based puzzles and a few active spots that are tiny enough to elicit a pixel hunt. The design invites exploration as it will take multiple clicks in the right areas and keen eyesight to successfully work your way out. Because Tototo Room's charming characters and quirky drawings, there is as much enjoyment in the aesthetics as in the hidden object search itself.
Room 4: Cafe - It took four games before Ichima caught our eyes, which isn't too bad considering how many escape games are released each week. The design will appeal to those who prefer photo-realistic graphics, in semblance to Tesshi-e, Lo.Nyans, Aries Escape, and the like. If you do find fault with this room, it's likely to be the ghost leg (or Japanese ladder game) on the wall. This "very simple yet deep" puzzle construct will be more fun with practice, as all things are more fun when we get good at them. That aside, being stuck in this little cafe should prove just as pleasing as escaping from it.
Girls Room No.3: Nail Polish - The title alone offers little in way of hints for what you'll see in this newest FunkyLand creation; think of all the colors you could possibly paint on the ends of your toes. Still, as far as predictability goes, between you, me and the lamp post, FunkyLand is getting a little low on surprises. Good thing! Surprises lead to deep disappointment just as often as to glowing delight. And this third installment of the "girl-themed" (whatever that means) series is sure to delight in all the ways you'd expect from the land of funk. I didn't tell you much about this game, did I? Then something should be left to surprise...
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.
(Please allow page to fully load for spoiler tags to be functional.)
Girl Room 3 Walkthrough
Near the Dresser
Take the Screwdriver from the Frog
Look at the Rings to the left of the Frog, note the position of each colour.
Take the fifth nail polish
The Bedside Cabinet
Turn the Mirror on top
Zoom out and look up at the roof
Note the code
Look inside the cabinet and take the A
The Wall with the Door
The Cuckoo Clock
Enter the code from the mirror and get the key
The Locked Cabinet
Use the key on the cabinet and take the first nail polish
Use the A on the other letters and take the second nail polish
You can zoom in on one of the bedknobs. Do so, and use the screwdriver on it. Take the third nail polish
Use the colours from the rings in the flower dish to open the lock
The code is Purple-Yellow-Red
Get the jewellery box key
The Jewellery Box
Use the key to open it and take the fourth nail polish
You should feel ashamed that you opened this spoiler. Very, very ashamed.
Posted by: Jonathan Kok | February 18, 2015 8:18 AM
Button Escape 29 Walkthrough:
If you haven't played a Button Escape before, the goal is to find and click all the buttons in the game. They look like grey circles. Each time you do, there is a fun sound and a smiley face appears on a button in the panel to the right of the door.
There's a button in the star to the top left. One down! Click on the picture and see that there is a stain over the picture. We'll need to keep an eye out for something to clean it with. Click button number two in the top left corner. Zoom out. Grab the WEIRD BOX on the grass. Click the sheep to hear it baaa. The tan furry thing is a llama. Click its ears until it brings its head up to show its bell. Click it. There are two symbols you can click, but we don't have a code. Back up and turn right.
Nothing you can do here right now. No key for the box, we can't reach the rag. Turn right.
Click the white square in the bottom left. It's a diary. Take note of the pictures. On the last page click the third button. Nothing else you can do here for now. There's an arrow on the bottom, back up.
The weird blob seems angry. Maybe the grill is off? Click the fourth button on the grass. We should try to help the weird blob. Back up and turn right.
Click the mole, who informs you he is a mole. There is a place for a four digit code with ABCD written above it. The chest is locked. The fifth button is hidden behind a table leg. Turn right. We're back to the first scene and there should be five smiley faces lit up on the sign. Time to solve puzzles!
Let's solve the four digit ABCD code on the fence in the mole scene. Remember the sketchbook?
Each page tells you where to look for the number that corresponds with the letter on the top of the page.
A: Circle to the right of the scared face in the scene with the tree.
B: Peak of the cone head of the scary face in the mole scene.
C: First Japanese letter on the bottom row in the windmill scene.
D: Tongue of the screaming blob in the mole scene.
7349. Grab the LADDER.
Use the LADDER to get the RAG. Use the RAG to clean the picture. "I want to eat pancakes." Who does? This plea makes me nervous for some reason. Click the bottom left corner to find the sixth button. How does this help us solve the llama's bell?
Look again at the symbols on the bell. They look like lower case "t" and "a".
Click the symbols in the order they appear in "I want to eat pancakes" reading left to right.
a t t a t a a. Grab the MYSTERIOUS BROWN THINGS.
Pancakes and finishing up:
Use the MYSTERIOUS BROWN THINGS on the cabinet door we couldn't open in the tree scene. Open it up. Click the top right corner to find the seventh button. Four left! Use the WEIRD BOX on the hexagonal piece in the bottom of the cabinet. Grab the DARK GLASSES.
Who doesn't like bright light? I think someone informed us that he was a mole. Give the mole the DARK GLASSES. They seem to have made him happy, but he's out without a thank you. Check out the mole hole. Button number eight! The mole left us a note. Turn it over. There's a picture of the weird box we got the glasses from. Did we miss something?
Return to the weird box and click it again. Take the KEY. Use it on the chest in the mole scene and get the EXACTO KNIFE. Use the EXACTO KNIFE on the rope holding the windmill still. Power's on! Click the grey circle on the generator, which is the ninth button.
Go back to the weird blob who wants to cook. Click the button to turn on the grill. Pancakes for everyone! Take the plate the blob offers you. Turn over the fork to click the tenth button. One to go!
Go back to the first scene and see that the sheep was lying on the eleventh button. Click it and go home!
Posted by: ms484 | February 19, 2015 2:58 AM
Room 4 Cafe Walkthrough:
You have to click on the blue circled japanese letters to examine an object in your inventory.
On the table on the left there is a colored circle in a tray that we can't do anything with. Back up. Check out the pretty pictures. Back up. There is a power outlet beneath the lamp. Click on the coffee grinder. Open the bottom to find the BILL. Click the area around the red cups and grab CUP. There is a locked cabinet with a similar pattern as the tray on the table. You can click the right of the bar to go behind it. There is a locked cabinet where you can enter numbers that are situated in various places in the square. Back up and turn right.
The only thing on this screen is a ghostleg puzzle with symbols on the top row. Turn right.
The door is locked. Click the plant to see a place for a three digit code with 123 already entered on it. The bookcase has some books with the same symbols we saw on the ghostleg puzzle. You can click on them. The cabinet on the bottom is locked. Click on the mirror to look at the pictures on the opposite wall. Turn right.
Click on the table and check out the weird sphere. Wonder what that's for. Back up. Click on the shelf in the wall. There is a round box which wants a three digit code of different symbols. Click through to see your options. To the right there is a book. Page through it to see a picture of coffee beans and a 3x3 grid of numbers. Time to solve puzzles!
Round box with three symbols:
We've seen the clue for this around the cafe. Have you noticed any series of three symbols where one is larger?
We have a series of three dogs on our BILL. The first dog is largest. In the book, there is a series of three coffee beans, the second is largest. Last, there is a row of three red cups on the shelf, where the last cup is largest.
Enter dog-coffee-cup. Grab the TONGS.
We need to use the ghostleg puzzles to figure out the order to press the books with symbols on the bookcase. Use the TONGS to cut the bottom of the scroll to see the numbers at the bottom of the scroll.
You can go to http://en.wikipedia.org/wiki/Ghost_Leg to learn about how to play a ghostleg puzzle. You start at the top and follow the line down and turn every time you reach a horizontal line. You should end up with a reordered set of symbols, where each symbol corresponding to each number. You will press the symbols in the order they correspond to the numbers.
heart star diamond plus target.
Click the books with the symbols in the order you discovered from the puzzle. The bookcase moves and reveals another box with a three digit code we don't know.
Box behind the bookcase:
Notice that the pattern on the box is the same as on the mirror? Let's go back and look in the mirror.
Do the pictures look weird? Squint.
The white space forms a set of three numbers. 852. Enter this into the box. Grab the SPOON. Check it out. It's actually a KEY! Use it on the bottom cabinet. Get the COFFEE MAKER.
Drawer behind the bar:
Go to the drawer that has places for numbers in odd places. Maybe they could be slots on a 3x3 grid?
Use the 3x3 grid from the book to find the code.
317. Grab the BALL.
Colored circle drawer:
Put the sphere in the middle of the tray with the colored circle. Click it. It will move around the circle. Jot down the pattern and click the regions in the locked color circle in the right order.
red blue yellow red green blue middle. Get the COFFEE PACKET from the jar.
Plug in the COFFEE MAKER in the outlet by the lamp. Put the COFFEE PACKET in the top, and the CUP underneath. Guess there was water already in it, because we have a CUP OF COFFEE. Place the CUP OF COFFEE on the table. It's too hot to drink, so let's stroll around the room. Come back. I guess someone drank our coffee, but they left a COIN in payment. Use the COIN on the red sphere and get a NOTE with three strings of numbers.
Three number code on the side of the bookcase:
Maybe you guessed that the code has to do with the NOTE. See that the numbers already entered in the lock are 1,2,3. Look at the positions of those numbers in your note. This is a pretty hard puzzle, so don't feel bad if you aren't getting it.
The numbers are usually repeated and separated by a single number.
Look at the numbers sandwiched between 1,2,3. These will be the numbers you put in the code.
642. The bookcase will move again and you find a KEY. Hooray! Use it to get outside and enjoy the weather.
Posted by: ms484 | February 19, 2015 4:09 AM