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Weekday Escape N°65


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Weekday Escape

elleHi! How are you doing? Excited, stressed, relaxed or just a little bored? Well, okay, there's a few things we can do about that: You could waste a bit of time reading the scientific explanation for what boredom is (perhaps thereby enhancing that feeling). Or, stick around here as we indulge our urge to entertain our brain. Yes, again, it is that portion of the week when worries are washed away, troubles are turned around, and boredom is busted. Ehem. Might this even be claimed, in its most meta essentialness, your way to escape the everyday. (Heh. It's a line that never gets old!) Lucky for us, escape games are far from being in short supply lately. Which surely means the need to get away—via the metaphoric breaking loose from one's confines—is also in constant supply (which I'm quite glad about and not just for things like job security). This week, Esklavos, FunkyLand and Yuri bask in the WE spotlight...

Chick Hide and Seek 21Chick Hide and Seek 21 - There are a number of reasons this series of escapes from Yuri remains so appealing. First there is the bite-sized portion of puzzles that manage to occupy neophyte and expert escapers alike: Puzzlely enough to chew on but light enough to go down easy. Then there is the unstoppable cuteness of those chicks: those little downy balls of yellow that you just want to cuddle with an endless "Aww", proclaiming of "Adorbs!" at each little chirp. Besides, since we were babes ourselves, we've always known that hide-and-seek is the coup of all party games. The only trouble here comes from some pixel hunts and an apparent language barrier, which is more a red herring than barrier; decipher by taking note of what you see, not what you don't understand.

The Big Crab EscapeThe Big Crab Escape - The premise behind this escape may hold your interest—you, a concerned citizen or kick-butt vigilante, face off against a criminal gang to find and dispose of plans for next-gen weapons before really bad things can happen—but the artistic and musical stylings of Esklavos' Federico Rutenberg are well worth some praise. While not featured here nearly often enough (an issue brought to my attention not long back), one look makes clear why Esklavos has a large fan base of enthusiastic players. Although the interface can feel clunky, it works for the medium, preventing (or at least slowing down) random clicking as a means to get through. The puzzles' tactile aspects aid immersion and add to the satisfaction of the solve. The cursor changes, but keep your eye out for small details that tend to blend with the scenery.

Girls Room No.4: Eye ShadowGirls Room No.4: Eye Shadow - There's no reason to question why: FunkyLand's whimsical presentation can never fail to put a smile on the day. Besides a few item uses that (to me at least) seem to defy intuition or physics, the puzzles are quite easy. Still, there's enough to see and do to make the gameplay enjoyable and well worth the time spent. And, in this case, I'm willing to bet, between keen eyesight and swift clue interpretation, some of you will find the five eyeshadow compacts faster than it takes to read this blurb.

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.

Walkthrough Guide


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Big Crab Escape Walkthrough

Club entrance

This bouncer clearly means business, and she won't let us into the club without a password.

Car

Take the BRUSH and PAGE #1.

Looks like we'll need some keys to get anywhere with the car.

Trash cans

Take a look at the phone.

Take PAGE #2.

The phone looks functional, but we don't know which number to dial.

Look in each of the trash cans.

Take the BONE from the third trash can.

Note the spiral pattern in the fourth trash can.

What can we do about the dust on the pages?

Use the BRUSH to clean and take PAGES #3-6.

Combine the PAGES to get a code.

Club entrance

Click to enter the club. The bouncer will let us pass once we give her the code.

Bar

No free drinks for us! We'll need to scrounge up some cash.

Locked door

The door is locked, but take a closer look at the cabinets on either side.

We need to enter some sort of pattern into the panel on the left cabinet.

Use the spiral pattern from the trash can and take the KEYS.

The right cabinet holds a COIN we can take, plus a note with three clues.

LOCKSMITH: (this code is different each time)

LONG SLEEP DRINK: red, yellow, yellow, red, green, blue, green

7 symbols: waves, eye, sun, moon, sun, lightning, moon

Maybe this locksmith fellow can help us open the door?

Trash cans

Use the eight-digit phone number from the note to call the locksmith and get the BLACK KEY.

While we're outside, let's see what we can do with those other keys.

Car

Use the KEYS on the car. It has no gas, but we can get an EMPTY JERRYCAN from the trunk.

Locked door

Use the BLACK KEY to open the door.

Back room

Take the PIPE from on top of one of the barrels.

That container full of gas could be useful.

Use the EMPTY JERRYCAN on the container.

We need to get to that briefcase, but the dog won't let us. Maybe we can bribe him?

Looks like the bone by itself won't work, because the dog is "altered."

Bar

Give the COIN to the bartender.

The bartender wants us to choose from four colored bottles.

Click the bottles in the order given by the note to get the LONG SLEEP drink. (For the color-blind: 3443121.)

Now we should have what we need to get past that dog. But first, what's a drink without a smoke? (Besides less unhealthy, that is.)

Show the PIPE to the bartender to get some MATCHES.

Back room

Combine the BONE with the LONG SLEEP drink to get the BONE WITH SEDATIVE.

Give the BONE WITH SEDATIVE to the dog.

Use the levers on the briefcase to enter the 7-symbol code from the note. Take the PLANS.

Time to make our getaway!

Car

Use the FULL JERRYCAN to refuel the car.

Looks like there's one last thing to do before we can leave: we need to destroy the plans.

Combine the PLANS with the MATCHES to destroy them.

Use the KEYS on the car.

Girl's Room 4 Eyeshadow Walkthrough

The Bed

The Painting on the Wall

Note the blue at the bottom, pink at the top and the directions of the cats - LLLRRL

The Book on the Bed

Open the book and take the jewellery box key

The Cabinet on the Left

Note the blue and pink patterns on the box. Use the directions from the painting

Take the scissors

The Dresser Wall

Laundry Basket

Take the eyeshadow from the basket

The Shelves

Use the scissors to cut the cord on the shelves

Use the shelves to climb up to the inset shelf near the roof

Take the knob between the photos

Use the jewellery box key on the jewellery box and take the eyeshadow

The Dresser

Use the knob on the white panel on top of the dresser and take the eyeshadow

Open the drawer and take the hair dryer

The Bed Wall (again)

The Top of the Shelves

Use the hair dryer on the wire heart

Note the code (8053)

The Sofa

The Sofa

Get the eyseshadow

Use the code (8053) on the frog

Get the eyseshadow

The Door

Use the key

Escape

23 Comments

Patreon VIP abfdrumz March 4, 2015 5:00 AM

Big Crab Escape Walkthrough

Club entrance

This bouncer clearly means business, and she won't let us into the club without a password.

Car

Take the BRUSH and PAGE #1.

Looks like we'll need some keys to get anywhere with the car.

Trash cans

Take a look at the phone.

Take PAGE #2.

The phone looks functional, but we don't know which number to dial.

Look in each of the trash cans.

Take the BONE from the third trash can.

Note the spiral pattern in the fourth trash can.

What can we do about the dust on the pages?

Use the BRUSH to clean and take PAGES #3-6.

Combine the PAGES to get a code.

Club entrance

Click to enter the club. The bouncer will let us pass once we give her the code.

Bar

No free drinks for us! We'll need to scrounge up some cash.

Locked door

The door is locked, but take a closer look at the cabinets on either side.

We need to enter some sort of pattern into the panel on the left cabinet.

Use the spiral pattern from the trash can and take the KEYS.

The right cabinet holds a COIN we can take, plus a note with three clues.

LOCKSMITH: (this code is different each time)

LONG SLEEP DRINK: red, yellow, yellow, red, green, blue, green

7 symbols: waves, eye, sun, moon, sun, lightning, moon

Maybe this locksmith fellow can help us open the door?

Trash cans

Use the eight-digit phone number from the note to call the locksmith and get the BLACK KEY.

While we're outside, let's see what we can do with those other keys.

Car

Use the KEYS on the car. It has no gas, but we can get an EMPTY JERRYCAN from the trunk.

Locked door

Use the BLACK KEY to open the door.

Back room

Take the PIPE from on top of one of the barrels.

That container full of gas could be useful.

Use the EMPTY JERRYCAN on the container.

We need to get to that briefcase, but the dog won't let us. Maybe we can bribe him?

Looks like the bone by itself won't work, because the dog is "altered."

Bar

Give the COIN to the bartender.

The bartender wants us to choose from four colored bottles.

Click the bottles in the order given by the note to get the LONG SLEEP drink. (For the color-blind: 3443121.)

Now we should have what we need to get past that dog. But first, what's a drink without a smoke? (Besides less unhealthy, that is.)

Show the PIPE to the bartender to get some MATCHES.

Back room

Combine the BONE with the LONG SLEEP drink to get the BONE WITH SEDATIVE.

Give the BONE WITH SEDATIVE to the dog.

Use the levers on the briefcase to enter the 7-symbol code from the note. Take the PLANS.

Time to make our getaway!

Car

Use the FULL JERRYCAN to refuel the car.

Looks like there's one last thing to do before we can leave: we need to destroy the plans.

Combine the PLANS with the MATCHES to destroy them.

Use the KEYS on the car.

Reply

Girl's Room 4 Eyeshadow Walkthrough

The Bed

The Painting on the Wall

Note the blue at the bottom, pink at the top and the directions of the cats - LLLRRL

The Book on the Bed

Open the book and take the jewellery box key

The Cabinet on the Left

Note the blue and pink patterns on the box. Use the directions from the painting

Take the scissors

The Dresser Wall

Laundry Basket

Take the eyeshadow from the basket

The Shelves

Use the scissors to cut the cord on the shelves

Use the shelves to climb up to the inset shelf near the roof

Take the knob between the photos

Use the jewellery box key on the jewellery box and take the eyeshadow

The Dresser

Use the knob on the white panel on top of the dresser and take the eyeshadow

Open the drawer and take the hair dryer

The Bed Wall (again)

The Top of the Shelves

Use the hair dryer on the wire heart

Note the code (8053)

The Sofa

The Sofa

Get the eyseshadow

Use the code (8053) on the frog

Get the eyseshadow

The Door

Use the key

Escape

Reply
barbara March 4, 2015 7:33 AM

A couple of hints for Chicks Hide and Seek
4-button box, part 1

I went crazy trying every possible order of the flags for the 4-button box. Good thing I finally gave up because ...

all the flags don't show yet.

First I had to solve the pink flower thing.

Pink flower thing

I don't know why this was the right order, but I just went from top to bottom of the clue? in the picture with the four coloured buttons in the corners.

So top, bottom left, bottom right, bottom left, bottom right. And then top again. ???

4-button box part 2

Throw the shuriken at the flags to see more flags.

Reply
barbara March 4, 2015 7:50 AM

A couple more hints for Chick Hide and Seek

Flashlight

There are two dark places.

The second one is behind the picture.

The numbers

When you have all 10 chicks, go to the display thing.

Each chick is holding a shape. Combine the shapes in each row to form a number.

9 2 6

Reply

For the peach code you need to know Japanese:

The picture frame one screen to the left that says "雛祭り" - this is read hinamatsuri and is apparently the occasion for all the festive decoration.

The characters on the picture frame with the red/green/yellow/black corners are り="ri" (top), ひ="hi", ま="ma" (bottom left) and な="na", つ="tsu" (bottom right).

Click the peach tip/leaves in the right order to spell out ひなまつり="hinamatsuri": bottom left, bottom right, bottom left, bottom right, top.

Reply

Cannot for the life of me find the last chick. I have

two from behind the picture frame, one from behind the yellow screen, one from the dark recess in the wall, one from opening the window/the butterfly, one from luring it with some milk (? I think), one from the peach, one from the flags, and one from the locked compartment in the floor. IIRC.

No idea where else to look, all I have left is the

flashlight

Reply
baileydonk March 4, 2015 11:16 AM

On the chick game, I can't for the life of me find a clue for the up/down buttons...

Reply

The clue for the window buttons are right in front of you...

There's a decorative stand you can look at...

The colors on the bottom give you the order and colors on the top tell you which button is which.

Reply

thanks for the 2 walkthroughs. :)

Reply
merchantfan March 4, 2015 11:55 AM replied to baileydonk

The pink candle thing that has a close up has a hint to which button is 'pink' and which is 'white by looking at the stacked things at the top. Then you follow the clues on the base.

Reply
baileydonk March 4, 2015 12:48 PM

Thanks, guys. I was wondering what the heck that was for, and the colors on my monitor made the hints so subtle I didn't notice them.

Reply
eondivad March 4, 2015 1:16 PM replied to luthy

Hey luthy,
I was stuck there for a while as well.

Look at the bottom right corner of the red shelf / platform.

Reply
luthy March 4, 2015 1:33 PM replied to eondivad

Thanks, that was it!

Reply
Snarfhead March 5, 2015 7:57 AM

Thanks for the games and reviews, elle. By the way, I've been playing games on JIG for years now, and it occurs to me that I've benefited from so many hints and walkthroughs, and really haven't expressed my thanks to all of those who contribute such. This is something I've noticed that Paul gets very well. He always expresses his gratitude for the help he gets. I stand to learn from him. And so, "thank you" to those who take the time and effort to put all that help together for the rest of us.

And now, for that hair dryer in the girl's room - like elle said, intuition and physics be dam*ed! I needed sheer luck to make that happen!

Reply

thanks snarfhead. you all are cool :)

Reply

Maybe the thing you use the hair dryer with in Girl's Room is

a shape-memory alloy? Google it; they're pretty cool.

It's still unintuitive, but perhaps not as physics-defying as it seems.

Reply

The Chicks one was a little too pixel hunty for my taste...but I usually really enjoy them! The Club one has a lot of potential, but wasn't very fond of the interface. I always love Funkyland, even though they are generally easy. It's nice to have a quick in and out one, especially after doing one with pixel hunts. Thanks for sharing the games, and for all the hints and walkthrus! I love JIGs!!!

Reply

Can't get the chick to stop chasing the butterfly.

Reply

And then doing something I already tried several times before suddenly works. :P

Reply
waxedmush March 20, 2015 1:35 AM replied to eondivad

Same problem same solution, thanks!

Reply
CptnSuz March 30, 2015 2:05 AM replied to luthy

@luthy

I think I got stuck where you got stuck. The last one was a straight-up pixel hunt.
Hint on where to look:

There are two chicks hidden in the view with the red tiered display.

Reply

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