Weekday Escape N°90
It's Wednesday, and you know what that means! Fish tacos, ladies, gentles, and assorted other gentlefolk! Aw, yeah. First you get yourself some canola oil or whatever, and you heat that up. Then you slice up some tilapia (it's cheap!), lightly dredge it in flour seasoned with garlic salt, pepper, onion power, and sweet paprika. Then you fry it in the hot oil for, eh, say seven minutes or so, drop it in the tortilla-thinger of your choice, and garnish it with toppings! I recommend spicy mayo, lettuce, and maybe some cheddar cheese. ... oh, very well. And I guess you could also play some free online escape games while you eat them. Are you happy now, you savages?! Did you get what you came for? I only wanted to try to make you dinner, but you didn't appreciate it, did you? No, don't talk to me. It's too late. Go hang out with Primera, no1game, and Esklavos, since they're not sharing recipes.
The Senses Escape - If you like your escape games pretty in a dreamy, surreal sort of way, Esklavos is smoothly sliding their calling card across the table, all suave-like. This time, you're trapped in a room with a strange storybook, stranger artwork, and one seriously weird lockbox. You're definitely going to have to think imaginatively to solve this one, but hey, I have faith in you... I always said you were weird in a good way.
Find the Escape-Men 161: Hyperbaric Chamber - Granted, I'm not really what the youths call "hip", as evidenced by my calling them "youths", but heading to an "oxygen capsule shop" the day before a big high school baseball game? Man, what happened to slacking off and gross excess? I'm disappointed in you, younger generation! Regardless, no1game has you good and trapped in one of those chambers, and to escape, you'll need to find ten of the little green men hidden throughout the tiny enclosure... and your person?!
5 Flowers - Primera must be pretty mad at you. They've locked you up and thrown away the key. Maybe a bouquet will help make up for... whatever it is you did? This one is definitely on the short and sweet side, and you might even be able to solve it before your morning cup of coffee. It's not necessarily overly easy, just compact and pleasantly to the point. Hey, not every escape game needs you to have a doctorate and an engineering degree to be good!
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I thought I'd try my hand at a walkthrough. This is only my third, I think, so I hope it's okay.
Senses Escape Walkthrough
1. The Picture
You are in a room with a book, a box, a picture and a valve wheel.
The box is locked.
The book has stories about a blue man and an old black-eyed man, but we don't learn anything more about them.
The valve won't turn.
The picture is of umbrellas, one of which is tied to a cork. You can't pull the cork out because it's too dry. (And not, apparently, because it's a picture.)
Umbrella picture 1
One of the umbrellas in the background also has something attached to it.
It's a key!
Use the key to unlock the box.
Inside is a picture of a man. "Hairdresser 463" is written on the side. That looks like a clue!
There's a lever opposite the clue, but it doesn't do anything.
Clicking on his hair, eyes, eyebrows, moustache and beard make them change colour. Hmm...
The first story was about the blue man, so lets try making everything blue, and pulling the lever.
You get a card with raindrops on it! But you can't take it.
The second story was about the old, black-eyed man, so give the picture black eyes and, for "old", make all the hair grey.
You've got a pair of scissors! Use them to cut out the raindrops.
Umbrella picture 2
The ground in the picture is still too dry.
Obviously the way to dampen the ground in a picture is to add a picture of rain to it. Use the drops on the cork.
Now the cork is out and you have ... another three valves. Weird. They have meters on them.
The code for the valves was on the hairdresser picture. Set the first to 4, the second to 6, and the third to 3. (If you can't make out the numbers, they start at 1, not 0 so you click the first one three times and so on.)
There will be no sign that you've got this right until you back up and turn the valve next to the door. If the door opens, you got it right.
On to the next room!
2. The Music
You are in a room with a phonograph, a tear in the wallpaper and a door with a lever on one side and a note on the other. There's a pencil you can take.
When you press the lever, some of the tiles flash. If you click the tiles, it tells you what musical note that tile represents. The pattern goes Re-Mi-Re-Si-Fa-So-La-Si.
The note on other side of the door has a musical stave on it, but all the notes are Do. That seems like a pretty boring tune. Can you change it?
Clicking the notes doesn't do anything, but you can change them by using the pencil. The Do-Re-Mis are printed at the end for your convenience, so just line the notes up with them to fit the pattern from the tiles above. Once you've got it right, you won't be able to change the notes any more.
Back up, and there is now a phonograph handle sticking out of the note. Take it.
One of the ceiling tiles looks out of place. It's black with a white outline when the checkerboard pattern means it should be white.
If you click on it, you see a 6x6 square grid. You can click the squares to turn them white. You just need to know what squares to click.
Wasn't there a pattern of squares on the note next to the door?
Yep, it's basically a hash sign. #Escapethisroom
Click the second and fourth rows and columns to recreate this pattern. A knife will fall from the ceiling. Take the knife.
Use the knife on the tear in the wallpaper. This wanton vandalism will reveal a record you can take.
You have a phonograph handle and a record. The obvious thing to do is to use them on the phonograph, right?
Turn the handle to play the record and the door opens.
To the next room!
3. The Fear
This room contains FIVE GIANT SPIDERS!! There's also a door with 632154 written above it, a curious pattern next to the door and a mass of webbing on the floor, presumably made by the GIANT SPIDERS!!!
If you click the webbing there's a puzzle with six spaces and two webbing balls. You can't solve that yet. If you click the pattern next to the door it's a series of disconcerting pictographs you can click. It seems to want a code of five pictograms. You can't solve that yet either.
Pictograms and spiders
Since you are clearly in a surreal nightmare, why not try talking to the giant spiders?
The once closest to you doesn't speak, but the other four will say somewhat disturbing things about biting, death and fire. These are actually clues to the pictograms.
Our tree, three flames and death came = plant, fire, fire, fire, skull.
The fire and three corpses under the tree = fire, skull, skull, skull, plant
A bite, three drops of blood and then death = fangs, drop, drop, drop, skull
Our nature, three bites and it burns = plant, fangs, fangs, fangs, fire
When you solve each spider's code, a different coloured key will drop from the ceiling. Give each key to the spider that gave you that clue, and they will send a ball of webbing to the mound in the centre.
If you click on the mound of webbing now, you have six web-balls of different sizes, one for each of the spaces. As you put each web-ball near a space, the size of the ball appears beneath the space.
Starting from the top left and following the lines connecting the spaces, you simply need to match the number above the door.
The door will then open
And you've escaped! Into a room that looks very much like the others, but with no clues to open the door! Yay?
Posted by: Daibhid C | August 26, 2015 11:22 AM