Rise and shine, gentle reader! Wednesday waits for nobody, and while we may have crested that foul hill that is the work week, we yet have miles to go before we hit the weekend. Fortunately, Weekday Escape is here to make it sting a little less, bringing with it the usual trio of games by the developers who spend all their free time slaving over the crystalline fires and forges of Mount Doom... what, how did you think escape games were made? This week! Yuuri gets spoopy and so do those little yellow fluffballs. no1game needs you to find a familiar green face to escape, but you'll have to assemble it first. And Lu-Taru channels their inner gameshow contestant by asking what's behind door number one?!... two? Three?... it's a lot of doors.
Chicks Hide and Seek Escape 25 - This is Halloween! This is Halloween! Cuddly fluffy peeps hiding here and there! Yuuri's little yellow birds get into the howl-iday spirit, but don't worry, sweet scaredy cats... the only tricks here are the puzzles our baby birds are hiding behind. If that ain't a treat, I don't know what is!
MA-G-MA - I know I joke a lot about escape game developers being secret criminal masterminds, what with their elaborate scenarios of puzzles and mechanisms, but no1game takes it a step further by throwing a lair into the mix, which I just want to say I always suspected. It's a short one, but to find a way out, you'll need to find and assemble a familiar icon...
Itagora 7.4 Escape 5 - Lu-Taru has a thing for doors. Maybe it's the fine craftsmanship. Maybe it's the endless possibility. Maybe it's the way you can fill them with tricky mechanisms. Or maybe they're just easy to draw. Regardless! To find out, you need to figure out how to open the door in front of you in each stage. It starts off simple, but gets weirder and trickier the farther you go.
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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Walkthrough for Chicks Hide and Seek Escape 25
Window view - bat
Check the bat light.
Door view - pumpkin
Look closely at the pumpkins.
Door view - ghost
The ghost raises its hat to you.
Locker view, check the doors
Bottom row, second from left
Locker view, check the corners
Look between the wall and left end of the lockers
Window view, open the box
The clue is from the door view.
There's one ghost, two bats, three cats, and four pumpkins.
Candles view, open the left door
The clue is the candles plus the paper you get from the box in front of the windows.
right, left, left, right, right, right
Candles view, ghost
Use the box cutter from the left door of the cabinet to cut where indicated.
Candles view, right door
The clue is from the lockers.
Open every door you can, and look at the pattern they form.
468
Use the mirror
The mirror is from the right door in the candles view. Maybe find a place to hang it?
In the lockers view, there's a hook on the wall above the lockers. Look in the mirror to see a hint.
Turn around to the candles view and click the floor where indicated.
Opening the door
Aw, such cute costumes!
Click the corners on the panel by the door as indicated by the costumes the chicks are wearing and the corresponding items in the cubbyholes. Bat = top left, ghost = top right, etc. The costumes are pumpkin, ghost, bat, cat, pumpkin, cat, ghost, bat, pumpkin, ghost.
BL, TR, TL, BR, BL, BR, TR, TL, BL, TR
Posted by: Reka | October 11, 2015 1:32 AM
Walkthrough for Itagora 7.4 Escape 5
If you can't do this level on your own, you probably shouldn't be playing.
Timing is everything.
The sign on the wall switches between "OFF" and "ON". When it says "ON", click the door. Get the wheel and put it on the gear on the wall. Turn the wheel to raise the door.
Spinny spinny.
Get all four flowers spinning. Each flower has a different amount of delay between when you last touched it and when it stops spinning: the pink on (top left) stops immediately, the red one (bottom left) has a teensy bit of delay, the orange one (top right) has a quite noticably amount of delay, and the purple one (bottom right) spins the longest. Thus, if you touch them (no need to click) in the order purple-orange-red-pink, you should be able to get them all spinning at the same time.
Big dot, blue dot.
Match the size & color of the numbers to the size & color of the dots.
Yes, I know the dots are all black. But the numbers behind them aren't.
No, really, they aren't. Keep clicking.
The first number is the smallest, and is blue. Click the smallest dot (top left) twice, once to reveal the spinning black number (which you can ignore), and once more to reveal the non-spinning black number.
9
The second number is the largest, and is black. Click the biggest dot (right side) once, and note the spinning number.
8
The third number is the second smallest, and is black. Click the second-smallest dot (top center) and note the spinning black number.
4
The last number is the second largest, and is blue. Click the second-largest dot (bottom left) twice and note the blue number.
5
Turn an unlucky number into a lucky one, without changing the number.
Ever notice how people whose birthday is the 13th don't think Friday the 13th is unlucky?
Check the book of magic. Notice the number 13 in Frida's text.
Get the eraser from the left corner and use it to erase the "y" from "Friday" to make it into "Frida".
If one door won't work, try another.
Scroll to the left (by pointing at the left edge) until the other door comes into view.
If flying isn't an option, try turning the room around instead.
Click either arrow until the room moves up and you can see the nail that's holding things in place. Remove the nail.
Scroll back up (point to the top edge).
Use the arrows to turn the room around.
Posted by: Reka | October 11, 2015 2:07 AM
Walkthrough for MA-G-MA
Middle row, left
Check the bottom left corner of the floor mat in front of the elevator.
Not there? Keep clicking.
Bottom row, left
Open the locked box in the XYZ view.
The red key is under the bottom right corner of the floor mat (in front of the elevator). The rest of the keys should be obvious.
Top row, center
Look under the computer.
Top row, left
Look under the table.
Top row, right
Look at the computer screen.
Solve the ladder puzzle by starting at the S, then always turning when you get to an intersection. Go downward on the ladder rungs, except in the one place indicated by the arrow. Click the G you end up at.
Second from left.
Now look at the printer.
Middle row, right
Open the code-locked box on the table.
Each view has a visible crack on the wall. If you zoom in on the cracks, you'll see that each has a letter on or near it. Put those letters into the box in order from left to right.
If there's a clue that tells you where to start, I haven't found it yet; I just tried all four permutations until the box opened.
JWCQ
Middle row, center
Solve the three differences.
Top of head, eyebrows, bottom tail of black design.
Bottom row, center
XYZ, take 1
Floor panel in 3 differences view, click the grid to form an X, then click the bottom button. The first light on the top should light up. Repeat with a Y, then a Z. (You can clear the grid by pressing the bottom button again. Note that you have to enter the letters in the correct order.)
Bottom row, right
XYZ, take 2 (wobble wobble)
Use the clear sheet with numbers, which you get from the floor panel in the 3 differences view, on the XYZ frames. Note the indicated corners. (Yes, I know you can see the indicated corners without putting the sheet on the frames, but apparently, the game doesn't.) Remove the sheet, then click the corners.
Getting out
Use your assembled escape man on the square panel on the elevator, then click to enter the elevator.
Posted by: Reka | October 11, 2015 11:34 AM