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Last Build Date: Mon, 26 Jun 2017 09:14:55 -0500

 



Comment on "Weekday Escape N°148"

Mon, 26 Jun 2017 09:14:55 -0500

Quick correction for Ramen Shop: in "Pricey",

click the pink, green, yellow buttons 8, 6, 5 times (not 8, 6, 7).

- kktkkr




Comment on "Weekday Escape N°148"

Thu, 22 Jun 2017 11:36:22 -0500

This game is a bit unconventional in how things are shown, so don't worry if some parts seem confusing - pay attention to the details, and it will become clear. Escape from the Dolls' Mansion For some people, dolls are charming. To others, they are creepy. In any case, you don't want to remain in this room of dolls forever, so start looking for clues to escape. Exploration You start off facing a four-poster bed with a golden spade mark and red heart mark on the canopy frame. The bed has a book on it with what looks like a purple flower and a petal on the left page and a doll, the same petal and a red heart on the right. There's also a music box, which has a key behind a pane of glass and five green buttons next to the glass. (There's the music! Click on the "BGM" text to adjust the volume or turn it off.) Next to the bed, there's a wooden chair next to a shelf with a sack on top which you can't reach. On the shelves, there's a girl doll in a red dress, a baby doll in green clothes and a "French lady" doll in a blue dress. The next shelf has a mobile with three wooden figures locked to the shelf by its bottom beam, with two of the figures wearing spade and heart-shaped hats, and there's something metallic hidden behind the mobile. The shelf also has a golden circle on it with the numbers 47 above. Further down, the bottom shelf has three small dolls wearing red kimonos. Click on the right side of the screen to find a locked door with a (also locked) pet door at its bottom, and a transparent window at its top. You can look through the window at the next room, but let's leave that for later. Back out, then turn right to find an flower vase on a small table with a locked drawer with three buttons that cycle through different symbols and colors as you click them. Some vines extend upward from the vase, and you can follow them across the ceiling to the top of the doorway, where a golden circle is painted with the digits 126 above/over/in front of it. Higher Place the chair in front of the bed, allowing you to reach the spade piece, which has a hole in it. Then pick the chair back up and place it beside the bed (next to where it came from), letting you reach the heart piece. (You can try to reach the sack in this way, but it's tied tightly closed.) Match Use the spade piece on the left wooden figure. Now all three of them wear hats, and the rectangle above them lights up so that each hat appears a different color and part of the circle on the left fades into a letter V. Colored symbols Use the clue from the hats of the wooden figures to unlock the drawer on the other side of the room. The hats are a purple spade, red star and green heart. So click the buttons 10, 9 and 2 times, and unlock the drawer. (All the buttons should turn white when unlocked.) Inside the drawer, you'll find a silver key. Also, the front of the drawer has changed: it now has a golden circle with 35 over it. Unlock Use the key on the pet door. As a rabbit, you can get through easily. But the chair doesn't fit. (If you have it, put it down somewhere before going through.) Exploration 2 The second room is exactly as you saw through the window: a fireplace with a flower painting above it with vines crawling along the wall to it, and a sunlit window where a small gentleman doll is sitting. But there's more: the fireplace has a golden circle on it with the digit 8 over it, and the flower painting has a white petal somewhere in the middle but you can't even reach the painting anyway, and the gentleman is a little upset because there's a huge dark heart-shaped hole right in the middle of his chest. Feels Use the red heart on him, and he talks... but he doesn't move, because the many years of waiting around on the windowsill have paralyzed him in place. Different Just like that, the conversation ends and wait, something's changed in the room. Or rather, something's changing. Click the glimmer under Sebastian (the gentleman), or just zoom in on his shoes. A golden ke[...]



Comment on "Weekday Escape N°148"

Thu, 22 Jun 2017 09:52:45 -0500

Thanks for the walkthrough, kktkkr. I had tried playing yesterday and couldn't even get the first gate open...

- Cyberjar88




Comment on "Weekday Escape N°148"

Thu, 22 Jun 2017 02:14:34 -0500

MyHome2 -Remake- Neat Escape already had a My Home 2 in 2015, but this one is HTML5 (Unity WebGL?) instead of Flash and has completely different puzzles. The setup is the same: get into your friend's house by solving all his puzzles. Don't forget to change the language on the title screen, which affects the intro and ending text. You will not be able to change the language in the middle of a playthrough. Exploration 1 You start off with a bird's eye view of your friend's house and driveway. Clicking on the gate, you find that it's locked and needs a four-digit code on the security panel. So you look at the driveway for hints, and find only one: the license plate on your friend's car is just four geometric shapes (and a hyphen). Four digits Convert the license plate to four digits, then use that code to unlock the gate. The shapes are: square, triangle, circle, hexagon. These have 4, 3, 0, 6 sides, so enter 4306 by clicking the buttons 5, 6, 9, 3 times. Then click the green button to unlock the gate. Exploration 2 You're at the house, but not yet in the house. And of course, the main door is locked. Click on the blue grid to the left to find a bunch of items on shelves, as well as some plants and a skateboard. There are two different locked boxes here, one which takes four letters and has a silhouette of a dog followed by -11 as a hint. (Each button cycles through a different set of 10 letters.) The other locked box takes a code with four geometric shapes, or perhaps it's five and the first is a star. There's also a basketball and a beach ball and a dog's water bowl, as well as a locked cupboard. Back up to the view of the front door and click on the walkway to the right of the door. This takes you around the house, through some planters with a screwdriver in them, and shirts of different colors hanging out to dry, and on a nearby table, six nearly-identical shoes that aren't in pairs, with a white ball among them. Back up to the front door again and turn right to find a locked gate to the back of the driveway, and a water tap without a handle. Turn right again to find the main gate. To the left of it, there's a black box with a circled letter H on the top. On the right of the gate, there's a grate in the ground. Turn right. On the left table, a locked box has four buttons with weather forecast symbols, arranged vertically. On the right side, a dog stands next to a doghouse. The nameplate on the doghouse reads Lucky (and you can click on it). In front of the doghouse, two white chalk circles mark positions for food and water bowls. The water bowl is missing (you have it) and you can lift the food bowl to find a clue. There also seems to be a walkway around the house on this side, but it doesn't seem like Lucky will let you walk through. Names Use the clues from the doghouse to unlock the box on the shelf with the dog picture. If Z=26, then 11=K, the 11th letter of the alphabet. Since the dog's name is Lucky, the clue (Dog)-11 refers to taking the letter K out of Lucky, leaving Lucy. So enter LUCY by clicking the buttons 4, 7, 1, 9 times, then open the box to get the tap handle. Fill Use the tap handle on the tap, then turn it on and fill the water bowl, and place it in the circle next to the food bowl. Something opened up! Click the nameplate on the doghouse to slide it down. Take a pink key. Unlock 1 Use the key to unlock the driveway gate. There's nothing interesting except for a traffic cone, which lifts up when you click it to reveal a box of dog food. Feed Use the dog food on the food bowl, and then back up. Lucky is now happily engrossed in the food, allowing you to walk freely into the walkway by the side. Exploration 3 This side of the house isn't as well lit. There's a locked briefcase on the table in the left corner. Click the right corner to continue walking around. There's an air-conditioning unit on the right wall. It's turned off and the fan cover is sc[...]



Comment on "Weekday Escape N°148"

Thu, 22 Jun 2017 00:50:38 -0500

I translated the little man's dialogue from the Doll's Mansion Escape as best I could:

Nice to meet you. My name is Sebastian.
Thank you very much for helping me.
It seems that my body stopped moving after waiting so long for an owner.
I am different from the other dolls...

The dolls are all gone? No way.
All the other dolls were picked out before me. Only I am left.
Me?
I... Maybe they felt bad because I'm an intelligent robot that looks like a doll. I don't know.

Thank you. My body is now moving.
Your name is Utsusa?
I don't need a master, do I?
Well, then....do you want me, Utsusa?
You chose something like me. Thank you so much.

Bonus: the chicken at the end says "I think that I'm pretty beautiful."

- lakhila




Comment on "Weekday Escape N°148"

Wed, 21 Jun 2017 11:58:35 -0500

This game also has an Android app version linked somewhere on the right side of its page, if that's how you prefer to play. Escape from a Ramen Shop Stay for ramen, or escape the shop? Why not both? Exploration You start off facing a rooster who just wants a cup of tea. He sits at a table with two towels, one for each of the left seats, as well as an empty ramen bowl. The other table is similar, but it has three towels set. Turn left to find the main entrance, which is locked. Next to it, there's a painting of a cloudy mountain. Something seems suspicious about it, but perhaps you should leave it for later. Back out and look at a vase on a pedestal, which has a locked compartment. Turn left again. The panda is waiting at a counter. Above him, six menu items are listed in different colors and prices. Beside him (zoom out first), a water kettle with cute ears sits on the counter. Click on the corridor to walk into the kitchen behind the panda. There's a locked box under the counter with pink, green and yellow buttons. Each button has 100 written on it, and the numbers increase by 100 as you click the buttons. Turn right past the shelves. From this screen, you can click on the pans to get a closer look; there're two light-colored saucepans among four black frying pans, hanging on an arrow-shaped rack. You can also open the cupboard doors under the stove to find one of each type of pan, the frying pan over a blue circle and the saucepan over a red circle. The cabinet on the side is locked, and has seven working buttons and one that doesn't change, decorated to form a familiar arrangement. Next to the cabinet on the lower-left, an object is hidden but you can't reach it. Towels Unlock the cabinet with the clue from the setting of the tables. The diagram on the lock is upside-down compared to your view of the tables. (You can tell since the diagonal white rectangle represents the towel nearest to the rooster.) So the white rectangles should light up as follows: _ T _ \ T _ x _ _ x _ T T _ x _ Click the 1st and 2nd buttons on the top row and the 1st and 4th on the bottom row. Then click the big pink button to open the doors. Inside, there's more towels and a pair of chopsticks. Reach Use the chopsticks on the object hidden beside the cabinet to get it. It's a short key. Unlock Use the key on the pedestal to unlock its compartment. Take the tea cup from it. Pricey Use the prices on the menu to unlock the box under the counter. The pink, green and yellow items cost 900, 700 and 600 yen, so click the buttons 8, 6 and 7 times. Open the box to find a key body (missing the key tip) and a clue for the picture. Corner Following the clue in the box under the counter, click the upper-right corner of the mountain painting five times to slide it aside. Take the box of green tea. Brew Use the green tea on the cup, then use the cup on the kettle, then use the clue from the pans to make it dispense (the right temperature of) water. The 3rd and 5th pans from the left are saucepans, so the corresponding button presses are red. So press the BBRBRB (RRLRLR) buttons to dispense the water, then pick up the cup of tea. Give the tea to the rooster, who gives you a ramen voucher in return. Ramen Use the voucher on the panda, who serves you a bowl of ramen. Click on it to eat, then click on the empty bowl to pick it up. Return Use the bowl on the panda, and he gives you the key tip. Escape Assemble the key by using its pieces together, then use it on the main door to escape. - kktkkr[...]



Comment on "Monkey GO Happy -Cabin Escape"

Wed, 21 Jun 2017 04:27:57 -0500

Yeah, that's my mistake. The remaining piece is in

"Sleep tight"

so do that first and then "Sweet deal".

- kktkkr




Comment on "Weekday Escape - Retro Edition N°3"

Wed, 21 Jun 2017 02:08:17 -0500

LOL at the end of Gate Escape

Durendal is a box cutter!

- CptnSuz




Comment on "Monkey GO Happy -Cabin Escape"

Wed, 21 Jun 2017 00:09:13 -0500

kk something is wrong in the walkthrough.

when the walkthrough says I should have 20 pieces of candy, I followed the walkthrough to thsat point and there was only 19. and ii picked them up where you had it highlighted. i'm not sure what happened.

did you make an error somewhere? or did I? i'm confused.

- Paul




Comment on "Monkey GO Happy -Cabin Escape"

Tue, 20 Jun 2017 15:48:11 -0500

Here it is. Monkey GO Happy - Cabin Escape Everybody loves log cabin escapes! Exploration You start off right in the middle of a log cabin. There's a red carpet on the floor which covers a trapdoor that you can't open, right in front of a locked cupboard with nine square buttons each with a colored triangle. The photo, table and chair all move when you click on them, allowing you to pick up 3 pieces of candy. There's also a Mini Monkey on the floor which you can get. Move right, and a grumpy man sitting in bed wants his hat. There's a picture above him with some sort of checkerboard pattern and a row of four dots. The bedside table has a lit candle and glass of water on it, as well as a locked drawer with a large keyhole. On the upper-left corner of the screen, a shield has four colored L-shapes on it, and rotates when you click on it, along with its triangular pointer. The bear on the wall opens his mouth when you click on it so you can take some candy. Take another piece of candy from the floor, as well as the Mini Monkey next to it. Move left twice, where a lit fireplace is heating up the cabin, and a lady asks you for 20 pieces of candy. Between them, a picture on the wall shows a white-and-black pattern with three dots. There's also a safe on the left wall, with 8 square buttons that cycle through the digits 1, 2, 3 (and blank) when clicked. Click the stool on the floor to shift it and find some candy, then take the candy and Mini Monkey from the stairs. Go up the stairs to a room with animal skulls on the walls, each having only one of its horns. On the walls, there's also a photo which slides down and a clue with four colored triangles above another clue with eight triangles, with their corners colored black and white, hidden behind a sledgehammer. The beardy man in the right corner points vaguely at the wall, and the stool in the other right corner slides aside when clicked. Take 4 pieces of candy (2 in the corners of the room, 1 on the middle skull, 1 behind photo) and 2 Mini Monkeys (on left skull and beside you). (You should now have 11/20 candy and 5/10 Mini Monkeys.) Wet Use the glass of water on the fireplace, putting out the fire, and take a piece of candy from it. Eight buttons Use the eight-triangle hint from the wall upstairs to unlock the safe in the fireplace room. The number of black corners of each triangle is 3, 1, 2, 3 on the top row and 1, 2, 1, 3 on the bottom. So click the buttons that many times, then press the large button to open the safe. Take the crowbar and candy from the safe. Nine buttons Use the four-triangle hint from the wall upstairs to unlock the cupboard in the first room. The triangles are Yellow Up, Red Left, Blue Up and Yellow Right. So click the bottom, top-right, left and bottom-right buttons. The cupboard opens and you can get a hat, Mini Monkey and candy. Trapdoor Use the crowbar to pry open the trapdoor. It's dark, so use the candle anywhere to light the room up. Exploration: Cellar With the candle in the middle of the room, you can now see a safe on the wall surrounded by four L-shapes which change color when clicked. The safe has a hole in the middle, and an upwards-pointing mark above that. There's a mound of dirt on the floor, and four loose bricks on the left wall. Take the 2 pieces of candy and Mini Monkey on the floor. But there's more to explore. Use the sledgehammer on the wall, and the bricks fall through. Go through to the next room, which has a locked metal gate at the left end with three dots and a pointer marked on it, and a grid of sixteen square panels on the wall which turn on and off when clicked. There also seems to be another trapdoor on the floor with four dots marked on it, and a mechanism on the right side connected to it. Take the red button in f[...]



Comment on "Monkey GO Happy -Cabin Escape"

Tue, 20 Jun 2017 09:59:26 -0500

got a walkthrough kk?

- Paul




Comment on "Troll Adventures"

Sun, 18 Jun 2017 14:07:57 -0500

Some of the levels were fun, some were lame, and some were frustrating. Here's a walkthrough. General hint: Sometimes you can do more than just click. Dragging is also possible in some levels. 1. Hotel counter You can Turn both lamp on and off Move the left lamp Turn off the right-hand lamp then move the left-hand lamp to the left. 2. Time bomb There are five wires to cut. Don't cut any wire if the time left on the clock is less than :30. You can click on the timer to increase the remaining time to over :50 to cut the next wire. (Maybe less than :50, I'm not sure) 3. Leaning tower Wouldn't it be nice if you could hold up the tower to prevent it from being pushed over when you take your selfie? You can! Your arm moves. 4. Boxing match You can click on their feet, but it doesn't do anything. Is there something that can slide? Yes! Slide the platform to the left. 5. Portraits Click on each picture and then click on the place where it goes in the middle picture. I forget the full details, but the right-most picture goes in the bottom left and the next one goes in the bottom right. 6. Fruit Put them in the bowl in order. Apple, orange, lemon, banana, ... For the last item that's not crossed off the list yet ... click on the word in list itself 7. Bridge Open the bridge just before the boat gets there 8. Beach There are two trees that can be shaken to bring down a coconut. Bring down the one on top of the bad guy's head, not the one on top of our hero's head 9. Lions Click on the hammer 10. Statue Stop the bad guy from blowing out the light by knocking him off his perch with the paper in the statue's hand 11. Dance Wait until each ball hits the lower line before clicking on the matching coloured square 12. Men in armour You can do more than just click the men You can drag one of them over to knock them all down 13. Pyramids Wouldn't it be nice if the sun was over on the left so our hero was in the shade? Make it so! 14. Bathroom Click the ball for the cat to play with. But how to get rid of the cat? Flush it. Ew. 15. Gong Look behind the right-most pair of shoes. It's earplugs. Once they're installed, it doesn't matter if the bad guy hits the gong. 16. Elevator There's a suitcase facing forwards in the centre near the bottom. It has two latches on its top that can be clicked. Then click on the button inside the suitcase. 17. River He needs a vine to get across. Sixth vine from the left. 18. Airplane There's a compartment towards the front of the plane with a wire that needs to be reconnected. Then, click on the button that ejects the bad guy. 19. Motorcycle jump Don't let the bad guy jump over the wall. Raise the height of the wall. 20. Beer There's some glue near the left-hand edge of the picture. 21. Snake charmer There's another flute in the pile of fruit on the left 22. Ice Knock down the three icicles 3 hits each 23. Guard If only he couldn't see our hero take a picture Pull down his hat 24. Farm Make the mule kick the bad guy Just click on the mule's ear - barbara[...]



Comment on "Fleeing the Complex"

Fri, 16 Jun 2017 21:16:27 -0500

Fleeing the Complex Game is one of the most favorite game i ever play. its also hard one.

- Dorothy




Comment on "Weekday Escape N°147"

Fri, 16 Jun 2017 04:30:18 -0500

I'm sooo hungry... There's a solution for that: fast food! There's also a problem: no money. Exploration While the cashier waits patiently for you to get your order together, look behind her at the shelves of food. Fries, soda and a single burger. The prices are listed above, with a note that the fries come with a free toy. There's a bag in front of the counter (I hope it's yours), with a padlock hanging off the side. Each of the nine buttons of the padlock (arranged in a grid) cycles through different menu items when clicked. Turn left, where a man sits alone with a cup of soda. There's a safe with a bunch of double-digit buttons. (Not exactly, but close.) An arrow on the floor points below the safe, but you can't crouch down to look there. Turn left, where a kid sits at a table. She doesn't want to eat, she just wants a kendama toy. That will have to wait. There's a cupboard with two locked doors. The left door needs a three-digit code, and the right door needs four dice faces (in a grid). On the cupboard, there's a fan thingy that blows upwards with strips of paper extending out of it. (At least, that's what I think it is.) Count 'em Use the clue from the fan to unlock the right cupboard door. There's 2, 1, 3, 5 paper strips in each compartment. So click the buttons 1, 0, 2, 4 times to open the door and get a broom. Sweep Use the broom under the safe to get a 50 yen coin. Soda? Give the 50 yen coin to the cashier, who tells you to wait. So let's do something else. Turn left, and the man is gone. He left behind some paper scraps on the table, which you can piece together to form a clue with digits and an arrow. Digits Follow the clue on the scraps of paper to unlock the left cupboard door. The digits read 722, but the arrow points up, so enter 227 in the door to open it and find a roll of sticky tape. Attached Use the tape on the paper scraps to fasten them together, then click on it to flip it over. It's a coupon for free fries! Fries Use the coupon on the cashier, who tells you to wait again. So turn left to another screen and then turn back again, and the fries are ready. Also, you still get the free toy. Toy Give the toy to the kid, who gives you her pocket money. It's just 10 yen, but that's nice. Grid Use the clue from the shelves to unlock the padlock on the bag. The food occurs in the following positions (Fries/Burger/Soda): F-- --B -S- -FF --- S-- F-- --- -SS which combines into a single grid: FSB SFF FSS So click the buttons 1, 2, 0, 2, 1, 1, 1, 2, 2 times, and unlock the lock. Open the bag to find a purse (locked) and a red box inside (also locked) with buttons labeled 5 and 2. Kid? Turn left twice to where the kid was sitting. She's gone, and she left behind a paper strip with some double-digit symbols written on. Digital Use the hint from the paper strip to unlock the safe. Click the buttons 5, 4, 1, 3 times, then open the door and take a spray bottle filled with water. Digital 2 Spray the paper strip with water, then use the resulting clue to unlock the red box. In two different colors, the digits 52 22 55 25 show up. So click the corresponding buttons and open the box to get a key. Unlock! Use the key to unlock your purse and get 200 yen, bringing your total to 210. Burger Use all 210 yen on the cashier, then turn left, turn right, and your meal is ready! - kktkkr[...]



Comment on "Weekday Escape N°147"

Thu, 15 Jun 2017 16:43:50 -0500

Clock Escape This game is of comparable length to Orbit from the same creator. It's also Flashless, which is nice. Interface help The note icon in the upper-left only turns off the background "music" (the clock ticking). You will still get item chimes and sound effects from the game. The game autosaves on every puzzle solved, so you can take a break and load your game afterwards. Exploration You start off facing a fireplace. It looks quite normal, but those dark rectangles have got to mean something. There's a chair to the left of the fireplace with a flower marking and seven notches on the back. To the right of the fireplace, the trapdoor in the floor is missing a handle. You can take a poker next to the firewood. There are also candles on the walls with different lengths (which are on every screen, so I'm not going to keep pointing those out). Turn right to find a shelf with a 3x3 grid of card suits. Above the shelf, there's a photo of a clock with no hands. You can zoom in on the picture to see three symbols on the clock face. Let's call them U, L and V. Turn right. There's a cupboard with some cups in it. The top door is locked and needs a three-letter code. There's an O and an X on the left and right sides of the code buttons. The bottom door is also locked and needs a key. There's something wooden on the top of the cupboard. Next to the cupboard, there's a smaller cupboard in the wall with a dice net on it. The six buttons cycle through different colors when clicked. Turn right. There's a table next to the chair we saw on the first screen. Above the table, there's a locked cupboard. On the table, there's a box with nine buttons in a grid, and a picture that illustrates additive color mixing. The table has a single drawer without a handle, and there's a safe under the table which is tied shut with rope. Reach Use the poker to get the slider panel from the top of the cupboard. Each of the seven sliders is a switch that can be either up or down. Slide Use the clue from the chair to unlock the slider panel. The notches are high, low, low, high, low, high, high. So flip the 2nd, 3rd and 5th switches, opening the box. Take the key from inside. Unlock 1 Use the key to unlock the cupboard above the table. Next to a bunch of books titled after musical instruments, there's a note you can pick up with a blank square grid and four card suits in the corner. Esraj? Use the initials of the book titles to unlock the top doors of the cupboard with cups. The initials are O, S, E, A, X. So enter SEA, and open the cupboard. Now you can see more cups, as well as a leaf drawn on the upper-right corner and a drawer handle on the middle shelf. Handle 1 Use the handle on the table drawer, and open it. Inside, there's an unlit candle and a box with eight buttons. One of them is labeled N, but all of the buttons cycle through images of candelabras, the only difference being the length of the candles. Playing with fire Light the candle in the fireplace, then use it on the note to char round spots in four of the squares. Also use the lit candle on the rope around the safe, and open it to take a vase. And then take the rope from the floor. Suits Use the clues from the note and glass card suits to unlock the box on the table. The charred squares are the top-left, top, right and bottom-left squares of the grid, and the corresponding suits on the shelf are Diamond, Spade, Heart, Club. You need to click the corresponding buttons in the order on the note (Heart Club Spade Diamond), which means the correct order is 43- --1 2--. The box opens and you get a magnet. Lights Use the [...]



Comment on "Phoenotopia"

Thu, 15 Jun 2017 14:09:57 -0500

F.Y.I: The Mystery Bento still cost money, even though you helped create it!

- Williams




Comment on "Phoenotopia"

Thu, 15 Jun 2017 14:07:35 -0500

I don't know is this is a spoiler, but there is a process you can do in order to get a item that restores 50 HP.

When you enter Misty Gorge, hit the blue wisp with your iron hammer (or baseball), it will either poof, drop money, or become/drop Translucent Meat. Now,once you have the meat, don't eat it. Give to the female Chef in Daea (located where you buy the food, keep moving west till you reach a door, go in give it to the green head), she will pay you. Then leave out the shop, come back in, and there is a new food Mystery Bento...it restores 50 HP.

Also, if you continue to get Translucent Meat, give it to the Chef, she still pays (That's a good way to receive money when you need it).

- Williams




Comment on "Phoenotopia"

Thu, 15 Jun 2017 13:17:17 -0500

Also, when buying the flowers then giving them to Lisa, you can do it more than once.

- Williams




Comment on "Phoenotopia"

Thu, 15 Jun 2017 13:13:23 -0500

I'm not sure if this is a spoiler or not, but if you click below you can find out how to receive an item that restores 25 HP.

I'm not to exact on the details, but, if you go to Daea and buy appreciation flowers(cost $15)(second area from entering, on the top floor)...give them to Lisa. Then, Lisa will give you a Roasted Toad Leg that restores 25 HP.

Also, in the beginning of the game, when Kiter (or Kilter) ask you to fetch the kids, keep talking to him and he will give you a Roasted Toad Leg as well.

- Williams




Comment on "Weekday Escape N°147"

Thu, 15 Jun 2017 11:44:32 -0500

THANKS! i was playing on low brightness last night and completely missed that :)

- Krizpy




Comment on "Weekday Escape N°147"

Thu, 15 Jun 2017 11:07:58 -0500

Escape a New York Hotel In your continuing quest to get trapped in expensive hotels, you've finally made it to the Big Apple. Shopping! Snacks! And something artsy, you just haven't decided yet. Think about it while you make your escape. Exploration You start off facing a comfy bed. Above it, a picture frame has some mathematical sums on the corners. Next to the bed, the side table has its drawer screwed down. There's a door leading outside next to a box labeled Broadway, with seven little figurines. Looks like one of them is missing. Turn left to find a white sofa facing a table with four cupcakes on it. Lifting the cupcakes reveals different colors and letters on the bottom of the plates. (I want to know what that placemat reads, but perhaps we'll never find out.) Turn left again. The main door is locked and there's a box next to it requiring you to scan a QR code. Turn right and open up the wardrobe, which has bags of various shapes and sizes under the labels Museum and Musical. There's also a box with three dials, the pointers shaped in a triangle, square and circle. Next to that box, there's a tray with a red screwdriver in it. Back out twice and look in the fridge on the left of the screen. There's two bottles of water and an ice cube with the tip of a key frozen in it. Turn left and look at the other end of the table, which has a locked glass cupboard as well as a drawer missing a handle. Above the table, four pictures hang on the wall, each with an abstract border decoration and nothing else. To the left of all that, there's a door locked with HELLO buttons that cycle through colors when clicked. Colorful Use the clue from the cupcake plates to unlock the HELLO door. Match the letters to their plate colors: H=Pink, E=Blue, L=Green, O=Orange. So click the buttons 3, 4, 2, 2, 1 times, and open it. Exploration: Bathroom There's a mirror in front with an oddly decorated tile in the upper-right corner. There's also four pink soap bottles on the sink counter, and four blue bottles under the left sink. Their labels are slightly different in the directions that the male (blue) and female (pink) dancers face. Back out and click the left side of the screen to go further in. There's a bathtub and you can turn the hot water on, but it just runs down the drain. Next to the shower, a plant pot sits on a pedestal, and under it there's a red cap of some sort, a cylinder with glass covering one of its ends. Above the toilet bowl, there's a picture with buttons on its corners, and a row of six lights on top. The picture looks just like the one above the bed, but instead of New York City the caption just reads 112134. Math The corners of the New York City picture have sums that add to 4, 1, 2, 3. So click the corresponding corners of the picture above the toilet bowl. 112134 = UR UR LL UR LR UL (⌝⌝ ⌞⌝⌟ ⌜). The picture slides down and you can take a female dancer figurine. Broadway Use the figurine on the empty space in the Broadway box, then enter the code from the soap bottles. I'm calling the positions Left and Right based on the position of the extended arm. Male (Blue bottles): LRRL Female (Pink bottles): LRLL So click the 2nd and 3rd figures on the top row and the 1st, 3rd and 4th figures on the bottom row, and then the OK? button, which turns into an OPEN sign with a left arrow. The door next to the box is now open! Exploration: Terrace On the left of the screen, a plant pot covers a clue on its table, with square, t[...]



Comment on "Weekday Escape N°147"

Thu, 15 Jun 2017 10:35:43 -0500

Can't wait for the walkthroughs :)

- Paul




Comment on "Weekday Escape N°147"

Thu, 15 Jun 2017 09:43:36 -0500

Check out the lines on the front side of the chair.

- typicalgenius




Comment on "Weekday Escape N°147"

Thu, 15 Jun 2017 01:55:06 -0500

(clock escape) hmm..... stuck with the

poker and box with seven switches

the candles differ in height but i don't think they have to do with the switch box

- Krizpy




Comment on "Pizza Quest"

Wed, 14 Jun 2017 23:55:10 -0500

this makes no sense on the:

boat ride to get the cheese. there were no obstacles in my way but yet I had to restart. this game is confusing

- Paul




Comment on "Pizza Quest"

Wed, 14 Jun 2017 12:19:24 -0500

Fast and easy, especially if you're used to solving puzzles from escape games. Pizza Quest As the Queen's new chef, your first task is to make her a pizza. Don't forget the mushrooms! Exploration There's an oven right behind you which needs to be lit, and a nice neat counter in front waiting for you to build a pizza. Which is great, because you just need to focus on getting the ingredients. Open the cabinet in the counter to find a can of tomato paste, and take the baguette resting on the sacks in front of it. You can turn on the sink on the left, as well as look at the blender next to it, but there's nothing else of interest in this room. So walk through the archway on the left to get to the gardens, full of plants you don't care about and an empty flowerpot on the left side of the room. Overhead, three symbols are drawn on the glass. On the right side of the room, an empty watering can sits on a locked cupboard which takes a three-digit code. Go back and go through the door on the right this time. No, not the glowing blue archway, the other door. You end up in the pantry, with a locked box on the floor next to a locked refrigerator. The locked box needs a sequence of seven compass directions, presumably related to "see"ing the "news". The refrigerator needs its four dials to be turned to the right direction. (No, not that right, the other right.) Take the rag from the railing around the stairs... ...and then take those stairs down to the basement, where a locked switchbox with four clocks and two buttons sits next to a crumbly wall with an isosceles trapezium exquisitely carved in it. Then there's a boat ride which takes you through a river of logs, rocks and cheese. (You get two chances at the cheese. Mind your head!) Once you're satisfied, climb back up the stairs and go through the purple door to what seems like a dungeon. There's a 20 ton weight on the floor and two buttons next to it which would lift and lower it... but the counterweight's not properly set up for it. There's also a matchbox on a shelf too high to reach. If only you could somehow repair this chair. A leg to stand on Use the baguette on the chair to repair it, then click on the matchbox on the shelf to get it. Weighty Click on the counterweight. Which three of 3, 5, 6, 7, 8 ton weights add to 20? 5+7+8=20. Click on the 5t, 7t and 8t weights in any order. (If you mess up, click on the weight again to put it back.) Splat The green button raises the 20-ton weight, and the red button drops it. Dangerous, but useful. What can you crush? Raise the weight, place the can of tomato paste under it, then drop the weight. Then raise the weight again and clean up the mess with the rag, collecting all the tomato sauce. Clocks Unlock the switchbox in the basement with the clue nearby. The clock with red hands should have hands aligned to its neighboring clocks. So make it read 1:45 by clicking the left button 18 times and the right button twice. This turns on power to the kitchen. Compasses Go up the stairs, and unlock the compass box with the clue on it. SEE NEWS = South East East North East West South So click those buttons, opening the box. Take a plutonium rod from inside. Codes Unlock the refrigerator with the clue from its dials. The dials are labeled ALL TOT HEL EFT. If you rearrange the spaces, it reads "all t[...]



Comment on "The Puppet Master"

Tue, 13 Jun 2017 18:39:10 -0500

good

- doksa




Comment on "Weekday Escape - Retro Edition N°3"

Mon, 12 Jun 2017 11:56:37 -0500

sorry about that. you have to be literal with me.

when you typed the order I thought you meant press 5 press 7 etc. you were actally numbering the keys like 1 is here, 2 is here,etc. so I got confused. anyway I got it now.

- Paul




Comment on "Weekday Escape - Retro Edition N°3"

Mon, 12 Jun 2017 11:33:34 -0500

Confused on the

cutter seal. I pressed those numbers you posted in order,54637218,but no seal turning green happened, so I'm stuck

what am I doing wrong?

- Paul




Comment on "Weekday Escape - Retro Edition N°3"

Mon, 12 Jun 2017 10:49:27 -0500

If I'm reading Gatamari's games page correctly, this game is first in a series of 7+1 games. Looks like I'll be spending my free time playing through them! Gate Escape 1 (I'm guessing at most of the intro text because machine-translating every screen is a pain.) Many have tried to find the Holy Grail and failed. You've finally made it to the fabled ruins, exhausting all your resources on the way, and now you have to leave everything by the door (except your clothes). Inside, you have to conquer seven trials and gather seven treasures. But it's said that nobody can leave with the Grail. This is the first of the trials... Exploration You start off facing the door to the next room, with its handles bound tightly together with cord. Turn left. There's a crack in the wall, but it's too dark to see inside. There's also a box with a pipe, a slot for a horn, a keyboard and an accordion below it that puffs air after 8 keys are pressed. Check the left edge of the box to find a red weight. Turn/move left. There's a weighing balance on the cupboard, with a blue weight stuck to its right pan. On the stem, the right circle out of three is colored black. Under the balance, the cupboard has three doors without handles, and the last one is open and contains a tapestry with weird symbols and cutouts. Turn left. The door out of here is sealed, but there's a stone tablet next to it, covered in various symbols in a grid. A protruding diamond at the top is surrounded by symbols on both sides. Turn left. There's nothing here but a magical seal on the floor with the word Cutter on it. Turn/move left. There's a mask on the wall and you can play with its ears, chin and horn. But removing the horn makes the whole room go dark, except for light coming from the mask's eyes. So put it back for now. There's also something embedded in the floor. Masking Use the tapestry on the diamond in the inscribed stone, covering all the symbols except some on the left and right sides. From top to bottom, the uncovered symbols are on the RRLRRLLL sides, which reminds you of something... Click the RRLRRLLL ears of the mask on the wall. A tongue extends from the mask to creepily offer you a green weight. Brighter in the dark Remove the mask's horn again, and turn left twice, following the beam of light across the room and onto the crack. A piece of cloth is lodged in there, and it holds a clue with the colors of weights and the numbers 5, 4, 2, 1. Balance Use the green weight on the left pan of the weighing balance to tip the scales, causing the left circle to turn black and the left cupboard door to open. Take a yellow weight from inside. Now if only we could just get the pans to balance! After some experimentation, you'll find that red + green balances yellow + blue. With red and green on the left pan and yellow on the right, the center circle turns black and the center door opens. Press the button inside. What did it do? Spike Go back to the thing in the floor, which is now protruding out. Click on it to take the spike, revealing a clue in the hole that it was in. There are several colored bands along the hole, and a number 8 at the very end. Exchange Remove the horn from the mask again, and use the spike in its place. Trumpe[...]



Comment on "Weekday Escape - Retro Edition N°3"

Mon, 12 Jun 2017 08:23:05 -0500

Tulip Room Yes, it's a room with tulips, in Sanpoman's distinctive style. Interface help The three buttons in Japanese on the title screen are Start, Load and Commentary. The ? button examines the selected item. The game will ask you to confirm some actions. In this game, the left option is Yes. Exploration You start off facing a white door with a giant red tulip on its right. This giant tulip has a card slot in the plant pot. To the left, there's a dressing table and chair which has a jar of ointment in it. The table has two drawers. The left drawer is locked and needs a sequence of blue/yellow button presses to unlock. The right drawer is unlocked and contains a notebook, but also notice the pink letter M on its handle. There's a mirror on the dresser with an opaque panel screwed over its surface. Turn left. There's a yellow tulip here which you can pick up, next to a larger white tulip on a platform. Look around its left side to find an "Extend Button". Turn left again, and there's a shelf on the wall with pink, purple and blue tulips. The pink one seems a bit sad. You can take the purple tulip, leaving the shelf empty. Turn left again, and there's a chest of drawers with nine drawers having yellow and blue handles. The drawers seem to be empty, but they close automatically after you open them. On top of that, there's a purple box which takes a six-letter code. There's a white silhouette below each letter. Reading Click the right edge of the notebook to open it. Flip through the pages... Pink's likes and dislikes: "Pink likes yellow and dislikes purple." Flower button guide: "Check above the blue tulip and the 3x3 grid for a clue." Purple's interests: "Purple likes its own reflection." Opening 9 drawers: "Check above the blue tulip and the 3x3 grid to open the drawers." Very educational. Close the book, then click the lower corner to flip it over. There's a drawing of a red flower under a blue roof shape. The petals are numbered from 1 to 8. Make Pink happy Place Yellow on the shelf where Purple was. Pink's eyes change to heart shapes with E's in them. Stretch Press the button behind White, who grows a lot taller and smashes a hole in the ceiling. One of the ceiling fragments dangles precariously from the left edge of the hole. Contract If you try pressing the Extend Button again, the text advises you to look for a Retract Button instead. So look for it. Zoom in on the chair and click the right edge to look behind it. There's the button. Press it, and White shrinks back down, with a tear out of its eye and a bump on the top. Healing Use the ointment on White, returning it to normal. Now you have a blue tear with a white H written on the back. Grid Click the top of Blue to find numbers arranged in a grid: 817 963 254 Click the drawers in that order (top, lower-left, right, lower-right, ...). When you finish the sequence with the left drawer, it stays open and there's a screwdriver in it. Binary What colors were the drawer handles? In the order you opened them, the handles were BBBBYYBYY. So click the LLLLRRLRR buttons on the left dressing table drawer. There's a click sound and some text, and you can now open the drawer to get a stick.[...]



Comment on "Support"

Mon, 12 Jun 2017 03:26:36 -0500

Thank you. I banned him and removed the comment.

- Jeff




Comment on "Weekday Escape - Retro Edition N°3"

Sun, 11 Jun 2017 23:46:56 -0500

thanks kk/ glad you are back. when you get a chance I hope you get the other 2 as well.

- Paul




Comment on "Support"

Sun, 11 Jun 2017 18:21:38 -0500

I wish to call attention to the user 'yash' and the comment they left on a game - it is very clearly spam:

https://jayisgames.com/review/bendy-and-the-ink-machine---chapter-1.php#comment-533921

- Meterman70




Comment on "Weekday Escape - Retro Edition N°3"

Sun, 11 Jun 2017 10:27:05 -0500

I'm back! Here's the first walkthrough. Bear's Life I remember playing this so long back without a walkthrough and without knowing that there were two endings. It's just as tricky and fun all these years later. Interface help The volume control in the lower right only controls the music volume. Click the line of text above the scrolling text (just under SAVE) to turn off the wave sounds. Items you collect will have both View and Use options, and an item selected for use will have a colored highlight. You can also ask for hints in Japanese. I'm marking the corresponding lines in this walkthrough with an asterisk (*). Exploration You start off facing locked glass doors. Turn right. There's a painting on the wall under a light, with overlapping squares of different sizes and colors. It's next to a wooden door with a bear logo, which is also locked. Turn right again. A bear is relaxing on the couch, with a key around his neck. You can click on him, but he just shakes his head. Next to the couch, there's a refrigerator with some beer bottles and a box of fishing equipment. Turn right. There's a shelf with various items here: three potted plants that you can lift and tilt to view the digits on the pot bottoms, a purple box containing a fishing reel, and a locked green box which needs a sequence of four colors for its differently-sized square buttons. Four colors *Use the colors from the painting to unlock the green box. The colors available on the buttons are blue, brown (tan), yellow, black. The color with largest area on the picture is blue, followed by yellow, brown, black. So click the buttons 1, 3, 2, 0 times, and click the ENTER button. A drawer opens up and you can take a silver key. Use the key to unlock the glass doors. Exploration: Pier The doors open onto a wooden pier. No wait, the water surface is below us, so it's technically not a pier. (The game's hint calls this a terrace.) There's an opening in the railing straight ahead, and a bucket of water next to it. There's nothing on the left side, so turn right instead. You can zoom in on the door area to find a closed wooden door beyond and below the railing, with an envelope attached to it. *There's also a fishing rod next to the door. Fishing *Attach both the reel and equipment (fishing line?) to the rod, and use it to fish. (There is no need to click at all during the fishing cutscene.) When you're done, you have a bucket of fish. Bears love fish *Go back inside, then turn around to face the pier again, and the bear is looking hungrily at the fish. Turn around again, and the next time you face the pier, he's lying down. Go check on him. Yep, he's eaten all four fish down to the bones and is now sleeping. *Great time to take that gold key around his neck. Oh, he woke up. Go back in and- wait, did he just follow you back in from the pier? Apparently he did. Anyway, you can now use the gold key to unlock the door. Exploration: Boatroom Turn left and you can see a bright yellow speedboat at the bottom of the stairs. There's also a poster on the wall advertising honey for bears, and a[...]



Comment on "Isoball 2"

Sun, 11 Jun 2017 05:37:07 -0500

So I reached level 49 and am confronted with what looked really simple until you realise that you need two ramps and are only given one.The only solution is to set the ball rolling and erase the first ramp once the ball has passed over it and then place the ramp in the second position it's needed before the ball reaches that point. This means erasing the ramp, clicking on the ramp in the select box three times so that it is facing the correct way and then placing it in position, sounds easy but the problem is my mouse and my fingers are not quick enough to do it. It is driving me mad!!

- Graham




Comment on "In Space"

Sat, 10 Jun 2017 22:09:27 -0500

Eh, the ending choice was a bit predictable, though not really justified.

- Sol




Comment on "Run 3"

Sat, 10 Jun 2017 15:08:04 -0500

my best game finally i done 50 levels of run 3 background music is also cool.

- Run3




Comment on "Weekday Escape - Retro Edition N°3"

Thu, 08 Jun 2017 13:59:27 -0500

anyone?

- Paul




Comment on "Troll Adventures"

Wed, 07 Jun 2017 23:45:44 -0500

Oops - spoke too soon. Finished Level 11 and have no clue what I did right.

- jcfclark




Comment on "Troll Adventures"

Wed, 07 Jun 2017 23:43:19 -0500

Even with the video walkthrough I cannot get past Level 11 -- the falling dots.

- jcfclark




Comment on "Weekday Escape - Retro Edition N°3"

Wed, 07 Jun 2017 22:30:49 -0500

any walkthroughs in the works?

- Paul




Comment on "Weekday Escape - Retro Edition N°3"

Wed, 07 Jun 2017 19:48:04 -0500

Thanks Daibhid. I didn't realize I was a *baby* bear!

- barbara




Comment on "Weekday Escape - Retro Edition N°3"

Wed, 07 Jun 2017 16:18:37 -0500

If anyone's curious as to what's actually going on in A Bear's Life, I found some other discussion groups that explain (but didn't give a direct translation of) the Japanese at the end.

In the sad ending, Baby Bear goes home to his mother, apologises for being late but says Papa Bear didn't want him to leave. I think that Mama Bear then says you can't visit Papa again.

In the happy ending, the letter is apparently Papa Bear apologising for cheating (no, really). Mama Bear tells Baby Bear he's learned his lesson and they'll pick him up tomorrow.

So, yeah. This is a game about ursine infidelity and how it affects the cubs.

- Daibhid C




Comment on "Weekday Escape - Retro Edition N°3"

Wed, 07 Jun 2017 13:13:34 -0500

Some hints for Bear's Life

The green box

Look at the painting.

It has four coloured squares of different sizes. (The blue and dark-yellow squares look the same size to me, but the blue one is a tiny bit bigger)

Fishing

When the HIT IT and GET IT words went by, I just randomly clicked until something happened. I'm not sure if there was some special place to click, or whether it required some number of clicks.

What to do with the fish in the bucket

Nothing.

Leave the balcony and go around the room. The big bear will go onto the balcony and eat the fish and then lie there, sated.

Get the key around its neck.

Navigation after going through the bear-head door

You can go left immediately or go forward and then left. These are two different places. (It took me a while to see the first left-turn, which leads to a briefcase.)

Finding the honey

There are two areas to click on the seat. In front, where the controls are, and in back, where the honey is.

Briefcase, part 2

The briefcase wants a different set of numbers the second time.

The clue is behind the briefcase.

Number of bottles, number of fish, number of plants.

Another key

After the bear puts the battery in the boat, there's a key where the battery was.

Do a Save after getting the bear-head key

There are at least two endings.

Sad bear ending

If you say "Yes" to the question, and you (you're a bear too!) leave right away after putting the key in the boat, you leave the other bear behind. Aww.

Other ending after loading the game again

Say "No" to the question and go back to the balcony.

You can get a note in the place where you found the fishing rod. This time, the bear is waving as you leave, and when you get home, you have a conversation that seems to be about the other bear. I'm not sure whether this is a happy ending or not, but it's a longer ending for sure.

- barbara




Comment on "Troll Adventures"

Wed, 07 Jun 2017 11:36:50 -0500

Hard to do a text walkthrough. There's a video one here: https://www.youtube.com/watch?v=KpscbrPYGxY

- BubbaJoe




Comment on "Troll Adventures"

Wed, 07 Jun 2017 10:31:03 -0500

i'm gping to guess and say no walkthrough?

- Paul




Comment on "Troll Adventures"

Tue, 06 Jun 2017 18:46:15 -0500

Wow, that game was annoying. If you want to just blindly fumble around looking for non-intuitive "solutions," have at it.

- BubbaJoe




Comment on "Rhythm Doctor"

Tue, 06 Jun 2017 18:08:03 -0500

Thanks for stopping by! Looking forward to playing the full game.

- Bindie




Comment on "Weekday Escape N°146"

Tue, 06 Jun 2017 04:40:16 -0500

Safe Microwave Oven has now the good image and url.
Sorry for the confusion with a wrong copy/paste from weekday escape 144.

- Jeff




Comment on "Rhythm Doctor"

Mon, 05 Jun 2017 13:04:45 -0500

Dev here, thank you for the nice words Bindie!

- fizzd




Comment on "Trapped Part 3: The Labyrinth"

Mon, 05 Jun 2017 12:42:12 -0500

2017, game still isn't working. Tried multiple browsers, it's a shame, because I liked the series.

- brrrandizzle




Comment on "Run 3"

Mon, 05 Jun 2017 10:13:28 -0500

The Runner give me pleasant flashbacks to the computer games I grew up playing in the 80s. A little thrill runs through me when I experience the mesmerizing effect of the 3D vortex grid.

Simple objective and simple controls are a plus. Unfortunately, the lag really kills this game. The Runner should have been made more simply, the way games were made in the past; simpler and cleaner. It would speed up gameplay and give it a cleaner feel. I had to stop around level 10 due to the lag issue, but I was enjoying myself.

- andr01d




Comment on "Weekday Escape N°144"

Sun, 04 Jun 2017 09:34:49 -0500

In case anyone is looking for the walkthrough for Safe Microwave Oven, it in Weekday Escape 146.

Weekday Escape 144 (this one) has the link to Safe Microwave Oven and the walkthrough for Amajeto Hotel, and Weekday Escape 146 has the link to Amajeto Hotel and the walkthrough for Safe Microwave Oven.

- barbara




Comment on "Weekday Escape N°146"

Sun, 04 Jun 2017 09:33:13 -0500

In case anyone didn't play Amajeto Hotel before, the walkthrough is on Weekday Escape 144.

So Weekday Escape 144 has the link to Safe Microwave Oven and the walkthrough for Amajeto Hotel, and Weekday Escape 146 (this one) has the link to Amajeto Hotel and the walkthrough for Safe Microwave Oven.

- barbara




Comment on "The Happy Escape 3"

Fri, 02 Jun 2017 12:22:16 -0500

Just played it all the way through, worked fine for me.

- jaybo33




Comment on "The Happy Escape 3"

Fri, 02 Jun 2017 11:17:20 -0500

This room must have been changed in an update. It no longer has the Halloween pic or ornaments. The ornaments are now large round spheres. The picture is an abstract painting. Everything is generally the same. However, I have done this twice and can't get past the canister and the burner. I try to click on the part to open it. Nothing. I try clicking the canister and apply it to the burner. Nothing. So I can't hear the ice up, get the coin and use the water to make a ball of ice. I've literally done everything else in the room. I can't get past this so I can't move on. Please help. Is there something you need to open up the burner compartment before you add the gas canister? Also, there is not a coin on the canister anymore. So now I'm afraid I won't find 10 coins unless there's an extra built in somewhere.

- S




Comment on "Weekday Escape N°146"

Thu, 01 Jun 2017 03:07:20 -0500

Link to this game is currently on Weekday Escape N°144, but it's clear from the intro text that it belongs on this post. Safe Microwave Oven Don't worry, this game has many safes... I mean, the oven will be very safe. Exploration 1 Look at the picture in the top-left, which has various card suits in red and black (but not the colors you expect). On the carpet, there are three safes: a three-color safe with oval buttons, a three-letter safe with red letters and a safe with four colored letters in a grid, which are either red or black CDHS letters. The safe on the right wall has eight buttons arranged in a circle around a ninth one, and the door to this room is also locked and requires a sequence of letter shapes, which seem to spell out "dear" with the ascender of the "d" missing. Suits Use the card suits from the picture to unlock the safe with colored letters on the right side of the carpet. The suits are Red Spade, Black Heart, Black Club, Red Diamond. So click the buttons 6 5 1 2 times, and open it to get a book. The book has "read me" on the front page, but some parts of the letters are grayed out. On the next page, it has instructions for microwaving diluted lemon juice. That's all it says. Readme Unlock the door to the room using the letters from the book's front page. Click the r,e,a,d,r,r,e buttons, then open the door and enter the next room. Exploration 2 Gosh, that is a microwave so dirty you can't read the text on the door. It's sitting on a kitchen counter with three locked safes: one with red and yellow abstract shapes on blue, pink and green backgrounds, one which takes a simple three-digit code, and one which has either three or four lines on each of its four buttons, in either of the horizontal or diagonal directions. Above the counter, there's a shelf with four cups, decorated with different striped patterns. The door to this room is locked and requires a four-digit code. The letters HEAT appear above the four digits. Stripes Use the clues from the cups on the shelf to unlock the right cupboard door of the kitchen counter. The stripes are 4/ 3| 3\ 4-. So click the buttons 3, 6, 4, 1 times, and open the cupboard to take a measuring bowl. Calculative Zoom in on the measuring bowl, and use the clue from its markings to unlock the three-digit cupboard safe. Ignore the liter sign, and calculate -1 +750 -500 =249. Enter 249 into the safe, open it and take a kitchen knife with bits of color on the handle. Colors [...]



Comment on "Weekday Escape N°146"

Thu, 01 Jun 2017 01:07:22 -0500

Mysterious Emergency Staircase In this walkthrough, italicized phrases are hints from the game that don't require their own spoiler tag. Bold phrases are items, as usual. Don't forget that you can turn off the music or sound effects from the menu. Exploration This staircase goes down really low, try not to get lost. You start off on the top landing, which I'll call floor 5 because there are five of them. The door here doesn't open, so look at the bright blue pail beside it... it's empty. Not to worry, you can turn to the right to find five plant pots, all empty except for the 4th (from the left). The first pot is white. Turn white to find a plain railing, facing away from the building into the darkest night. Turn right, and there are stairs down. Go down the stairs. Floor 4. There's another row of five plant pots just like the previous, but both the 2nd and 4th have plants growing. Also on this screen, there's a blue bag perched precariously on a platform just out of reach. Turn right to find a pink box on the ground, locked with a three-digit code. The rectangular digits (and the dot on the upper left) glow a bright blue. Turn around to find a single white three-legged chair. You can lean over it for some reason, but you can't take it. Turn left and go down the stairs again. Floor 3, another row of plant pots. This time, the 1st plant pot has a plant in it too. Turn right to find a white chair. You can't look over it this time, but you can click on the left to view the left side of the chair, completely painted green. Turn around to find a door. Try the handle, which slides off. Taking a closer look at the shaft, you find it plus-shaped and colored red. Turn left and go down the stairs again. Floor 2, another row of plant pots. Now the 3rd plant pot also has a plant. Turn right to find a locker and the blue box. The locker has five buttons, one colored white and four colored brown, which light up with a green cross when clicked. There's a downward-pointing arrow next to those buttons. Something is peeking out from the left side of the locker, zoom in there to pick up a bottle of black liquid. Also zoom in on the blue box, which has a metal lid screwed down. Turn around to find black and blue four-legged chairs, which you can also lean over, and notice that the railing is broken in some places and thicker in others. Turn left and go down the stairs again. Floor 1, finally. All the pots here have plants in them. Turn right to find another railing with nothi[...]



Comment on "Yûrei Station"

Wed, 31 May 2017 21:53:14 -0500

As far as I know, it's download only. Thanks for pointing that out though - I'm removed the browser tag. If you do decide to download it, I'm sure you won't be disappointed!

- Arceus




Comment on "Weekday Escape N°146"

Wed, 31 May 2017 18:29:52 -0500

Yes. Sorry - hit submit before I added the puzzle name. Hoping a moderator will update it!

- usmoo




Comment on "Weekday Escape N°146"

Wed, 31 May 2017 18:05:59 -0500

@Paul: By looks of it, that walkthrough would be for Touchdown!.

- kktkkr




Comment on "Weekday Escape N°146"

Wed, 31 May 2017 16:19:17 -0500

I assume the first walkthrough is for Emergency Staircase? just curious.

- Paul




Comment on "Yûrei Station"

Wed, 31 May 2017 15:00:38 -0500

I was wondering if there was a browser-based version of this? It was tagged "browser" and "unity". I guess the unity is simply the platform?

- mrgee




Comment on "Weekday Escape N°146"

Wed, 31 May 2017 14:16:41 -0500

Exploration Exit and Cabinets Arrows: nothing to do here yet. Upper Left Cabinet: note the changing colors inside and along the edge of the circles Upper Right Cabinet: IO II OI buttons. Wait for the sequence. Lower Left Cabinet: 3x3 grid of colors. Wait for the clue. Lower Right Cabinet: Three blue buttons. Wait for the sequence. Arrow left Main Cabin Click on the open tray. Take the food. Take the cover off the jelly. Note the dotted lined rectangles above the trays. Back out and click on the locked tray to the left. You need a key. Back out and arrow left Overhead Compartment Note the closed windows. The overhead compartment has three buttons with brown bars to choose from. Return to the Exit door screen and the four cabinets. Solving Puzzles Upper Left Cabinet Use the tray of food to select the right sequence of circles and edges Left to right: dark brown circle with white edge; white circle with light brown edge; orange circle with light brown edge Take the scissors Seat back screens Cut along the dotted lines. Back out and note the brown and yellow screens. Overhead compartment Match the buttons with the seat back screens: B Y B Y B B Y Y Y or Left: 3 clicks Middle: 2 clicks Right: 5 clicks Take the screwdriver. Windows Use the screwdriver to unlock one window and then open all three windows. Note the sequence: 413 652 Lower Right Cabinet Use the sequence above to open the cabinet: MRRLML Take the key Locked tray Unlock the locked tray in the main cabin and take the passport. Open the passport and note the red arrows on the left and the bolded IO OO OI numbers on the right. Upper Right Cabinet Select the buttons by sequence: II IO OI II IO or MLRML Take the towels Lower Left Cabinet Return to the main cabin and place the towels over the screens. Back out and note the sequence of colors: RBG BYY RGR This is the sequence for the 3x3 grid on the Lower Left Cabinet. Also by number of clicks: 103 022 131 Take the parachute pack. Open the pack and take out the exit door handle Time to jump Affix the handle to the door and use the arrow from the passport. Although it reads top to bottom: U R D R L U You will want to read them left to right: LURUDL Select the arrows in this sequence and your[...]



Comment on "Yûrei Station"

Tue, 30 May 2017 23:25:17 -0500

Why must all the really good looking games be pay/full download??

- Yoshi




Comment on "Mad Head"

Tue, 30 May 2017 11:42:31 -0500

Thanks KK. That was a cool game.

- Paul




Comment on "Rhythm Doctor"

Tue, 30 May 2017 04:31:07 -0500

I got to 30% in the demo, but I can't hold a rhythm consistently enough to S anything but the easiest stage. (Plus, those timing windows are tough to adapt to, and I don't have a surface to slam my hand against.)

The music is really good, but several patterns are just unintuitive. Most of the difficulty lies in having to guess at what rhythms arise from multitasking at different speeds. The special effects really make up for it, adding some humor and replay value.

- kktkkr




Comment on "Mad Head"

Tue, 30 May 2017 01:06:34 -0500

Walkthrough time! Mad Head The Doc has summoned you to his lab... to get him his supper? Exploration 1 Note: Some of the clues in this game do not change the cursor. I'm not naming all of them in this section, so keep an eye out for them. You start off at the lab entrance, facing a screen with blinking lights next to a candelabra which provides pointless lighting. There's a slot machine with room for a three-digit code in the corner of its screen. Apparently you'll need to find pear, apple and orange digits. Next to that, there's a coffee machine, but you don't have the 3 silver coins needed to buy the coffee. Go up the stairs on the right. On top of the stairs, there's a painting with airbrushed splotches of red and white, but Keithan knows there's a hidden message in there. Go in the right door, which leads to the bathroom. Though maybe it should be called a death-room, with all the dangers around. Click on the sink, and Keithan mentions something stuck in the drain. But you can't get to it, because the cupboard under the sink is locked with a three-digit code in sinister red= digits. On the right side, a box is locked with a two-symbol code. (It's not a binary sequence, you just have to find two symbols and put them in.) Open the drawer below that and take the red filter glasses. Back out and go through the left door, where Doc is waiting for his stuff. He's holding on to a finger-on-a-stick hovering over a button you can't press. Next to him, a cookie machine has a numeric keypad with 1323 etched into the corner. On the table next to that, one single die has three faces colored. (The other three faces may also be colored, but you can't tell.) In the upper-left corner of the room, a poster matches the colors blue, green, red with the numbers 1, 2, 3. Go all the way back to the first screen, and now take the door on the left. In this storage room, a world map hangs on the wall with Switzerland and Japan circled in red. Below it, there's a panel with three buttons colored blue, green and red. There's a door to the left of that with no handle, and there's also a key under the cupboard on the right which you can't reach. Mysterious door Unlock the door by pressing the panel buttons [...]



Comment on "Weekday Escape N°145"

Fri, 26 May 2017 21:09:24 -0500

Thanks for corrections.

Just to clarify Cyberjar88's correction:

The correct order of ingredients for "Witchcraft" is snake, fish, herbs, blue potion, yellow potion.

- kktkkr




Comment on "Weekday Escape N°145"

Fri, 26 May 2017 19:10:56 -0500

Okay, that's what I thought I was doing but it didn't work before

- ander




Comment on "Weekday Escape N°145"

Fri, 26 May 2017 17:56:06 -0500

Another correction to your Walkthrough kktkkr: Snake is used only once in the potion.

- Cyberjar88




Comment on "Weekday Escape N°145"

Fri, 26 May 2017 11:35:26 -0500

KK a correction on the

color puzzle. you said it was on the lower left door. it was the upper left one that has the color puzzle. the lower left is numbers.

- Paul




Comment on "Weekday Escape N°145"

Fri, 26 May 2017 05:49:12 -0500

Witch Manor Escape The music is great but it gets repetitive, so turn it off by clicking on the "BGM" text. Exploration You start off facing two windows draped with nice red curtains, each with a padlocked chest below. In between, there's a cabinet with four locked drawers. The top drawer has a bunch of petals that light up in different colors when clicked, as well as a four-leaf clover where each leaf cycles through different colors. The next drawer takes a three-digit code, but the digits run from I to IX. The next drawer looks like a normal three-digit lock, but there are no digits to be seen. Instead, each of the slots is split into two halves, top yellow and bottom blue. It also has a card slot below the lock. The bottom drawer is your usual three-digit lock, but don't ask me why witches are using seven-segment displays for digits. Turn around. Here, two magical seals stand in front of a door with no handle, but there's nothing you can do with them yet. Turn right. A cauldron sits in the middle of the room, with a dark shadow hiding under it. Click on the shadow, which turns out to be a chick, who's actually a chicken but shrunk down, and you need to restore him to size. (If you haven't noticed yet, the chicken is a main character that even appears on the background of the game page!) The back of the room is marked by a pair of purple curtains, and there's a silhouette of a statue on the back wall. It's just decorative, since you can only access the shelves on the left and right walls. On the left shelves, several white and purple books are blocked off on the top shelf and several numbered green books are arranged in order on the bottom shelf. You can click on the books to move them up or put them back, rearranging them in order. The books have a six-pointed star marking and dark green bands at different positions on their spines. Next to those books, there's a four-digit safe. Click the arrow or bottom of the screen to look at the other shelf, which is full of various reagents. There are two jars in the bottom, with dried fish and dead snakes. Just [...]



Comment on "Weekday Escape N°145"

Fri, 26 May 2017 02:25:28 -0500

@ander: You know how

that potion bottle pictured on the note is blocked by a magic barrier, and needs a sequence of stars to open it?

Draw an X and then a Z through the four corners to break the barrier.

- kktkkr




Comment on "Weekday Escape N°145"

Thu, 25 May 2017 18:42:49 -0500

I'm playing the Witches' Building game and I'm stumped on

the "X Z" hint. What's it supposed to mean?

- ander




Comment on "Weekday Escape N°145"

Thu, 25 May 2017 12:05:47 -0500

For once, I don't have to spend ages solving the very first tile-rotating puzzle! Ludo Swap Escape Its a room with Ludo pieces! Let the game begin. Exploration You start facing a sofa with colorful cushions and a triptych of a Ludo board above it, where the center picture is messed up and the picture on the left can be flipped over to reveal a clue with four letters and arrows. Click on the right corner to zoom in on a locked drawer with four dials you can rotate. Turn right. Its just a door to a locked balcony, so turn right again. There's a television (powered off) on this screen over a grid of squares that's missing 11 of its tiles. Conveniently, one of those tiles is on the left beside a vase. So take that pink square tile, and examine the main door. Yes, it's locked. Turn right. Open all five drawers at the top, pick up a square tile and the green ludo piece on the very right, leaving just six red and green pieces. Then check out the four drawers below that, which are locked and require a four-color code, a two-button (green/red) code, a four-(colored)-digit code and a monochrome 4x4 grid code. Also check out the picture to the left which has tilty corners, and the sqaure tile leaning against a speaker with a yellow die on top of it. Jumble Click on each of the pieces in the center picture above the sofa to fix it. This puzzle is randomized but not too difficult because of its many angled patterns. Once the picture is solved, a compartment opens in the lower-right and you can take a square tile. Directions Use the clue behind the left picture above the sofa to unlock the drawer to the right of the sofa. The letters LUDO appear next to right, down, down, left arrows. So click the dials 2, 4, 4, 6 times, and open the drawer to get another square tile. Binary Use the order of game pieces in the top five drawers to unlock the upper-right locked drawer. The six pieces left are (from left to right): red, green, green, red, green, red. So click th[...]



Comment on "Weekday Escape N°145"

Thu, 25 May 2017 03:00:47 -0500

In case anyone else has problems like I did with the final hallway section in Escape-Men:

I was reading the instructions as "at each intersection, choose that direction," (so go through 10 intersections), when actually you only go down a hallway when the escape-man points up, and for the R and L instructions just turn in those directions, not actually move down halls (so a total of 4 intersections).

- Vinca




Comment on "Weekday Escape N°145"

Wed, 24 May 2017 22:14:04 -0500

sorry I figured it out

I thought they were wanting the actual picture clicked. they were wanting the actual side of the picture.

man I;m stupid. lol anyway can't wait for the other 2 :)

- Paul




Comment on "Weekday Escape N°145"

Wed, 24 May 2017 22:02:56 -0500

the white blank painting code does not seem to work,kk

even though you and I both figured out based on the painting clue the solution should be M R L R L M it doesn't seem to work.

i'm confused.

- Paul




Comment on "Weekday Escape N°145"

Wed, 24 May 2017 21:18:05 -0500

Find the Escape-Men 177: Museum Don't forget to make the language English so you can understand the intro and a hint. Exploration You start off facing a long hallway. It's your best chance at a way out, but you somehow feel that you'll get even more lost if you try. So check the plaque on the side, which tells you to find 10 escape-men first. Also look at the safe on the left, which has pictures of a snowflake, flower and two kinds of leaves, with buttons underneath the pictures which cycle through eight two-letter combinations. Turn right. The three pictures on this wall show various pairs of fruit in various numbers in variously colored frames. There's a guard sleeping in front of those, and his hands are a rather bright shade of green. Turn right. There are four pictures on the wall: SPrINg with light pink flowers, SUmmER with a bunch of leaves and an escape-man (#1) hidden in the upper-right, aUTUmN with red maple leaves and WInTeR with snowflakes. There's a sofa with an escape-man (#2) stuck in it which you have to click ten times to yank free, and a safe on the right armrest with colored frames around pairs of colored regions. Under the sofa, it's too dark to see a selfie stick (on the left) and an escape-man (on the right). Yeah, too dark. Turn right.There are three blank paintings on the wall that shift around a bit when you click them. And if you spend too much time trying to decipher them, an escape-man (#3) appears on the left one. Pick up a copy of Art Monthly magazine from the rack, which has many pages of boring arty blather and an ad for a selfie stick at the end, where the picture on the phone is of an escape-man (#4). Left and Right Click the left and right sides of the three blank paintings according the clue from the fruit paintings. The groups of 1 to 6 fruit occur on the left of the middle painting, right of the right painting, etc. Cli[...]



Comment on "The PESIMARI Escape 2"

Wed, 24 May 2017 04:02:34 -0500

Thanks kktkkr, I always use the large-image link so I never paid attention to the big yellow link before. Yesterday, when the large-image link didn't work, I was looking through the text for some other game link. I guess the big yellow link was just too big for me to notice :-/

- barbara




Comment on "The PESIMARI Escape 2"

Tue, 23 May 2017 11:16:12 -0500

Thanks kktkkr -- Had a difficult time finding the trapdoor; didn't notice there's an arrow to follow instead of the usual left, right, down directions.

- jcfclark




Comment on "The PESIMARI Escape 2"

Tue, 23 May 2017 07:50:22 -0500

@barbara: The links seem correct to me. The only one that points back here is the large image at the top.

- kktkkr




Comment on "The PESIMARI Escape 2"

Tue, 23 May 2017 06:30:28 -0500

The link to the game just comes back to this page. (I found a link on another site.)

- barbara




Comment on "The PESIMARI Escape 2"

Tue, 23 May 2017 01:08:56 -0500

I liked this game. Several of the puzzles had clever twists I hadn't seen before :)

- CptnSuz




Comment on "The PESIMARI Escape 2"

Mon, 22 May 2017 19:09:17 -0500

Thanks for the corrections. I had originally typed both the wrong clue and code, but somehow only managed to fix one.

- kktkkr




Comment on "The PESIMARI Escape 2"

Mon, 22 May 2017 18:42:29 -0500

kk the sugar sugar code is wrong

25344 is the solution.

- Paul




Comment on "The PESIMARI Escape 2"

Mon, 22 May 2017 18:40:47 -0500

rewyn I just mentioned that in my above comment.

- Paul




Comment on "The PESIMARI Escape 2"

Mon, 22 May 2017 17:01:48 -0500

Sugar, Sugar has the wrong code in the walkthrough.

It should be 25344

- rewyn




Comment on "The PESIMARI Escape 2"

Mon, 22 May 2017 16:47:43 -0500

thanks for the walkthrough KK. one correction though

the sugar packet code for the safe on the wall is 25344

- Paul




Comment on "The PESIMARI Escape 2"

Mon, 22 May 2017 12:39:09 -0500

The PESIMARI Escape2 It's Tesshi-e! Solve puzzles and escape, but first you have to put the cafe in order so you can enjoy your coffee. Exploration (Don't forget to adjust your language, turn the music on or off, and change the volume in the settings.) The most prominent thing in this cafe is a long table with lots of chairs. On the near side, a coffee grinder holds a simple key. Look at each of the three places set on the table, each with a different number of sugar packets to the left of the serviettes and a table number and symbol displayed on the right. At the very end of the table, there's a stopped clock on a rectangular clear acrylic plaque. The clock face has diamond and spade-shaped decorations on its minute and hour hands. Back out. Next to the locked cafe door, there's a trolley with several items on it: a bunch of irrelevant books, another of those table number and symbol markers, a box with stars in front and holes on top in groups of two, one and three, and another safe with three buttons which toggle between white or black until the row of five lights on top turns entirely green, and then you can press a button below to reset the puzzle. To the left of the trolley, there's another stopped clock with a octagonal shape and a circular decoration on the hour hand. It's a Mild Escape-branded clock with a Mr. Ducky on the front, and a PESIMARI Escape picture on the pendulum. Turn left and look at the two smaller tables next to the clock. As usual, they're set with sugar packets, table numbers and such. Pull back the chair in the left corner (at table 5) to get a ma[...]



Comment on "The PESIMARI Escape 2"

Mon, 22 May 2017 12:23:43 -0500

Hint: you need something flammable.

Have you found and opened the trapdoor?

Have you tried to put the trapdoor back?

- kktkkr




Comment on "The PESIMARI Escape 2"

Mon, 22 May 2017 12:03:18 -0500

FINALLY made a cup of coffee but cannot start the fire. Any clues?

- jcfclark




Comment on "Selectorium"

Sun, 21 May 2017 19:26:24 -0500

i wish also there were more levels!

- monojoli




Comment on "The Search"

Sun, 21 May 2017 02:58:34 -0500

Also available on itch.io for those who would prefer a DRM-free copy:
https://jasongodbey.itch.io/the-search

- Nezuji




Comment on "Don't Escape 2"

Thu, 18 May 2017 23:02:57 -0500

You can use the coin to

pay for a shopping cart.

- Swordrager




Comment on "Weekday Escape N°144"

Thu, 18 May 2017 14:55:08 -0500

thanks KK. good job as always :)

- Paul




Comment on "Weekday Escape N°144"

Thu, 18 May 2017 14:25:15 -0500

I wasn't expecting the Amajeto one to be extra difficult (pixel hunts, red herrings and a well-hidden clue), so I had to read a few hints and spoilers to beat it. Amajeto Hotel: Solitude If you feel a sense of deja vu, that's perfectly understandable. Welcome back to Amajeto Hotel! Exploration So once again, Amajeto Hotel has left you to clean up the room for them. Pick up three golden squares on the couch, next to the telephone and next to the lamp. In the process, you'd probably noticed that the phone's display only has room for five digits, and that the each of the orbs on the lamp lights up a different color and hangs by a different number of threads. Of the three pictures hanging over the sofa, the center one looks messed up and the ones on the sides can be flipped over. But only the one on the left has a clue on it when turned over: a single blue diamond. There's a compartment under the right picture that you can't open yet. Turn right. The balcony door is locked, so turn right again. The wall here is decorated in a familiar way: four safes under four rectangular sections, and a TV in the middle over some books and a box. Take two golden squares from on top of the box and next to the vase on the right. You don't have a remote for the TV and don't know what the numbers on the top and bottom of the books are for (yet), so look at the four safes. The first safe on the left needs a fou[...]



Comment on "Weekday Escape N°144"

Thu, 18 May 2017 12:06:48 -0500

Barbara, thanks for the walkthrough. I got confused a little on a few things but I managed to get through it. looking forward to the Amajeto one.

- Paul