Weekday Escape N°42
I had an introduction for you, folks. It was right here, no joking. So let this be a lesson for you, which I very recently learned through my freewheeling cavalier oh-I'll-just-real-quick-step-away-for-a-phone-call—backing up your creative endeavors, no matter how small or large, is a good habit to be in. Anyways, the intro? It went something along the lines of "embrace new things, treasure old things," and all that sort of muck muck, closed with a witty (very profound and very insightful) platitude about taking the opportunities life gives you. I really have to tell you, it was some of my best work. You would've loved it. Anyhow, here are three new (and not-so-new) escape games for your Weekday Escape enjoyment...
Frog Lake Escape - from Sanpoman has a sweet pastel artwork that might make you think one of Yuri's little chicks will pop up out of hiding at any moment. Although lacking an English translation, you should be able to solve your way through without knowing Japanese. Puzzles are equally cute and, with one notable exception, not too tricky. Perhaps the one thing players will most be confused by is in trying to meander through this pleasant pastoral scene and explore all possible notable spots in the landscape...and through the hidden froggy tunnels. So, because you start out already outside, you might say to yourself, "Why would I need to escape? I'm already free," and just stay put. But there's more to escaping than just being not inside. Besides, those trees are not budging. If you don't mind the discombobulating navigational trials, then there's much about Frog Lake to keep you smiling through the end.
Fresh Bathroom Escape - Since Flash512 asks you to pick a nickname, for score-saving purposes, before beginning play, I suggest "ellerules" or "giveellecash". We might start a thing yeah? Besides I could use some extra cheer-up. I can't say I was absolutely happy that this escape trapped me in a bathroom again (real story, that happened; it was quite traumatic), but at least this time instead of pounding on the door and yelling for help, escape is just a matter of calling brain cells to action. Okay. This can be done. Fresh Bathroom Escape indeed has a fresh design and a well-implemented interface, with some logical puzzles to go along with it all. It's short, but enjoyable; I mean, size doesn't count for that much does it? Also, why haven't we featured Flash512 in so long? I'm not sure. But if there are more games like Fresh Bathroom upcoming, you will be seeing plenty Flash512 under the JIG spotlight in the future.
Yuk Escape 2 - I might be a little off on the translation of this title by Kamokichi (there's Search Also Toka Duck and Be Original Toka Duck to consider as well), but we can talk names and meanings later. What you'll find when you click past the title screen to begin playing is that same Sanrio-ish charm you've enjoyed in Strange Little Searching and other Kamokichi creations. Here it's not a lock with a missing key keeping you inside, but a rather disgruntled-looking doggie. What are you going to do to get out the door? Solve the series of item-use puzzles and open some codes to find the object you need to escape.
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.
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Walkthrough Fresh Bathroom Escape
Please note: to use items, you have to drag them from your inventory
1. Open the blinds
2. Grab piece of paper
Star 2 5
3. Examine top right corner of the giraffe painting on the left
Code: 692 (this changes with every game)
4. Enter code below fish bowl
5. Add wood panel to box on table
6. Flush toilet, note the code that appears
7. Replicate the code on the wooden box on the table
Top right, bottom left, top left, bottom right
8. Place heart below the soap box (to the right of the bath)
9. Unlock shower
10. Use the spade on the plant below the clock
11. Use the chisel on the tile to the right of the toilet
12. Add the cat on the cupboard door below the mirror
13. Use the hook below the bathtub
14. Use the tweezers to get the fishbone from the fishbowl
15. Add the fishbone to the clock and open it (click on the fishbone)
16. Use the knife on the right giraffe picture to get a hammer
17. Note the code on the upper rim of the dark-wooden mirror
Square 6 8
18. Combine the hints of steps 2, 16 and 17 at the yellow tiles to the left of the exit
The star is at coordinates x=2, y=5
I wonder where the square is
Use the hammer on the tile that is 4 tile to the right and 3 tiles below the star
19. Use the racket in the bath
20. Use the key to exit
I think the main difficulty in this game is step 3.
By the way, who has a lock on their shower? That is a bit creepy.
Posted by: Crouch | September 24, 2014 5:07 AM
My first walkthrough! For Frog Lake. The game itself isn't that hard, but finding certain items can be a bit tricky, so I decided to arrange this as a guide to where everything is.
You'll need five coins to leave the lake from the center island. One coin can be found within each of the chests, which can be opened with the key of the matching color.
Right-hand drawer in the red house.
On the ground behind the fenced area on the center island.
On the back of the "tree door" in the side branch of the tunnel.
Drawer in the blue house.
Coded "lobster" container in the blue house.
Left-hand drawer in the red house.
Buried in a dirt pile at the back of the pond, between the two houses. You'll need the trowel.
In the tunnel, at the far left below the ladder from the red house.
Coded "puffy fish" container in the red house.
Coded "long fish" container in the red house.
On the far edge of the pond, accessible through the "tree door" in the side branch of the tunnel.
In the blue house.
On the center island.
Behind the blue house.
In the side branch of the tunnel.
Fish Container Codes
Use the blue and pink boxes to feed the fish in the lake, behind the signs around the back of the red and blue houses.
Lobster Container Code
There's a lobster behind the glass in the side tunnel beneath the red house. Whatever you do, don't annoy him by knocking repeatedly on the glass! Or, you know, do, if you want the code.
Tree Door Code
Printed on one of the trees behind the red house.
Blue House Codes
Printed on the backs of the two houses. Use the binoculars from a strategic position on the center island.
Posted by: abfdrumz | September 24, 2014 9:54 AM
Since I played through Yuk Escape a bazillion times already I may as well make a walkthrough.
Yuk Escape 2 Walkthrough
Filling Your Inventory
In your investigation of the pictures to comprehend clues, you may notice something strange in your peripheral vision.
On the right wall, while looking at the bunny picture, there is a small sliver of pixels. Click it to look at the wall, and discover a hidden nook where you can find the blue key.
Take a close look at the plant.
You can find a note with a drop of water on it under the pot.
The top drawer is already unlocked. Inside is a note with some strange clues about something or other on it.
There's nothing here as far as items go!
There are no items here that are immediately accessible.
Or are there~?
Time to start solving some puzzles!
The Shape Puzzle
The door on the right in the picture room has a lock with images of four shapes on some buttons. Those shapes have been seen before.
They can be seen near the top of each room. But what order do they go in?
The trick is in the pillars in each room, segments of which are colored in blue. Each room has a different number of colored segments, from one to four, giving you the order for the lock.
The order is:
Hit the button at the bottom when done and move away from the lock to open the door. Grab the wire hanger inside.
The Black Square Puzzle
The middle drawer in the sink room has a lock with four buttons and an image of a raccoon and pig, with an arrow from the raccoon to the pig. You can solve this puzzle just with information in another room!
The raccoon and pig are hanging out in the picture room. The five pictures under them all have four black squares in the corners of their frames. Each picture has a single arrow pointing to one of those corners. Follow each picture in order from left to right (the direction suggested by the arrow over the lock) to find the solution.
Using ordinal directions, the solution is
Grab the drill (not a screwdriver!) from the drawer.
The Sink Cabinet Puzzle
The sink cabinet has a lock with three numerals in blue, set to zero. With a bit of sleuthing the code can be found easily.
Look under the towel to the right of the sink. The code is on the wall.
The code is
Input that to the sink's lock by clicking each digit, and then open the cabinet to find a strange box that seems to need three shapes to be opened.
The Mostly Blank Paper
It's time to start using some inventory items now. What about that paper with the drop of water on it?
Try getting it wet. Look at the sink and turn on the faucet, then put the paper under the water.
The paper will now be covered in hiragana! Thankfully you won't need to be able to read it to solve the puzzle it hints at, but if you're curious it says 'runtatta runrun'. (Don't ask me what it means though!)
The Dining Room Box
The box on the dining room table has four buttons, each with a hiragana character. You don't need a working knowledge of hiragana to solve this puzzle, you just need to find a clue with the same characters.
That clue is on the water drop note, as solved above. Follow the hiragana in the order on the paper to unlock the box.
The solution, using ordinal directions, is:
Open the box and grab the six pointed star.
Retrieving the Red Key
The tantalizing red key is behind a pane of glass. There's a hole in the space the key's trapped in, but there's no obvious way to reach in and take the key.
Do you see that brown strip on the bottom? Apparently it's really soft and easy to drill through! Use your drill to make a small hole. Now that you've done that, you need to find something that can fit through that hole.
Look at the wire hanger and click on it. You'll straighten it out into a handy pole with a hook. Use the pole on the hole and you'll snag the key and pull it free.
The Hearts Lock
Now that you have the red key, you can use it in the red keyhole that activates the lock on the bottom drawer in the sink room.
An image will appear on each of the two buttons: two hearts on the left, and a heart with wings on the right. This looks familiar.
Take a look at the note with the raccoon and pig. It suggests that vertical arrows are connected to the two hearts, and horizontal arrows are connected to the heart with wings. There's also an arrow going from the pig to the raccoon, and then the raccoon to pig. What does this all mean, though?
Remember the arrows pointing to the black squares on the picture frames? Some of them were oriented horizontally, some vertically. Translate each arrow into the picture suggested by the note. Similarly, the black square puzzle had an image of a raccoon and pig connected by an arrow. This time you'll need to read the pictures from right to left (pig to raccoon) and then once more left to right (raccoon to pig).
The solution, using right and left:
Open the drawer and get the thing that is probably a screwdriver. It definitely has a frog on it.
The Door Without a Lock
You've likely noticed by now that the middle door in the picture room has no puzzle lock, but is unopenable just the same. There's gotta be a way in.
Look right above the door, and you should see a close up of the shelf. There will be a hole that looks like something can fit into it and unlock it. Stick your froggy screwdriver into the hole, then open the door and grab the saw.
Cutting things up!
You have a handy little saw, but where to use it?
How about an act of vandalism? Use the saw on the chair legs in the dining room. You'll get yourself a nice bundle of sticks.
To the Alcove
The sink room has a hidden alcove in the upper left, but it is not easily reached. That metal thing below it looks like it should have something to do with it.
Insert one of the sticks you got from the chair legs into the hole of the metal thing, giving you a handle. Click the handle to crank out a ladder.
The Tile Lock *long, frustrated, defeated sigh*
Okay. So you've noticed the lock on the left door in the picture room. You've noticed that it requires a three digit number, and that the numbers are made up of green tiles with white tiles as empty space. So what now?
The first thing to notice are the strips of tiles in front of every room. However, there's only four strips of tile and the lock suggest there should be five. Where to find the other one?
The door in the alcove has all the remaining clues you need to solve the puzzle. Study it. Study it carefully. REALLY carefully. The obvious thing you'll notice is that the door has images of the shapes you used in the shape puzzle, and the circle is repeated twice. The NOT obvious thing is the small strips of color on the sides of the door, brown on the left and white on the right.
The fifth strip is found by duplicating the strip in the circle room. The color strips show the orentiation of each tile strip. Some of the tile strips have their brown strip on the right, which indicates that the order of the tiles is reversed. (In practice the triangle strip is the only one that gets reversed as the other reversed strip is symmetrical.) Open up your preferred easy text editor and record the five tile strips with the right orientation, putting each strip in its own separate line. Then cut and paste the lines to shift them around until you get something that looks like a three digit number.
The solution, at long last, is:
Grab the second six pointed star.
The Alcove Door
The door in the alcove is obviously meant to be opened. But it doesn't seem to want to budge. There's a small slot in the upper right of the door. Maybe that's important.
Stick the saw into the slot. (You can't get it out again, but you won't need it any further.) You can now open the alcove and retrieve the roll of tape.
The Long Reach
There's a small metal door in the left side of the dining room. It's locked, but you can open it with the blue key. Inside you'll see a long corridor and a far away button. How to reach it?
You should have a whole bunch of sticks and a roll of tape. Tape the sticks together to make an extra-long pole, then use the pole to reach in and hit the button. Grab the third six pointed star from the dispenser.
Under the Sink
If you've already opened the sink cabinet, you know about the purplish-pink box that wants some shapes to open.
Put each of the three six pointed stars into the holes to unlock it, then open it up and grab the box cutter with a frog on it.
Finally, That Dog
You've done it. There's now no more puzzles left between you and that dog. What do you think would get it to move out of your way?
Did you notice the picture of the old monarch dog in the dining room? Maybe this dog would like to feel royal.
Make a crown by using the box cutter to cut up the cardboard roll left over from the tape dispenser, then give the crown to the dog. Sure enough, this excites the dog and you are free to enter the door!
SPECIAL BONUS ENDING!!
This is the Happy Coin of this game! Find it and you'll get something nice!
At any time in the game you can look under the dispenser by the door locked with the blue key, the same one where you got the third six pointed star after poking the far off button. Under the dispenser is a ticket with a present on it. Grab it, and when you complete the game you'll get a present!
Posted by: funnyguts | September 24, 2014 3:21 PM