Welcome to our humble abode, dear JIG reader, where we plumb the gaming catacombs to find and present you with everlasting hours of amusement. Why? Because we hearts you, of course. And, since we know you love escape games, here is Escape 9000: JayIsGames Office, baked up by the JayIsGames staff just for you to munch on for April Fool's day...or anytime you'd like. Feel free to rummage through our file cabinets, desk drawers, kitchen and diary, or anywhere else a puzzle could be concocted. There's even a few hidden achievements, just so we can cheer for you. So, thank you for the awesomeness that you are, now dig in!
42 Comments
for 7:
first click right or left (direction doesn't matter as long as you write it all down). then click on the paintings/pictures so that numbers in colours appear. looks alot like vectornotations doesn't it. Write them down and continue to the next screen. repeat this until you return to the first screen. Now click on the cat basket. DO CLICK THE BUTTON. now go right (or left)and click on the boxes that are pointed to in the clues. 3 letters should appear. These need to be filled in in the door.
for 4 I don't know..
Some hints:
1:
Lamp = number; 3rd one I guessed
2:
Magical Square, where the sum of each row/column = XV; 3 numbers are fixed
3:
there are multiple "keys" starting with the one below the lamp at the rug; throw them all at the door
4:
a very simple version of jiggling the picture frame
5:
on the left is the calculator-scheme, which helps you solve the equations on the right; both solutions have 4 digits although only 3 blue cupcakes are shown - they must have been eaten already
6:
I have no clue what's going on here, but you should start with the red bag
7:
no solution, although I got three letters/numbers that resemble "H2e"
9:
remember the Konami-code?
had a little time on my hands so here's a walkthrough of the levels I know how to solve:
LEVEL 1:
if you click on the cabinet right of the door you'll find a remote of sorts in the drawer. If you click this you'll find it needs an input of 1 letter, 1 number and 1 sign. Look around the room to look for any of these 3.
the location for the letter:
the letter is on the report card
C (in my respect they deserve atleast an A)
the location for the number:
I've found this one to be a bit hard while it is in plain sight. The lamp has a strange shape hasn't it? ofcourse it's a
1
the location for the sign:
where haven't you clicked that is almost always a spot in an escape game? the plant ofcourse
the sign is a + (this plant is surely positive isn't it?)
you finished the first level!
LEVEL 2: (thanks to KMB)
you find yourself in a renaissance painting. whait, what?.... nevermind.... only one thing to click here: the square at the left wall. It looks to be a magic square in wich the sum of the numbers in the rows, colloms and diagonal rows need to be the same number. But don't be fooled for it is a magic square :P.
solve it and exit
the result should look like:
492
357
816
LEVEL 3:
this level sucks....
click on the lamp to turn it on.
as you turn it on you'll notice something has changed. click on it.
the rug has gotten a new red thing on the right side
use the item on the door (just click the door)
the lamp will turn of again repeat this serveral times until the door opens.
time 2:
the plant looks as if it grew a screwdriver...
ohhh look it did!
time 3:
well those drawers look inviting don't they?
lets snoop through them for cash or naughty pictures.... nope nothing in here except for some newspapers and an screwdriver...
timer 4:
well one thing left to look at; the trashcan. what's this? nothing inside? heee, something's inside the flowerpot now...
you now finished level 3!
LEVEL 4: (thanks to jamie.malekoff)
just click the top bar of the door a few times. that'll knock the door straight out!
LEVEL 5:
time to calculate! but what to do the figures represent?
Look at the lay-out of the input part (left part) doesn't the same lay-out sit in your pocket (I'm a magician, how did it get there? :P).
Only the final answer needs to be given.
the lay-out is that of a phone.
so the calculation is:
84*57=4788
4788-29=4759
so enter 4759
click the central brownish cupcakes to exit
LEVEL 6:
the key to the end door is inside that bag! but it's tied shut! in the bottom right hand corner is a map of the dungeon. use it to your advantage. You'll need to destroy the bag in order to escape.
first go to the fire room (on the map the left room). next put out the fire with ice (lower room). now that it is frozen lets burn it again (back to the fire room). after this lets go to the right room (no idea what it should be :S). last room: go to the upper room to collect the key!
LEVEL 7:
first click right or left (direction doesn't matter as long as you write it all down). then click on the paintings/pictures so that numbers in colours appear. looks alot like vector notations doesn't it? Write them down and continue to the next screen. repeat this until you return to the first screen. Now click on the catbasket. DO CLICK THE BUTTON. now go right (or left)and click on the boxes that are pointed to in the clues. 3 letters should appear. These need to be filled in in the door.
if done correct it will read: HSG
LEVEL 8:
look at the pictures, they're taken with little light so it's a bit hard to recognise the image. after you've seen it click on the next number so that you get the next picture etc... once done click on 5 and get ready to play a match of recognise the image. click the images you've seen in the same order and leave through 6.
the order is bottom middle one(the pan with the round handle), bottom right one (clothhanger with hooks that don't run all the way down), middle right one (sandel) and the top right one (iron).
LEVEL 9:
first things first; light the torch it's awfully dark in here.
next lets see if we can get this door out of our way. those hinges look worn. get rid of them. Notice that the left one has a input for some sort of code. As a physicist I also noticed that the input reads lux. thats funny you've just lighted a torch.
click the bottom left letter that looks like a L, then click the middle sign that looks like a upside down U and last click the upper right letter that looks like a X.
you may now exit
thanks for the walkthrough ruben!
after level 4 scary sound i can't do anything thinking that something's gonna appear cause it's april fools but no it's just a scary sound
i'm really nervous sometimes :)
good job jayisgames great game good graphic so realistic awesome 5/5 you guys should create more games like this so much graphic goodness
Escape 9000: JayIsGames Office Walkthrough
A walkthrough and achievements list plus a super secret cupcake recipe!
Truly Tasty Jigman Cupcakes Recipe
3/4 cup butter, softened
3 eggs
2 1/2 cups all-purpose flour
2 1/2 teaspoons baking powder
1/2 teaspoon salt
1 3/4 cups sugar
2 teaspoons vanilla (or flavoring of choice)
1 1/4 cups milk
Preheat oven to 350° Fahrenheit.
Allow butter, milk and eggs to reach room temperature. In a medium bowl, sift together flour, baking powder and salt until well distributed. Set aside.
In a large mixing bowl, whip butter with an electric mixer on high speed for 30 seconds. Continue beating at medium speed, pouring in sugar about 1/4 cup at a time, until creamy. Beat for 2 minutes more.
Add eggs one at a time, beating well after each, keeping the consistency smooth. Beat in vanilla.
Slowly blend in flour mixture and milk to butter mixture, alternating between each, starting and ending with floor mixture. Mix on low speed after each addition just until lightly combined.
Line two dozen cupcake pans with baking cups. Pour batter evenly into baking cups. Bake at 350° F oven for 25 minutes. Poke a toothpick into the center of a cupcake to check doneness; it will come out clean when cupcakes are ready. Tops will be a light golden color. Allow to rest 5 minutes then remove from pans onto cooling rack. Wait until cool to the touch before frosting.
Level 1: Lobby
-
Here you are in the JayIsGames Office, locked up. Look around the room and take note of its features...plant, light, etc.
-
Click on the desk to zoom in and open its drawer, observing the things you see in this view as well.
-
Pick up the DEVICE from inside the drawer.
-
You need to enter the correct code and press the red button to unlock the door.
-
When done correctly, you should hear a door unlock sound and a "!" will appear over the red button.
-
Back up and go through the now open doorway.
HINT:
Are there things around the room that resemble or connote the numbers, letters and symbols on this device?
SOLUTION:
"C" on the report card, a "1" shaped lamp, and "+" from the plant....
C 1 +
Level 2: Las Meninas
-
You're stuck in a scene quite similar to something out of Diego Velazquez's mind, and there are a few other familiar sights here as well. Take some time to admire all the artwork here then you can get to work on escaping.
-
Now, click on the grid on the left side of the screen...
-
You need to solve the magic square.
-
You'll hear the click of the door unlocking when it's correct.
-
Back up and head out the open door in the back of the "Las Meninas" scene, where Jose Nieto stands in the doorway, waiting.
-
Eh hmm. Anyhow...
-
No one is in the doorway now, so go through again to exit this scene.
HINTS:
Note the markings on the top of the square.
Click the spaces until the numbers in every row/column add up to 15.
SOLUTION:
The final sequence is 4-9-2 on top, 3-5-7 in the middle, and 8-1-6 on bottom.
Level 3: Lights On
-
It's kind of dark in here. There's a lamp on the right side of the room. Flip it on.
-
Have you ever asked yourself, "Why use a key? Let's just take this monkey flippin' door down!" There's more than one way to exit a room after all. So let's search around the room for the escaper's best friend: the screwdriver!
-
But, before we get to that, do you notice something odd about the fringe on that rug?
-
Get the 1st SCREWDRIVER from the right edge of the rug.
-
Then, use it on the hinge of the door.
-
The lights have gone out. Turn them back on.
-
There's always time to stop and smell the roses.
-
Get the 2nd SCREWDRIVER from between the two orange flowers.
-
Use it on the door hinge again.
-
Turn the lights back on again.
-
Wonder what's in the JIG filing cabinet...
-
To open the filing cabinet, you'll need to jiggle it a few times (it's so full, it won't slide open easily).
-
Once it's open, do you see the tiny yellow screwdriver on this issue of JIG Daily? Get the 3rd SCREWDRIVER.
-
Use the third screwdriver on the door hinge, then turn the lights back on.
-
Some people's trash are other people's priceless vase.
-
Click on the trashcan. Something pops out of it and lands on the blue vase.
-
Get the 4th SCREWDRIVER off the blue vase.
-
Use it to remove the final bolt off the door.
-
Step outside through the open doorway.
Level 4: Oh the Horror
-
Here's a shabby chic door (I think I saw it in last month's Restoration Hardware catalogue) in a rather grungy dark corner? Coolness! Someone left their journal behind. Let's sneak a peek:
-
Sit back, put your feet up, and read the book from cover to cover.
-
Now, are you ready to open the door?
-
Go through the open doorway to your moderate safety.
SOLUTION:
As explained on the last page of the journal, just quickly knock 3 times on the top right corner of the door.
(Or twice on the pipes, if the answer is "No.")
Level 5: Cupcakeulator
-
If you're still with me now, and not looking through your cupboards for Duncan Hines or Googling the nearest bakery, let's study the design of these tummy taunting cupcakes.
-
There is an equation needing to be solved here (Oh Steve. Only you would think math and baked goods belong in the same sentence).
-
Click on the symbols in the correct order and your cupcakes will become "UNLOCKED".
-
To leave, after unlocking your cupcakes, just click then center of the screen.
HINT:
A 2-digit number
multiplied by another 2-digit number
licorice stick
blank
minus another 2-digit number
licorice stick
blank
SOLUTION:
The symbols on the left correspond to numbers on a phone....
123
456
789
-0-
So the equation on the right is asking you to solve 84x57-29, which gives you this number: 4 7 5 9
The final sequence is swirl, open triangle, filled square, right angle.
Level 6: Dungeon
-
Maybe you're wondering what bad thing you did to end up here? Who could say? You're here now, though. You'll notice you have a "control pad" in the lower right corner of the screen. This is how you'll get around this room.
-
Click the spaces on the navigation pad to move through this dungeon maze, using the clues in the scene to help decide which button to click on the control pad.
-
Start with "fire" (red) by clicking the left side of the control pad.
-
Move down to "ice" (light blue) by clicking the bottom of the control pad.
-
Go back to fire (red) by clicking the left button.
-
Go to the right side, "water" (dark blue) by clicking the button on the right side.
-
Go up to "air" (white) by clicking the top button. The bag will be destroyed and you'll see a key.
-
Take the KEY to reach the exit.
-
Click the door to leave.
SOLUTION:
At any time you get turned around or messed up, click the middle "brown" button to return to the start. The full sequence is left, down, left, right, up.
Level 7: Do Not Push
-
You're inside a quaint, cozy appartment with four walls to explore. Use the arrows on the left and right sides of the screen to navigate around the room.
-
Turn right and click on "Irene" to see a set of coordinates:
-
Turn right again. Click on "James the Shy" to see another set of coordinates:
-
Another right turn takes you to "Gregor V". Click his portrait for the last set of coordinates:
-
Go back to the front room (turn right) and click on the sleeping cat.
-
It will show you a button that says "do not push". Click it.
-
Exit this view and go either left or right to see a dark grid.
-
Enter all the coordinates into this grid to reveal the exit code...
-
Go back and examine the front door.
-
Click on each window pane to change the letters and enter the 3-letter code.
-
With the correct code entered, the door opens on its own.
-
Click the opening to exit.
Green: (1,6) (3,6) (3,7) (3,8)
Pink: (4,2) (5,4) (6,2) (6,4)
Blue: (7,2) (8,1) (8,5) (9,5)
Green: (1,5) (1,7) (3,4) (3,5)
Pink: (4,4) (4,5) (6,3)
Blue: (7,3) (9,3) (10,2) (10,3) (10,5)
Green: (1,4) (1,8) (2,6)
Pink: (4,6) (5,2) (5,6) (6,6)
Blue: (7,1) (7,4) (7,5) (9,1) (10, 1)
SOLUTION:
The final code is H S G.
Level 8: Obscura Camera
-
At first, all is dark. But you do have your camera...Click the numbers, 1-6, to navigate through each of the scenes.
-
Now, return to scene five, you have a puzzle to solve:
-
Click the objects shown in the first four scenes in order.
-
When entered properly, you'll hear the door unlock.
-
Go back to scene 6, click the doorknob and escape!
SOLUTION:
The final solution is 8 9 6 3 or open-handled sauce pan, the lower right clothes hanger, the thin flipflop, and the iron.
Level 9: The End
Unlock this level by completing the other levels.
-
You're facing a sturdy-looking door. There's a torch to the left of it and a panel on the right that's apparently holding the door closed.
-
Click on the right side panel to view a group of runes:
-
Select the super secret magical runes to unlock this door.
-
Click the down arrow on the left side of the screen to return to the normal view and exit through the now open door.
SOLUTION:
Screenshot: Level 9 Runes
Click the L-shaped rune on the bottom left, the center rune, and the rune on the top right that resembles an X.
You did it!
Hidden Achievements
Gratutiously random things for those who undauntedly attempt stuff just to see what happens, sometimes without rhyme or reason, here are some hidden achievements. If you do find them, let out a little huzzah, revel in our cheers for you, and bask in the warmth of knowing "You did good, kid! In order, they are...
Level 1:
Enter the code A1& and press the red button.
Level 3:
Click the lamp on/off ten times.
Level 5:
Enter the code from level 8 into this calculator. The sequence is...
8 9 6 3
Level 6:
Carry the revealed key through each of the elements.
With the key on the screen, simply click all four of the main navigation areas, plus the center.
Level 7:
Enter the letters J I G into the door lock.
Level 9:
Activate the final rune sequence without clicking on the torch.
Thank you for visiting the JIG office and have a nice day. We hearts you!
@Shudog, yeah that's what I meant too, got confused a bit there. But I found out what the problem was.
A Carthesian coordinate system deals with points, not squares. And it goes down to up, left to right. But because they are squares, I thought of them as rows and columns, thus counting up to down, left to right.
A correction for the walkthrough for level 5:
The right code is 4759, not 4769.
Also I have a question about level 4.
Where in the journal does it hint at knocking the brick three times? The last paragraph for me is "There is no escape. There is no escape.
[Hmmm. There was a page 5. I wonder if it was eaten by moths or if someone purposefully tore it from the journal? -elle]
@Bill: Maybe you're just that good at achievement getting? :-P I'll check into that, I think I know what's going wrong.
@ThemePark: Fixed that problem with the diary. It should show the last page for everyone now.
@marshalljpeters:
Sneaky Solver achievement (level 9):
Open the door without turning on the torch.
On level 1, when I zoom into the remote thing I can see about the top half of the screen but the rest is all black. The red button is there but behind it is black.
I can hear clicks when I click to either side of the button, like there are supposed to be buttons there but I can's see them.
Windows 7, firefox.
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Walkthrough Guide
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had a little time on my hands so here's a walkthrough of the levels I know how to solve:
LEVEL 1:
if you click on the cabinet right of the door you'll find a remote of sorts in the drawer. If you click this you'll find it needs an input of 1 letter, 1 number and 1 sign. Look around the room to look for any of these 3.
the location for the letter:
the letter is on the report card
C (in my respect they deserve atleast an A)
the location for the number:
I've found this one to be a bit hard while it is in plain sight. The lamp has a strange shape hasn't it? ofcourse it's a
1
the location for the sign:
where haven't you clicked that is almost always a spot in an escape game? the plant ofcourse
the sign is a + (this plant is surely positive isn't it?)
you finished the first level!
LEVEL 2: (thanks to KMB)
you find yourself in a renaissance painting. whait, what?.... nevermind.... only one thing to click here: the square at the left wall. It looks to be a magic square in wich the sum of the numbers in the rows, colloms and diagonal rows need to be the same number. But don't be fooled for it is a magic square :P.
solve it and exit
the result should look like:
492
357
816
LEVEL 3:
this level sucks....
click on the lamp to turn it on.
as you turn it on you'll notice something has changed. click on it.
the rug has gotten a new red thing on the right side
use the item on the door (just click the door)
the lamp will turn of again repeat this serveral times until the door opens.
time 2:
the plant looks as if it grew a screwdriver...
ohhh look it did!
time 3:
well those drawers look inviting don't they?
lets snoop through them for cash or naughty pictures.... nope nothing in here except for some newspapers and an screwdriver...
timer 4:
well one thing left to look at; the trashcan. what's this? nothing inside? heee, something's inside the flowerpot now...
you now finished level 3!
LEVEL 4: (thanks to jamie.malekoff)
just click the top bar of the door a few times. that'll knock the door straight out!
LEVEL 5:
time to calculate! but what to do the figures represent?
Look at the lay-out of the input part (left part) doesn't the same lay-out sit in your pocket (I'm a magician, how did it get there? :P).
Only the final answer needs to be given.
the lay-out is that of a phone.
so the calculation is:
84*57=4788
4788-29=4759
so enter 4759
click the central brownish cupcakes to exit
LEVEL 6:
the key to the end door is inside that bag! but it's tied shut! in the bottom right hand corner is a map of the dungeon. use it to your advantage. You'll need to destroy the bag in order to escape.
first go to the fire room (on the map the left room). next put out the fire with ice (lower room). now that it is frozen lets burn it again (back to the fire room). after this lets go to the right room (no idea what it should be :S). last room: go to the upper room to collect the key!
LEVEL 7:
first click right or left (direction doesn't matter as long as you write it all down). then click on the paintings/pictures so that numbers in colours appear. looks alot like vector notations doesn't it? Write them down and continue to the next screen. repeat this until you return to the first screen. Now click on the catbasket. DO CLICK THE BUTTON. now go right (or left)and click on the boxes that are pointed to in the clues. 3 letters should appear. These need to be filled in in the door.
if done correct it will read: HSG
LEVEL 8:
look at the pictures, they're taken with little light so it's a bit hard to recognise the image. after you've seen it click on the next number so that you get the next picture etc... once done click on 5 and get ready to play a match of recognise the image. click the images you've seen in the same order and leave through 6.
the order is bottom middle one(the pan with the round handle), bottom right one (clothhanger with hooks that don't run all the way down), middle right one (sandel) and the top right one (iron).
LEVEL 9:
first things first; light the torch it's awfully dark in here.
next lets see if we can get this door out of our way. those hinges look worn. get rid of them. Notice that the left one has a input for some sort of code. As a physicist I also noticed that the input reads lux. thats funny you've just lighted a torch.
click the bottom left letter that looks like a L, then click the middle sign that looks like a upside down U and last click the upper right letter that looks like a X.
you may now exit
Posted by: rubenwulms10 | April 1, 2013 10:15 AM
Escape 9000: JayIsGames Office Walkthrough
A walkthrough and achievements list plus a super secret cupcake recipe!
Truly Tasty Jigman Cupcakes Recipe
3/4 cup butter, softened
3 eggs
2 1/2 cups all-purpose flour
2 1/2 teaspoons baking powder
1/2 teaspoon salt
1 3/4 cups sugar
2 teaspoons vanilla (or flavoring of choice)
1 1/4 cups milk
Preheat oven to 350° Fahrenheit.
Allow butter, milk and eggs to reach room temperature. In a medium bowl, sift together flour, baking powder and salt until well distributed. Set aside.
In a large mixing bowl, whip butter with an electric mixer on high speed for 30 seconds. Continue beating at medium speed, pouring in sugar about 1/4 cup at a time, until creamy. Beat for 2 minutes more.
Add eggs one at a time, beating well after each, keeping the consistency smooth. Beat in vanilla.
Slowly blend in flour mixture and milk to butter mixture, alternating between each, starting and ending with floor mixture. Mix on low speed after each addition just until lightly combined.
Line two dozen cupcake pans with baking cups. Pour batter evenly into baking cups. Bake at 350° F oven for 25 minutes. Poke a toothpick into the center of a cupcake to check doneness; it will come out clean when cupcakes are ready. Tops will be a light golden color. Allow to rest 5 minutes then remove from pans onto cooling rack. Wait until cool to the touch before frosting.
Level 1: Lobby
Here you are in the JayIsGames Office, locked up. Look around the room and take note of its features...plant, light, etc.
Click on the desk to zoom in and open its drawer, observing the things you see in this view as well.
Pick up the DEVICE from inside the drawer.
You need to enter the correct code and press the red button to unlock the door.
HINT:
Are there things around the room that resemble or connote the numbers, letters and symbols on this device?
SOLUTION:
"C" on the report card, a "1" shaped lamp, and "+" from the plant....
C 1 +
When done correctly, you should hear a door unlock sound and a "!" will appear over the red button.
Back up and go through the now open doorway.
Level 2: Las Meninas
You're stuck in a scene quite similar to something out of Diego Velazquez's mind, and there are a few other familiar sights here as well. Take some time to admire all the artwork here then you can get to work on escaping.
Now, click on the grid on the left side of the screen...
You need to solve the magic square.
HINTS:
Note the markings on the top of the square.
Click the spaces until the numbers in every row/column add up to 15.
SOLUTION:
The final sequence is 4-9-2 on top, 3-5-7 in the middle, and 8-1-6 on bottom.
You'll hear the click of the door unlocking when it's correct.
Back up and head out the open door in the back of the "Las Meninas" scene, where Jose Nieto stands in the doorway, waiting.
Eh hmm. Anyhow...
No one is in the doorway now, so go through again to exit this scene.
Level 3: Lights On
It's kind of dark in here. There's a lamp on the right side of the room. Flip it on.
Have you ever asked yourself, "Why use a key? Let's just take this monkey flippin' door down!" There's more than one way to exit a room after all. So let's search around the room for the escaper's best friend: the screwdriver!
But, before we get to that, do you notice something odd about the fringe on that rug?
Get the 1st SCREWDRIVER from the right edge of the rug.
Then, use it on the hinge of the door.
The lights have gone out. Turn them back on.
There's always time to stop and smell the roses.
Get the 2nd SCREWDRIVER from between the two orange flowers.
Use it on the door hinge again.
Turn the lights back on again.
Wonder what's in the JIG filing cabinet...
To open the filing cabinet, you'll need to jiggle it a few times (it's so full, it won't slide open easily).
Once it's open, do you see the tiny yellow screwdriver on this issue of JIG Daily? Get the 3rd SCREWDRIVER.
Use the third screwdriver on the door hinge, then turn the lights back on.
Some people's trash are other people's priceless vase.
Click on the trashcan. Something pops out of it and lands on the blue vase.
Get the 4th SCREWDRIVER off the blue vase.
Use it to remove the final bolt off the door.
Step outside through the open doorway.
Level 4: Oh the Horror
Here's a shabby chic door (I think I saw it in last month's Restoration Hardware catalogue) in a rather grungy dark corner? Coolness! Someone left their journal behind. Let's sneak a peek:
Sit back, put your feet up, and read the book from cover to cover.
Now, are you ready to open the door?
SOLUTION:
As explained on the last page of the journal, just quickly knock 3 times on the top right corner of the door.
(Or twice on the pipes, if the answer is "No.")
Go through the open doorway to your moderate safety.
Level 5: Cupcakeulator
If you're still with me now, and not looking through your cupboards for Duncan Hines or Googling the nearest bakery, let's study the design of these tummy taunting cupcakes.
There is an equation needing to be solved here (Oh Steve. Only you would think math and baked goods belong in the same sentence).
HINT:
A 2-digit number
multiplied by another 2-digit number
licorice stick
blank
minus another 2-digit number
licorice stick
blank
SOLUTION:
The symbols on the left correspond to numbers on a phone....
123
456
789
-0-
So the equation on the right is asking you to solve 84x57-29, which gives you this number: 4 7 5 9
The final sequence is swirl, open triangle, filled square, right angle.
Click on the symbols in the correct order and your cupcakes will become "UNLOCKED".
To leave, after unlocking your cupcakes, just click then center of the screen.
Level 6: Dungeon
Maybe you're wondering what bad thing you did to end up here? Who could say? You're here now, though. You'll notice you have a "control pad" in the lower right corner of the screen. This is how you'll get around this room.
Click the spaces on the navigation pad to move through this dungeon maze, using the clues in the scene to help decide which button to click on the control pad.
SOLUTION:
Start with "fire" (red) by clicking the left side of the control pad.
Move down to "ice" (light blue) by clicking the bottom of the control pad.
Go back to fire (red) by clicking the left button.
Go to the right side, "water" (dark blue) by clicking the button on the right side.
Go up to "air" (white) by clicking the top button. The bag will be destroyed and you'll see a key.
At any time you get turned around or messed up, click the middle "brown" button to return to the start. The full sequence is left, down, left, right, up.
Take the KEY to reach the exit.
Click the door to leave.
Level 7: Do Not Push
You're inside a quaint, cozy appartment with four walls to explore. Use the arrows on the left and right sides of the screen to navigate around the room.
Turn right and click on "Irene" to see a set of coordinates:
Green: (1,6) (3,6) (3,7) (3,8)
Pink: (4,2) (5,4) (6,2) (6,4)
Blue: (7,2) (8,1) (8,5) (9,5)
Turn right again. Click on "James the Shy" to see another set of coordinates:
Green: (1,5) (1,7) (3,4) (3,5)
Pink: (4,4) (4,5) (6,3)
Blue: (7,3) (9,3) (10,2) (10,3) (10,5)
Another right turn takes you to "Gregor V". Click his portrait for the last set of coordinates:
Green: (1,4) (1,8) (2,6)
Pink: (4,6) (5,2) (5,6) (6,6)
Blue: (7,1) (7,4) (7,5) (9,1) (10, 1)
Go back to the front room (turn right) and click on the sleeping cat.
It will show you a button that says "do not push". Click it.
Exit this view and go either left or right to see a dark grid.
Enter all the coordinates into this grid to reveal the exit code...
Go back and examine the front door.
Click on each window pane to change the letters and enter the 3-letter code.
SOLUTION:
The final code is H S G.
With the correct code entered, the door opens on its own.
Click the opening to exit.
Level 8: Obscura Camera
At first, all is dark. But you do have your camera...Click the numbers, 1-6, to navigate through each of the scenes.
Now, return to scene five, you have a puzzle to solve:
Click the objects shown in the first four scenes in order.
SOLUTION:
The final solution is 8 9 6 3 or open-handled sauce pan, the lower right clothes hanger, the thin flipflop, and the iron.
When entered properly, you'll hear the door unlock.
Go back to scene 6, click the doorknob and escape!
Level 9: The End
Unlock this level by completing the other levels.
You're facing a sturdy-looking door. There's a torch to the left of it and a panel on the right that's apparently holding the door closed.
Click on the right side panel to view a group of runes:
Select the super secret magical runes to unlock this door.
SOLUTION:
Screenshot: Level 9 Runes
Click the L-shaped rune on the bottom left, the center rune, and the rune on the top right that resembles an X.
Click the down arrow on the left side of the screen to return to the normal view and exit through the now open door.
You did it!
Hidden Achievements
Gratutiously random things for those who undauntedly attempt stuff just to see what happens, sometimes without rhyme or reason, here are some hidden achievements. If you do find them, let out a little huzzah, revel in our cheers for you, and bask in the warmth of knowing "You did good, kid! In order, they are...
Level 1:
Enter the code A1& and press the red button.
Level 3:
Click the lamp on/off ten times.
Level 5:
Enter the code from level 8 into this calculator. The sequence is...
8 9 6 3
Level 6:
Carry the revealed key through each of the elements.
With the key on the screen, simply click all four of the main navigation areas, plus the center.
Level 7:
Enter the letters J I G into the door lock.
Level 9:
Activate the final rune sequence without clicking on the torch.
Thank you for visiting the JIG office and have a nice day. We hearts you!
Posted by: elle | April 1, 2013 11:14 AM