Hi! How are you doing? Excited, stressed, relaxed or just a little bored? Well, okay, there's a few things we can do about that: You could waste a bit of time reading the scientific explanation for what boredom is (perhaps thereby enhancing that feeling). Or, stick around here as we indulge our urge to entertain our brain. Yes, again, it is that portion of the week when worries are washed away, troubles are turned around, and boredom is busted. Ehem. Might this even be claimed, in its most meta essentialness, your way to escape the everyday. (Heh. It's a line that never gets old!) Lucky for us, escape games are far from being in short supply lately. Which surely means the need to get away—via the metaphoric breaking loose from one's confines—is also in constant supply (which I'm quite glad about and not just for things like job security). This week, Esklavos, FunkyLand and Yuri bask in the WE spotlight...
Chick Hide and Seek 21 - There are a number of reasons this series of escapes from Yuri remains so appealing. First there is the bite-sized portion of puzzles that manage to occupy neophyte and expert escapers alike: Puzzlely enough to chew on but light enough to go down easy. Then there is the unstoppable cuteness of those chicks: those little downy balls of yellow that you just want to cuddle with an endless "Aww", proclaiming of "Adorbs!" at each little chirp. Besides, since we were babes ourselves, we've always known that hide-and-seek is the coup of all party games. The only trouble here comes from some pixel hunts and an apparent language barrier, which is more a red herring than barrier; decipher by taking note of what you see, not what you don't understand.
The Big Crab Escape - The premise behind this escape may hold your interest—you, a concerned citizen or kick-butt vigilante, face off against a criminal gang to find and dispose of plans for next-gen weapons before really bad things can happen—but the artistic and musical stylings of Esklavos' Federico Rutenberg are well worth some praise. While not featured here nearly often enough (an issue brought to my attention not long back), one look makes clear why Esklavos has a large fan base of enthusiastic players. Although the interface can feel clunky, it works for the medium, preventing (or at least slowing down) random clicking as a means to get through. The puzzles' tactile aspects aid immersion and add to the satisfaction of the solve. The cursor changes, but keep your eye out for small details that tend to blend with the scenery.
Girls Room No.4: Eye Shadow - There's no reason to question why: FunkyLand's whimsical presentation can never fail to put a smile on the day. Besides a few item uses that (to me at least) seem to defy intuition or physics, the puzzles are quite easy. Still, there's enough to see and do to make the gameplay enjoyable and well worth the time spent. And, in this case, I'm willing to bet, between keen eyesight and swift clue interpretation, some of you will find the five eyeshadow compacts faster than it takes to read this blurb.
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Walkthrough Guide
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Big Crab Escape Walkthrough
Club entrance
This bouncer clearly means business, and she won't let us into the club without a password.
Car
Take the BRUSH and PAGE #1.
Looks like we'll need some keys to get anywhere with the car.
Trash cans
Take a look at the phone.
Take PAGE #2.
The phone looks functional, but we don't know which number to dial.
Look in each of the trash cans.
Take the BONE from the third trash can.
Note the spiral pattern in the fourth trash can.
What can we do about the dust on the pages?
Use the BRUSH to clean and take PAGES #3-6.
Combine the PAGES to get a code.
Club entrance
Click to enter the club. The bouncer will let us pass once we give her the code.
Bar
No free drinks for us! We'll need to scrounge up some cash.
Locked door
The door is locked, but take a closer look at the cabinets on either side.
We need to enter some sort of pattern into the panel on the left cabinet.
Use the spiral pattern from the trash can and take the KEYS.
The right cabinet holds a COIN we can take, plus a note with three clues.
LOCKSMITH: (this code is different each time)
LONG SLEEP DRINK: red, yellow, yellow, red, green, blue, green
7 symbols: waves, eye, sun, moon, sun, lightning, moon
Maybe this locksmith fellow can help us open the door?
Trash cans
Use the eight-digit phone number from the note to call the locksmith and get the BLACK KEY.
While we're outside, let's see what we can do with those other keys.
Car
Use the KEYS on the car. It has no gas, but we can get an EMPTY JERRYCAN from the trunk.
Locked door
Use the BLACK KEY to open the door.
Back room
Take the PIPE from on top of one of the barrels.
That container full of gas could be useful.
Use the EMPTY JERRYCAN on the container.
We need to get to that briefcase, but the dog won't let us. Maybe we can bribe him?
Looks like the bone by itself won't work, because the dog is "altered."
Bar
Give the COIN to the bartender.
The bartender wants us to choose from four colored bottles.
Click the bottles in the order given by the note to get the LONG SLEEP drink. (For the color-blind: 3443121.)
Now we should have what we need to get past that dog. But first, what's a drink without a smoke? (Besides less unhealthy, that is.)
Show the PIPE to the bartender to get some MATCHES.
Back room
Combine the BONE with the LONG SLEEP drink to get the BONE WITH SEDATIVE.
Give the BONE WITH SEDATIVE to the dog.
Use the levers on the briefcase to enter the 7-symbol code from the note. Take the PLANS.
Time to make our getaway!
Car
Use the FULL JERRYCAN to refuel the car.
Looks like there's one last thing to do before we can leave: we need to destroy the plans.
Combine the PLANS with the MATCHES to destroy them.
Use the KEYS on the car.
Posted by: abfdrumz | March 4, 2015 5:00 AM
Girl's Room 4 Eyeshadow Walkthrough
The Bed
The Painting on the Wall
Note the blue at the bottom, pink at the top and the directions of the cats - LLLRRL
The Book on the Bed
Open the book and take the jewellery box key
The Cabinet on the Left
Note the blue and pink patterns on the box. Use the directions from the painting
Take the scissors
The Dresser Wall
Laundry Basket
Take the eyeshadow from the basket
The Shelves
Use the scissors to cut the cord on the shelves
Use the shelves to climb up to the inset shelf near the roof
Take the knob between the photos
Use the jewellery box key on the jewellery box and take the eyeshadow
The Dresser
Use the knob on the white panel on top of the dresser and take the eyeshadow
Open the drawer and take the hair dryer
The Bed Wall (again)
The Top of the Shelves
Use the hair dryer on the wire heart
Note the code (8053)
The Sofa
The Sofa
Get the eyseshadow
Use the code (8053) on the frog
Get the eyseshadow
The Door
Use the key
Escape
Posted by: Jonathan Kok | March 4, 2015 6:06 AM