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Weekday Escape N°90


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Weekday Escape

DoraIt's Wednesday, and you know what that means! Fish tacos, ladies, gentles, and assorted other gentlefolk! Aw, yeah. First you get yourself some canola oil or whatever, and you heat that up. Then you slice up some tilapia (it's cheap!), lightly dredge it in flour seasoned with garlic salt, pepper, onion power, and sweet paprika. Then you fry it in the hot oil for, eh, say seven minutes or so, drop it in the tortilla-thinger of your choice, and garnish it with toppings! I recommend spicy mayo, lettuce, and maybe some cheddar cheese. ... oh, very well. And I guess you could also play some free online escape games while you eat them. Are you happy now, you savages?! Did you get what you came for? I only wanted to try to make you dinner, but you didn't appreciate it, did you? No, don't talk to me. It's too late. Go hang out with Primera, no1game, and Esklavos, since they're not sharing recipes.

The Senses EscapeThe Senses Escape - If you like your escape games pretty in a dreamy, surreal sort of way, Esklavos is smoothly sliding their calling card across the table, all suave-like. This time, you're trapped in a room with a strange storybook, stranger artwork, and one seriously weird lockbox. You're definitely going to have to think imaginatively to solve this one, but hey, I have faith in you... I always said you were weird in a good way.


Find the Escape-Men 161: Hyperbaric ChamberFind the Escape-Men 161: Hyperbaric Chamber - Granted, I'm not really what the youths call "hip", as evidenced by my calling them "youths", but heading to an "oxygen capsule shop" the day before a big high school baseball game? Man, what happened to slacking off and gross excess? I'm disappointed in you, younger generation! Regardless, no1game has you good and trapped in one of those chambers, and to escape, you'll need to find ten of the little green men hidden throughout the tiny enclosure... and your person?!


5 Flowers5 Flowers - Primera must be pretty mad at you. They've locked you up and thrown away the key. Maybe a bouquet will help make up for... whatever it is you did? This one is definitely on the short and sweet side, and you might even be able to solve it before your morning cup of coffee. It's not necessarily overly easy, just compact and pleasantly to the point. Hey, not every escape game needs you to have a doctorate and an engineering degree to be good!


We love escape games, and our readers love talking about them and sharing hints! How about you? Let us know what you think, ask for clues, or help out other players in the comments below.

Walkthrough Guide


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I thought I'd try my hand at a walkthrough. This is only my third, I think, so I hope it's okay.

Senses Escape Walkthrough

1. The Picture

You are in a room with a book, a box, a picture and a valve wheel.
The box is locked.
The book has stories about a blue man and an old black-eyed man, but we don't learn anything more about them.
The valve won't turn.
The picture is of umbrellas, one of which is tied to a cork. You can't pull the cork out because it's too dry. (And not, apparently, because it's a picture.)

Umbrella picture 1

One of the umbrellas in the background also has something attached to it.
It's a key!

The box

Use the key to unlock the box.
Inside is a picture of a man. "Hairdresser 463" is written on the side. That looks like a clue!
There's a lever opposite the clue, but it doesn't do anything.
Clicking on his hair, eyes, eyebrows, moustache and beard make them change colour. Hmm...

The first story was about the blue man, so lets try making everything blue, and pulling the lever.
You get a card with raindrops on it! But you can't take it.
The second story was about the old, black-eyed man, so give the picture black eyes and, for "old", make all the hair grey.
You've got a pair of scissors! Use them to cut out the raindrops.

Umbrella picture 2

The ground in the picture is still too dry.
Obviously the way to dampen the ground in a picture is to add a picture of rain to it. Use the drops on the cork.
Now the cork is out and you have ... another three valves. Weird. They have meters on them.

The code for the valves was on the hairdresser picture. Set the first to 4, the second to 6, and the third to 3. (If you can't make out the numbers, they start at 1, not 0 so you click the first one three times and so on.)

There will be no sign that you've got this right until you back up and turn the valve next to the door. If the door opens, you got it right.

On to the next room!

2. The Music

You are in a room with a phonograph, a tear in the wallpaper and a door with a lever on one side and a note on the other. There's a pencil you can take.

The notes

When you press the lever, some of the tiles flash. If you click the tiles, it tells you what musical note that tile represents. The pattern goes Re-Mi-Re-Si-Fa-So-La-Si.
The note on other side of the door has a musical stave on it, but all the notes are Do. That seems like a pretty boring tune. Can you change it?

Clicking the notes doesn't do anything, but you can change them by using the pencil. The Do-Re-Mis are printed at the end for your convenience, so just line the notes up with them to fit the pattern from the tiles above. Once you've got it right, you won't be able to change the notes any more.

Back up, and there is now a phonograph handle sticking out of the note. Take it.

The grid

One of the ceiling tiles looks out of place. It's black with a white outline when the checkerboard pattern means it should be white.
If you click on it, you see a 6x6 square grid. You can click the squares to turn them white. You just need to know what squares to click.

Wasn't there a pattern of squares on the note next to the door?
Yep, it's basically a hash sign. #Escapethisroom
Click the second and fourth rows and columns to recreate this pattern. A knife will fall from the ceiling. Take the knife.

The wallpaper

Use the knife on the tear in the wallpaper. This wanton vandalism will reveal a record you can take.

The phonograph

You have a phonograph handle and a record. The obvious thing to do is to use them on the phonograph, right?
Turn the handle to play the record and the door opens.

To the next room!

3. The Fear

This room contains FIVE GIANT SPIDERS!! There's also a door with 632154 written above it, a curious pattern next to the door and a mass of webbing on the floor, presumably made by the GIANT SPIDERS!!!

If you click the webbing there's a puzzle with six spaces and two webbing balls. You can't solve that yet. If you click the pattern next to the door it's a series of disconcerting pictographs you can click. It seems to want a code of five pictograms. You can't solve that yet either.

Pictograms and spiders

Since you are clearly in a surreal nightmare, why not try talking to the giant spiders?
The once closest to you doesn't speak, but the other four will say somewhat disturbing things about biting, death and fire. These are actually clues to the pictograms.

Our tree, three flames and death came = plant, fire, fire, fire, skull.
The fire and three corpses under the tree = fire, skull, skull, skull, plant
A bite, three drops of blood and then death = fangs, drop, drop, drop, skull
Our nature, three bites and it burns = plant, fangs, fangs, fangs, fire

When you solve each spider's code, a different coloured key will drop from the ceiling. Give each key to the spider that gave you that clue, and they will send a ball of webbing to the mound in the centre.

The web

If you click on the mound of webbing now, you have six web-balls of different sizes, one for each of the spaces. As you put each web-ball near a space, the size of the ball appears beneath the space.
Starting from the top left and following the lines connecting the spaces, you simply need to match the number above the door.
The door will then open

And you've escaped! Into a room that looks very much like the others, but with no clues to open the door! Yay?

20 Comments

Okay, I am thoroughly stuck on Find the Escape Men. I have


A remote with a hole on the back that I'm assuming needs a battery.
A weird round thing with legs labeled "?" that came from the center of an O and looks like it should go in the remote, but doesn't.
A handkerchief (used to clean a window, but still active).
A pamphlet telling me to breath deeply (used to make a plant turn green, now greyed out).
A very colourful pillow (used to get the code for the locker, now greyed out).

Any clues on where to go from here? I imagine the remote will turn on the TV once I get it working, just not sure how to do that yet.

I also have 6 escape men, found:


in my locket;
under a bandaid on my arm (ew);
under the blanket after moving my feet;
on the plant after making it turn green;
on the steamed up window after cleaning it;
in the locker.

Reply
BlueBird August 26, 2015 3:40 AM replied to Vinca

Hi Vinca,

The weird round thing with legs (I have no idea what it is either!) needs to be

used on the remote control, specifically on

the P button.

The handkerchief

isn't needed until you have 9 escape men.

:)

Reply
GamerGhost666 August 26, 2015 7:02 AM

hmmm....

OK have 6 men, used remote, code from pillow doesn't work

can someone give me a hint on finding the

handkerchief

Reply
GamerGhost666 August 26, 2015 7:12 AM replied to GamerGhost666

Stumped on the Senses Escape as well :(

Reply
Daibhid C August 26, 2015 9:40 AM replied to GamerGhost666

Where are you stuck?

Reply
Daibhid C August 26, 2015 9:41 AM replied to GamerGhost666

I'm stuck way behind everyone on the Escape Men game.

I have three escape men and a pillow. I think the pillow is a clue to the locker, but I can't figure it out.

Reply
Daibhid C August 26, 2015 9:51 AM replied to Daibhid C

Nevermind, POP!

Reply
Daibhid C August 26, 2015 11:22 AM replied to Daibhid C

I thought I'd try my hand at a walkthrough. This is only my third, I think, so I hope it's okay.

Senses Escape Walkthrough

1. The Picture

You are in a room with a book, a box, a picture and a valve wheel.
The box is locked.
The book has stories about a blue man and an old black-eyed man, but we don't learn anything more about them.
The valve won't turn.
The picture is of umbrellas, one of which is tied to a cork. You can't pull the cork out because it's too dry. (And not, apparently, because it's a picture.)

Umbrella picture 1

One of the umbrellas in the background also has something attached to it.
It's a key!

The box

Use the key to unlock the box.
Inside is a picture of a man. "Hairdresser 463" is written on the side. That looks like a clue!
There's a lever opposite the clue, but it doesn't do anything.
Clicking on his hair, eyes, eyebrows, moustache and beard make them change colour. Hmm...

The first story was about the blue man, so lets try making everything blue, and pulling the lever.
You get a card with raindrops on it! But you can't take it.
The second story was about the old, black-eyed man, so give the picture black eyes and, for "old", make all the hair grey.
You've got a pair of scissors! Use them to cut out the raindrops.

Umbrella picture 2

The ground in the picture is still too dry.
Obviously the way to dampen the ground in a picture is to add a picture of rain to it. Use the drops on the cork.
Now the cork is out and you have ... another three valves. Weird. They have meters on them.

The code for the valves was on the hairdresser picture. Set the first to 4, the second to 6, and the third to 3. (If you can't make out the numbers, they start at 1, not 0 so you click the first one three times and so on.)

There will be no sign that you've got this right until you back up and turn the valve next to the door. If the door opens, you got it right.

On to the next room!

2. The Music

You are in a room with a phonograph, a tear in the wallpaper and a door with a lever on one side and a note on the other. There's a pencil you can take.

The notes

When you press the lever, some of the tiles flash. If you click the tiles, it tells you what musical note that tile represents. The pattern goes Re-Mi-Re-Si-Fa-So-La-Si.
The note on other side of the door has a musical stave on it, but all the notes are Do. That seems like a pretty boring tune. Can you change it?

Clicking the notes doesn't do anything, but you can change them by using the pencil. The Do-Re-Mis are printed at the end for your convenience, so just line the notes up with them to fit the pattern from the tiles above. Once you've got it right, you won't be able to change the notes any more.

Back up, and there is now a phonograph handle sticking out of the note. Take it.

The grid

One of the ceiling tiles looks out of place. It's black with a white outline when the checkerboard pattern means it should be white.
If you click on it, you see a 6x6 square grid. You can click the squares to turn them white. You just need to know what squares to click.

Wasn't there a pattern of squares on the note next to the door?
Yep, it's basically a hash sign. #Escapethisroom
Click the second and fourth rows and columns to recreate this pattern. A knife will fall from the ceiling. Take the knife.

The wallpaper

Use the knife on the tear in the wallpaper. This wanton vandalism will reveal a record you can take.

The phonograph

You have a phonograph handle and a record. The obvious thing to do is to use them on the phonograph, right?
Turn the handle to play the record and the door opens.

To the next room!

3. The Fear

This room contains FIVE GIANT SPIDERS!! There's also a door with 632154 written above it, a curious pattern next to the door and a mass of webbing on the floor, presumably made by the GIANT SPIDERS!!!

If you click the webbing there's a puzzle with six spaces and two webbing balls. You can't solve that yet. If you click the pattern next to the door it's a series of disconcerting pictographs you can click. It seems to want a code of five pictograms. You can't solve that yet either.

Pictograms and spiders

Since you are clearly in a surreal nightmare, why not try talking to the giant spiders?
The once closest to you doesn't speak, but the other four will say somewhat disturbing things about biting, death and fire. These are actually clues to the pictograms.

Our tree, three flames and death came = plant, fire, fire, fire, skull.
The fire and three corpses under the tree = fire, skull, skull, skull, plant
A bite, three drops of blood and then death = fangs, drop, drop, drop, skull
Our nature, three bites and it burns = plant, fangs, fangs, fangs, fire

When you solve each spider's code, a different coloured key will drop from the ceiling. Give each key to the spider that gave you that clue, and they will send a ball of webbing to the mound in the centre.

The web

If you click on the mound of webbing now, you have six web-balls of different sizes, one for each of the spaces. As you put each web-ball near a space, the size of the ball appears beneath the space.
Starting from the top left and following the lines connecting the spaces, you simply need to match the number above the door.
The door will then open

And you've escaped! Into a room that looks very much like the others, but with no clues to open the door! Yay?

Reply

The Senses Escape was just too cool. In the last room, don't get thrown by the fact that

one of the spiders isn't clickable, even though the cursor changes when you mouse over it. I was afraid that might be broken in my browser, and I actually tried every combination that it might have given me when I wasn't sure what to do next, but that spider isn't actually used for anything. Just pretend it isn't there.

Reply
Vinca August 26, 2015 1:49 PM replied to GamerGhost666

GamerGhost,

The handkerchief is

in the locker. The code from the pillow is how many times each colour shows up on all 6 sides, after you remove the pillowcase.

It's 23212

Reply
ginganinja63 August 26, 2015 5:49 PM replied to Daibhid C

Thanks for the walkthrough. This was such a different game, I needed some prompts.

Reply
ginganinja63 August 26, 2015 5:50 PM replied to Daibhid C

Really enjoyed the esklavos game. Even though it was hard for me to wrap my head around. I liked the fact that the puzzles were quite inventive.

Reply

I think I'm missing something blindingly obvious on Escape Men.

I've got nine EMs, a handkerchief, and a remote. I've used a pillowcase, a pamphlet, a battery, and a circular doodad.

Reply
Xelia August 26, 2015 6:03 PM replied to Xelia

PoP strikes again!

I had to go back to the screen where I got the circular doodad, then inspect the handkerchief again.

Reply
Patreon Supporter Scaper August 26, 2015 6:43 PM replied to Daibhid C

How did you figure out the Locker puzzle?

The pillow, for me, sometimes has a blank white square in it and then it disappears and doesn't come back. I can't make any sense of the pillow clue.

Any help is appreciated.

Reply
Vinca August 26, 2015 9:19 PM replied to Scaper

If you're still having issues with the pillow:

When you pick up the pillow it has a white pillowcase on it.

Turn the pillow over by clicking on it until the back is showing (yellow sides around white pillowcase with a grey stripe on it). Click on the grey stripe to remove the pillowcase.

Now click the pillow to rotate it to see all its sides. Be sure to

click to the sides of the pillow as well so you get all 6 sides. Count the number of regions of each colour.

The front has 2 teals and a red; the bottom has 1 teal, 1 red, and 1 purple; the back has 1 yellow; the top has 1 purple; and both the right and left have 1 green each. Total you have

2 red, 3 teal, 2 green, 1 yellow, and 2 purple, making the code 23212

Reply
Patreon Supporter Scaper August 27, 2015 8:58 AM replied to Vinca

Thank you for your clear explanation. I thought the "pillow case" was needed for the solution.

Reply
ginganinja63 August 28, 2015 2:36 PM

Anybody out there still? I CANNOT find the last escape man!
What am I missing?

Reply
ginganinja63 August 28, 2015 2:38 PM

BTW - I still have

and active remote

Reply
crestlove August 29, 2015 8:35 PM replied to ginganinja63

Regarding your last active item:

Did you get two EMs from the television? Remember, there is usually one you have to wait around for.

Reply

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