Last Build Date: Fri, 21 Apr 2017 18:44:20 -0500
Fri, 21 Apr 2017 18:44:20 -0500
As far as I know yes, it's the only ending. Did you stick around for after the credits, though?
Fri, 21 Apr 2017 18:43:39 -0500
ohh.. pop. i posted before the bonus scene, nvm about what i said
Fri, 21 Apr 2017 18:41:55 -0500
hmm. idk if this should be marked as ":D"
it was.. ok? i sort of accidentally got the
suicide ending.. just walked right off the building
was that the only one?
Fri, 21 Apr 2017 03:02:14 -0500
i liked the vitamin hana theme this time around >w
Thu, 20 Apr 2017 20:26:31 -0500
Have you never seen Mulan?
Wed, 19 Apr 2017 18:48:40 -0500
That was sad :-(
I was not anticipating the ending.
It was a decent game nonetheless. Typically, I am not a fan of games such as these, but I liked the story line. It was a bit sad, as I stated. Like how the story unraveled about the missed interaction.
Wed, 19 Apr 2017 16:56:47 -0500Room with Toothbrushes If you still remember Room with Pedals from Weekday Escape 138, you know how this works: collect key pieces from blue-and-white capsules to assemble the key and exit. You can collect multiple toothbrushes but only one of them is a usable item. The game counts how many you have upon exiting, but there's no bonus for getting all of them. Exploration You start facing a desk by a window. Zoom in on the desk, which has three locked drawers. There's a three-digit lock with black digits, a three-digit lock with black digits and a three-color lock. Take the toothbrush (item) from the windowsill, then click the left edge of the screen to check the left side of the table. Pick up the bottom-right key piece from the ground. Back out and look at the potted plant, which has a toothbrush stuck in the soil. Turn right. There's another window here next to the door. Zoom in on the window to find an oval region roughly blacked out. Zoom in on the wall under the window to find a scratch card resting on a toothbrush stuck in a hole in the wall. Turn right. There's a large orb with a face painted on it, resting on a white box with a display and a toothbrush-shaped flap in the front. Click the brown box on the wall, which has a knob with a rectangular indentation and white rectangular markings on its sides. From top to bottom, the markings are on the right, left, left, left, right sides. Turn right and zoom in on the picture on the wall. There's a (different) face in a circle colored with stripes. From top to bottom, the stripes are green, orange, red. There are also two rows of green, orange and red squares above and below the circle, each displaying the same sequence of colors: GOGRGOG. Take the toothbrush on the top-left corner of the picture frame, then back out and examine the blue bin. It's empty, but there's a key piece to the left of it, the bottom-middle piece. Click the right side of the screen and enter the toilet. Sit down. Look right. Look up. Look left. It's not just a drawing! Is... is she offering us a coin? Puzzles 1: Getting codes Scratch card Use the scratch card on the coin protruding from the wall. You didn't win anything, but there are three squares on the card, colored green, blue and yellow. Dirty window Use the toothbrush on the window, scratching most of the black stuff off to reveal a three-digit code in black: 118. Face ball Brush the different parts of the face according to the clues in the picture. Top/Middle/Bottom: TMTBTMT So brush its forehead, nose, forehead, teeth, forehead, nose, forehead. The digits 264 appear on the display in green. Puzzles 2: Getting key pieces Wall box Use the toothbrush on the box, giving the knob a handle. Click the arrows on both sides of the knob to rotate it according to the white markings on it. Right Left Left Left Right. The front of the box slides aside to the right. Take the bottom-left key piece. Top drawer Unlock the top drawer with the code on the dirty window. The code is 118. Open the drawer and take the top-left key piece. Middle drawer Unlock the middle drawer with the code from the face ball. The code is 264. Open the drawer and take the top-middle key piece and a toothbrush. Bottom drawer Unlock the bottom drawer with the code from the scratch card. The code is GBY (4, 2, 1 clicks). Open the drawer and take the top-right key piece and a toothbrush. You should now have the whole key and can leave, but you might still want some more toothbrushes. Read on! Puzzles 3: 100% Another face Look at the picture again. The colors on the circle seem to have blurred. Use the toothbrush on it again, and now the green and orange stripes have swapped. Brush the face ball again with the new code. MTMBMTM, which is nose, forehead, nose, teeth, nose, forehead, nose. The panel in front opens u[...]
Wed, 19 Apr 2017 16:13:24 -0500
Picture links to WE 133.
- Rich W
Wed, 19 Apr 2017 15:59:12 -0500Amajeto Hotel: Flowers Imagine you were offered one day of free hotel stay, but it turns out they don't even have a bed and still expect you to clean up the room for them. This game is basically that. Exploration As usual, I'm naming the screens based on what's on them. Sofa Pink squares. Pink squares everywhere. There's one (#1) on the left table, which also has a clue with an arrow zigzagging across four large purple cylinders with two rows of smaller purple cylinders between them. There's one (#2) on the sofa itself, on top of the awkwardly untidy purple piece of fabric. Then there's one (#3) on the right table, which also has a flower vase where the plants are just overgrown, as well as a cup full of coffee. Is that cup yours? I sure hope it is. Before you leave, solve the middle flower picture by rotating its pieces until they match, and get a pink square (#4) from it. (This puzzle is randomized per playthrough.) Turn right. Window There's literally nothing you can do on this screen because you don't have a key for the locked door yet. So turn right. Television Of course the television doesn't just turn on when you click on it. Knowing Amajeto, all you need is to find its remote. Take the pink square (#5) on the box under the TV and the one (#6) on the right between the plate of apples and the flower vase. The wall is divided by white lines into five sections. Other than the middle one with the TV, each section has some objects on top of a safe. Quite notably, the left two sections have flower decorations with pink butterflies only on one side of each stem, forming a code. The left safe is locked, and takes a four-letter code. The second safe is locked and takes a sequence of left or right pink buttons. The third safe is locked and takes a code with four apple/lamp/book/coffee symbols. The last safe is locked and needs some squares on a grid to be turned from green to yellow to unlock. Turn right. Door The exit door is locked, of course, but the corridor leading to it has safes on both sides. On the left, a picture (of flowers) with tilting corners, and on the right, another grid of squares with three of the squares already filled in in pink. This grid has a small rectangular box on its bottom-right corner. Back out from the corridor and zoom in on the wall on the right, which has a small wardrobe to the left of the mirror, locked with yet another 4x4 grid. The buttons on this grid cycle through the colors purple, red, blue, green before returning to white. Puzzles Two button safe Follow the butterfly patterns on the wall to unlock the second safe from the left under the TV. The butterflies appear on the left, right, right, left, right, left stem. So press the LRRLRL buttons and open the safe, which contains a TV remote, a pink square (#7), a lamp you can't pick up and four pictures of differently colored flowers arranged in a grid in the upper-right corner. TV Use the remote on the TV to turn it on. There's only one screen and it shows a nice photo (of flowers) and the indigo-colored text "HoteL AmajetO" on two lines. All these escape hotels have really boring TV. Four letter safe Use the clue from the table left of the sofa with that on the TV to get the four-letter code for the safe on the left. The purple cylinders represent letters, large ones represent capital letters, so the arrow passes through cylinders representing HALO. Enter HALO into the safe, and open it to get a silver key, a pink square (#8), and the same grid as the previous safe, except the whole grid is mirrored and aligned to the upper-left. Symbol safe Match the symbols on the second safe from the right under the TV to the objects in the room to determine the order to press them in. Apple: two of them on the plate Lamp: one on either side of the sofa[...]
Wed, 19 Apr 2017 13:32:29 -0500I might be missing the song reference in the post. Interior Decoration Great, now your escape rooms don't even come fully decorated. Exploration The lack of interior decoration is readily apparent even from the very first screen. The green picture frame on the wall is missing a picture. The blue window is missing curtains. The circle on the floor is missing a plant pot, probably. What's not missing is the cupboard with two locked doors. The left door has five buttons in a circle which must be pressed in sequence, and the right door takes a three-letter code. This time the letters are red on white so they're extra readable. Turn around. There's a table with two chairs, all of which are very plain, sitting in the middle of four corner markings that seem to indicate a rectangular area. All this under a bare lightbulb that isn't even on, and the switch on the wall doesn't do anything yet. To top off the dysunctionality, there's also an empty shelf in the upper-left corner. Thankfully, the cupboard on the left needs no further decoration. Its top door is locked, and you need a three-digit mixed fraction to unlock it. There's a gray apple drawn above the first digit. The bottom door of the cupboard is unlocked, and contains a yellow conical item. A lampshade, possibly? The door of this room is also locked, and needs a code with three colors: white/black/red/darkblue/cyan/yellow. Lightbulb Zoom in on the lightbulb and place the lampshade on it. Then flip the switch on the wall to turn it on. A star appears on the lampshade, with the numbers 1 to 5 on its points. Five-pointed Use the code from the lampshade to unlock the left cupboard door on the first screen. Clockwise from top: 14235 Click the top, bottom-right, bottom-left, right and left buttons. Open the door and take the orange pull-down curtain. Cover up Use the curtain on the window and pull it down. There are three colored circles printed on the curtain, in blue, red and yellow. Main door Use the color code from the curtain to open the door. Blue, Red, Yellow (3, 2, 5 clicks). Open the door and go through to the garden. Exploration: Garden The tool cupboard on the left has its left door locked. The door needs a sequence of up and down button presses to unlock. The right door is unlocked, and you can open it and take a trowel and then the plant pot it was sitting in. There's a dirt mound next to the tool cupboard, with some leaves sticking out of it. One plant or eight? No matter, dig it up with your trowel and now you have some leaves in soil. You can then use that on your plant pot to make a potted plant. Use the trowel again on the remaining dirt to dig up a locked chest. The metal gate out of here is locked. Good thing you're tall enough to reach the three buttons on the lock and observe the black shapes on them. Green Fingers Place the potted plant on the circle mark under the window. Hmm... seems to be missing something. Raise the curtains back up to give the plant some sun. A clue appears on the pot in white, indicating a loop counterclockwise around a rectangle from the top middle. Circuit Those leaves would make great up-down clues for the tool cupboard lock, if only we knew what order to read them in. The clue from the pot indicates the order to read them in. Hint: the code is one longer. Up, Down, Down, Down, Down, Down, Up (which is ↑↓↓↓↓↓↑) Open the door to get a green carpet. Lay out Place the carpet under the table and chairs (somehow, you're able to do this instantly and all by yourself). A red key was in that carpet. Pick it up. Treasure Use the key on the buried chest to get three framed pictures. Display Use the pictures on the shelf. These pictures may not be worth a thousand words, but they ha[...]
Wed, 19 Apr 2017 12:12:22 -0500
can't wait for these walkthroughs :)
Wed, 19 Apr 2017 12:11:06 -0500
Wed, 19 Apr 2017 11:58:16 -0500
Oh, right. Thanks for the correction!
Wed, 19 Apr 2017 11:01:19 -0500
KK, one minor error on your walk through.
after you said to "fill the bucket with water then youse it on the fireplace in the study" you mentioned that "the code unlocks the red box in the study" the red box is actually in the music room on the left.
Wed, 19 Apr 2017 04:00:30 -0500(Get it? Clue?) Sherlock Has A Clue The great Sherlock has yet another MURDER mystery to solve, and like always, he has to put the correct answer into the police computer before he can leave. (What do you mean that's not how the stories go?) Exploration In a manor this large, how's Sherlock going to find his... clues? Thankfully, we have a changing cursor to help us in the search. You start in the entrance hall with a police computer, a purple vase next to the door that hides a gold key, and some drapes which hide a four-digit safe. Go right to the music room where Miss Bleach tells you that she got way too drunk to witness any sort of murder. There's a locked red box on the floor which takes a five-digit code. There's also a badly tuned piano with only the white keys working. Pressing those white keys makes different symbols appear on a tiny display. Next to the piano and behind Sherlock's head, there's a rope extending from the wall and holding a giant bell in place near the ceiling. Go right to the study. Professor Grape standing on a rickety old ladder, looking for a missing book. It can't be that hard to find one book out of 21! There's a safe on the left which seems to be locked by a panel with six switches. Next to the bookshelf, a fire is burning vividly in the fireplace, which has a magnet sitting on the mantel for some reason. On the right, there's a telescope pointed through the window. But its lens is broken, so we don't yet know where it's aiming. Go left thrice, past the entrance and into the dining room. Colonel Ketchup is seated at the table, still waiting for his dinner. He's going to be here for a while, because there's no chef or kitchen in this game. Behind him on the right, there's a locked door with both a keyhole and a grid of six buttons. On the left, there's a red button in the ceiling, too high to reach. Go left into the bathroom. Miss Black says she's been in here the whole day, dodging the perfume wafts from Mr. Dawkins' party. Next to the bathtub full of water, there's a fishtank full of water and a silver key and a nasty looking piranha guarding that. Under that fishtank, a locked cupboard requires three digits to open. To the right of the fishtank, another cupboard is unlocked, and contains dental floss. The toilet absolutely stinks, but Miss Black would never spray an air freshener on it because of her allergies. Wait. After all of that, Mr. Dawkins is nowhere to be found. If nobody here knows for sure that he was murdered, who told Sherlock about it? (*creepy music plays*) Puzzles Note: If I have not listed a puzzle code, it means that code changes every playthrough. Piranha problems Use the dental floss on the magnet, and use that on the tank to pick up the silver key. A locked door Zoom in on the door in the dining room, and use the gold key on the keyhole. Each button can now be pressed, and either flashes red or turns green when pressed. You have to press the buttons in the correct order. For each button press, if it's correct it stays green and you can continue, and if it's wrong it turns red and resets the puzzle. Once all six buttons have been pressed correctly, the door opens. Take the broom. Panic button Use the broom on the button in the ceiling, sliding the painting on the wall aside to reveal a safe. Use the silver key on the safe to open it and take a knife. Slice! Use the knife on the rope in the music room, dropping the bell. This doesn't seem to startle Miss Bleach, but it shakes two items loose from her dress, a yellow note with six up and down arrows on it and an axe (weapon), which is glowing yellow so you know it's evidence rather than a usable i[...]
Tue, 18 Apr 2017 23:59:20 -0500
can't wait for the walkthrough :)
Tue, 18 Apr 2017 17:57:34 -0500
Two of the three "criteria" are pretty straightforward, but the rationale for the choice of murderer is pretty dubious...
Tue, 18 Apr 2017 16:54:43 -0500
HELP!!!!!! I CANT FIND THE BUTTON ON THE COMPUTER!!!!IM STUCK!!! I saw a comment that said it was on the right but the thing that looks a button doesnt do anything
Tue, 18 Apr 2017 04:10:06 -0500
Somebody please tell me where to get the poker
Tue, 18 Apr 2017 02:13:50 -0500
ahh.... very cool. for awhile i got stuck on the
last area of the submarine -- i didn't think to take the cubes back out of the navigation machine
but i got it in the end! this installment really began to shed some light on the mystery surrounding the lake! i'm excited to learn even more next game...
as always, cube escape has a good balance of puzzles, story, horror, and intrigue ;>
Tue, 18 Apr 2017 01:16:31 -0500
@Krizpy: Nice method for the dials level, but I think you can do it more efficiently by
turning each dial thrice in one direction and then once in the other.
Of course, once you know the gimmick, you only have to make two attempts and be quick on your screenshot button:
1st: +1, +1, +1, +1
2nd: +2, +1, -1, 0
which tells you which direction to turn the dials and then which dial is which.
I might be doing a little too much analysis for a puzzle that you only solve once and only understand by trial and error, but that's how the puzzle is.
Mon, 17 Apr 2017 16:05:04 -0500
tips for the dials level
you can figure out which dial responds to which piece by moving only two dials at a time and seeing which move back into place. you'll have to do at least twice.
for example, if the dials are labeled 1-4 from top to bottom:
-move 1 and 2 twice each (direction doesn't matter)
-take note of which pieces move back into place
-move 1 and 3 twice each
-take note of which pieces move back into place
-whichever piece moved both times corresponds to dial 1
you can continue to use this method to figure out the other pieces+dial combinations
after that you just need to figure out how many spaces the pieces need to move to form the play button. note that it HAS to be pointing right, the same way the other play buttons on previous levels.
moving the dials left move the pieces clockwise and moving the dials right move the pieces counterclockwise
Sun, 16 Apr 2017 13:43:54 -0500Walkthrough, because why not. Rogue Quest - Episode 2 Let's save the queen! Wait, I meant eliminate the rats! No no, we're here for treasure! Level 1 You start in a room with a bunch of unusual things. Well, unusual for your first time as an adventurer. There's a pile of rocks on the floor and a puddle of rainwater on the floor, a chain that's both stuck and rusted by the entrance, and a locked door. Grab a rock from the pile, use your lockpick from your inventory on the door, and move on to the next room, after first climbing a flight of stairs, of course. Level 2 You emerge from the right and must make your way through another locked door on the left. In this room, everything in this room is along the wall: a mousehole, an iron ring hanging from the ceiling, a small stone column covered by creeping vines, and an old amphora which you might as well take now. That mousehole looks a little suspicious. Perhaps you could close... no, that would be cruel. Speak to it instead. Turns out, there's a talking mouse in there willing to tell you everything about your quest: the queen's ghost, cursed to weep forever for her love; the gnome who cursed her, who remains in the tower to this day waiting for her change of heart; the dangerous nighttime, when the queen's song brings death to any humans she meets. The mouse will also happily tell you his story and listen to yours, but what you really want is a little help from him. So ask him for some help with the vines (after you click on the vines). He'll clear them, but you'd owe him some swiss cheese. Since you're an adventurer (right?), this additional quest doesn't faze you, so you agree, and the mouse easily clears the vines in under five minutes. Take the heavy column. Swing Use the oil and then the rock on the chain in the first room to take the chain. Since your amphora's now empty, fill it with the rainwater on the ground. Now use the chain on the iron ring in the second room, wrap the heavy column in it, and swing it through the door. And since you totally have no trouble lifting that thing, take the heavy column again. Pass through the stairwell on the left to go up. Level 3 You emerge from the left and must make your way through a door on the right. This time, the door's bolted quite heavily. Probably for a good reason, but we don't need reason around here, we need treasure! Anyway, there's a broken fountain filled with sand in this room, and a bunch of melted candles on the floor, and wait, why is the floor clickable? Could there be some sort of secret beneath? Pour some rainwater on it, revealing three pressure plates. And since you really don't want that amphora to be empty, fill it yet again with the dust in the fountain. (If you haven't got the rainwater yet but you have dust instead, you can put it back in the fountain.) Do we have three heavy objects? Weight Place the dusty amphora on a pressure plate, then the stone column, then click the last pressure plate to step on it. The wall breaks up. Go through the secret passage to the upstairs. Level 4 Oops, the secret passage just caved in. Guess you could look for another way out. How about that convenient opening to the right? I'm sure that leads down to the downstairs. Anyway, that's not important right now. The next door to the left has been magically sealed, with options to Examine, Knock, Stare at, Tap, (click the red arrow) Push, Hold, or Maybe Later it. There are mysterious gly[...]
Sun, 16 Apr 2017 11:49:44 -0500
Space Space works fine for me (facing left), but the timing window on that is a bit narrow. Remember that the down-pound move has a delay to it, so wait for the character to go through the block before dashing. I also managed to survive brushing the top (about 20%) of the spikes, so you could aim lower if you're adventurous. You can also try using the sound effects to adjust your timing.
Sun, 16 Apr 2017 10:44:39 -0500
It is a timing issue as well, but that is a quirk with the game. The right arrow goes straight forward in whichever direction the charactor is facing (whether it be left or right). To get past that level, you need to
press down to break that block, while your character is facing left, then press spacebar and left at the same time and you should fly through if the timing is right.
It took me quite a few tries to get it as well.
Sun, 16 Apr 2017 09:44:54 -0500
Sadly giving up on the level that requires going right, down, and left. Around level 5, I think.
On the video walkthrough
they choose right-arrow, down, right-arrow. And then somehow the ghost goes left after falling through the hole. When I'm ready to go down, I have tried pressing space left, and I have tried pressing space space, and in both cases the ghost just falls on the spikes.
If I'm missing something basic, I'll try again. If it requires some trick of timing, I guess this game is a zillion times too hard for me.
Sat, 15 Apr 2017 16:51:31 -0500
Very cool idea! Wish there were more levels!
Sat, 15 Apr 2017 05:37:54 -0500
I agree with kktkkr, playing the series from the start really makes everything make a little more sense. Plus, they are all good games, so why wouldnt you? :)
Sat, 15 Apr 2017 04:20:39 -0500
Fri, 14 Apr 2017 19:01:47 -0500
Don't give up! Where are you stuck?
Fri, 14 Apr 2017 17:31:47 -0500
I officially give up.
Fri, 14 Apr 2017 15:28:25 -0500
I think the triangle was just a hint that the pen hint is used for those black triangle shaped buttons.
Fri, 14 Apr 2017 15:22:15 -0500
I like that. I usually just use notepad (if anything is needed), but if the room is harder I change to Excel.
This was somewhat harder and I needed to use pen and paper.
Fri, 14 Apr 2017 14:04:51 -0500
@barbara Just to contrast with your approach, I usually go into these escapes with only the same text editor I use to write the walkthroughs, and don't copy down anything unless it's too complicated to memorize or too tedious to re-solve.
In other words, I don't mind backtracking a bit if an average player would do that, but I take down detailed notes when puzzles are hard enough that most players would have to.
By the end of Study Room, I had
written down the exact formulas for the colored areas, but calculated pink to be exactly 0.25 units less than it should have been,
made and edited the screenshots for the cube puzzle, since I knew it was necessary and it's honestly next to impossible to solve in a text editor, and
listed down what every button on the corridor panel displayed: the numerical order of path segments, the position of the colored tile and the corner indicated on the colored tile, but I misinterpreted each corner tile as indicating its opposite corner.
Every other code was in my head.
That's how it usually is for the first playthrough, and then I do a second playthrough (sometimes two second playthroughs simultaneously) to get the order of steps for the walkthrough.
If anyone is curious, my first playthrough
got me the bad math ending, but I never left the bedroom and so never noticed the cat.
Also, I still have no idea
what that triangle mark under the eraser actually means.
Fri, 14 Apr 2017 12:42:21 -0500
How do I unequip items? I need help ;-;
Fri, 14 Apr 2017 12:28:10 -0500
Rather than keep track of things in my head (as if!) or using pencil and paper, I keep two Paint sessions open, one for pasting screen shots, and the other for pasting interesting things from the screen shots, plus notes. Here's what I had at the end of this game, a bit more than usual (I hardly ever delete anything in case I have to restart): http://i.imgur.com/sbmEHyv.png
Fri, 14 Apr 2017 11:01:26 -0500
Retro Edition is a great idea!
Fri, 14 Apr 2017 08:51:11 -0500
Sorry for triple-posting, but before I forget: the "weekday escape" tag doesn't work. It should be "weekday-escape".
Fri, 14 Apr 2017 07:37:46 -0500This is truly a nightmare of an escape, with multiple pixel hunts and gimmicks at the very start forced viewing of some clues (but not others) red herrings a puzzle that requires a calculator, and a significant amount of math puzzles whose clues you can't bring with you a puzzle that pretty much requires a physical piece of paper a puzzle whose rules are very ambiguous a cat which basically gives you things on its own whims a decision point which isn't marked as such, and occurs before half of the game If this has a "four-star" difficulty, I'm not sure I want to see five! Apartment #102 - Study Room You thought you were getting a nice cosy place to study, but Kuroneko's got an entire IQ test worth of puzzles planned out for you! Part 1: The Study Room Exploration Screen with desk You start off facing a desk, which alludes the amount of time in this game you spend working with pen and paper. Let's get right to it. The desk has five drawers, and a book and a box on top of it. The book is locked and the box only has two buttons: club and heart. The left drawer of the desk has a drawing of a square with extended top and right sides intersecting, and a 57 in it. The next drawer is empty. Huh? Kuroneko would never leave a drawer empty. Look deeper in the drawer by clicking its rear, and get a red bookmark. The top right drawer is locked, and the one below that has a helpful book with a picture of a maze, in thick gray and white lines. The bottom drawer has a box with four digits and buttons to increment the digits. Why's there only up buttons when there's ample space for down buttons? Let's keep that in mind. You can check under the table. Okay, this space really is blank. Check the right side of the table. Blank too. Check the left side of the table to find another square drawing, with bottom and left sides extended, and 83 written inside. Look at the shelf up top, which only has a locked cylindrical case. (Back up and turn right.) Screen with sofa I'm sure this screen is exaggerating, that chair isn't as far away from everything else as it appears. Look under the black sofa cushion. Nothing there. Check the left side to see another square drawing, with bottom and right sides extended and 61 written inside. (What's up with all this graffiti?) Check the right side, which is blank. Click the upper-right corner to look around the back. There's a bronze square key taped to the back. Check the side table, which only has a box with four buttons on it. Er... let's see. We only found three squares, so we'll have to come back. No, really. Stop trying to outsmart the game. There's an abstract picture hung on the wall, a tessellation of white triangles pointing up and black triangles pointing down, and it's signed Kuroneko in the corner. Except that last o seems to be a hole. (Turn right.) Screen with doors Two doors on this screen, and a white panel in the middle. The left door is locked, and takes a three-letter code. The right door is locked and takes a five-digit c[...]
Fri, 14 Apr 2017 03:10:34 -0500
To be honest, I did lookup another walkthrough (gave up after just 3 minutes in due to that first puzzle!) and noticed that part, so I'm aiming for the second ending on the replay.
Even with that, I did spend several hours working through every puzzle, having to slog my way through
a few unusual pixel hunts
unclear hints about waiting times
forgetting how to use a calculator
holding the clue upside down
updating my image editor
reading the other clue upside down (took me 3 whole hours to figure that out)
so hopefully when I'm done writing this up nobody else has to do any of that.
Thu, 13 Apr 2017 23:42:17 -0500
For the apartment 102 study room, if you want to experience both endings,
you need to try wrong 6-color codes and then walk out of the room to trigger a event. Being too clever and solve the code by oneself will miss that.
Many games with 2 endings trigger right before exiting but this one don't. Makes me search the web quite a while to find that.
Thu, 13 Apr 2017 04:41:39 -0500Toaran Island This game is both very long (use the save button) and very difficult to navigate (but there's something you get that will help you). Exploration 1: An Eastern Plain You start off facing a pool. It's a nice pool, but it's time to escape this island. Toaran Island? Where even is this Toaran? Turn right to see a pink house and a sandy area to the right. Zoom in on the sand. There's nothing there. Back up and zoom in on the pink house. It's locked and the door has two identical buttons on it. You could turn left from the pink house and walk around the pool, but let's not do that yet. Instead, turn right to see the side of a stone tower. Click on the grass to walk forward, then click on the grass again. Now you're facing the front of the observation deck. The door's locked and takes a four-digit code, which looks like a time. Anyone here got a watch? Back up from the door and turn around to see two signs with 136 and 245 on them. Walk towards them, and then turn left to see two trees. There's something stuck in the leaves of the left one, but you can't reach it yet. Go back, right, back, back, and face the observation deck door again. Turn left this time and walk backwards! Now there's a yellow spot on the ground to the right. Walk to it to see it's a yellow chest. Go back, turn right, and now the pool is in sight again. There's a yellow house and another sandy patch. The sandy patch has a suspicious mound too large to dig with bare hands. The yellow house is locked from the inside, but you can take an orange key from beside the door. You could walk around the pool from here, but we have other priorities. Turn right to face the pool again (starting screen), then turn right and go to the pink house. Pink house The door The pink house door unlocks with the code from the two signs behind the observation deck. The digits 1 to 6 appear in 136 245 on the left, right, left, right, right, left sides. Click the LRLRRL buttons to open the door. The house There's a table and two chairs here. Click on them to zoom in, then click on the book on the table to take it. Also click on the right chair to look at it. There's a blue key behind it. Back up and turn right. There's a clock on the wall. Zoom in and click on it to read the time: 13:28. Turn left twice. There's a trapdoor in the floor with a white ladder descending to a tunnel that ends in a door with a porthole. Looking through the porthole, and you'll see why the door can't open - it's a door to the bottom of the pool. (Leave the pink house.) Reading Examine the book in your inventory (using the question mark button). Open it up and take the map from the right side. There are instructions on these pages to turn a valve to drain the water. Flip the page by clicking on its right edge. These pages tell you to search the observation deck sign for a key. Now that you have the map, you can examine it[...]
Thu, 13 Apr 2017 04:39:21 -0500
Some hints for Toaran Escape
Navigation is a bit awkward. Move around using the right, left, back arrows on the sides and bottom, and also using arrows in the middle of the screen that show up when the cursor is over them.
On every scene, make sure you check for arrows to the right and left.
Getting into the pink house
Use the hint from the two circles with three numbers each.
136 and 245.
Hit the left button for clicks 1 3 and 6 and the right button for clicks 2 4 and 5.
L R L R R L
What to do with the white key?
It goes into the hole in the back of the train.
The sign to the right of the door with the nn:nn puzzle
Click the stone above the top right of the sign.
Where are the boxes?
Go left from the yellow house. It is on the shore.
Go right from the yellow house. Then go forward. And forward again (see the yellow gates close up). Then left (see the curved grey thing (railroad track)). Click on the right part of the curved grey thing.
Go right from the yellow house. Then go forward. Then go right (see the back of the red house on the right). Take the curved arrow left (see the balloons from the back). And take the next curved arrow left.
After going into the building with the nn:nn puzzle, go up the ladder on the left.
Inside the yellow house.
Where is the sixth letter?
On the scene with the two round signs with three numbers each, go left.
Use the stick
from beneath the yellow fence
to get the letter from the tree.
Thu, 13 Apr 2017 02:56:02 -0500
I was having the same trouble as Paul, and had to go to the youtube video.
There's two ways to control the bars on the door in the bedroom. Closing them from within the bedroom makes the roof inaccessible. So we have to close them another way.
Starting from the place where we opened the gap in the railing, go forward down the ladder.
There's a square outlined in black. Press that, and it will show that the bars on the door in the bedroom are now up. But we're still on the roof so we can move around. Go back to the place with the 6 hexagons, and now they have the 6 numbers sticking out of them.
Wed, 12 Apr 2017 23:09:45 -0500
can't wait for the other 2.
Wed, 12 Apr 2017 16:16:22 -0500
It is three. From top right, go to middle bottom. Then to top left. Then to middle right.
I made the same mistake, thinking it took five, until I looked at it again.
Wed, 12 Apr 2017 15:24:19 -0500
i tried that too. I just don't see it. wished it had a save so I could go back later but it didn't.
Wed, 12 Apr 2017 13:23:08 -0500This isn't so much an escape as it is a regular point-and-click, but sure. The Quest For The Rest Yes, the game may be short, but feel free to just sit on a screen and enjoy the music. (The volume control doesn't work for me, but the mute button and song position scrubber do.) Desert Yellow- and green-clothed people (let's call them wanderers) are watching from a cliff at a desert scene with a tortoise which looks like an acorn, a cactus ready to grow fruit, and a rather unhelpful lizard. Wait, didn't the about message mention three lost members? Puzzle Each of the three protruding buds on the cactus grows into a fruit when clicked. The fruit drops on the ground. If a fruit drops to the left of the cactus, a rat comes out from the cactus and takes it, and then munches on it for a while until the cactus grows another bud. You'll need to wake the tortoise up so he can pull something into view, but he'll go back to sleep unless there's fruit he can reach. Solution Grow each bud of the cactus thrice, so that the fruit are ready to drop. Drop both fruit on the left and wake the tortoise. Also drop the fruit on the right. The tortoise will crawl over and munch on both fruits, pulling a cart into view. Rescue The pink wanderer is sleeping on the cart. Wake him up by clicking on him, then click again. He inflates a sack on the cart by blowing into it, and it somehow rises into the air, lifting him on a platform which the other two wanderers hop on and sail off into the next scene. Forest With their makeshift airship wrecked on a tree branch, the wanderers now have to deal with a fox and a river, with the help of some fungi, puffballs, ferns (or mimosas?), dragonflies and frogs, flowers and cattails. Click on the two fungi to get the green wanderer to climb on them. Then click on the branch, and then on the puffball below it. The fox can't stand the respiratory irritation, and leaves to the left. Click on the fronds to shrink them, then click on the hole at the base of the tree that was hidden behind them. The green wanderer walks into the hole (followed by her friends), and emerges out of an upper tree hole overlooking the river. Click the left flower (at the same height) to get the green wanderer to hop on it. Click the frog to chase the dragonfly away, and quickly click the flower it was sitting on. Click the left cattail, and the green wanderer jumps onto it, bending it down into the treehole and forming a bridge. Ocean Oh great. Now they're trapped on a tiny piece of wood floating on the surface of the ocean. Get them to the submarine, but first you'll need to drive the octopus away. Do the seahorses, fish and whales have any significance? Who knows. The coral(?) to the left of the submarine releases bubbles f[...]
Wed, 12 Apr 2017 11:11:44 -0500
Once the bars are closed, walk or warp back to the rooftop and look over the railing to the left (click it 3-4 times).
The numbers will be on the same screen as the diagram that shows you where to close the bars.
Wed, 12 Apr 2017 10:48:43 -0500
Yes we know Paul :)
Wed, 12 Apr 2017 10:47:44 -0500
can't wait for the walkthrough :)
Wed, 12 Apr 2017 10:46:33 -0500
when I pressed the button to look at the bars after they were closed, I clicked from top to bottom,and I could not see any numbers on the poles themselves, nor could I look yup at the ceiling or anything. I do see the skylight on the roof though with the X's and o's.
Wed, 12 Apr 2017 10:03:12 -0500Here's my walkthrough, if you want to check out those two solutions. ClickPlayTime 6 Remember, there's no limit on anything. Just relax and take your time. Except for a couple of stages where you'll fail. Tortoise Tortoise wants to be its shell. Or something like that. (Hint: You can swipe, i.e. click and drag.) Swipe its head right, tail left and legs up, in any order. House But instead of H and E, it's J and T. Swap the letters around to spell JOUST. Meow Four cats sound similar but they look different. Give the cuties some names. Orange = Tiger (Tigga) Black = Ash Pink = Bow (Bowie) Brown = Dirt (Scrap) Tick Tock Where's the clock? The hands would point to 1, 9, 6,3 on a clock face. So enter 1963 as the code. Burps Help the burps get their burpformance in order. BURPS on the sign is yellow, blue, yellow, pink, yellow. Click them in the order 21232. Scooby -dooby-doo, who else is in the crew? Swap the letters to spell VELMA. Comic Put the panels in the panels. (But it resets if you click past the green panel.) Click them 1, 2, 3, 4 times from left to right, or 0, 1, 2, 3 times after a reset. Phony That's not where the digits on a phone go! (Speaking of, where do they go?) The marked buttons are 1=2, 2=0, 3=4, 4=6. Enter 2046 as the code. Shooter Hit five enemies before you get hit four times. Tips: The ship will alternately turn right and left between shots. So if the ship is turning right, try to hit the enemy on the right first. Also, remember that there's no delay between taps. If you need to continue turning right, tap thrice instead of once. RBY When mixing red, blue and yellow paints, you get... Swap the letters to spell BROWN. Examine! Four seconds to memorize where the green and blue guys are. But the pattern never changes: Only five trees have hiders. Green: 1st tree, 2nd tree right, 3rd tree top and top right, 4th tree left. Blue: 2nd tree left, 3rd tree top left and bottom, 4th tree top, 5th tree. Heels/Head All you need is to swap top and bottom. After swapping, the symbols read 4502. Dials Only four swipes to assemble the play button. Which dial is which quadrant? Is clockwise left or right? The top dial is the lightest quadrant, the next one second lightest, and so on. Also, swipe left for clockwise and right for counterclockwise. The middle grays have to move clockwise once, and the white quadrant must move twice (in either direction). So swipe the dials 2, 1, 1, 0 times left. 40:40 Looks like a long tennis match. Swap[...]
Wed, 12 Apr 2017 08:44:16 -0500
The Knight's Move one, I don't know the level number:
I don't think the required answer is correct. I had to go back to the youtube video.
They want 3 for the third one, but it takes 5 Knight's moves to get from the top right to the middle right.
Maybe it's about something other than just the number of Knight's moves to get to the target ... looking forward to someone explaining why the "answer" is correct.
Wed, 12 Apr 2017 08:31:44 -0500
I tried to solve this by using cut-and-paste into Paint to find the original state and then figuring out what had to go where to get the required result. I had to be quick on the PrintScreen button - the result of moving the dials disappears very quickly. (Way too quickly to be fair, I think, and if showing the rotation back to the starting state is supposed to provide a clue, it's way way too fast.)
But I couldn't even figure out which dials affected which quadrants. Or why some quadrants went completely black sometimes.
For what it's worth, here's what I figured out regarding where each quadrant was supposed to end up compared to its starting point.
Top left has to move to top right.
Top right has to move to bottom right.
Bottom left has to stay where it is.
Bottom right has to move to top left.
But I have no idea, even after seeing the solution, how the dials affect the quadrants.
I had to use the walkthrough on youtube to get the answer. Here's how to move the dials to get the Play button:
Numbering the dials from top to bottom 1 2 3 4:
Wed, 12 Apr 2017 01:11:18 -0500
@Paul: Have you viewed the necessary clues, both the
six digits on top of the iron bars, once they have closed up
six symbols on the skylight (as in the article screenshot)?
This game is quite particular about making you look at the clues.
Tue, 11 Apr 2017 23:26:31 -0500
something isnt working
the red box under the flag according to the walkthrough says the code is 4813. I typed that and it didn't work.
can someone help?
Tue, 11 Apr 2017 17:44:26 -0500
About to give up. Bacteria. Can't figure out the objective. Video walkthrough is useless. Goes to ads to often to follow. Please add a "skip" option for these sorts of puzzles.
Tue, 11 Apr 2017 15:15:06 -0500Walkthrough: Please note that your map will allow you to warp to any area you have already explored. You wake up staring at a kidney-shaped skylight. Might as well get out of bed. The Cell: There's a bed here. Examine the bed. On the 'rear' side of the bed you find a notecard that says "God saw the left", "Devil faced downward" and "I looked up to the sky". There is also a symbol with an I, G, and D arranged in a circle. Rear Wall - there is a closed door. Left wall There's a shelf with a glass an a carafe of water. Fill the glass from the carafe, and take the filled glass. There's a panel that requires a four-digit code. Right Wall - There is a glass-fronted box with a mechanism inside. There's a opening on top, but nothing you can do yet. Front Wall - There is a door way sealed with bars. The panel to the right of the doorway has three hearts with arrows that can be rotated. Arrange the arrows as indicated by the card on the bed. The panel will slide open. Press the white button to lower the bars. Outside the cell - There's a flag on a stand in the sand. If you move the flag, you will see a panel bolted in place. Turn around and see the outside of the cell. There is a stairway on the right. The Roof The kidney-shaped skylight is set into the roof, and a wind generator is on top of a pole. The wind generator is secured in place with a padlock. A code is visible on the skylight O O X O O X Front Railing If you look over the railing you can see six apertures in the roof of the passageway. There is also a clue to a location on the circular section of roof. Rear Railing If you examine the railing, there is a strange coupling on the upper left . There are two mounts on the edge of the roof. Behind the cell On the stair side – There are four symbols on the upper outside walls of the passageway ┓ ┏┓ ┏ ┓ There is a ladder, pick it up. On the other side – There are four symbols on the lower outside wall here. and a picture of the same section of passage way wall. ⊐ ⊔ ▭ ⊏ There's a boulder blocking the end of the passageway. Solving Puzzles Opening the panel Combine the upper symbols and the lower symbols from the outside walls of the passage 3062 Take wrench. Go back outside, move the flag, and open the bolted panel with the wrench. You get a key, and a box that requires a four digit code, with a circular symbol. Go to the roof, and unlock the padlock with [...]
Mon, 10 Apr 2017 04:36:28 -0500
It's a game in 'Play this!' format. Remember we use this tag for the games which do not meet our standards but has something original or innovative or fun. In other words something to show.
Mon, 10 Apr 2017 00:22:41 -0500
Made it to the end only using 1 branch! Had to save
on that crazy "drop off and hug the side of the tiny ledge you're on wall jump" before the double jump :P
Sun, 09 Apr 2017 06:49:22 -0500
This game has some really difficult controls and clicking in tiny weird locations repeatedly. Really detracts from the otherwise interesting puzzles.
Sun, 09 Apr 2017 06:46:33 -0500
Found this game really tedious (especially arcade sequence.)
Sun, 09 Apr 2017 06:39:10 -0500
Interesting and fun game with a unique selection of puzzles which begin gentle and get progressively harder without reaching the point of being totally frustrating. No 'traditional' room escape puzzles, another quirky and light-hearted title from Bonte. The game is blessedly short as this sort of thing gets old quickly. Would have been nice to see more gadget experimentation in the beginning.
Sun, 09 Apr 2017 06:23:33 -0500
Really dull and trumped up sliding puzzle. Skip it.
Sun, 09 Apr 2017 06:14:04 -0500
There is really no motivation to grind your way through these mundane and tedious logic games that are more frustrating than intellectually challenging. Skip this title and play his other games.
Sun, 09 Apr 2017 06:05:42 -0500
Adorable game as usual with some very novel puzzles. No codes or any of the usual fare. Requires a lot of experimentation and some frustration before achieving solutions. Some solutions are pretty unintuitive (I'm talking to you, wall deer) and unclued so just fool around and try everything. Stick with it because it is fairly rewarding to complete.
Sun, 09 Apr 2017 05:05:37 -0500
There just wasn't enough new content here to make me want to slug away at the interminable and uninspired levels to this game. The clunky graphics slow down the whole game and the lag is debilitating here. Not one of the better Bonte titles.
Sun, 09 Apr 2017 05:04:21 -0500
Really superb Bonte title. Not just a series of "play with environment" puzzles like most of his games, this is a true classic room escape with a few really novel puzzle solutions. I love the abstract clues and how the clues blend into the environment so well. It's not immediately obvious what is a clue, or if everything in the room is a clue, or if nothing is a clue. It makes the game more challenging but there is never a really unfair moment here. Some classic Bonte logic for those who have played his other games, but he doesn't repeat any of his former puzzles. This is a challenging but not frustrating room escape with very smooth graphics and some funny moments as well. Excellent.
Sat, 08 Apr 2017 20:14:35 -0500
sorry. I didnlt see
the bottons arranged from 1-9 like that.
anyway great game and thanks again KK.
Sat, 08 Apr 2017 16:08:21 -0500
That was um...interesting. I liked it. It was full of feels and a very poignant story.
There was only the one ending right?
Sat, 08 Apr 2017 14:16:45 -0500
can't figure out
the wardrobe. I punched in 7542 as suggested but 9587 shows up on the screen after pressing them. huh?
can someone help?
Sat, 08 Apr 2017 13:27:06 -0500The Ritual - Part 2 All that effort to get an A+++ was for naught. Guess we need to summon a stronger demon to get our revenge. Exploration Hideout Joe tells you to get basil, a cauldron, and more of that old graveyard dirt... which means pestering the pizzeria owner, visiting over at granny's, and facing down the wrath of that caretaker. Take the screwdriver from the shelf. The puzzle on the wall is now useless and the washing machine is now broken, so look over to the wardrobe, which has had its lock upgraded since the previous game. It now has a keypad and a display with room for four digits (or *, or #). Boy, those misaligned screws are getting on my nerves. (Leave through the door on the right to view the map.) Map The four locations on the are, from left to right: pizza shop, grandma's house, hideout and cemetery. Pizza Express/Pizza Europa The guy at the counter doesn't want you to have basil. He seems to be in a bad mood. Click the empty flagpost to the right of the German and er... Estonian flags. Grumpy cashier guy explains that the Latvian flag has been stolen, and the pizzeria can't be truly Europa-ean without the Latvian flag. Grumpy guy also stops you from going through the kitchen door. Think of all the basil you'd have if you could just get past him. Grandma's house Grandma's not in at the moment, but that's never stopped you from looking through her stuff to get a cauldron. Check the fridge... door, which has a smiley magnet, a note "asking" you to clean her kitchen, and a card with Pizza Europa's telephone number. Maybe you should make a note of that one. Search the couch for money under the cushions. Bingo! Read the card next to the telephone, which turns out to be her library card. Wonder why she's leaving it around, considering that she's Banned From The Library. The safe above the telephone takes a four-digit code. It's gotta be something easy to remember, right? Cemetery This time, the caretaker won't settle for anything less than the real deal: an expensive chocolate cake from Maple Street. Maybe then he'll open the gates. (T[...]
Sat, 08 Apr 2017 11:27:03 -0500
Excellent Bonte game as usual. This is one of his best in my opinion. The timing puzzle is brutal - so annoying to complete once you figure out what you have to do. A restart level button would have been more than welcome for some of the levels. The puzzles are very innovative and the minimalist design is beautiful. Not to mention it's super cute!
Sat, 08 Apr 2017 10:22:43 -0500
can't wait for the walkthrough.
Sat, 08 Apr 2017 10:19:57 -0500
Definitely not a great Bonte title. The puzzles are frustrating and tedious to complete once you've figured them out. There is also a good deal of screen lag, a real killer on some of the timing puzzles. I couldn't take it anymore once I saw the second Arkanoid level. His other games are much better, this one was a real dud.
Sat, 08 Apr 2017 09:52:51 -0500
It should be mentioned that this was a Ludum Dare entry, with the fisheye effect being a simple way to squeeze the whole game on one screen, which also removes the major time-waster of getting lost in large platformers.
I played this a long while back, and still remember the huge difficulty of dealing with screen distortion on every single block. Perhaps it's just me, but I found many of the developer's other (non-distorted) platformers equally tough and unforgiving.
(To whoever has power over this stuff: please add the "platform" and "metroidvania" tags.)
Sat, 08 Apr 2017 09:14:02 -0500
Very fun game in this series. Most levels are pretty fresh and imaginative, and puzzles don't repeat too much. Figuring out the solution to each level keeps the interest. Adorable and simple graphics. The "matching" level is especially brilliant. Just the right length - doesn't leave you angrily wanting more and stops just before it gets old. Only real complaint is that the ending animation is awful.
Sat, 08 Apr 2017 09:09:06 -0500
Way too easy and way too long. I really didn't like this game. I kept plugging away because I was expecting some Bonte magic to start happening at some point, but it never did.
For one thing, the setting is terribly dull. All the rooms look the same and there is a strong lack of adorable animals. And more importantly, the puzzles are horrible. The solutions are so similar and range from mind numblingly easy to ridiculously unintuitive (4x knock up, yes?)
And finally, it was way too long. Most Bonte games have 25 levels or so, which is just right. 25 doesn't leave you aching for more (like 10 or 15 would) but doesn't bore you stiff or force the author to totally run out of ideas.
The setting implies that the player is familiar with the Escape Game as a trope, but anyone who has played even a few escape games would find these puzzles to be unbelievably easy and unimaginative. Some of the puzzles are even used more than once (anagrams of numbers.)
I was really expecting better from this developer. Even the art is really poor considering the high graphics quality in his other games. Maybe it was Armor that messed this up (wouldn't surprise me.) Don't waste your time on this.
Sat, 08 Apr 2017 07:08:54 -0500
Orbit was VERY enjoyable. Just goes to show that good classic escapes are still being made, thank goodness.
Sat, 08 Apr 2017 07:01:38 -0500
Really disliked this game. The fisheye view is really nauseating. The controls are not good enough for a platformer like this. Also cannot move character mid-fall. I quit after many attempts to reach a high ledge. There was just no motivation to keep playing.
Sat, 08 Apr 2017 06:55:20 -0500
Very short and not-too-hard Monkey Island inspired game with a few inspired moments and some potential, but ultimately unsatisfying. The controls are terrible and really kill the game. Managing the inventory is a huge pain and you cannot interact with anything while the character is talking. These flaws are enough to make it a real chore to play and seriously detract from the otherwise engaging setting and puzzles. Would like to see more if these issues are addressed.
Sat, 08 Apr 2017 06:49:16 -0500
Great idea, but not engaging enough to keep playing. One hit restarts the game, seriously?
Also, needs a 'blood' tag. Not kid-friendly.
Fri, 07 Apr 2017 09:02:27 -0500
He's a chicken I tell ya, a giant chicken!
(Somebody had to say it)
Fri, 07 Apr 2017 07:48:15 -0500Indeed, the very first thing I did when the game started was to fullscreen it (Alt+Enter) to get around the fixed window size, which may or may not have caused some mouse issues later on. If I recall correctly, I've seen signs describing these controls: Esc to restart game WASD to move Shift/Control to use half/all of a stack Right Click to consume Scroll to switch items Control+Scroll to zoom and Space to reset zoom but no signs describing number keys, or the E key, unless I've missed them (and the signs in this game are read-once - if you activate one off-screen you never get another chance to reread it) WASD was okay for me (I've played worse), but the mouse control was a nightmare. Setting up fish traps all in a row was a bad idea. I couldn't click them because the cursor would just skip right over them. I managed to place a single bridge tile aligned to half-blocks, making it both useless and unremovable. Mining and gathering takes a little too long for my patience limit. Still, the time spent manually gathering was less than 5% of the gameplay. And the name of the game is Forager! Crafting is rather limited, without much motivation to build multiple of anything, which is okay because it does give a little meaning to saving up ingots to unlock the next building. Inventory management is nonsense. It basically involved me clicking the wrong box in chests a lot. All the items already stack indefinitely, why not make them auto-stack? Why not just eliminate chests altogether and let us walk around with a proper-sized inventory? Trading was really useless to me, with nothing I really wanted to sell or buy. There was that one time I dumped all my clay/stone into smelting and then wanted to build another furnace... but there wasn't any on s[...]
Fri, 07 Apr 2017 05:15:08 -0500
Enjoyed Mushroom in the Forest. I like the artwork and the seemingly-sparse field with lots of hidden goodies. Nice attention to detail on the mushrooms, the only bits of color in the game. The navigation was a little clunky and I found the back-and-forth a bit tedious, since the fourth screen doesn't "wrap around" to the first (like in a room escape with four walls.) Still the puzzles were logical and I love the atmosphere.
Fri, 07 Apr 2017 03:41:15 -0500This is a great game with some implementation problems which for me made it very trying. I found the controls too "slippery" - like Mario2 on ice the whole game. Moving with wasd was just debilitation. If not for teleportation I would have given up long before the end. Also for people playing without a mouse, the need to change items constantly was a pain in the neck. Every time you move the cursor down to select a new item, the screen slides down too. Another issue I had was that the game window could not be resized so the bottom of the screen was permanently obscured by the Windows taskbar. I ended up having to Autohide the taskbar so I could select different items. Still, the taskbar had a tendency to pop up if I accidently moved the cursor too far down. I wish I could have just resized the game window to prevent this. Another problem I had was that for a lot of the game I had no idea you could hold shift or control to choose half or all of your items. Around the time I started gathering items by the hundreds I just tried holding different keys in desperation until I stumbled upon this. Maybe a certain sign had this information - but several of the signs would not "read" when I walked up to them in the game (another bug?) Another thing, not sure if this is a bug or not. I tried to get as many chests as I could from the golden statue, just pumping coins into it by the thousands. I was hoping that eventually I would have unlocked all of the "upgrades." I kept track of which upgrades I never chose. But eventually, I just got a chest which dumped out a few dozen coins - meagre return for the hundreds that the chest cost me - and didn't get any more upgrade options, although there were still some upgrades I had nev[...]
Fri, 07 Apr 2017 03:29:21 -0500
Thanks for the tip on the steel.
Yes, I tried right clicking, and building something else then building a bridge again, etc. I was stuck with the red raft on my cursor for the whole game. Also I could not build another raft for the whole game. Other than that it was just a visual glitch - didn't prevent me from doing anything else. However I was not able to complete my insane quest to teleport across the whole sea in search of a secret island of sheep which I was convinced much exist!
Thu, 06 Apr 2017 21:11:38 -0500
Thanks for reporting the raft glitch! Have you tried right-clicking away the red bridge mode your cursor was stuck on? Running out of building materials will also keep you from being able to build, and 'bridge construction mode' is a convenience to make it easy to build more than one of them, since usually one alone isn't going to do you much good. Right-click to go back to normal.
For the grey bricks,
did you mean Iron Ingots? Those are gained by smelting raw iron. Try throwing various items in there and see what you make!
Thu, 06 Apr 2017 20:09:08 -0500
Is there any source of grey bricks besides the Market???
Thu, 06 Apr 2017 20:07:43 -0500
Pretty huge bug when building rafts out into the ocean. You can get stuck way out there (far northwest corner) and the red raft icon is stuck on your cursor, but you cannot build any more rafts! Only escape possible is via teleportation. You can still build other items and click as normal, but never again build a raft! The red raft icon is stuck to my cursor for the whole rest of the game!
Thu, 06 Apr 2017 15:35:10 -0500
This concerns the ending. It doesn't really spoil it, but just in case: I would have liked if
he found the house in the distance where there was a mirror. He looks into the mirror to find himself a disfigured monster and says "Oh thank God! At least they didn't mess with my face!"
Thu, 06 Apr 2017 09:33:51 -0500
Just so you know....
The graphic on the main page links to Weekday Escape #133 not #139!
Thu, 06 Apr 2017 01:05:48 -0500And now you don't have to wait for the last one! Jeans Exploration 1 Okay, that left cupboard has a lot of locked doors. Left side, top: three circular buttons with diagrams, with thick dots linked by thick lines. In order: pentagon, cross, triangle, diagonal down, vertical, diagonal up. Left side, bottom: five buttons with letters: dbafhiceo Right side, top: three buttons with socks, left/right in gray, red and blue. Right side, middle: four buttons with digits Right side, bottom: five petal buttons which change color when pressed: white, red, blue, yellow. There's an empty clothesrack and roller blinds covering the window above it. Raising the blinds makes the digits 6429 appear, in case you hadn't already guessed that code when the blinds were down. The door on the right is locked, and has three green buttons that cycle through pictures of a skirt, pair of shorts and T-shirt. The colors cycle through yellow, lilac, magenta, pink, red, blue. I'm bad at naming colors. Four-digit code Use the numbers from the window blinds to unlock the right-middle door of the cupboard. Enter 6429, open the door, and take the detergent powder. Different clothes Use the clue from the detergent powder (zoom in on it) to unlock the door. Blue shirt, pink skirt, lilac shorts. Click the buttons 5, 3, 1 times, then open the door and go through. Exploration 2 There's another locked door on the left, and a washing machine in the middle. There are three (unpaired) socks in the washing machine. There's another cupboa[...]
Thu, 06 Apr 2017 00:30:06 -0500
Thanks again KK. can't wait for the last one :)
Wed, 05 Apr 2017 22:47:57 -0500Funkyland, continuing the tradition of giving you a reason to leave rooms you have more reasons not to. Escape an Ocean View Ryokan It's a ryokan with an amazing ocean view! (Not much of that view in this game, though.) You've enjoyed your ocean view and your hot spring bath, and now it's time for dinner. But first, you have to decide what to eat, and you also need to find a way out of this room. Exploration 1 Main room You start off facing a kotatsu in front of the television. There's two empty teacups with blue butterflies and red flowers on them. On the right side next to the red flowers, the seat has a remote control in its armrest. The remote has no batteries though. There's also a box of wagashi (sweets) on the kotatsu, which seems to be locked. There's two dark silhouettes carved on the top, one curved and the other squarish, and there's a crescent-shaped OK button in the middle. On the side, there's a button with a picture on each of the two layers. Clicking each button cycles it through a few pictures, which I have no idea how to describe. The TV is off, and the box next to it seems to be missing a card of some sort. Turn right, and there's a doorway to the bedroom. But we're not done here, so turn right. There's a calligraphic scroll in this corner, filled with 春夏秋冬 characters in three (vertical) rows of six. You can push it aside to see a smalleer clue behind, which is a grid with the same number of rows and columns. Turn right to see the entr[...]
Wed, 05 Apr 2017 22:01:12 -0500
Did you get there in the end? It was a bit of a toughie for a Funkyland game!
Wed, 05 Apr 2017 20:45:44 -0500
Thanks for the walkthrough KK. can't wait for the others :)
Wed, 05 Apr 2017 19:49:03 -0500Free the Birds 4 Once again, it's time to fill the world with these exotic green parrots. Exploration 1 You start off facing a large glass cage with six parrots trapped inside, with a sign beside it reading BIRDS. The parrots all seem to be facing either left or right. In the trees next to the sign, there's a blue-roofed birdhouse with a circular window and left and right buttons (and an OK button). Turn around. The trees here have two birdhouses, a green-roofed one with a square window and three buttons labeled ID, II and DI (and an OK button), and a red-roofed one with a diamond-shaped window and three buttons forming a three-letter code (and an OK button). The shed to the right of it has a locked door. Blue birdhouse Use the parrots to figure out the sequence of left and right buttons to press. The parrots face left, right, right on the top row and left, left, right on the bottom. Press the LRRLLR buttons, then open up the birdhouse and take the crumpled note. Green birdhouse Unfold the note. It says ID DI II DI. Press the 1st, 3rd, 2nd, 3rd buttons on the birdhouse. Open it up and take the green key. Use the key to unlock the shed. Exploration 2 After unlocking the shed door and going inside, you see a rather plain room with a large picture and two cupboards. The picture shows three (empty) birdcages, in the colors red, blue and green. The cupboard bel[...]
Wed, 05 Apr 2017 18:15:08 -0500
Wow. Very creepy. Solved.