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PonPon House 2 - Odekake


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Rating: 4.6/5 (75 votes)
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JessPon Pon House 2Upon first beginning PonPon House 2, you may find yourself with a strange sense of déjà vu—those rounded, almost huggable graphics, those cutely surreal furnishings, they just seem so familiar. As well they might; the initial environment is nearly identical to the original PonPon House. Fear not, however; not only are the initial puzzles different (and a bit more original, in my opinion), the new PonPon House greatly expands upon the first game by adding several different locations to explore and puzzles to solve.

This game is a pure pleasure to play. The whole experience is gentle and dreamy, without any sense of urgency or danger. There is some Japanese text, but none of it is essential to comprehending or solving the puzzles. I also quite liked the continuity between the first and second games; it was neat going back to the first PonPon House and seeing many of the new game's items represented in the original. All in all, a lovely, not-too-tough respite from an increasingly hectic world.

Play PonPon House 2

Walkthrough Guide


(Please allow page to fully load for spoiler tags to be functional.)

WALKTHROUGH

Part One: The gathering (of items)

Enter the house. Or you can look around outside the house. There's nothing really important out here though.

Go left once. Zoom in on the table with the clock and lamp on it. Get the Crystal heart. Open the book. Get the bookmark. View the rest of the pages and note what's on them:

A fish going into water and the sun shining on plants above a zig-zaggy pattern.

Go left once more to face the door. Zoom in on the table to the left and grab the "plants". Go back out one screen.

Click the hat to take it off the wall. Click the panel that was under the hat. Zoom in on the thing inside and take the flower in the middle. Move back out one screen so you're back looking at the door.

Go left one screen. You should be viewing the TV. Zoom in on the shelf above the TV. Open the candy dish and take a piece of candy. Zoom back out to viewing the TV.

Go left one more time. Zoom in once on the table then once again to the top of the table. Put the "plants" from your inventory onto the white base in the sunlight. Grab the scissors (it's the rightmost "plant"). Zoom back out.

Go left two screens and zoom in on the door handle. Use the scissors to cut the string tied to the key. Look down and pick up the heart key. Zoom out.

Go back to the table (go right two screens). Zoom in, push the chair out, and click the left side of the table to see a hidden compartment with a lock. Use the heart key on it and grab the fish key and paper from inside. Zoom back out.

Go left one screen so you're looking at the locked briefcase. Zoom in on the lock on the briefcase and use the fish key on it. Grab the toy fish and the winder from inside.

If you've done everything correct up to this point, you get your first cutscene.

Part Two: A couple leagues under the sea

Click on the person to follow her (?) to the end of the dock. Give her the toy fish and it turns into a submarine!! Click on it then click on the hatch and follow the person inside.

Put the winder (the second item you got from the briefcase) in the little whole at the back of the submarine and wind it four times.

Go to the black panel at the front of the ship. Put the crystal heart in its place above the panel. HERE WE GO!! When the short cutscene is over, note the two numbers on the screen (they're different each time). The space for the third number is blank, but will be filled in later. Zoom back out for another cutscene.

(Cutscene here)

The person is looking through the left porthole of the submarine. Look out the right porthole for a short animation, then zoom back out for another custcene.

(Cutscene here)

After the cutscene, the third blank on the black panel is filled in, but with a symbol. Look at the piece of paper in your inventory and note what number it represents. Also note the conical symbol in the middle of the black panel. Zoom out, go up the ladder, and turn around to look at the person.

Part Three: Back on solid ground

Click on the person several times to follow her onto land, up the stairs, and to a wall with dots on it. Use the bookmark to figure out what dots should be on and what dots should be off. BIG HINT:

Holes represent "off" or "dark".

Follow the person through the door, up more stairs, and through another door.

(Cutscene here.)

You're now trying to find a key that isn't where the person expected it to be.

Click the person on the bench and give her the candy from your inventory. A squirrel comes along and trades it for an acorn (which goes into your inventory).

Go to the water fountain screen, but don't zoom in on the fountain. Instead, click the white arrow on the ground so you're looking only at the tree with a hole on it. Click the hole and trade the squirrel the acorn for the yellow gem it's holding. Pick up the gem from the ground.

Look around until you're facing the leftmost part of the brick building. There are two handles on the brick. Click them to remove a panel reveiling a mechanism with some familiar symbols. Put the gray flower in the center, then put the yellow gem in the center of the flower (as per the diagram on the piece of paper).

Flower puzzle tip:

To solve the puzzle with the flower and yellow gem, you have to remember the numbers and symbols from the black panel in the submarine. You can get back to the submarine by finding the door to the far right of the brick building and going back down.

Solution:

The outer ring of the puzzle represents the first number from the submarine. The inner ring is the second number. The flower petal is the last symbol. You have to translate symbols and numbers appropriately. It's pretty straightforward. The piece of paper in your inventory could be helpful. Once you've correctly solved it, the other green light above the mechanism will light up and the first one will turn off.

Go to the fountain. It's now turned off and a little drained. Zoom in to the inside and turn until you can grab the flower key (you couldn't do this before if you looked at the water fountain while it was on and full). Give the flower key to the person on the bench. Awww, you've made her so happy!!

The end. CONGRATULATIONS!!

56 Comments

waycooler August 13, 2008 2:14 AM

my gosh. barely into it, i'm already lost.
i have

white thing that looks like a flower top from inside the wall, a bookmark with holes in it, the glass heart, the candy, two empty spots, and the planter.

i have a little bit of an idea of what to do next, but i can't seem to get it to work... and nobody else has appeared to have gotten stuck yet...

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Anonymous August 13, 2008 2:30 AM

ok this is a bit on the "lol" side. you just have to get things and the story develops.

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waycooler August 13, 2008 2:48 AM

eheh... i figured that out soon after posting. now i think i'm stuck. but, like, more so than before. i've... figured it out, nevermind. oh, wait, stuck again... and this time i'm going to wait for help instead of clicking randomly until i go crazy...

NEVERMIND!! arg... i figured it out... yet again... curse me and my mind that works without me asking it to!

but now i'm done. that was nice, and kinda easy... with a few sticky spots.

maybe i'll write up a walkthrough, if i can remember it all....... nah, nevermind. i don't feel like going through the trouble. off to play the other weekday escapes!

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waycooler,

until you post the walkthru, would you drop me a hint about how to understand

The "cake wedge" hint you get at the submarine's window? I'm at the place on the garden where I had to insert the grey flower-shape wheel with the yellow gem in the centre and I can rotate the symboled disks around it. I see the sign that appears at the hint in the submarine windows - but how should I interpret the two "0" in that hint? I guess if i could figure that out, I'd get the key from the fountain and all would be history.

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The secret power of posting... I solved it right after posting - though any explanation would be welcome since i solved it by chance...

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waycooler August 13, 2008 3:44 AM

hokay... so basically...

the code it gives you is

(_|_|>

4 4 symbol



this means you need to put it so that there's two fours and then the symbol. but, you only get one number, and the symbol is at the point, where the number is. so just reverse the code! look at the paper if you've turned stuff already, and put the two birds, i think, or whichever symbol corresponds to the 4, in line above the wheel, then turn the middle wheel to the number that matches the symbol it gave you. viola!

i hope that made sense...

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waycooler August 13, 2008 3:46 AM

okay, instead of

4s, use whichever number it gave. and its corresponding symbol.

sorry, i didn't realize it was random...

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A pleasant little game; great graphics, a charming story, logical - if somewhat simplistic - puzzles and no pixel-hunting. Good stuff!

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honeybeebear August 13, 2008 5:11 AM

this is really confusing...it seems like every time I click something there is another cut scene and it's hard to find continuity when you keep moving

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Done. It's easy. :-)

Agreed with Stormy. All puzzles are logically solvable. No pixel hunting. Only it's a bit slow because of heavy animation anywhere.

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greekblondenj August 13, 2008 6:22 AM

I am stuck in cave at door, pushed buttons shown on bookmark and its not working, anyone help...

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For Greek:

try inverting the buttons pressed, so don't press the ones indicated and vice versa?

Now I need help! How do you get that damn squirrel out the tree?!

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greekblondenj August 13, 2008 6:34 AM

nevermind... i figured it out.

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Never mind - Fairly obvious really... very cute game, though the cut scenes did get a bit tedious.

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greekblondenj August 13, 2008 6:42 AM

ok now im stuck at thaat fountain.........

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greekblondenj August 13, 2008 6:44 AM

how did you get the squirrel out of tree Edd, help.

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I'm missing something. Can't see what to do next. I have

flower wheel with numbers - heart gem - candy - scissors (used) - heart key (used)- plant pot (used) - stone? fish - clock key/winder? - note

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Whadya know? As soon as I posted I found

the bookmark

in the book on the shelf next to the clock

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louisthe2nd August 13, 2008 7:55 AM

To get the squirrel out of the tree

Try the red sweet

Not on the squirrel

Give it to figure on the seat

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I'm confused and I closed the game. I had a whole bunch of stuff and then the character came in, put on her hat and walked out to the dock and I couldn't do anything more! I didn't even get to use much stuff. What's up??

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Out. But I'm not sure how. The

puzzle to drain the fountain

had me stumped and I'm still not sure of the mechanics behind solving it (other than good ol' trial and error). I can see this becoming a big thing as more people play. Does anyone know how it works?
My guess is

the first number of the code (opposite timer/winder in sub)is the outer wheel (check note), the symbol is the inner wheel and the second number is the numbered flower wheels number

I'm not sure if I'm right but it may give someone else help towards working it out.
As for the game, nice time filler but the cutscenes are a bit dragged out. Also I was getting some serious slowdown in places (esp during the sub cutscenes, I was having FFVII flashbacks lol) even though I have a high(ish) end machine. Also I'm not a big fan of the inventory engine. I dont like the items to stay where they are no matter where you put them, it makes the game seem buggy. Despite my finding faults its a good game with a good challenge.

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Jennifer Fletcher August 13, 2008 9:31 AM

Corky46,

Read the:

blue book on the lamp table

It tells you to:

throw the fish from the suitcase in the sea!

Reply

Pretty easy Game
Walkthru below

Enter the house, turn right once, click on the shelf, then the candy dish to get the red candy

Back out, turn right twice to face the front door. Click the planter box to examine it and then pick it up

back out. click the hat, then the panel behind it. click the wheel to zoom to it, then again to take it

back out, turn right to face the suitcase. click on the lower shelf, then take the heart diamond

Before you zoom out, open the book, note the fish into the water, take the bookmark from the left page, flip the right page and note the sun on the planter

back out and turn to the right to face the table and window, zoom to the table and on the white slats on the right side

Place the planter on the slats and grab the scissors when they pop up.

go back to the front door and use the scissors to cut the key off the door knob. Look down to pick it up.

go back to the table, and click the chair on the left side to move it back. zoom to the left side and see the keyhole. put the heart key into that hole.

Take the fish key and note. Back out and head to the suitcase.

open the suitcase with the fish key(have to click the right arrow in your item menu to find it) Take the fish and windup key

a person will come in, take their hat and strawberry. wait for the cut scene then click them on the end of the dock

drop the fish in the water then click the wheel to open it, click the ladder to raise it then follow her in

turn around 180 degrees and put the diamond heart into the hole

turn back to the girl and go past her. put the windup key in, and keep turning it til it stops (4 times)

go back to the monitor and watch the cut scene

note the 2 numbers and a blank that come up (random each time) back out for another cut scene

look out the left porthole then back out for another scene

note the new symbol in the old blank spot. Head out of the fish/sub then talk to the girl

head up the stairs to your left and go to the dotted door

pull out the bookmark and click the buttons on the door that are NOT marked by holes

head upstairs and outside. cut scene of the girl looking for her key.

go to the bench with the girl and give her the candy. she will get a nut from a squirrel for it

turn around and go to the tree/fountain. put the nut in the hole for the squirrel

he drops a yellow lens on the ground. pick it up.

turn and find the brick wall with the iron bars atop. click the panel to reveal a combination machine

put the flower wheel on, then the yellow lens

open the note and figure out the correct number to match the symbol in the fish/sub screen.

rotate the wheels to match up.. so if your combo was 4 8 and the 3 exclamation points (#6). Turn the outside wheel 4 times, the middle one 8 times and flower one 6 times

the green light with change from the left to the right side.

go back to the fountain and rotate around it to pick up the key.

give the key to the girl

you are done. congrats.

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I got all the way through with no trouble, but I'd really like to know what the little guy with the topknot was saying over and over again. My best guess at the characters is ムキユ [mukiyu] but online translators refuse to do anything with it.

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Anonymous August 13, 2008 1:06 PM

use 9-3-5 code (go back to underground and check on monitor inside sub.) in the puzzle..but not sure how it works

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to solve the 3-digit code for the turning wheel near the house, look carefully at the clue given in the submarine. you need to tilt your head to the right to read the code. for example, if it reads: 6 2 symbol, then the number 6 should correspond to the symbol on the biggest part of the wedge. the number 2 should correspond to the symbol in the middle part of the wedge. finally, for the smallest part of the wedge, you need to find the correct number that corresponds to that symbol given in the submarine.

hope it makes sense.

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This is so cute, and the first game ever I finished without a walkthrough or even a peek at people's hints!

Corky46:

You used the toy planter, scissors, keys and some other stuff, I assume, to have the strange figure come in. Some other things like the candy and flower part you'll use later.

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Okay, either I'm getting much better at these games or this one was very easy, I'm gonna go with this one was very easy. For the fountain (which seems to be stumping everyone) you need to do this:

If you haven't already, copy down the code that was on the screen in the sub. Pay no attention to what happened out the porthole, it has no bearing on the game. In my game I had a code of 7 9 symbol. Above the code was the pie wedge that was cut into three sections. If you're at the fountain and forgot to write down the code don't worry as you can navigate your way back to the sub at anytime.

Now that you're at the wheel with your code and the piece of paper open you need to translate the first two numbers into symbols and the symbol into a number. In my case the "7" went on the outer ring (as it corresponded to the pie wedge on the display screen in the sub), the "9" went in the middle, and the symbol was on the number ring. All three pieces of the code need to be translated from the paper.

If you did it right the green light will switch from the left to the right and when you go to the fountain the water will be drained and you can retrieve the key. Give it to the whiny person on the bench and they'll happily go in the house and slam the door with you outside. How ungrateful.

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This weeks escape games were wonderful! I'm just sad that I have to wait an entire week for more XD Although I suppose another could be posted in the meantime...

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Well I'm not very good at these games, but this one took me 6 hours (while at work of course)!

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WALKTHROUGH

Part One: The gathering (of items)

Enter the house. Or you can look around outside the house. There's nothing really important out here though.

Go left once. Zoom in on the table with the clock and lamp on it. Get the Crystal heart. Open the book. Get the bookmark. View the rest of the pages and note what's on them:

A fish going into water and the sun shining on plants above a zig-zaggy pattern.

Go left once more to face the door. Zoom in on the table to the left and grab the "plants". Go back out one screen.

Click the hat to take it off the wall. Click the panel that was under the hat. Zoom in on the thing inside and take the flower in the middle. Move back out one screen so you're back looking at the door.

Go left one screen. You should be viewing the TV. Zoom in on the shelf above the TV. Open the candy dish and take a piece of candy. Zoom back out to viewing the TV.

Go left one more time. Zoom in once on the table then once again to the top of the table. Put the "plants" from your inventory onto the white base in the sunlight. Grab the scissors (it's the rightmost "plant"). Zoom back out.

Go left two screens and zoom in on the door handle. Use the scissors to cut the string tied to the key. Look down and pick up the heart key. Zoom out.

Go back to the table (go right two screens). Zoom in, push the chair out, and click the left side of the table to see a hidden compartment with a lock. Use the heart key on it and grab the fish key and paper from inside. Zoom back out.

Go left one screen so you're looking at the locked briefcase. Zoom in on the lock on the briefcase and use the fish key on it. Grab the toy fish and the winder from inside.

If you've done everything correct up to this point, you get your first cutscene.

Part Two: A couple leagues under the sea

Click on the person to follow her (?) to the end of the dock. Give her the toy fish and it turns into a submarine!! Click on it then click on the hatch and follow the person inside.

Put the winder (the second item you got from the briefcase) in the little whole at the back of the submarine and wind it four times.

Go to the black panel at the front of the ship. Put the crystal heart in its place above the panel. HERE WE GO!! When the short cutscene is over, note the two numbers on the screen (they're different each time). The space for the third number is blank, but will be filled in later. Zoom back out for another cutscene.

(Cutscene here)

The person is looking through the left porthole of the submarine. Look out the right porthole for a short animation, then zoom back out for another custcene.

(Cutscene here)

After the cutscene, the third blank on the black panel is filled in, but with a symbol. Look at the piece of paper in your inventory and note what number it represents. Also note the conical symbol in the middle of the black panel. Zoom out, go up the ladder, and turn around to look at the person.

Part Three: Back on solid ground

Click on the person several times to follow her onto land, up the stairs, and to a wall with dots on it. Use the bookmark to figure out what dots should be on and what dots should be off. BIG HINT:

Holes represent "off" or "dark".

Follow the person through the door, up more stairs, and through another door.

(Cutscene here.)

You're now trying to find a key that isn't where the person expected it to be.

Click the person on the bench and give her the candy from your inventory. A squirrel comes along and trades it for an acorn (which goes into your inventory).

Go to the water fountain screen, but don't zoom in on the fountain. Instead, click the white arrow on the ground so you're looking only at the tree with a hole on it. Click the hole and trade the squirrel the acorn for the yellow gem it's holding. Pick up the gem from the ground.

Look around until you're facing the leftmost part of the brick building. There are two handles on the brick. Click them to remove a panel reveiling a mechanism with some familiar symbols. Put the gray flower in the center, then put the yellow gem in the center of the flower (as per the diagram on the piece of paper).

Flower puzzle tip:

To solve the puzzle with the flower and yellow gem, you have to remember the numbers and symbols from the black panel in the submarine. You can get back to the submarine by finding the door to the far right of the brick building and going back down.

Solution:

The outer ring of the puzzle represents the first number from the submarine. The inner ring is the second number. The flower petal is the last symbol. You have to translate symbols and numbers appropriately. It's pretty straightforward. The piece of paper in your inventory could be helpful. Once you've correctly solved it, the other green light above the mechanism will light up and the first one will turn off.

Go to the fountain. It's now turned off and a little drained. Zoom in to the inside and turn until you can grab the flower key (you couldn't do this before if you looked at the water fountain while it was on and full). Give the flower key to the person on the bench. Awww, you've made her so happy!!

The end. CONGRATULATIONS!!

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I really liked this one. It was so logical and not very pixel-hunty that I actually got it without a walkthrough (which rarely happens). And ironically, I made a walkthrough for it in a relatively short time :D

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Anonymous August 13, 2008 2:25 PM

I am stuck inside the submarine. Nothing will work. How do i move forward from this point?

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Here's a walkthrough:

You must speak to the guy sitting on the dock. Do this by clicking to your left then clicking on the man. Speak to him twice. I'm not sure if this effects the game or not.

Turn around, click on the planter on the shelf under the apple mirror, take it.
Turn around, go left. Click on the jar next the clock sitting on the shelf about the TV.Click it once more to open it, and then again to take a candy.

Turn around, go left, click on the table, then click on the ridged plate in front of the horse. Take the planter from your inventory and place it on the plate. Take the scissors that grow.

Turn around, go left again. Click the shelf with the alarm clock and lamp. Take the heart crystal. Then click on the book. Take the bookmark peeking out on the left side. Read the book, this will help you late on.

Turn around, go left. Zoom in on the key hanging from the door. Take the scissors from your inventory and clip the string. Pick up the key.

Turn until you return to the table and chair. Zoom in on the table. Click the chair to move it out of the way. Click the left side of the table. Use the key from your inventory on the keyhole. Take the paper and the fish key.

Turn left, zoom in on the suitcase lock. Use your fish key to unlock it. Take the fish and the wind up handle.

Turn left, click the hat hanging next to the door. Click the hidden door behind the hat. Zoom in on the thing in the cubby. Click the white flower shape item.

Watch the cutscence, then click on the guy to follow him. Give him the stone fish. Click the entrance to the fish sub twice.(Tuna sub anyone? hehe)Click the opening to make the ladder extend. After the man enters click the entrance again to follow him.

Click the man to move forward. Click the hatch looking thing behind him. Place the wind up handle in the slot. Click it 3 times to wind it. Turn around, place the heart crystal in the heart shape opening above the TV. Watch the following cutscene.

Take not of the numbers shown,you will need them later. Turn around. Click the other window twice to look out. Turn around. Watch another cutscene. Take note of the symbol following the numbers, you will need to remember that exact one. Turn around and exit the sub.

Click right a few times, then click on the man. Follow him and keep clicking on him until you reach the door. Click on him to move him out of the way of the door.

This is where you'll need the book mark. For every space that is no punched out on the bookmark, click the corresponding button on the door. Then, once again, follow our strange looking man. Click the doorway, then click up on the stairs. You'll reach a door, click the door to exit into the garden.

Watch the cutscene. Click the man to talk to him. He seems sad. Give him the red candy to cheer him up. You'll get an acorn, hooray.

Click left a few times to see the fountain. Click the hole on the tree behind the fountain. Give the acorn to the squirrel. Pick up the yellow orb.

Click left again a few times to reach the brick wall with handles. Zoom in, and click between the handles. Zoom in on the machine. Take the white flower object and place it in the middle, then take the yellow orb and stick it in the very middle. Now, remember the symbol and the numbers you got in the fish sub? Click on the note in your inventory. Match the two numbers you were given to symbols. The first number will be the outer circle. The second number will be the middle. Now, match the symbol you were given to a number. Match the number to the inner flower.

Return to the fountain. Zoom in on the froggy. Turn him until you see the key. Take the key. Return to the man and give him the key.


Hooray, you've finished!

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Decent game but the logic behind the little "flower wheel" thingy is not even close to making any real sense. I which, just once, someone could make a game that is logical and not have these crazy leaps in logic you need to figure out the game.

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After the

submerine and then walking up the stairs following the little man/women with strawberry and hat thing.

solid red background. This is not in any hints. I was trying not to use hints until this.

What is the solid red background mean?

have to quit ran out of memory and time.

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@John - I'm not sure what exactly you're referring to...

Do you mean using the flower as the turning device for the fountain-drainer? The hint for that is in the book in the house.

@4red3s - sounds like a problem with your flash player.

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John --

as Stormy said, the clues are there in the house. I tried to leave the house without the paper in the drawer, and I couldn't even leave the screen. Was there something else about it that didn't follow?

Re: anyone with 4red3s's problem
I tried the game on IE / laptop, and I got the background redded also. Seems like it happens when you run out of memory. On Firefox it works fine.

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It eats up a lot of memory. I couldn't have any other applications open other than Firefox while playing.

Good game, though.

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John: I found the logic for the flower wheel pretty easy to figure out.

For figuring out what symbol goes with what number, you could have looked in 3 places:

the original hidden panel where you first get the flower part, the piece of paper from the locked table drawer, and the final panel where you put the wheel on (it's initialized to match up the numbers and symbols).

As for figuring out what position to put the rings and flower in, the last thing you see inside the submarine gives you the answer. It has the 3-section cone (actually a sector of a circle) and 3 corresponding numbers/symbols.

It might have taken a little thought to be sure how the cone sections corresponded to the numbers below. But that's probably the least explicit thing about this puzzle, and it's not even that hard since the cone was horizontal and the numbers/symbols were read horizontally as well.

If you're talking about the yellow gem part that activated the whole thing, it was hinted at on the paper as well.

Maybe the cone on the actual mechanism was hard to see?

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This was a really cute game! And the graphics were really nice, though the game did crash on me when the "fishmarine" surfaced in the cave and I had to start again. I didn't have any problem with the flower puzzle.

Zack, the "yu" kana (ユ) is small, so our little guy/gal's phrase is "mukyu". While mukyu written with different characters can mean something, in this case it's just a cute meaningless sound effect. Japanese characters often just say their names with different inflections in place of regular speech.

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Wait! All that work and she leaves me sitting outside in the dark! Grrr! That's gratitude for you. :)

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sonicscrewdriver August 14, 2008 4:54 AM

I LOVE PonPon house!

This one was a lot weirder than the first, especially the middle sequence and that's a good thing! Incredibly beautiful, soothing animation.

<3!

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Wow - what fun! A real throwback to Myst. And to top it off, it was one of the few escape games I could do on my own. The perfect casual escape game.

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@Selune

Hah! I had the same thought. :)

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Sweet! I finished with just 1 spoiler - I got the thing with the

bookmark and the door

backwards.

Nice, straightforward, logical game, and there's really very little I can complain about.

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I got to where the person is sitting on the bench, but I can't do anything else. The place to access my inventory is not showing up on the screen.

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crestlove August 15, 2008 6:38 PM

Ugh. I thought the cut scenes were way too long.

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Oh, so cute! I loved her little strawberry purse. I want one, I want one!

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i love pon pon house! glad to see a new one. i didn't expect this one to have so much more to it.

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What a sweet little game! And I didn't need any spoilers until I got to halfway through the third act (couldn't figure out that one puzzle). Very nice to visit the little house again. Lovely graphics - loved the view of the crystal heart!

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aktoaster August 23, 2008 11:47 PM

Hooray! First time I ever finished one of these without a walkthrough. I am so deeply proud.

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I cant finish the game :( I got fromt he wind up fish to the under water tunnel and then my background goes all red and I cant see anything but the little white doll person. Any ideas? I've restarted the game about 3 times and it happens in the same place every time. I really like this game too. Oh well, might try again 2moro.

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This is much better. I like the interactive part with the other character. Thanks.

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i find it freaky. in my culture there's a sort of ghost that looks like that. white, with a knot on its head, and jumps around. so that thing kinda spooks me.

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I can't get back to the submarine to check the symbols to solve the last puzzle. I have tried clicking the door all the way on the right so many times! D: GRRR.

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