Akarimado


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Rating: 3.8/5 (110 votes)
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Weekday Escape

SonicLoverI've learned that making room escape games is a lot like cooking. There are a few standardized recipes that anyone can follow (1/2 cup wastebasket with something useful in it, three tablespoons password-locked computer, etc., etc.), but there are also some masters of the trade whose unique style can be detected in every single one of their individual dishes. You know the ones: GUMP, Robamimi, Bianco-Bianco, Tesshi-E, and the recently discovered Petithima site, by Yanokimi.

AkarimadoWhen we first learned of the Petithima site we were all over this new chef's succulent games, but we also missed one or two older ones by the same. Today we see a somewhat older project by Yanokimi, the slightly aged but still lip-smacking Akarimado.

Akarimado brings nothing new to the room escape genre; you're locked in a one-view room (with an unlockable side room that's also one-view), and you have to solve many and various puzzles to get out. To examine items, click the "?" in the corner of the item icon; to use them, click the icon and then what you want to use it on.

Analysis: Although this particular dish of room escape contains few if any unfamiliar ingredients, there's not much to complain about; we enjoy these particular ingredients and we know it. Akarimado doesn't try to wow us with unfamiliar territory, instead giving us more of what we know and love. It's like going to a restaurant and getting a nice, juicy hamburger instead of taking your chances with the "Venezuelan Platter Deluxe", whatever the heck that is.

The puzzles are very cleverly made, and a bit more straightforward than Dharma Doll (thank goodness; I was stuck at that letter puzzle for quite some time). The music is a bit more obnoxious than Yanokimi's more recent installments, but that's why the BGM button is there in the lower right corner to turn it off... along with the save button so you can take a break if you get stuck. It's a very satisfying journey all in all, and one that should not be missed. Bon appetit!

Play Akarimado

Walkthrough Guide


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

WALKTHROUGH
(with help for people who have trouble seeing colors)

You start facing a brown door which is, of course, locked. (Not to be confused with the side door to the left, which is also locked.) To the far left is a cup with a pencil in it. Take the pencil.

On the top shelf of the bookshelf is a box you have to enter a three-digit code into. Notice the arrow pointing downward. The clue to open the box is on the bottom two shelves of the bookcase.

First, look at the books. Some are red, and some are blue. The red books make the shapes of Roman numerals: three separate numbers, not one three-digit number. The numbers are

155

Second, look at the bottom shelf of the bookcase. Notice the plus sign above the cat doll. If you move the cat doll back and forth, you see it conceals the number

38

Using those two clues, you can deduce that the code to the box is

155 + 38 = 193

Enter that code into the box and take the remote.

Click on the book to the right of the cat doll. In it, you see a picture of a television and a series of colored rectangles. This is the code to the remote.

Put the code from the book into the remote:

green, black, green, black, black, green (or just click the first, third, and last switches)

Remember to push the square button to the right of the switches in order to turn on the tv.

Click on the tv to zoom in. Click the tv until you see channel 4, which has another code for the remote. This one turns on the fan.

Put the code from the tv into the remote:

black, black, black, green, green, green (or rather, the first three should be white on the bottom, and the last three white on top)

Click the square button again to turn on the fan.

The fan has blown a piece of paper onto the floor. Pick it up and click it to uncrumple it. You should see a little scribble in one corner. (If you don't, click one of the corners to flip the paper over.)

Use the pencil on the paper. You should see a circle with the letters H, M, and S on it, and an X to the lower left of the circle.

The circle represents the clock on the wall, and the X indicates a spot for you to click.

Click the spot on the wall indicated by the piece of paper. Get the power cord.

On the wall to the right of the bookshelf is an electrical outlet. Plug the power cord into it. Then click the loose cord on the floor to connect it to the power cord.

Now might be a good time to notice that there's a light switch on the wall to the left of the brown door.

On the desk to your left is a box with a gray circle on it. Click that box, and it turns around to show you a smaller circle (actually a switch). Flip that switch to the right, then turn off the lights.

You should now see an illuminated circle on the wall with colored squares in it. The colors are

red, blue, orange

Turn the lights back on. To the left is a door with a black panel to the right of it. Click that panel to zoom in. Here's where you use the colors you just got from the circle of light. The colors are

red, blue, orange -- don't confuse red and pink

Or, if you have trouble with colors:

From the starting white position, the number of clicks you should give each square is 2, 5, 3

After you've entered the code, hit the Enter button below the squares to open the side door.

Go through the door to the left you just opened. In front of you is another box wanting a three-digit code. To the left is a table with tape on top of it, and a transparent sheet with orange squares on the shelf below. Take both of those, as well as the picture hanging above the table. Notice that this picture has orange squares on it as well.

Bring up the transparent sheet in your inventory. Notice that it has three separate sections.

Bring up the hanging picture in your inventory. Use the transparent sheet on it. Move the sheet back and forth, and you'll see the orange squares line up to make three numbers:

539

Put that number into the box under the windows and open it. Get the box cutter.

Well, now you have a box cutter, but you can't cut any of the boxes. What you CAN cut is the rope from the hanging picture.

END GAME

So now you have a pencil and paper, a rope, and some tape. Oh, and you can open the middle window in that side room. That window's too small for you to fit through, but maybe you could get a message out the window instead?

Bring up the paper in your inventory. If you still see that HMS circle, click one of the corners to turn the paper around. Use the pencil again. You should now have an "SOS" note.

Bring up the rope in your inventory. Use the SOS note on the end of the rope. Now use the tape to attach it.

Open the middle window, then use the note-on-a-rope on the open window.

Congratulations! You're out!

50 Comments

That was a fun short escape game. Not too difficult, but enough that you can still enjoy it.

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jsagemonster Author Profile Page September 8, 2010 8:24 AM

Help !! stuck at clock puzzle

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@jsagemonster:
Once you have the note,

the circle with the letters H, M and S means the clock, and the X is the position relative to it you have to press on the wall

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jsagemonster Author Profile Page September 8, 2010 8:45 AM

Thankyou that was driving me mental

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I need help!

I have the SOS paper, the tape, the knife, and the two things with orange blocks on them. What do i do next?

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jsagemonster Author Profile Page September 8, 2010 8:53 AM

Stuck again!!!

I have SOS note tape and rope cant seem to combine them to do anything ????

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Papachabre Author Profile Page September 8, 2010 8:58 AM

I hate to say this but I'm stuck in the beginning and can't determine the combo to the box.

I seem to be fixated on the idea that the books represent roman numerals and so the combo should be 367 as that is the only possible combination of numbers you can derive from the orientation of the books, but that obviously isn't the solution...

Anyone have a hint?

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jsagemonster Author Profile Page September 8, 2010 9:01 AM

papachabre

Try moving the cat like figure at the bottom of the shelves

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Papachabre

Have you looked more carefully at everything on that bookshelf?

Perhaps behind something?

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jsagemonster Author Profile Page September 8, 2010 9:04 AM

Never mind power of posting Im out Great little game

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Papachabre

Use the red roman numerals plus 38 in red behind the doll on the bottom shelf. 193

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Papachabre Author Profile Page September 8, 2010 9:06 AM

jsagemonster, I did that but I can't seem to find a correlation between that hint and the numbers.

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Papachabre

It's interesting that some of the books are red and shaped like Roman Numerals isn't it?

Did you notice that there's a red plus sign below the red books?

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Papachabre

Only the red books are part of the number

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Now I'm stuck

at the rope, paper and tape junction!

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Loved it!!! Thanks, Sonic.

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Papachabre Author Profile Page September 8, 2010 9:12 AM

Thanks JIGuest. That puzzle seems less than logical to me.

1, 5 and 5 are offered as separate numbers, so combining them to make 155 and then adding 38 to that number makes absolutely no sense to me.

I hope to have less trouble with the rest of the game :/

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LodeRunner Author Profile Page September 8, 2010 9:16 AM

Still looking for

the rope

Help, anyone?

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Papachabre Author Profile Page September 8, 2010 9:22 AM

Out. The rest of the game was much more intuitive.

LodeRunner:

Have you opened the door on the left? There's a rope in there but it takes some work to get?

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I feel stupid. I don't even know how to begin :(

I got the pencil (and nothing else).

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LodeRunner Author Profile Page September 8, 2010 9:27 AM

Entered the room, opened the code box, opened the window.
I've been pixel hunting the room for a while now, and I still don't get it.

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OK, got the box open. But that didn't do anything. Can't turn on the fan cuz it ain't plugged in.

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Forget that last part. Forgot to push the button :P

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Combining or dismantling some items requires a little pixel hunting.

Although it is a box cutter, it won't cut the boxes, try cutting something else

Cutting something in your inventory will give you a needed item.

Cut the rope from the hanging digit clue picture.

Endgame

You have a SOS note, rope and tape and can open the middle window. Obviously, you must get your note outside the window

You have to pixel hunt the SOS note onto the rope

Then tape it of course

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where's the SOS note????!!!!! Help!!!!

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match the orange blocks things to get the second code for the box inside the room with the windows

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Merlina:

You still have your pencil. And the back of the existing clue note.

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Akarimado full walkthrough

01

Take the pencil from the pencil holder on the left.

02

Open the pink box on the top shelf in the bookcase.
You'll need a three-digits code.

The red books in the middle shelf are Roman numerals.

1-5-5

You can also move the cat doll in the bottom shelf.

+38

The final combination is 155+38, which is 193.

Press the arrow to open the box. Take the remote.

03

Turn the TV on.

First of all, look at the blue book in the bottom shelf.

Take the remote and press the first, third and sixth button so they show the green half.

04

Press the grey arrows on the TV to switch between the channels.

Channel four tells you how to switch the fan on.

05

Turn the fan on.

Press only the last three buttons on the remote.

06

Take the paper that fell from the shelf.

07

Click the paper again to unfold it and reveal some pencil marks.

08

Make a clue appear on the paper.

Scribble on it with the pencil.

09

The circle represents the clock.

M, S and H stand for the minutes, seconds and hours hands.

You have to click where the X points you.

Pixelhunt until you find the clickable spot.

It's a bit below the clock, and a bit to the left.

10

Take the cable extension.

11

Plug the cable between the shelf and the TV, then click the plug on the floor.

12

Open the white door. You have to enter a color code on the darker pad.

Turn off the lights (the switch is next to the dark door). You should notice that the device you just plugged in emits light. Turn the lights on again.

Click the device, then turn the lights off once again.

The code you have to enter is:

red - light blue - orange

13

Enter the new room.

14

Take the tape from the desk.

15

Take the picture on the wall.

16

Take the panel with the orange marks from under the desk.

17

Open the pink box on the shelf. It requires a numerical code.

The orange marks on the items that you just took can reveal you the code.

Let's say the marks on the picture are like this:
####
oooo
###o
ooo#
ooo#
(# represents orange, o represents gray)

The marks on the panel are three separate groups:
oooo | oooo | oooo
#ooo | ooo# | #oo#
ooo# | ooo# | ooo#
oooo | oooo | oooo
###o | ###o | ###o

If you combine the marks on the picture with each of the three groups on the panel separately, you'd get:
#### | #### | ####
#ooo | ooo# | #oo#
#### | #### | ####
ooo# | ooo# | ooo#
#### | #### | ####

That is 5-3-9. Use this code to open the box. Since there is no arrow, you'll have to click on the upper half of the box to open it.

Take the rope cutter.

18

Find a rope to cut.

It's the one that kept the picture up. Examine the picture, then use the rope cutter on it.

19

Write a SOS message.

The only paper available is the one you already scribbled on beforehand.

Examine the clock clue; click on its right or left edge to turn it, then scribble on it with the pencil.

20

Secure the message to the rope.

Examine the rope, then put the message on its end.

Secure it with the duct tape you have in your inventory.

21

Find a way to have your message reach the outside world.

Open the middle window, then drop the message through it.

22

Endgame! Congrats!

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The pink box with red arrow

For the pink box on the shelves, the code is 193. 155 + 38...

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I'm stuck.

I got the SOS note, got and used the power-bar, remote, and pencil. I can turn the light on the desk on and off but it doesn't seem to do anything. I cannot figure out the code for the door, I tried the blue-orange-green (and in reverse) pattern from the doll, and a few other desperate color patterns, but no dice. What am I missing? Where is the color clue? And what does the light on the desk do?

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Nevermind, got it.

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OrvalB

Sorry, you have already the power-bar. You just need to turn off the light of the room and use the light of the desk on the wall.

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I'm with Dylan. I've clicked everything I can click and only have the one item. Since only a couple of the clickable areas actually do anything, I wonder if this is browser sensitive?

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stupidcheeseboy Author Profile Page September 8, 2010 4:14 PM

dsrtrosy

I thought the same as you but all is in working order
You need to concentrate on opening the box. See clues above

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OK, I'm in the side room and for the life of me, I can't

see the code when I combine the calendar-like hanging with the rectangular slide

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Never mind. :::hehehe:::

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Very quick one - A couple clever things that caught me. I like how hard this team tries to stay away from the obvious cliches of the genre (for the most part anyway. I mean... they use tons of boxes with codes but what can you do, you know?). I'll probably write a hint through for this - the smoothness of play of it makes me want to. I kind of want to do these for other escape games but I never want to play through it again due to navigation. This one (and their others) tend to be very pleasant in that regard.

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I don't think he really understands anything about roman numerals 155 = CLV

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the color code is confusing

i know it says Red,Light Blue,and Orange,but it's not working. Anyone know what i'm doing wrong? also when i turn off the light it's supposed to make a bright light come out. it doesn't do it,and it's plugged in.

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It's nice to see an easy escape game from time to time! Shame that it is so skewed...

* The Roman numbers are incomprehensible for anyone actually knowing how numerals worked in that system;

* The final pixel hunt (rope + note) was just absurd

The "almost one view only" room was very nice, however!

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Paul

I got stuck there too, turn it around again so that it's facing some wall

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I have to admit, as much as I enjoy the full-blown environments created by the likes of Robamimi and GotMail (pity they stopped making these...), there's something equally enjoyable about a simpler room-escape like this. :]

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Don't you hate it when

people make spoilers that offer stupid little riddles that are nonsensical and poorly worded, instead of just making a clear statement in response to your question?

Or even worse,

when they throw in question marks? In the wrong spots? Or even when they're not asking a question?

Me too!

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The Roman numerals make perfect sense because

1) there are dividers involved, 2) if you know the rules of Roman numerals, you should also know that if it's combined, it's not a real numeral.

If you're gonna overthink it, overthink it logically.

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Actually I had no problems with the code for the box in the bookcase.

It was clear to me it had to be in the red books

The books made only sense when they where seperate numbers.

@DAM most escapers (escapists?) like hints instead of straight answers.

It is frustrating when you're seriously stuck and no-one is directly helping you, though. From my experience, this happens when I totally overlooked something or confused two items. Clever hints help you think in the right direction. They have to be part descriptive and part directive, I think.

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Heh,
[spoiler]I thought the SOS note was a clue to a puzzle with the windows, i.e. you had to set them to "(S)hut (O)pen (S)hut" to unlock something :)[/spoiler]

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WALKTHROUGH
(with help for people who have trouble seeing colors)

You start facing a brown door which is, of course, locked. (Not to be confused with the side door to the left, which is also locked.) To the far left is a cup with a pencil in it. Take the pencil.

On the top shelf of the bookshelf is a box you have to enter a three-digit code into. Notice the arrow pointing downward. The clue to open the box is on the bottom two shelves of the bookcase.

First, look at the books. Some are red, and some are blue. The red books make the shapes of Roman numerals: three separate numbers, not one three-digit number. The numbers are

155

Second, look at the bottom shelf of the bookcase. Notice the plus sign above the cat doll. If you move the cat doll back and forth, you see it conceals the number

38

Using those two clues, you can deduce that the code to the box is

155 + 38 = 193

Enter that code into the box and take the remote.

Click on the book to the right of the cat doll. In it, you see a picture of a television and a series of colored rectangles. This is the code to the remote.

Put the code from the book into the remote:

green, black, green, black, black, green (or just click the first, third, and last switches)

Remember to push the square button to the right of the switches in order to turn on the tv.

Click on the tv to zoom in. Click the tv until you see channel 4, which has another code for the remote. This one turns on the fan.

Put the code from the tv into the remote:

black, black, black, green, green, green (or rather, the first three should be white on the bottom, and the last three white on top)

Click the square button again to turn on the fan.

The fan has blown a piece of paper onto the floor. Pick it up and click it to uncrumple it. You should see a little scribble in one corner. (If you don't, click one of the corners to flip the paper over.)

Use the pencil on the paper. You should see a circle with the letters H, M, and S on it, and an X to the lower left of the circle.

The circle represents the clock on the wall, and the X indicates a spot for you to click.

Click the spot on the wall indicated by the piece of paper. Get the power cord.

On the wall to the right of the bookshelf is an electrical outlet. Plug the power cord into it. Then click the loose cord on the floor to connect it to the power cord.

Now might be a good time to notice that there's a light switch on the wall to the left of the brown door.

On the desk to your left is a box with a gray circle on it. Click that box, and it turns around to show you a smaller circle (actually a switch). Flip that switch to the right, then turn off the lights.

You should now see an illuminated circle on the wall with colored squares in it. The colors are

red, blue, orange

Turn the lights back on. To the left is a door with a black panel to the right of it. Click that panel to zoom in. Here's where you use the colors you just got from the circle of light. The colors are

red, blue, orange -- don't confuse red and pink

Or, if you have trouble with colors:

From the starting white position, the number of clicks you should give each square is 2, 5, 3

After you've entered the code, hit the Enter button below the squares to open the side door.

Go through the door to the left you just opened. In front of you is another box wanting a three-digit code. To the left is a table with tape on top of it, and a transparent sheet with orange squares on the shelf below. Take both of those, as well as the picture hanging above the table. Notice that this picture has orange squares on it as well.

Bring up the transparent sheet in your inventory. Notice that it has three separate sections.

Bring up the hanging picture in your inventory. Use the transparent sheet on it. Move the sheet back and forth, and you'll see the orange squares line up to make three numbers:

539

Put that number into the box under the windows and open it. Get the box cutter.

Well, now you have a box cutter, but you can't cut any of the boxes. What you CAN cut is the rope from the hanging picture.

END GAME

So now you have a pencil and paper, a rope, and some tape. Oh, and you can open the middle window in that side room. That window's too small for you to fit through, but maybe you could get a message out the window instead?

Bring up the paper in your inventory. If you still see that HMS circle, click one of the corners to turn the paper around. Use the pencil again. You should now have an "SOS" note.

Bring up the rope in your inventory. Use the SOS note on the end of the rope. Now use the tape to attach it.

Open the middle window, then use the note-on-a-rope on the open window.

Congratulations! You're out!

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One thing I really don't like is when you need to combine objects X and Y and it only works one way. Why should it matter if I apply X to Y or Y to X?

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He, I liked the ending.

Not getting to find your own way out in the usual clever McGyver sort of way, but instead having to call desperately for help through a teeny tiny window. Humbling.

The one-view rooms are very nice and manageable, once you get used to the fact that you can't turn around, which I always try to do one million times at the beginning of these games before I catch on...

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JetSetVegas Author Profile Page January 2, 2011 1:54 PM

Another great game by Petithima. I played Fireplace by them earlier today, (another great one, by the way), and had the fortune to discover, and play, this earlier gem. Keep up the good work.

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