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Sometimes Sunny Step


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Sometimes Sunny Step

DoraIf you've ever found yourself in a room with all sorts of wondrous and tempting switches, levers, and buttons but been told not to touch anything, Haretoki's newest escape game Sometimes Sunny Step is going to fill you with glee. You're trapped inside some sort of strange laboratory, and the only way out is to run around, hitting buttons and messing with things with wild abandon, reveling in the fact that there's nobody there to tell you no and stifle your passion for expression, Mom. ... and, uh, solving puzzles, I suppose. Just click to explore and interact, but don't expect a whole lot of help from the game itself. There's nothing so crass as actual direction here, and you'll be left to your own devices to find and interpret clues, as well as simply figure out what things do. There's no changing cursor here, so make sure you click on everything, and don't forget to revisit certain areas or objects if you've made progress, even if you think you've already gotten whatever clue they had for you...

If you want a challenging escape game, Haretoki's name should be high on your list, and Sometimes Sunny Step is a prime example of why. The focus here is on logical puzzles and figuring out how to use the information you're given on your own, which is easier said than done when you aren't given any feedback. Most of the clues you'll find are anything but straightforward, and yet it never really feels obnoxious or as if it veers into the realm of "adventure game logic". It pushes you, but without being unfair or unreasonable, and offers up some genuine brain teasers in the process. Sometimes Sunny Step has surprises, too, thanks to all the strange mechanisms you'll encounter, and the unexpected sense of whimsy to the style and the way certain puzzles are approached is refreshing. Helps take the sting out of seizing your monitor and feverishly whispering, "What does it mean?" Sometimes Sunny Step is a great example of why people love escape games, from its tricks and cleverness to its smart design, and will keep you on your toes all throughout.

Play Sometimes Sunny Step

Walkthrough Guide


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Walkthrough

I'm going to assume that you know how to play an escape game, and that you're only referring to this walkthrough because you're stuck. As such, while this is pretty step-by-step, I haven't included all of the looking around you'll need to do.

  1. Levers

    1. Look in the periscope for a hint to the red levers.

    2. Use the hint to position the red levers (turn left from the periscope).

      Farther away = smaller, closer = bigger.

      If you number the top (farthest away) position as 1 and the bottom (closest) position as 4, the code is 2413.

      Get the tweezers.

  2. 3×5 buttons

    1. Get the handle that's stuck in the square hole below the aquarium, then use the tweezers on the same hole to get a paper with numbers on it.

    2. Use the paper to solve the 3×5 grid of square buttons (turn right from the periscope/aquarium).

      Click the buttons and notice how they light up in groups. Count the number of squares in each group.

      Click the groups in the order given: 314152, so top right button, 2nd row 4th button, bottom right, 2nd row 4th button, bottom left, top left.

      This opens the ladder and reveals the giant wire cutter.

  3. Safe with hexagonal dial

    1. Click the big white button to the left of the green tube. Note the code.

    2. Use the code to open the safe.

      Click the left arrow until the red blip points at the 5, then click the right arrow until it points at the 1, left to 2 (yes, that's almost all the way around), and right to 4.

      Get the mallet head.

  4. Green tube

    Attach the handle to the mallet head. Use the mallet on the pad in front of the green tube. Get the red spiky ball.

  5. Three buttons

    1. Go downstairs. Get the gold key from that brown whatever it is.

    2. Look at the three white buttons and twiddle with them until you figure out the code.

      If you press the correct button, it'll stay depressed. If you press an incorrect button, all of the buttons will pop back up. When you've found the end of the code, all of the buttons will depress briefly, then they'll all pop back up.

      left-right-middle-left-right-middle-right

    3. Use the three-button code you just found on the three buttons above the silver chest with the gold padlock (turn twice from the clue buttons). Note the new clue.

  6. Silver chest with gold padlock

    While you're here, look at the silver chest. Did you notice how the padlock is off-center? Click the right end of the chest and get the handle.

  7. 3×3 buttons

    1. Use the gray & white squares clue on the 3×3 grid of square buttons (below the periscope - turn right from the clue).

      The clue shows the middle section of the 3×3 buttons: you see all of the middle button, but only half of the edge buttons, and a quarter of the corner buttons.

      Top center, top right, middle right, and bottom left buttons are white, the rest are gray.

      Note what happens to the blue spiky ball.

    2. Get the blue ball from the 4-door cabinet with the putting green on top. (Sometimes the ball will be on top, sometimes it'll have fallen through the hole and you need to open the top right door to get it, and there are doubtless other possibilities. If all else fails, check the trashcan.)

  8. Bottom right door

    1. Remember how the flicky finger thing moved right and blocked the periscope? Maybe there's something new to see. Go upstairs and look at the periscope.

    2. Go downstairs and use the handle on the gold chest (turn left). Use the clue from the periscope to turn the clue into a four-digit number.

      Think of each digit as a chain of white & black links that's sitting on the path indicated in the periscope clue. The path is 8 spaces long, but each chain is only 7 links. The chains are all sitting as far right as they'll go. "Pull" them all one space left.

      The 9 becomes a 0, the 7-plus-blip becomes a 3, the 4-plus-blip becomes a 5, and the little circle becomes a 7.

    3. Use the code on the bottom left door of the 4-door cabinet. Get the silver key.

  9. Keys and nippers and screwdrivers, oh my

    1. Use the silver key on the panel with the screwdriver attached to it (turn twice from the 4-door cabinet). This causes the safe from upstairs to slide down. Use the screwdriver to open the grating and get the box. Note that you can now open the safe, but there's nothing in it.

    2. Go upstairs and get the wire cutters. They're too big to take down the ladder, but there's now a nice big empty spot where the safe used to be. Drop the wire cutters down the shaft.

    3. Go downstairs and get the wire cutters from the safe. Use the screwdriver to remove the bar that was preventing you from using them, then use the cutters make the screwdriver a little more, um, portable.

  10. Bottom left door

    1. Back up the ladder you go. Use the screwdriver to open the small brown chest (next to the green tube). Get the bellows.

    2. Use the bellows on the aquarium and note the code.

      8634

    3. Go downstairs and use the bubble code on the bottom left door of the cabinet. Get the wind-up key and note the strange symbols on the back of the cabinet. If you look at the box in your inventory, it needs a four-digit code, and the numbers look very similar to the symbols - they have the same featureless sans-serif black lines.

      "Cut" the clue in half horizontally, then switch the bottom and top halves.

      4105

      Get the white spiky ball from the box.

  11. Top left door

    1. The top right door needs a four-character code. If you noticed, the pipes to the left (between the periscope and the silver chest) have one letter showing, the E on the right. The other pipes look like they might have letters too, if we pulled the chains to the correct position. Go upstairs and use the red levers to reveal the code.

      Set all the levers the same way as the right one, i.e. one up from the bottom (closest) position.

    2. Use the code top open the top right door of the 4-door cabinet.

      HOPE

      Get the green spiky ball.

  12. Spiky balls

    1. Go to the yellow button (on the wall with the ladder, above the three-button clue). Use the wind-up key on the button (which isn't really a button, but whatevs). Note the sequence.

      Blue-green-space-red-black-white

    2. Turn to the octagon that already has the black spiky ball in it. Use the clue from the wind-up key to position your spiky balls appropriately.

      You can't move the black ball, so use that as the starting point. It needs to have the white on its right, which would be the bottom space ("south") of the octagon, and the red on its left = above it ("east"), then an empty space, then green ("north"), then blue ("northwest").

    3. Use the gold key on the keyhole. Turn around to see that the ladder has moved, and there's daylight visible up there.

  13. Exiting

    Yes, the gold padlock is a red herring. You're outta here!

63 Comments

SonicLover Author Profile Page May 27, 2014 10:18 AM

This one was something of a challenge, but I got through it unassisted. Here's a hint for something I got stuck at for a long time:

If you've solved something but can still fiddle with it, perhaps it has another purpose.

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I'm stumped. Got two clues that I know what puzzle they go to, but I can't figure them out.

Inside Treasure chest

I've opened the large treasure chest with the distorted numbers, but I can't figure out a working code from them. I thought maybe each of the first three numbers had an extra line that needed to be moved to the fourth so I tried 5748 and 3748 but neither works.

Puzzle with 3 buttons underneath 4 spotlights

I solved it and turned the lights on and got all the black and white L-shaped blocks to appear, but I can't figure out how to use what they're telling me. I assume they have to do with the 9x9 set of buttons but I can't figure out how to apply the clue.

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LightWarriorK Author Profile Page May 27, 2014 10:29 AM

@Regy

You need to solve the second one first:

The L-shaped blocks are the corners of the buttons. Notice Notice how the shapes all "point" to other shapes of the same color? The solution is to make dark the

Top left, middle left, center, bottom center, and bottom right.

Once you do that, you'll get the blue mine. You can then

Go back up and look through the periscope again. The apparatus with the hand blocked it, and shows you another clue, for the jumbled number chest.

Of course, past that, I'm also stuck. It's not a very clear clue to me.

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LightWarriorK Author Profile Page May 27, 2014 10:40 AM

I just figured it out, sort of.

You have to move the segments through the other segments, as it is shown in the clue. You sort of have to guess which ones to move. Slide them through the numbers until they reach a blank spot. There doesn't seem to be a lot of logic to it. Solution:

0357

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SonicLover Author Profile Page May 27, 2014 10:42 AM

The puzzle with the jumbled segments is more logical than you think it is, Light.

Just shift each segment one step in the direction indicated by the arrow.

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Yeah I just came to the same answer.

It's clear for the first and last one what number you need. But I'm not sure how you figure out for sure that it's 3 and 5. The first thing I tried was 3 and 3 and then I just guessed the other possibilities of 2 and 5 for each of them until it worked.

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chapel204 Author Profile Page May 27, 2014 10:48 AM

I'm with @LightWarrior,

It seems to indicate if you write the number in a single stroke, then you subtract a dash from the end of the stroke and add it to the beginning.

But that doesn't change the fact that every number seems like a 9.

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Ok I see what SonicLover means.

The problem is that for the clue example, and the first and fourth digits the two interpretations get you the same result. If you simply move the first line to the first empty space you get the same thing as if you shift each line one space forward, whereas with the two center digits you have to shift all the lines or you don't get a valid number. A different example should've been chosen for the clue that removed the ambiguity I think.

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LightWarriorK Author Profile Page May 27, 2014 10:54 AM replied to SonicLover

@Sonic

Thanks, that is more logical. Still not the best clue or most intuitive, but I see what they were going for now.

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hello. no hurry as usual, but I can't wait for the walkthrough.

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bearharry Author Profile Page May 27, 2014 12:05 PM

I wonder about one thing,

have you guys click on the right side of the locked chest with a gold lock?

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baileydonk Author Profile Page May 27, 2014 12:08 PM

Can someone point me to

where to use the big golden key?

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Pardon the spam, but

How the heck does JiG find these crazy japanese or chinese games???

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prairiegal Author Profile Page May 27, 2014 12:22 PM

I think I've solved all the puzzles on the upper level and many on the lower. What's left for me is

the putting green, the little box, and getting the gold key into the gold lock.

Anyone?

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and, out. whoo! who needs help?

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The putting green is to catch the blue mine. You get the blue mine after solving the black/white puzzle below the pointed hand on a spring. The solution is

TL, ML, MC, BC, BR are all dark.

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grayk Author Profile Page May 27, 2014 12:39 PM replied to prairiegal

@prairiegal: that's not where the gold key goes...

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baileydonk Author Profile Page May 27, 2014 12:41 PM

@Nathaniel, I found the blue mine in the

waste basket. It didn't seem to have anything to do with the putting green.

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I have the blue mine and I didn't need the putting green.

Currently pondering the portable box.

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?? That is what I thought, but it was not there for me. It was in the top right cabinet.

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prairiegal Author Profile Page May 27, 2014 12:45 PM

me 3 (my blue mine didn't require the putting green).

@grayK:

I used the 2nd gold key to get the sequence of the mines, but I still have the 1st shiny gold key. Not for the padlock?

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Nathaniel are we talking about the same mine?

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baileydonk Author Profile Page May 27, 2014 12:46 PM

Oh good lord, I seem to have hit a glich. I am stuck in the "about item" screen with the brown number box. I can zoom in or back out, but not close and get back into the room. Anyone else? I don't want to start this game all over, when I feel I'm so near the end...

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Bailey, does the save button work? It works when I'm in close-up, so maybe save and restart?

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baileydonk Author Profile Page May 27, 2014 12:50 PM

Saved. Restarted. Took me right back to my stuck place. Sigh.

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@prairieregal:

Nope. That's a red herring. It will be obvious where the gold key goes once you've solved everything else.

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I might of gotten it out of the waste basket, but I am pretty sure I did not. On a separate note, Could anyone explain this picture please??

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@Nathaniel:

Swap the bottom and top halves

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By the way, the purpose of the putting green is just for cuteness, to highlight the hole. You don't have to "do" anything with it.

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I just need guidance with one thing.

The box in my inventory. I'm sure the characters in the bubble safe provide the clue but I'm not sure how to rotate them to make sense.

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chapel204 Author Profile Page May 27, 2014 12:59 PM

Anyone one the coloured mine (spiky ball) puzzle?

A hint would be appreciated, or even if I am on the right track.

Obviously it has to do with the scrolling screen, but I have tried:
1) matching the order to the screen.
2) using the angle of the key angles place the first or second mine.

I am missing something...

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@Nyx: see my answer to Nathaniel

@chapel:

Start from the black mine and work backwards/counterclockwise; pay attention to any spaces.

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baileydonk Author Profile Page May 27, 2014 1:03 PM

Well, I had to start from the beginning, but I'm through now. I found the end disappointing, because it came so suddenly and I thought I had at least one puzzle left...

Never opened the gold padlock

I guess that was a red herring?

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I beat the 3 button puzzle, but I can't make sense of the 16 corners that appeared over the 3 buttons. Any tips?

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@grayk

Thanks! I'm out.

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chapel204 Author Profile Page May 27, 2014 1:11 PM

Thanks @grayk, clearly today is not a good puzzle day for me.

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@nathaniel: Sorry, I can't help with that one, I solved it by complete accident before I even discovered the three-button puzzle.

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4 door cabinet. (3 doors are code locked.) What's the code for bottom left door?

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@Corona:

That one comes from the aquarium upstairs.

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No access to aquarium yet. No screwdriver yet either.

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Just beat it. I think it would be cool if it became an open world flying simulator. By open world, it could simply be a fixed sized world, like Dust. 5/5 for a fun time.

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@Corona:

There's a screwdriver on the wall downstairs, which you could cut free with the shears. Can you think of a way to get those downstairs?

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Stuck on the two three-button puzzles. Any hints would be appreciated!

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Wow. That there was some convoluted puzzle solving. I really liked this game.

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Out.
Thanks grayk!

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@Noelle:

Start with the pop-up one and start a sequence. When you get it wrong, the button will pop back up immediately; when it's right, it'll stay down. Use that to learn the sequence for the other one.

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ptbarnum Author Profile Page May 27, 2014 1:57 PM

grayk - saw your hint on the mines. I swear I have the order right. But nothing. This is going to sound bad, but can you spoiler it something awful?

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@ptbarnum:

i closed the game a little bit ago, i hope i can remember! check this against the order you get from the window... but IIRC you should put W next to Black on the clockwise side, and then going counterclockwise it's Black R _ G B. Try that...

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ptbarnum Author Profile Page May 27, 2014 2:03 PM

GAH, Yeah. I was counting what looked like a single space as a double. Good on ya, and thanks

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I'm not sure if it's been mentioned, but about the blue spiked ball..

I noticed it lands in different areas the more times you play this game. It's like a mini game of golf within the game, but I don't think it's essential to game play.

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Walkthrough

I'm going to assume that you know how to play an escape game, and that you're only referring to this walkthrough because you're stuck. As such, while this is pretty step-by-step, I haven't included all of the looking around you'll need to do.

  1. Levers

    1. Look in the periscope for a hint to the red levers.

    2. Use the hint to position the red levers (turn left from the periscope).

      Farther away = smaller, closer = bigger.

      If you number the top (farthest away) position as 1 and the bottom (closest) position as 4, the code is 2413.

      Get the tweezers.

  2. 3×5 buttons

    1. Get the handle that's stuck in the square hole below the aquarium, then use the tweezers on the same hole to get a paper with numbers on it.

    2. Use the paper to solve the 3×5 grid of square buttons (turn right from the periscope/aquarium).

      Click the buttons and notice how they light up in groups. Count the number of squares in each group.

      Click the groups in the order given: 314152, so top right button, 2nd row 4th button, bottom right, 2nd row 4th button, bottom left, top left.

      This opens the ladder and reveals the giant wire cutter.

  3. Safe with hexagonal dial

    1. Click the big white button to the left of the green tube. Note the code.

    2. Use the code to open the safe.

      Click the left arrow until the red blip points at the 5, then click the right arrow until it points at the 1, left to 2 (yes, that's almost all the way around), and right to 4.

      Get the mallet head.

  4. Green tube

    Attach the handle to the mallet head. Use the mallet on the pad in front of the green tube. Get the red spiky ball.

  5. Three buttons

    1. Go downstairs. Get the gold key from that brown whatever it is.

    2. Look at the three white buttons and twiddle with them until you figure out the code.

      If you press the correct button, it'll stay depressed. If you press an incorrect button, all of the buttons will pop back up. When you've found the end of the code, all of the buttons will depress briefly, then they'll all pop back up.

      left-right-middle-left-right-middle-right

    3. Use the three-button code you just found on the three buttons above the silver chest with the gold padlock (turn twice from the clue buttons). Note the new clue.

  6. Silver chest with gold padlock

    While you're here, look at the silver chest. Did you notice how the padlock is off-center? Click the right end of the chest and get the handle.

  7. 3×3 buttons

    1. Use the gray & white squares clue on the 3×3 grid of square buttons (below the periscope - turn right from the clue).

      The clue shows the middle section of the 3×3 buttons: you see all of the middle button, but only half of the edge buttons, and a quarter of the corner buttons.

      Top center, top right, middle right, and bottom left buttons are white, the rest are gray.

      Note what happens to the blue spiky ball.

    2. Get the blue ball from the 4-door cabinet with the putting green on top. (Sometimes the ball will be on top, sometimes it'll have fallen through the hole and you need to open the top right door to get it, and there are doubtless other possibilities. If all else fails, check the trashcan.)

  8. Bottom right door

    1. Remember how the flicky finger thing moved right and blocked the periscope? Maybe there's something new to see. Go upstairs and look at the periscope.

    2. Go downstairs and use the handle on the gold chest (turn left). Use the clue from the periscope to turn the clue into a four-digit number.

      Think of each digit as a chain of white & black links that's sitting on the path indicated in the periscope clue. The path is 8 spaces long, but each chain is only 7 links. The chains are all sitting as far right as they'll go. "Pull" them all one space left.

      The 9 becomes a 0, the 7-plus-blip becomes a 3, the 4-plus-blip becomes a 5, and the little circle becomes a 7.

    3. Use the code on the bottom left door of the 4-door cabinet. Get the silver key.

  9. Keys and nippers and screwdrivers, oh my

    1. Use the silver key on the panel with the screwdriver attached to it (turn twice from the 4-door cabinet). This causes the safe from upstairs to slide down. Use the screwdriver to open the grating and get the box. Note that you can now open the safe, but there's nothing in it.

    2. Go upstairs and get the wire cutters. They're too big to take down the ladder, but there's now a nice big empty spot where the safe used to be. Drop the wire cutters down the shaft.

    3. Go downstairs and get the wire cutters from the safe. Use the screwdriver to remove the bar that was preventing you from using them, then use the cutters make the screwdriver a little more, um, portable.

  10. Bottom left door

    1. Back up the ladder you go. Use the screwdriver to open the small brown chest (next to the green tube). Get the bellows.

    2. Use the bellows on the aquarium and note the code.

      8634

    3. Go downstairs and use the bubble code on the bottom left door of the cabinet. Get the wind-up key and note the strange symbols on the back of the cabinet. If you look at the box in your inventory, it needs a four-digit code, and the numbers look very similar to the symbols - they have the same featureless sans-serif black lines.

      "Cut" the clue in half horizontally, then switch the bottom and top halves.

      4105

      Get the white spiky ball from the box.

  11. Top left door

    1. The top right door needs a four-character code. If you noticed, the pipes to the left (between the periscope and the silver chest) have one letter showing, the E on the right. The other pipes look like they might have letters too, if we pulled the chains to the correct position. Go upstairs and use the red levers to reveal the code.

      Set all the levers the same way as the right one, i.e. one up from the bottom (closest) position.

    2. Use the code top open the top right door of the 4-door cabinet.

      HOPE

      Get the green spiky ball.

  12. Spiky balls

    1. Go to the yellow button (on the wall with the ladder, above the three-button clue). Use the wind-up key on the button (which isn't really a button, but whatevs). Note the sequence.

      Blue-green-space-red-black-white

    2. Turn to the octagon that already has the black spiky ball in it. Use the clue from the wind-up key to position your spiky balls appropriately.

      You can't move the black ball, so use that as the starting point. It needs to have the white on its right, which would be the bottom space ("south") of the octagon, and the red on its left = above it ("east"), then an empty space, then green ("north"), then blue ("northwest").

    3. Use the gold key on the keyhole. Turn around to see that the ladder has moved, and there's daylight visible up there.

  13. Exiting

    Yes, the gold padlock is a red herring. You're outta here!

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Reka Author Profile Page May 27, 2014 7:00 PM replied to Dora

@Dora, I just hope my explanations of the codes makes sense to somebody other than me. :)

(And I wish we could edit: I've already noticed one typo, and there's a part that probably should be structured differently.... To those stuck on the wooden box you get from behind the grate, check the walkthrough under "bottom left door".)

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Daibhid C Author Profile Page May 27, 2014 7:16 PM

I do love the Sometimes Sunny games, and their rooms that aren't just full of convoluted mechanisms, but

are convoluted mechanisms!

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Cat Man Author Profile Page May 28, 2014 10:54 PM

There's an error in step 8 of the walkthrough.

The title, "bottom right door" is correct. But inside it says
bottom left door. It should be bottom right door.

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sadagar Author Profile Page May 28, 2014 11:27 PM

These are entertaining and challenging games, and I just love their chubby & perfect graphics. Way to go.

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Reka Author Profile Page May 29, 2014 11:01 AM replied to Cat Man

@Cat Man: Ooops. Sorry 'bout that; I do have a tendency to mix up my rights & lefts... can anybody with Powers™ fix the walkthrough? Please?

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Yay! More Haretoki! Looking forward to playing this; they're among my favorite escape game designers.

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shipoopie Author Profile Page May 31, 2014 5:07 PM

walkthrough confusion

3x3 buttons

"The clue shows the middle section of the 3×3 buttons: you see all of the middle button, but only half of the edge buttons, and a quarter of the corner buttons." makes no sense at all. The middle section of the 3X3 buttons is a single button.

I don't get how you figured out that puzzle or how that statement explains it.

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shipoopie Author Profile Page May 31, 2014 6:03 PM

Ugh. There's twos puzzle that make no sense. The 3x3 gray and white thing, and the octagon spiky balls one.

The octagon has 8 spaces but the clue for it only shows how to fill 6 of them. There are 2 unaccounted for spaces and there's no indication for what direction to place things in. Trying something both ways and hoping the left overs don't matter is an incomplete puzzle.

The clue for the gray and white 3x3 puzzle is overly misleading. It suggests a 8x8 puzzle. If

the gray and white L shapes indeed are the corners of the grey and white squares on the 3x3, then don't use grey and white squares in an 8x8 pattern as the clue.

Some puzzles are too clever for their own good. :-(

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Reka Author Profile Page June 1, 2014 12:21 AM replied to shipoopie

Lemme try to explain things a little better.

3×3

Imagine yourself drawing a set of 3×3 buttons while zoomed in all the way in Paint (or a similar raster-based drawing program, i.e. one based on pixels). Make each box 6×6 pixels, and leave 1 pixel between boxes. Your drawing will end up being 20×20 pixels. Next, erase the middle two pixels of each edge, so that you have a drawing of just the corners of each box. Now crop the picture to 12×12 pixels by trimming 4 pixels from every edge of the drawing. The resulting picture is what you see in the clue.

Spiky balls

The clue doesn't show the entire octagon because it doesn't need to: the octagon has 8 spaces (funny how that works), but there are only 5 spiky balls. Thus, it only needs to show you the portion that contains all the balls; the remaining spaces can be assumed to be empty.

As far as directionality, it can really only go one way: imagine yourself in the middle of the circle (well, octagon, but close enough). Now imagine the circle moving past your eyes, which is in essence what the clue is doing. The clue is moving from left to right, so imagine the circle moving counterclockwise (or yourself rotating clockwise). The first ball you see is the blue one, then the green one, then a blank space, then the red, black, and white one. You know where the black one goes, because it's already there. That means you have all the information you need to place the balls.

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fantasy Author Profile Page June 5, 2014 11:28 PM

There's an error in step 8 of the walkthrough

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Reka Author Profile Page June 6, 2014 1:19 AM replied to fantasy

@fantasy: uh, see Cat Man's comment posted May 28, 2014 10:54 PM. No matter how many people tell me it's wrong, I still can't edit it.

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