Sea Room


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Sea Room

elleThere's no denying that an important component of escape games is the inclusion of logical, creative puzzles to reward players' sleuthing efforts with a sense of accomplishment. Still, all by themselves, puzzles are just puzzles, things easily bought in printed periodicals at the checkout counter. Really good escape games embed puzzles into fun environments, creating the idea of occupying an interesting place, one you'd want to immerse yourself in and explore to your heart's content. Yonashi's Sea Room is just such a place, filled with unabashed playfulness and a sense of whimsy that readily infects your mood with smiles. As you point-and-click your way around the various chambers, unlocking doors and solving puzzles, you almost don't want the experience to end.

Sea RoomAs escaping is the goal, though, you won't encounter much to keep you from reaching the exit. Most the puzzles are straight-forward, focused on amusing clue presentations more than taxing your mental stamina. The interface is intuitive: grey bars with arrows at the edges of the scene indicate where and when you can turn or back up while a changing cursor directs you towards areas where you can move forward or look closer. Even so, a portion of the challenge comes from navigating the multiple round rooms without losing track of where you are or how to get back to a needed item. There's also a hard-to-find pixel, which might tempt you to brute-force a certain code. That pink starfish is out there, though; just think of places where starfish might stick. A handful of codes to break, a memory minigame and adventuresome item-use puzzles mean it'll take about 15 minutes to get out. As in Rain, you must infer what to do based on the non-verbal clues. But that adds to the playful quality in a way that reminds me of Graffiti 2. Sea Room is like a child's imagination come to life—brimming full of sweet whimsy, all set to prove what is good and happy about playing in an undersea world.

Play Sea Room

Walkthrough Guide


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Walkthrough

This gives the normal (perhaps only?) ending.

  • Examine the bathtub. Maybe you should pull the plug?

    Note the code: 591.

  • Click the bit of brown visible on the left to look at the chest. Notice that the numbers are exactly the same color as the water in the tub.

    Get the squid.

    If you're very observant, you'll notice that the chest has a '10' on it. (A squid has 10 tentacles.)

  • Examine the critter you just obtained. Squish it a bit. Hmm, black ink, huh?

    Use the squid on the wall above the tub, as the drop of ink indicates.

    Note the code: (2,4) (3,5) (1,6) (7)

  • Check if there's anything in the black boot.

    Examine the blue starfish carefully.

    The dot at the lower right end is bigger than the others.

  • Click the fish that's just visible on the right to look at it more closely.

    Click the fish basically anywhere to get a blue fish scale.

  • Turn around. Examine the shells on the shelf. I wonder if a particular sequence of opening them will result in something?

    Use the squid code from the wall to open the shells. Get the key.

  • Examine the lamprey-shaped whatever that thing is on the right. I guess you'll need to keep an eye out for another lamprey-shaped item with a face.

  • Use the key on the door and go into the next room.

    Jars of water labeled 10 and 8. Strange.

  • Examine the fish.

    Click the fish to get a red scale.

  • Turn right. Take a careful look at the stairs.

    There's a clickable spot just to the right of the stairs. Examine the pink starfish and notice which arm has the bigger dot.

    lower left

  • You should be able to open the door without any further clues.

    Didn't say it would be easy, mind you, just that you don't need any clues. The code is the same each time, so you can eventually learn it.

    1. green, pink, pink, blue, green, yellow

    2. blue, pink, yellow, yellow, blue, green

    3. pink, yellow, green, blue, yellow, blue

    Colorblind: green = top left, pink = top right, yellow = bottom left, blue = bottom right.

  • Turn right. Examine the green starfish.

    Note which arm has the bigger dot.

    top right

  • You should be able to open the wooden chest now.

    Use the starfish code. Colorblind: the first dial is pink, the second dial is blue, the third dial is green. Get the scuba gear.

  • Examine the big shell. It has squares that turn yellow.

  • Turn back to the "simon says" door and go outside. Big expanse of water, eh? Maybe those items you just obtained would come in handy?

    Use the scuba gear to enter the water.

  • One of those bubbles is not like the others...

    Keep a finger near your "print screen" key as you click the bubble. As soon as the lamprey turns its underside towards you, take a screen capture. Alternatively, just keep clicking that bubble until you're reasonably sure you've memorized the face.

  • Turn right. Nothing you can do here yet.

  • Turn right. Hmm, five dots.

    Click the dots to see some yellow worms of differing heights. Note said heights.

    Number of stripes: 0, 3, 1, 4, 2

  • You now have two new clues. Perhaps you should go use them?

    Turn right once more to the ladder and click it to go up. Click the door to go back in the room.

  • Worms first.

    Turn to the big shell and click the buttons to match the worms. Zero stripes means first square lit, one stripe means two squares lit, etc. Get the gloves.

  • Now the lamprey.

    Go back to the first room and turn to the lamprey-shaped whatever it is. Make the face match the one in the water. Get the brown key.

    Two clicks on each eye, three clicks on the mouth.

  • Maybe now that useless scene won't be so useless.

    Go back under the water and turn right once from the ladder. Use the gloves on the puffer fish to get a spike. Use the key to open the jar and get the octopus.

    If you're observant, you'll note that the jar has an 8 on it, which is logical, since an octopus obviously has 8 tentacles.

  • Take stock of your inventory. Where else have you seen a 10 and an 8?

    Go put your squid in the jar labeled 10 and the octopus in the jar labeled 8.

  • Go into the new room and look around. Really around.

    Look up and notice the balloon.

  • Perhaps you should combine your remaining items? Well, OK, maybe not the scuba gear...

    First combine the two fish scales, then add them to the puffer fish spike to make a dart.

    Use the dart on the balloon, silly child.

    Get the key.

  • Find the thing that fell.

    Turn around to see the blue key on the ground.

  • Well, there's really only one thing you can do with a lever like that.

    Open the blue panel and pull the lever. Click "yes" when it asks whether you're sure.

23 Comments

sullytyme Author Profile Page July 1, 2014 9:37 AM

That was a fun one.

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bdr198524 Author Profile Page July 1, 2014 11:01 AM

I'm stuck in the first room, the seashells have to be the way to open the door but the ink code isn't helpful.

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Daibhid C Author Profile Page July 1, 2014 11:22 AM

Great fun. And I got out without a walkthrough! One question

Is there a second ending? The game asks "Are you sure?" when you reach the end which is generally a sign that there's something else you can do first. But I looked round, and I couldn't see a new code that might lead to a Happy Coin equvalent, or anything like that.

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Seashells in first room...

How many "columns" of numbers are there?

And how many shells?

Click the shells in the order given in the code

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How do I get the...

Balloon? I have the puffer fish dart.

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Itt Author Profile Page July 1, 2014 12:18 PM replied to jbeaver

For the balloon...

You have to combine some items to make a dart.

Find two fish scales. Combine them. Then add them to the puffer fish quill.

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@Itt

Thanks - I actually thought of that but had only tried attaching the scales individually to the dart!

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shipoopie Author Profile Page July 1, 2014 1:55 PM replied to bdr198524

The ink code is helpful for

what order in which to flap the clams.

I brute forced open the sting ray. Where was the clue for it?

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shipoopie Author Profile Page July 1, 2014 2:07 PM replied to shipoopie

I also ended up brute forcing the box with the

starfish code. Where was the red starfish?

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Questioner Author Profile Page July 1, 2014 2:11 PM replied to shipoopie

Red starfish:

To the right of stairs to pool.

Sting ray:

A grey spot in the underwater pool view with the ladder.

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mrjprive Author Profile Page July 1, 2014 2:15 PM

Lots of random clicking and I still cant find the next step

red starfish is next to the stairs

click the dark bubble in the scuba section and a ray will swim to you

I have

dart and scuba gear

I cannot find

blue key or what to do with the dart

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Questioner Author Profile Page July 1, 2014 2:18 PM replied to mrjprive

mrjprive:

Look up in the scene with the blue lock.

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shipoopie Author Profile Page July 1, 2014 2:42 PM replied to shipoopie

In a lot of these games, the red star fish's location wouldn't be a pixel hunt I wouldn't really say, but in this game, where nothing else is hidden in such a fashion, it's pretty pixel hunty. The stingray clue location is also pretty out there, too. Especially given the simplicity of the rest of the game.

I mean, who's going to

click on the bubbles?

Hiding the red starfish just guarantees that nobody will look for it since it's super easy to just guess what it would be with only a extra few clicks. What would have been better is a box with starfish shaped indentations that you place the starfish into and then rotate them because then you'd have to find them all. Or just pull a tomatea and not let the code be broken until all the clues are found.

The only thing that really tripped me up (because of my brute forcery) is the clam code.

I kept clicking the squid on the black drop in the corner instead of in the middle of the screen so the code never came up.

I had to read a comment on here so my brain would get into the right gear about it. Yay JIG!

One thing I'm glad about is the tub....

In a lot of games, you have to do thirty extra steps just to be able to pull out the bathtub plug, but in this one it just came out.

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JudyJetson Author Profile Page July 1, 2014 3:53 PM

This game was short and sweet and creative. The puzzles were pretty varied in style, and I really liked that. I didn't think the

pink starfish and the stingray clue

were pixel-hunty. I just thought it added to the variety in the game-- not everything was in plain sight, but the places to click were clear. In both spots, the clickable pixel area was easily big enough to get on the first or second try. Neither spot matched the rest of the environment, which is a good indicator that something is hiding a clue.

There are no wooden steps in the other rooms, and the bubble stands out in shape and color from the rest of them.

My only trip up was at the very end. I couldn't figure out where I was supposed to use the

dart

. Reading the comments here, I saw people kept mentioning a

balloon

and that prompted me to look in an area I hadn't considered before because it didn't exist in any of the other rooms.

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aliosha.sornoc Author Profile Page July 1, 2014 9:06 PM

For a second ending, I started searching and I found :

A number on the jar underwarer : 8

And :

A number on the first chest opened : 10

And then I figured :

The numbers are just a clue for the number of legs (I've actually bruteforced the octopus and the squid into the aquariums.).

So that's not what I thought. :|

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Walkthrough

This gives the normal (perhaps only?) ending.

  • Examine the bathtub. Maybe you should pull the plug?

    Note the code: 591.

  • Click the bit of brown visible on the left to look at the chest. Notice that the numbers are exactly the same color as the water in the tub.

    Get the squid.

    If you're very observant, you'll notice that the chest has a '10' on it. (A squid has 10 tentacles.)

  • Examine the critter you just obtained. Squish it a bit. Hmm, black ink, huh?

    Use the squid on the wall above the tub, as the drop of ink indicates.

    Note the code: (2,4) (3,5) (1,6) (7)

  • Check if there's anything in the black boot.

    Examine the blue starfish carefully.

    The dot at the lower right end is bigger than the others.

  • Click the fish that's just visible on the right to look at it more closely.

    Click the fish basically anywhere to get a blue fish scale.

  • Turn around. Examine the shells on the shelf. I wonder if a particular sequence of opening them will result in something?

    Use the squid code from the wall to open the shells. Get the key.

  • Examine the lamprey-shaped whatever that thing is on the right. I guess you'll need to keep an eye out for another lamprey-shaped item with a face.

  • Use the key on the door and go into the next room.

    Jars of water labeled 10 and 8. Strange.

  • Examine the fish.

    Click the fish to get a red scale.

  • Turn right. Take a careful look at the stairs.

    There's a clickable spot just to the right of the stairs. Examine the pink starfish and notice which arm has the bigger dot.

    lower left

  • You should be able to open the door without any further clues.

    Didn't say it would be easy, mind you, just that you don't need any clues. The code is the same each time, so you can eventually learn it.

    1. green, pink, pink, blue, green, yellow

    2. blue, pink, yellow, yellow, blue, green

    3. pink, yellow, green, blue, yellow, blue

    Colorblind: green = top left, pink = top right, yellow = bottom left, blue = bottom right.

  • Turn right. Examine the green starfish.

    Note which arm has the bigger dot.

    top right

  • You should be able to open the wooden chest now.

    Use the starfish code. Colorblind: the first dial is pink, the second dial is blue, the third dial is green. Get the scuba gear.

  • Examine the big shell. It has squares that turn yellow.

  • Turn back to the "simon says" door and go outside. Big expanse of water, eh? Maybe those items you just obtained would come in handy?

    Use the scuba gear to enter the water.

  • One of those bubbles is not like the others...

    Keep a finger near your "print screen" key as you click the bubble. As soon as the lamprey turns its underside towards you, take a screen capture. Alternatively, just keep clicking that bubble until you're reasonably sure you've memorized the face.

  • Turn right. Nothing you can do here yet.

  • Turn right. Hmm, five dots.

    Click the dots to see some yellow worms of differing heights. Note said heights.

    Number of stripes: 0, 3, 1, 4, 2

  • You now have two new clues. Perhaps you should go use them?

    Turn right once more to the ladder and click it to go up. Click the door to go back in the room.

  • Worms first.

    Turn to the big shell and click the buttons to match the worms. Zero stripes means first square lit, one stripe means two squares lit, etc. Get the gloves.

  • Now the lamprey.

    Go back to the first room and turn to the lamprey-shaped whatever it is. Make the face match the one in the water. Get the brown key.

    Two clicks on each eye, three clicks on the mouth.

  • Maybe now that useless scene won't be so useless.

    Go back under the water and turn right once from the ladder. Use the gloves on the puffer fish to get a spike. Use the key to open the jar and get the octopus.

    If you're observant, you'll note that the jar has an 8 on it, which is logical, since an octopus obviously has 8 tentacles.

  • Take stock of your inventory. Where else have you seen a 10 and an 8?

    Go put your squid in the jar labeled 10 and the octopus in the jar labeled 8.

  • Go into the new room and look around. Really around.

    Look up and notice the balloon.

  • Perhaps you should combine your remaining items? Well, OK, maybe not the scuba gear...

    First combine the two fish scales, then add them to the puffer fish spike to make a dart.

    Use the dart on the balloon, silly child.

    Get the key.

  • Find the thing that fell.

    Turn around to see the blue key on the ground.

  • Well, there's really only one thing you can do with a lever like that.

    Open the blue panel and pull the lever. Click "yes" when it asks whether you're sure.

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I'm almost convinced there must be another ending, because of the "are you sure", but also because on the ending scene, the word "end" is sorta off-center, as if it's leaving room for the word "good" or "happy" or something before it. However, no amount of searching has revealed anything new to find. The other possibility I thought of was the scuba gear, i.e. making sure you have it selected before pulling the lever, but that didn't change anything, either.

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builderman1q2w3e4r Author Profile Page July 3, 2014 10:56 AM replied to Reka

I'm not sure how you could mistake stingrays for lampreys.
I got confused when i was told i was looking for eels instead of stingrays.

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Oops, sorry. I had a niggling suspicion that I was using the wrong word, and had it in the back of my mind to go look it up, but then forgot.

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A fun one, with clear, simple clues. Maybe too simple, as I brute forced the starfish, the ray, and the tube worm clues.

A quibble, as I must: the fish scales

were a little frustrating, as I kept trying to stick a scale on the

pufferfish quill

instead of

sticking the scales together first and then sticking them on the quill

. A non-linear solution would have made more sense. Also, the question at the end made me wonder if there is an alternate ending.

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SDRanger Author Profile Page July 5, 2014 10:37 PM

VERY frustrated here.
:(
I am trying to get past the friggin' CLAMS and already had the code

(2,4) (3,5) (1,6) (7)

SO! I go to the JIG walkthrough for a solution.
...(or maybe just a hint?)
Nope, I only get the statement:

"Use the squid code from the wall to open the shells."

ARGGG!!!
I knew that was likely the case...but HOW? So, next I decide to start reading all of the comments, with the hope that a fellow escapist might give me the solution.
...(or maybe just a hint?)
Nope, again...the closest I found was posted by JBEAVER, who only posed more questions and then the frustrating hint:

"Click the shells in the order given in the code"

DOUBLE ARGGG!!!
I guess I just need to be spoon-fed here...but usually I get the spoon-feeding without any ARGGG from JIG. Can anybody help me? I know I'll probably feel like a numbskull later...or, I'll discover the solution about 2 seconds after posting this...but after being stuck for 15 minutes on a seemingly simple game I had to ask for help.
HELP!

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shipoopie Author Profile Page July 5, 2014 11:56 PM replied to SDRanger

@SDRanger

The clam business goes like this

The clue is from squeezing the squid ink on the wall with the black drop shape and it goes like this:

2 3 1 7
4 5 6

That means that the first clam you click on is the third one from the left. Or, if you imagine the clams arranged like this:

A B C D

Then, click on clam C first. Then, A, B, etc. The completed clamology is:

C A B A B C D

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SDRanger Author Profile Page July 6, 2014 12:11 AM replied to shipoopie

THANKS Shipoopie.
You're a lifesaver. Now I can sleep restfully.
}8^D

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