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Virtual Villagers 5 Walkthrough

GrinnypHere is our massive walkthrough guide for Virtual Villagers 5: New Believers! Everything you need to get through the game is here, including a lot of spoilers, so proceed at your own risk.

is below.

This walkthrough for Virtual Villagers 5 is broken up into five sections:

  1. General Information

  2. A step-by-step strategy guide through the game, from beginning to end

  3. A technical section devoted collectibles, totems, food points, "godly powers" and the like

  4. A section with just the puzzles in numerical order

  5. A Frequently Asked Questions (FAQ) section

Actual solutions will be hidden by spoilers.


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I. General Information

If you've played any of the Virtual Villagers games before, some things are the same and some have changed.

  • Learn the controls! They are basically the same as Virtual Villagers 4 with the addition of the energy bar and the "godly" powers icons. The most useful control to learn is the detail "camera" located at the bottom right of the screen. You can use this to quickly locate any individual on the island. Click on the right arrow (when the screen is blank) and it goes to the youngest tribe member. Continue to click the right arrow and you will scroll through your villagers from youngest to oldest. As each one comes up in the "camera", the game will zoom to that person. This is especially helpful when trying to find children quickly. Click on the left arrow (when the screen is blank) and you will go to the oldest person in the tribe. Continue to click and you will cycle from oldest to youngest.

  • Watch your levels closely! At the top of the screen are the totals of your population, your food supply, your current tech points, your faith energy, and what "godly" powers you can access. Screenshot.

  • Plan carefully! Choose your beginning villagers wisely, the success of your tribe depends on it. Make sure you have a balance of male and female, and one (or preferably 2) children to collect mushrooms and collectibles. Avoid any villager who dislikes "work", "learning" or "running" as they will be fairly useless. Also avoid those who dislike wood or stone (they make bad builders), dislike plants or herbs (bad farmers and bad doctors), dislike fish or swimming (bad farmers), dislike lifting (bad builders) or things of that nature. Examine the likes and dislikes of your prospective villager carefully. Also avoid villagers who like "rest" as they won't do a lot of work. Screenshot.

  • Your energy bar shows two things, how much energy you can have and how much energy you do have. Your ability to have more energy increases with the size of your population and the level of spirituality tech, as well as your conversion efforts. When you start you will only have the capacity for about 35 energy. At the end it will be over 800. Just because you have the capacity doesn't mean you have the energy, using your "godly" powers uses that energy and it takes a while for it to accumulate again. Just having living villagers will slowly increase the energy, but you can gain more if you convert a heathen or in collecting duplicate artifacts.

  • Learn the double collect trick! To double collect an item with children do as follows: once you spot a collectible or mushroom, find the nearest child. Pick the child up and pause the game (with the space bar). Drop the child on the collectible and go find a second child. Pick up the second child and go back to the object. Once you are hovering over the object (and the first dropped child) hit the space bar to unpause and quickly drop the second child right next to the first. If done properly and the timing is right, both children will run away with the same object. This is invaluable in bolstering food supplies when collecting mushrooms, and in gaining tech points or energy when collecting other collectibles. WARNING: do not drop a child directly onto the other, this will cause them to drop the item and go off for a jumping contest. Make sure that the children are side-by-side. Screenshot.

  • Collect Ruthlessly! Mushrooms can mean the difference between life and death to your tribe in the early stages, and the boost in tech points from collectibles allows you to purchase necessary second stage technology quickly. Collecting relics helps fill up your energy bar quickly, and also helps extend it the more relics you find.

  • Watch for sparkles! Mushrooms and collectibles produce faint white sparkles, which enable them to be spotted more easily.

  • Cross Train Ruthlessly! Some tasks will require villagers with more than one skill, and it is helpful to be able to quickly shift your workforce from one task to another if necessary.

  • Learn to Navigate! You can move around the area in several different ways. (1) Left click on the ground and drag, this will move the visible area around. (2) Use the number keypad: the area is broken into roughly 9 grids, corresponding to the numbers on the keypad of your keyboard. The bottom row of numbers (1, 2, and 3) cover the "south" area, the middle row of numbers (4, 5, and 6) cover the "middle" area, and the top row of numbers (7, 8, 9) cover the "north" area. The number keypad is an easy way to quickly look for collectibles. (3) Use the detail "camera". Use the right and left arrows of the camera to select a villager and the screen will zoom to where they are. The detail "camera" will not work if the game is paused. (4) Use the overall map. Use the map button on the controls to get a bird's eye overall view of the area. From the map click on the area you wish to go and it will zoom to that area.

  • Don't pick up a villager that is busy unless it is absolutely necessary! If you pick up a villager that is in the process of a task or is carrying something, they will drop the item and it will be lost. They will also "forget" what it is they were doing.

  • Children under the age of 14 will not work, except for picking up mushrooms and collectibles! Once they reach age 14 you can put them to work, but they won't be fully "adult" until age 18. That means if a story time for the children is going on, the 14-17 year olds will drop work and attend. Villagers cannot have children until fully "adult", i.e. the age of 18.

  • Based on their parentage, some children will be born with a little bit of skill in some areas. Children can also be "trained" somewhat by using the nursery school.

  • Nursing mothers will not work until the baby is 2 years old! So be careful about getting the women pregnant. With no one farming a tribe can easily starve.

  • Don't forget to take off the parenting preference if you are going to leave the game! If you forget and leave a male villager on parenting, you may wake up to a tribe that has doubled or more in size, or one that has starved from too many people and not enough food.

  • The game continues even when it is turned off! Virtual Villagers 5 plays in "real time", which means things will still happen even when the game is closed. Remember this if you're going to be away for a while. Move your game to the "slow" or "pause" option depending on how long you will be away.

  • Choose your time settings wisely! Playing in "fast" mode live is fun, but if you're going to be gone for a while consider switching to "Normal", "Slow", or even "Pause". If something goes wrong, you can come back to a dead village and have to start over again.

  • Do not mess with your computer clock to "fast forward" the game! Not only can this mess up other things on your computer, it can create havoc within the game. Trying this can result in a dead tribe, or problems with regenerating crops.

  • The weather is your friend! Yes, rain and fog are annoying and tend to hide things, but they are extremely useful. When it rains, mushrooms pop out at a much faster rate, allowing more food collection. The heathens in the run-down village don't like rain, and will flee to the forest which can be helpful or hurtful, as they often take a route that crosses the path of your farmers or builders, causing work to stop as they chase your villagers. You can create rain, lightning, sunshine, and fog from your "godly" powers. The Fog of Doom is especially helpful as the heathens cannot see through it and your villagers can.

  • Fire is your friend! A fire not only keeps your villagers warm and cuts down on illness, it boosts your ability to gain tech points. You will need both wood and dry grass to start a fire, and usually only adults can start a fire. However, you can light the fire using your lightning power.

  • Don't forget to set work preferences for your villagers! For instance, if you want someone farming, make sure to check the farming preference. Villagers without preferences set will often wander around and do their own thing. Screenshot.

  • You can choose the hut locations! When the foundation for a hut shows up, you can pick it up and move it to a place of your choosing (within reason). Look closely at the outline of the foundation, green means an area that the hut can be built in, red means you can't build there. Choose locations wisely: try not to impede frequently used paths, and especially watch out for areas that the orange guards like to walk through.

  • Use children as temporary healers! If a villager becomes sick before you have access to the hospital to train doctors, find the nearest child, set their preference to healing, and drop them on the ill individual. Keep doing this until they heal the villager.

  • Keep an eye on the blue-mask heathens! Drop a villager on them to talk to them and a light will appear above their head. This means that they are thinking about what you've said. Make sure all of the blue-mask heathens have lights. When the lights go out, drop a villager on them again to talk. Eventually they will convert to your tribe. WARNING: Don't try to talk to the ones with a light, they are already thinking about it and don't want to talk right now. They will run away from your villager if you try. Screenshot.

  • Avoid the orange-mask heathens! They will chase your villagers and make them drop whatever they are carrying, especially disrupting food gathering and building tasks. If you are dropping children onto collectibles first check to make sure no orange-mask heathen is in the area.

  • Use distractions! Orange mask heathens can be drawn away from an area with an adult or child. They will give chase, leaving the area temporarily clear. They will come back quickly, so use a child or children to keep them away until you've done what you need to do. Red mask heathens will not give chase, and will scare your people away, so you will need to use your "godly" powers to move them from an area. Bees or lightning will cause them to run away for a short while.

  • All the heathens can be converted, but each has a different method. See the technical section (section 3) for details on each and how to convert them.

  • Watch where people go! Children (and adults) will often wander off to look at "interesting" areas of the island. These areas are usually important.

  • Fly around the island! Pick up a child and hover him/her over various interesting areas and watch the text that shows up in the control screen. Do this with adults as well, to identify certain items and hotspots that are important to the game.


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II. Strategy Guide

Getting Started (basic food and shelter)

Choose Your Team

  • You will pick the five members of your new village from a large pool of hopefuls.

  • A good basic strategy is to pick a balance of men and women, with at least one child.

  • If you are going to be playing with the tutorial on, it's better to not choose a nursing mother, as the tutorial has you produce a baby. Nursing mothers do not work, so be careful about breeding early on. However, each new person in your village increases your ability for "godly" powers.

  • Try for a mix of talents. It's good to have one person with building skills, one with farming skills, and one with research skills.

  • This strategy guide is based on three adults (one a nursing mother) and two children.

  • Don't pick all of one gender. With no way to produce children, your village will die of old age.

  • Experienced players might like to go with something more challenging, like all children.

  • Younger is better. Until you can afford third level medicine, your villagers will start becoming elderly in their 50's or early 60's and die earlier.

  • Screenshot.

In the Camp

Puzzle 2

  • Your villagers will appear inside a flimsy bamboo enclosure. Set your adults to building and drop them on the bamboo and they will start tearing it down to build a food bin. While they are doing that, scan around with your kids and collect mushrooms and relics if they appear. Don't forget to avoid the orange mask heathens. Screenshot.

  • While the food bin is being built, grab one adult and start dropping them on blue mask villagers to talk to them. Be persistent, eventually you will see a yellow light appear above their (the blue mask) head showing that they are thinking about it. Don't bother with the heathen "mommy" blue mask, she will not talk to your villager.

  • Once the food bin is finished concentrate on finding mushrooms with the children. You will need the food.

Puzzle 1

  • To the left of the enclosure, across the stream, is the science lab. Just below the lab (south) is the hospital, guarded by the pain totem.

  • In the hospital are some blue mask heathens, and a purple mask heathen who is sick.

  • Set one of your children (or adults) to healing, then drop them on the purple mask heathen until he/she is healed. Screenshot.

  • Once the purple mask heathen is healed he/she will convert and join your village. You now have an extra adult to work, and one who is also an experienced doctor.

  • When the heathen converts, they will drop a small article on the ground. Have a child pick it up and they will run it over to the stone statue just north of the enclosure. This is the first part of the necklace. Each purple mask heathen has a part. Screenshot.

  • If at this point the food bin isn't finished, set two adults to finish it and continue talking to the blues with the third.

Puzzle 3

  • At this point you need to make a decision, food or tech points. If you go for food it will be more difficult to open the lab. This walkthrough presumes that food is more important.

  • Above and to the right of the enclosure is a noni bush. There is a Hungry Totem in front of it. Screenshot.

  • In order to get food from the bush, you need to get the guards away and tear down the totem.

  • Use the bee power on the bush. This will do two things: (1) Increase the number of noni berries, and (2) temporarily drive away the red mask heathen.

  • Once the heathens near the bush run away use a child to distract any orange masks in the area, then drop your adults on the totem to tear it down.

  • Keep the orange guards away and keep your adults on it until the totem collapses. This will happen fairly quickly.

  • Once the totem is gone the red mask and the orange mask will go elsewhere. There will still be two orange masks nearby, guarding the wood pile.

Food and Fire

  • Once the Hungry Totem is down you can start to harvest noni berries. Set your adults to farming and drop them on the bush. Keep dropping them until they start harvesting. Keep them at it, then go searching for mushrooms and relics with the kids. If you happen to spot a blue mask that doesn't have a light, grab one of the adults and drop them on the blue mask to talk.

  • Another food source will appear when your energy reaches 150, the instant bloom godly power. Activate it, and mushrooms will spring from the ground, including red ones. If you have the kids standing by, you can top up your food reserves with this.

  • If the bush runs out of fruit before you get the farm fixed, you can use the bees on the bush to create a few more berries.

  • Eventually, when you get over 300 food, the adults will stop worrying. Now it's time to start a fire. But the wood pile is being guarded still.

  • Above (north) of your enclosure is a large stone statue, at least a rough one. Once you have enough food, grab two of your adults, set them to building, and drop them on the statue. They will carve a crude hand. Screenshot.

  • Once the hand is carved, the guards will flee away from the wood pile. Your maximum energy will also go up.

  • When the guards have left, have one adult get wood from the pile. Drop another adult on the dry grass, which is to the left, across the stream. Screenshot.

  • When both the wood and dry grass are in the fire pit, drop an adult on it to light the fire. You can also light the fire with the lightning power if you have that.

Construction

  • Once the statue is done, find the foundations for your honeymoon hut and first hut, they will be below your enclosure. Screenshot.

  • These foundations are movable. Pick them up and move them around. As long as their outline is green you can build there.

  • Move your honeymoon hut to where you want it, then set one villager to building and drop them on to start the project.

  • Keep the other villagers on the noni bush and stockpile food.

  • When the honeymoon hut is done you can get a female pregnant, if you came with a nursing mother this is not a good idea to have two women out of the workforce at the same time.

  • Move the builder over to the hut and start him/her on that project.

Puzzle 4

  • Once you've got some decent food reserves and the honeymoon hut, it's time to take down the Knowing Totem that is blocking the science lab.

  • The totem is guarded by this time by one or two orange masks and a red mask. The red masks will not chase your villagers, so you need something that will distract both types of guards.

  • The easiest for doing this is the lightning power, which is 100 energy. If you have this ability by this time, then use it.

  • If you don't, then you can use the bees.

  • Hit the totem with lightning and the guards will run off. As soon as they are far enough away drop every adult you have on the totem to dismantle it.

  • Orange guards may come back early or come out of the lab. If they do, distract them with children while your adults are tearing down the totem.

  • If the red guard comes back before you finish, just move your adults back to farming/building and let your energy build up again. You can accelerate this process by double collecting relics.

  • Hit the totem with lightning again if necessary, then finish pulling down the totem.

  • Once the totem is gone the guards will leave and you can access the lab. Screenshot

Research

  • Now that the lab is clear, move most of your adults over to research in their preferences then drop them on the lab table.

  • Ignore the purple mask heathen, he/she won't bother you.

  • You need to get second level construction to get the farm, but you won't be able to fix it unless you have both a master scientist and a master builder.

  • Keep one person on building the hut until they hit master, put everyone else on research.

  • Once you open the lab science collectibles will start showing up, collect them with your children.

  • When you get 3000 tech points use them to buy 2nd level food production, which will increase your yield from the noni bush and mushrooms.

  • Then keep researching until you have the 5,000 points needed for second level construction.

  • Continue to collect mushrooms and collectibles with your children.

Keeping Your Tribe Alive

Puzzle 5

  • To get the farm you need 2nd level construction, as well as a master scientist and a master builder. If you don't have a master builder, start on the second hut with one builder until they become a master.

  • Once you have all of those, turn your attention to the farm and the broken aqueduct above (north) of the lab. Screenshot.

  • Drop your master scientist on the aqueduct and they will start to supervise the work.

  • Drop a master builder to start construction, then any other builders you have as well.

  • Once the aqueduct is repaired the farm will be ready to go.

  • At this point the purple masked farmer will convert to your tribe and drop a piece of the necklace. Have a child pick up the piece.

  • It will take 2 hours (in fast speed) for food to grow, but you can make it bloom instantly if you have the instant bloom "godly" power.

Growing Your Tribe

  • After you've secured the second food source you can grow your tribe. The food is a finite resource, but using the instant bloom power you can make it grow instantly rather than wait. With this ability, you can grow your village slowly but surely.

  • Don't keep too many women nursing at once or you risk the labor supply. You still need to earn tech points for the rest of the level 2 technologies, and you need farmers to bring in the crops.

  • Have your builders finish the second hut as soon as possible, then switch them to farming or research.

  • After food mastery and construction, buy the level 2 technologies in this order: science, learning, medicine, spirituality.

  • Once you have level 2 science, the clothing hut foundations will appear. Go ahead and build this when you want to train some builders. You will need the clothing hut for a later puzzle.

  • When you have level 2 construction and spirituality, drop builders on the statue and they will refine it again, boosting your maximum energy bar.

Middle Puzzles

Puzzle 11

  • This requires that you have lightning power and a few builders.

  • The pain totem has no guards, but it gives off electricity so no one can touch it. Screenshot.

  • Hit the pain totem with the lightning power, then drop your builders on it to take it apart.

  • If its power comes back, hit it with lightning again and finish demolishing it.

Puzzle 7

  • This requires lightning power (or the bees) and at least two (preferably more) master builders.

  • Puzzle 7 is to take down the blocking totem, which guards the entrance to the mausoleum. Screenshot.

  • Drop a master builder (or several) on the totem to start taking it apart.

  • Once you start to work on this totem, the guards and others from the mausoleum will come and try to rebuild it.

  • Your builders will run away, make sure they don't go far.

  • Once the totem is surrounded by the guards, hit it with lightning.

  • When they run away, drop your builders back on to tear it down.

  • If any orange guards come back early, you need to keep them distracted with a child.

  • When the red and blue masks come back and start repairing the totem, hit them with lightning again.

  • When they leave bring back your builders and keep tearing down.

  • Repeat as necessary until the totem is gone.

Puzzle 6

  • Requires destruction of the Blocking Totem.

  • Once the Blocking Totem (puzzle 7) is gone, wait and the heathens will drift away to other places. Screenshot.

  • You can then drop builders on the mausoleum to clear the blockage.

  • Towards the end, the purple mask heathen who sits by the mausoleum may try to put the blockage back. Don't worry about it, just make sure that there are three or more builders clearing the rubble.

Puzzle 8

  • Requires six children.

  • This is the Hollow Totem that sits beside the dry lake. Screenshot.

  • Your builders can't take this one down, you need to stuff it with children.

  • Notice the holes, there are five of them.

  • Five children can fit comfortably in the totem. A sixth will cause it to collapse.

  • Drop children on the totem and wait until they go in. When the holes are filled with eyes, drop the sixth and the totem will collapse.

Puzzle 12

  • Requires the clothing hut be built, several builders, two random adults.

  • This is the Rainbow Totem that guards the hot springs pools. Screenshot.

  • After the clothing hut is complete, three dye pots will appear at the top of the screen, to the right of the pool and above the farm. Screenshot.

  • You can use these to drive all of the heathens out of the pool long enough to take down the totem.

  • You need two adults to take dye to the pool. Drop the first adult on the yellow pot and wait until he/she picks it up and starts towards the pool.

  • Then drop the second adult on the red pot. Do not wait for the first one to reach the pool, if you do the yellow dye will wash away before the red can get there.

  • Watch as the adults drop first the yellow, then the red dye into the pool. The water will turn a nasty orange color and the heathens will leap out.

  • When they do, drop your builders on the totem to take it down. Repeat with the dyes if the heathens come back before you can get the totem down.

  • This will clear the heathens out of the pool. At this point, the only place they can go is the broken down village in the south east corner of the map.

Puzzle 13

  • Requires 2nd level science, at least one master scientist.

  • After you purchase 2nd level science, the lab cleans up a bit and there is a large "blackboard" on the back wall made of animal skins.

  • Drop a master scientist on this board and they will proceed to write out a mathematical proof. Screenshot.

  • If they are correct, the purple masked master scientist will celebrate, then walk over to the mat and sit down, thinking.

  • You can tell they are thinking due to the light over their head. Wait for the light to go out (an hour or two depending on what speed you are playing the game at).

  • When they are no longer thinking repeat the process with a master scientist. Wait again and repeat a third time. After the third time the heathen will convert.

  • The heathen will drop a piece of the necklace, have a child pick it up.

Puzzle 15

  • Requires that the mausoleum be cleared, a fire in the fire pit.

  • When you have finished clearing the mausoleum, a shallow pan will appear on the steps. Drop an adult to pick it up. Screenshot.

  • The adult will take the pan up the stream and drop it near the mysterious pot, halfway between the food bin and the science lab. Screenshot.

  • Drop an adult on the shallow pan and they will start to pan for gold. If they are successful, they will fill the pot 1/3 full of gold.

  • Keep dropping adults on the pan and panning until the pot is full.

  • When the pot is full drop an adult on it and they will take it to the fire. Screenshot.

  • Wait a bit, and the gold will turn into a large orb. When it does, drop an adult on it and they will take it to the Blind Totem at the edge of the forest. Screenshot.

  • When they put the eye in the totem, the hidden section of the forest will clear and you will see the chief. Screenshot.

Puzzle 17 (The Extra Puzzle)

  • This puzzle is only in games sold in the first few weeks through Last Day of Work.

  • Requires 3 nursing mothers, some children for distraction.

  • You may have noticed the heathen "mommy" sitting in the ruined village in the southeast corner of the map.

  • Mommy is almost never alone, the guards are always there except when they are drawn away, or when it rains.

  • Distract the guards away and drop a nursing mother onto "Mommy" to talk to her.

  • Wait until the "Mommy" is listening, then drop another nursing mother to talk.

  • Again wait, then drop a third nursing mother.

  • Basically you want all three mommies to be talking to the heathen "mommy" at the same time. At this point she will convert.

  • And then you will learn the secret.

    • "Mommy" is a guy.

Gearing Up for the Finish

Long Term Goals

  • As long as you have the blooming godly power and enough energy to use it, that farm can support a village of 50 without much strain, so getting the final source of food is not the major necessity it was in earlier games.

  • So now you need to come up with a strategy of which technologies to push for while growing your village.

  • You're going to need a lot of scientists, so put at least three women at parenting and let them go.

  • Also, continue to try and convert the blue masked heathens, they will add to your workforce.

  • To get the final food source, you need the Revive godly power, which is 600 energy. This means you need to either have a large village or have completed the statue in the center of the village.

  • Completing the statue requires both 3rd level construction and spirituality.

  • You need 3rd level construction to get the third hut, and you need the third hut to grow your village past 35 people.

  • 3rd level science will enable you to rack up tech points more quickly.

  • 3rd level medicine will keep your villagers healthy longer.

  • 3rd level food mastery means you will yield more from your farm and from collected mushrooms.

  • 3rd level learning means your villagers will learn more quickly, and you will get the foundations for the nursery school with which to train the kids.

  • My personal preference for 3rd level technology order: science, construction, spirituality, medicine, learning, food mastery.

Conversions

  • Towards the end of the game, you will eventually convert the last blue masked heathen. You will convert the purple ones as part of the puzzles, as well as the chief. That will leave the orange and red masked folks still hanging around, and causing problems as the lake (a major food source) is near their broken down village.

  • You can convert them, but it requires you to have at least 800 energy.

  • At 800 energy you will get the power of causing an earthquake.

  • Center the earthquake on their village and trigger it. When it is over they will light up, thinking.

  • Wait for an hour or two until the lights above their heads go out, then trigger another earthquake.

  • Keep doing this and eventually they will convert.

Later Puzzles

Puzzle 9

  • Requires a master builder, 500 energy, the purple master builder to be in the area, and the time warp godly power.

  • To the right of the blocking totem are two small areas that look like building supplies. Screenshot.

  • To convert the purple mask master builder, you need to beat him/her at a building contest.

  • The purple mask master is very fast, however.

  • The purple mask master also tends to wander, so you can't do the challenge until he/she is sitting below the challenge area.

  • Bring your master builder to the area.

  • Use the time warp powers on him/her, and she will speed up.

  • Drop the builder immediately on the left pile of supplies, and he/she will quickly build an object.

  • If they finish, the purple mask will convert to your tribe.

  • The necklace piece will actually drop near the statue, near where the other three pieces of the necklace are.

  • Drop a child on the piece and they will bring it to the rest and assemble the necklace.

Puzzle 10

  • Requires tempest godly power (300 energy twice) and revive godly power (600 energy). It is usually best to do this in stages, and perhaps wait until you have completed puzzle 14 (the hand statue).

  • Go to the dry lake area and trigger a tempest (storm). Then trigger a second (you must trigger the second while there are still puddles in the dry lake).

  • After two storms the lake will fill up. Screenshot.

  • NOTE: If you don't have the capacity to do two storms in a row, you can still do this. Just wait until after it rains and there are puddles in the dry lake, then trigger a tempest.

  • Now you need to recharge to 600 energy to use the revive godly power.

  • When you have the energy, use the revive godly power on the lake and the fish will come to life.

  • Now your farmers can fish. Unfortunately, until you convert the orange and red masked heathens, they will interfere with your farmers as they pass by their village.

Puzzle 14

  • Requires level 3 construction, level 3 spirituality, lots of builders.

  • Once you have the levels of technology, start dropping your builders on the statue and they will complete it.

  • Once the statue is completed it will increase your maximum energy level.

  • You can also drop builders on the completed statue to polish it. This will give them building experience.

Puzzle 16

  • Requires that you have converted all of the purple masked masters and gathered their pieces of the necklace (puzzle 1, puzzle 5, puzzle 9, and puzzle 13).

  • This necklace belonged to the chief's daughter.

  • Once the necklace is complete, drop someone (adult, child, it doesn't matter) on it to take it to the chief.

  • The chief will convert and join your tribe. The former chief is a master in all six specialties.


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III. Technologies, Collectibles, and Stuff

Technologies

  • You begin with level 1 in all technologies.

  • Level 2 science allows the clothing hut to be built and the lab to be restored enough to convert the purple mask science master. You will also accumulate tech points more quickly. Level 3 science allows for another lab upgrade, and you accumulate points more quickly.

  • Level 2 medicine allows your villagers to live to their late 60s (they will get elderly in their early 60s). It also increases fertility and upgrades the hospital. Level 3 medicine allows your villagers to live into their 70s and beyond (they will get elderly in their late 60s). Again, it increases fertility.

  • Level 2 learning makes your villagers learn their tasks more quickly, and means they will reach master status sooner. Level 3 learning causes the nursery school foundation to appear. Once it is built you can train the children in there (you need someone who is adept in at least 3 areas to teach).

  • Level 2 construction allows for the second hut, the repair of the aqueduct for the farm, and the next level construction of the hand statue. Level 3 construction gets you the third hut and the final level of construction of the hand statue.

  • Level 2 spirituality gets you more energy capacity, and allows the statue upgrade (in combination with construction level 2). Level 3 spirituality gets you more energy capacity, you are more efficient at converting the heathens, and you can do the final statue upgrade (in combination with construction level 3).

  • Food mastery doesn't open up a supply of food, it merely increases the amount of food you can get from your source and improves your storage methods so it disappears more slowly. At level 1 you get a base amount of food, at level 2 you yield 50% more, and at level 3 you double your yield. Therefore, for foods that you gather in the game:

    • Gray mushrooms: level 1 = 6 food points, level 2 = 9 food points, level 3 = 12 food points.

    • Red mushrooms: level 1 = 35 food points, level 2 = 52 food points, level 3 = 70 food points.

    • Noni fruit: level 1 = 2 food points, level 2 = 3 food points, level 4 = 4 food points.

    • Fish: level 1 = 4 food points, level 2 = 6 food points, level 3 = 8 food points.

Collectibles

  • Collectibles are a bit different this time around. There are three types: Relics, Science collectibles, and necklace pieces.

  • There are 24 relics and 24 science collectibles. Each collection has 8 common, 8 uncommon and 8 rare pieces.

  • Each new relic you collect increases your potential energy. Each duplicate relic you collect increases your energy, common pieces give you 10 energy, uncommon give you 50, and rare give you 150.

  • However, you cannot collect more energy than your capacity. If you have a capacity of 75 energy and you have 75 energy, collecting duplicate relics won't give you more energy at all. You need to increase your capacity first.

  • Each new science collectible allows your researchers to get tech points faster. Each duplicate collectible gives you tech points, common items 100, uncommon 250 and rare are worth 1,000 tech points.

  • Each piece of the necklace is guarded by one of the purple masked heathens. Each of them is actually an adept or master in their field as well. When you convert them, they will drop a necklace piece. You can pick it up with any of your villagers but kids are faster. The necklace pieces will go to a spot to the left of the hand statue until all four are accumulated. At that point they will assemble the necklace. Drop a villager (a kid is faster) on the completed necklace to solve puzzle 16.

  • Relics will begin showing up as soon as you start the game. Science collectibles will not appear until you have torn down the Knowing Totem and taken over the science lab.

Godly Powers

  • Godly powers are things that you, as the "power" in the game, can use to affect the environment. Your powers are limited to two things: your energy capacity and your actual energy.

  • The energy bar at the top right of your screen shows you your energy capacity and power. Icons for the powers will appear across the top of the screen as you accumulate the energy to activate them.

  • You can increase your capacity by finding new relics, by converting heathens to your tribe, and by having children. Every time you add a new person to your tribe you increase your energy capacity. You can also increase the capacity by purchasing level 2 and 3 of spirituality.

  • You can increase your energy by collecting duplicate relics, by talking to the blue mask heathens, and by performing certain tasks. Energy also comes from your villagers (your "followers") and will slowly replenish over time even without any collecting or talking.

  • The godly powers (and their energy requirements) are as follows:

    • Butterflies - 10 points. Triggering the butterflies will draw all of the children (including the heathens) into the area where you placed them. This is a great distraction for keeping the kids in one place or away from another.

    • Bees - 25 points. Triggering the bees can cause mayhem as the bees attack nearby villagers and heathens alike, so they can be used as distractions to get guards away from totems. They can also be beneficial, when applied to the noni bush it will pollinate it and produce a little more fruit.

    • Sunshine - 50 points. Triggering this will drive away fog and stop rain. There is a trophy for actually using the sun to stop a storm (tempest) that you created.

    • Lightning - 100 points. This will drive people away from totems or any other area you aim it at. You can also use it to light the fire and cancel out the Pain Totem.

    • Bloom - 150 points. When applied to the ground it will cause a bunch of flowers and mushrooms to suddenly sprout. When applied to the farm it will cause the crops to instantly grow. Either way, it's a great way to stretch food supplies.

    • Tempest - 300 points. As advertised, this is a big storm you can unleash to scare the guards away from their village or to fill in the dry lake bed.

    • Fog of Doom - 400 points. This creates a really dense fog which the heathens cannot see through, but which your villagers can. Towards the end of the game, when you are trying to convert the last blue heathens, they will be in the village surrounded by red and orange heathens. Difficult to get near them without the fog. Trigger the fog, then start dropping your villagers on the blue masks to talk to them.

    • Time Warp - 500 points. This causes a villager to speed up to supersonic speeds. This is necessary to beat the purple masked master builder build-off competition (puzzle 9).

    • Revive - 600 points. As advertised, this will revive any dead thing, be it a villager or fish in the lake. This is necessary for puzzle 10, the lake.

    • Grant Youth - 700 points. This one will de-age a villager back to a child. Can be used on any older villager.

    • Earthquake - 800 points. Yes, you can cause earthquakes. You need this power to finally convert the orange and red masked heathens. You can also use this to pull down a building project and start over.

The Heathens

  • There are five types of heathens in the game, and you will hopefully convert them all to your village.

  • Some of the heathens will ignore your people, some are actively hostile, and some are too scary to approach.

  • Types of Heathens:

    • Blue Masks: These are friendly folk who are not scary and who will not chase your villagers. Drop one of your villagers on them to talk about conversion. When the conversation is over you will see a light over their head, indicating that they are thinking about it. Don't bother them again while that light is on, they will run away. You will eventually convert all of the blue heathens by talking to them (even the "mommy" heathen in puzzle 17).

    • Purple Masks: These are adepts or masters in their field, and there are four of them. A doctor, a farmer, a scientist, and a builder. They can only be converted by actions, not words. See puzzles 1, 5, 9 and 13 for details.

    • Orange Masks: These are aggressive guards, who try to keep your villagers away from certain areas and also the blue heathens. If one of your villagers gets close to these guys they will chase them away. Even when they end up confined to their broken down village towards the end of the game, they can cause problems for fishermen passing too close on their way back from the lake. One of the orange masked guards is also a child, and will wander all over in the game, showing up when you least expect it to interfere with food gathering, building, and collectible gathering. A villager will drop what they are carrying when chased by an orange mask, and you will lose the food or the collectible they were carrying.

    • Red Masks: These are senior guards. They won't chase your villagers, but they are so scary your villagers will run away if they get too close. You will find these guarding totems and major sites, and eventually they will congregate in the broken down village with the rest of the orange masks. Red and orange masked guards can only be converted with earthquakes. You need 800 energy to trigger an earthquake in their village, and they will start to think (you will see the lights over their heads). When the lights go out, hit them with another earthquake. Keep doing this until they are converted.

    • The Chief: You will occasionally see the chief wander in and out of the forest area to the north with the Blind Totem. He will ignore your villagers and doesn't want to talk. See puzzle 16 for the solution on how to convert the chief.

The Totems

  • There are seven totems in the game, and you will end up destroying six of them.

  • Most totems are a focus for the orange and red masks guarding the useful spaces, the pool, the science lab, the mausoleum, the dry lake, and the noni bush. Two totems don't have guards: the pain totem (which shoots off electricity) and the blind totem.

  • The totems and their methods of destruction are:

    • Hungry Totem: Guards the noni bush. Distract the guards with bees or children to allow your builders to pull this one down (puzzle 3).

    • Knowing Totem: Guards the science lab. Distract the guards with bees or lightning (and children to distract the orange guards) to tear this one down (puzzle 4).

    • The Pain Totem: Keeps everyone away from the hospital. You must use lightning to neutralize this totem to pull it down (puzzle 11).

    • The Hollow Totem: Stands near the dry lake. Guards don't stand by this totem, they stand in the lake bed itself. This can only be destroyed with the help of six children (puzzle 8).

    • The Blocking Totem: Focal point for the mausoleum guards. This one can only be brought down by master builders, and requires a lot of distractions in the form of lightning and children to accomplish (puzzle 7).

    • The Rainbow Totem: Controls access to the hot springs pools. You need to have completed building the clothing hut to tear down this totem (puzzle 12).

    • The Blind Totem: This is the only totem you don't have to destroy but rather to activate. There is a long complicated solution to this in puzzle 15.


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IV. Puzzles

Puzzle 1 - Physician, Heal Thyself

  • Requires: One villager (adult or child).

  • To the left of the enclosure, across the stream, is the science lab. Just below the lab (south) is the hospital, guarded by the pain totem.

  • In the hospital are some blue mask heathens, and a purple mask heathen who is sick.

  • Set one of your children (or adults) to healing, then drop them on the purple mask heathen until he/she is healed. Screenshot.

  • Once the purple mask heathen is healed he/she will convert and join your village. You now have an extra adult to work, and one who is also an experienced doctor.

Puzzle 2 - Food, Glorious Food

  • Requires: One adult villager (at a minimum).

  • Your villagers will appear inside a flimsy bamboo enclosure. Set your adults to building and drop them on the bamboo and they will start tearing it down to build a food bin. Screenshot.

  • When the food bin is finished you have solved the puzzle.

Puzzle 3 - The Hungry, Hungry Totem

  • Requires: Bees, adult builder, child for distraction.

  • Above and to the right of the enclosure is a noni bush. There is a Hungry Totem in front of it. Screenshot.

  • In order to get food from the bush, you need to get the guards away and tear down the totem.

  • Use the bee power on the bush. This will do two things: (1) Increase the number of noni berries, and (2) temporarily drive away the red mask heathen.

  • Once the heathens near the bush run away use a child to distract any orange masks in the area, then drop your adults on the totem to tear it down.

  • Keep the orange guards away and keep your adults on it until the totem collapses. This will happen fairly quickly.

  • Once the totem is gone the red mask and the orange mask will go elsewhere. Now you can harvest food.

Puzzle 4 - A Little Knowledge is a Dangerous Thing

  • Requires: Bees or Lightning power, adult builders, children for distraction.

  • The totem is guarded by this time by one or two orange masks and a red mask. The red masks will not chase your villagers, so you need something that will distract both types of guards.

  • The easiest for doing this is the lightning power, which is 100 energy. If you have this ability by this time, then use it.

  • If you don't, then you can use the bees.

  • Hit the totem with lightning and the guards will run off. As soon as they are far enough away drop every adult you have on the totem to dismantle it.

  • Orange guards may come back early or come out of the lab. If they do, distract them with children while your adults are tearing down the totem.

  • If the red guard comes back before you finish, just move your adults back to farming/building and let your energy build up again. You can accelerate this process by double collecting relics.

  • Hit the totem with lightning again if necessary, then finish pulling down the totem.

  • Once the totem is gone the guards will leave and you can access the lab. Screenshot

Puzzle 5 - Organic Farming

  • Requires: Construction level 2, 1 master scientist, 1 master builder, other builders.

  • Once you have all of those, turn your attention to the farm and the broken aqueduct above (north) of the lab. Screenshot.

  • Drop your master scientist on the aqueduct and they will start to supervise the work.

  • Drop a master builder to start construction, then any other builders you have as well.

  • Once the aqueduct is repaired the farm will be ready to go.

  • Supposedly you need a master builder, but I have found that as long as you have the master scientist, any builder will do.

  • At this point the purple masked farmer will convert to your tribe and drop a piece of the necklace. Have a child pick up the piece.

  • It will take 2 hours (in fast speed) for food to grow, but you can make it bloom instantly if you have the instant bloom "godly" power.

Puzzle 6 - Dem Bones

  • Requires: Puzzle 7 solved, several builders.

  • Once the Blocking Totem (puzzle 7) is gone, wait and the heathens will drift away to other places. Screenshot.

  • You can then drop builders on the mausoleum to clear the blockage.

  • Towards the end, the purple mask heathen who sits by the mausoleum may try to put the blockage back. Don't worry about it, just make sure that there are three or more builders clearing the rubble.

Puzzle 7 - The Bigger They Are, The Harder They Fall

  • Requires: Master Builders (preferably 3 or more), Lightning power, children for distraction.

  • Puzzle 7 is to take down the blocking totem, which guards the entrance to the mausoleum. Screenshot.

  • Drop a master builder (or several) on the totem to start taking it apart.

  • Once you start to work on this totem, the guards and others from the mausoleum will come and try to rebuild it.

  • Your builders will run away, make sure they don't go far.

  • Once the totem is surrounded by the guards, hit it with lightning.

  • When they run away, drop your builders back on to tear it down.

  • If any orange guards come back early, you need to keep them distracted with a child.

  • When the red and blue masks come back and start repairing the totem, hit them with lightning again.

  • When they leave bring back your builders and keep tearing down.

  • Repeat as necessary until the totem is gone.

Puzzle 8 - Kids Do the Darndest Things

  • Requires: Six children under the age of 14.

  • This is the Hollow Totem that sits beside the dry lake. Screenshot.

  • Your builders can't take this one down, you need to stuff it with children.

  • Notice the holes, there are five of them.

  • Five children can fit comfortably in the totem. A sixth will cause it to collapse.

  • Drop children on the totem and wait until they go in. When the holes are filled with eyes, drop the sixth and the totem will collapse.

Puzzle 9 - Go Speed Racer, Go!

  • Requires: A builder (adept or master), time warp power, 500 energy, and the purple masked master builder to be sitting in the area.

  • To the right of the blocking totem are two small areas that look like building supplies. Screenshot.

  • To convert the purple mask master builder, you need to beat him/her at a building contest.

  • The purple mask master is very fast, however.

  • The purple mask master also tends to wander, so you can't do the challenge until he/she is sitting below the challenge area.

  • Bring your master builder to the area.

  • Use the time warp powers on him/her, and they will speed up.

  • Drop the builder immediately on the left pile of supplies, and he/she will quickly build an object.

  • If you finish first, the purple mask will convert to your tribe.

  • The necklace piece will actually drop near the statue, near where the other three pieces of the necklace are.

  • Drop a child on the piece and they will bring it to the rest and assemble the necklace.

Puzzle 10 - The Lady in the Lake

  • Requires: Energy of 1,200 (you'll need to do it in stages), tempest power, revive power.

  • Go to the dry lake area and trigger a tempest (storm). Then trigger a second (you must trigger the second while there are still puddles in the dry lake).

  • After two storms the lake will fill up. Screenshot.

  • NOTE: If you don't have the capacity to do two storms in a row, you can still do this. Just wait until after it rains and there are puddles in the dry lake, then trigger a tempest.

  • Now you need to recharge to 600 energy to use the revive godly power.

  • When you have the energy, use the revive godly power on the lake and the fish will come to life.

  • Now your farmers can fish. Unfortunately, until you convert the orange and red masked heathens, they will interfere with your farmers as they pass by their village.

Puzzle 11 - Pain, I Can't Get Enough

  • Requires: Lightning power, at least 100 energy (preferably 300), several builders.

  • The pain totem has no guards, but it gives off electricity so no one can touch it. Screenshot.

  • Hit the pain totem with the lightning power, then drop your builders on it to take it apart.

  • If its power comes back, hit it with lightning again and finish demolishing it.

Puzzle 12 - Over the Rainbow

  • Requires: Clothing hut built (level 2 science), 2 or 3 random adults, several builders.

  • This is the Rainbow Totem that guards the hot springs pools. Screenshot.

  • After the clothing hut is complete, three dye pots will appear at the top of the screen, to the right of the pool and above the farm. Screenshot.

  • You can use these to drive all of the heathens out of the pool long enough to take down the totem.

  • You need two or three adults to take dye to the pool. Drop the first adult on the yellow pot and wait until he/she picks it up and starts towards the pool.

  • Then drop the second adult on the red pot. Do not wait for the first one to reach the pool, if you do the yellow dye will wash away before the red can get there.

  • Watch as the adults drop first the yellow, then the red dye into the pool. The water will turn a nasty orange color and the heathens will leap out.

  • This also works with the colors in the order of the totem, red, yellow blue (requires 3 adults).

  • When they do, drop your builders on the totem to take it down. Repeat with the dyes if the heathens come back before you can get the totem down.

  • This will clear the heathens out of the pool. At this point, the only place they can go is the broken down village in the south east corner of the map.

Puzzle 13 - The Proof is in the Pudding

  • Requires: Level 2 science (the back of the lab must be rebuilt), a master scientist.

  • After you purchase 2nd level science, the lab cleans up a bit and there is a large "blackboard" on the back wall made of animal skins.

  • Drop a master scientist on this board and they will proceed to write out a mathematical proof. Screenshot.

  • If they are correct, the purple masked master scientist will celebrate, then walk over to the mat and sit down, thinking.

  • You can tell they are thinking due to the light over their head. Wait for the light to go out (an hour or two depending on what speed you are playing the game at).

  • When they are no longer thinking repeat the process with a master scientist. Wait again and repeat a third time. After the third time the heathen will convert.

  • The heathen will drop a piece of the necklace, have a child pick it up.

Puzzle 14 - Talk to the Hand

  • Requires: Level 3 construction, level 3 spirituality, builders.

  • Once you have the levels of technology, start dropping your builders on the statue and they will complete it.

  • Once the statue is completed it will increase your maximum energy level.

  • You can also drop builders on the completed statue to polish it. This will give them building experience.

Puzzle 15 - There Are None So Blind...

  • Requires: The mausoleum to be completely cleared (puzzle 6 and 7), random adults, fire in the fire pit.

  • When you have finished clearing the mausoleum, a shallow pan will appear on the steps. Drop an adult to pick it up. Screenshot.

  • The adult will take the pan up the stream and drop it near the mysterious pot, halfway between the food bin and the science lab. Screenshot.

  • Drop an adult on the shallow pan and they will start to pan for gold. If they are successful, they will fill the pot 1/3 full of gold.

  • Keep dropping adults on the pan and panning until the pot is full.

  • When the pot is full drop an adult on it and they will take it to the fire. Screenshot.

  • Wait a bit, and the gold will turn into a large orb. When it does, drop an adult on it and they will take it to the Blind Totem at the edge of the forest. Screenshot.

  • When they put the eye in the totem, the hidden section of the forest will clear and you will see the chief. Screenshot.

Puzzle 16 - The Big Kahuna

  • Requires: Conversion of all of the purple masked masters (puzzles 1, 5, 9, and 13), all pieces of the necklace, several children.

  • After each of the purple mask conversions, you should have a child take the piece of the necklace that they dropped to the statue.

  • The child who brings the last piece will assemble the necklace.

  • This necklace belonged to the chief's daughter.

  • Once the necklace is complete, drop someone (adult, child, it doesn't matter) on it to take it to the chief.

  • The chief will convert and join your tribe. The former chief is a master in all six specialties.

Puzzle 17 - My Mommy is Stranger Than Your Mommy

  • This is an extra puzzle that will only appear in games sold in the first few weeks directly through Last Day of Work.

  • Requires: at least 3 nursing mothers, children to distract the orange guards.

  • You may have noticed the heathen "mommy" sitting in the ruined village in the southeast corner of the map.

  • Mommy is almost never alone, the guards are always there except when they are drawn away, or when it rains.

  • Distract the guards away and drop a nursing mother onto "Mommy" to talk to her.

  • Wait until the "Mommy" is listening, then drop another nursing mother to talk.

  • Again wait, then drop a third nursing mother.

  • Basically you want all three mommies to be talking to the heathen "mommy" at the same time. At this point she will convert.

  • And then you will learn the secret.

    • "Mommy" is a guy.


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V. Frequently Asked Questions

  • Where do I find relics?

    • Relics show up on the ground from south near the mausoleum all the way north to the stairs to the forest. They also show up in the stream that divides the map. They do not show up on the dry lake bed.

  • Why are there no science collectibles showing up?

    • Science collectibles only show up once you've solved puzzle 4 (The Knowing Totem) and taken over the lab.

  • How do I solve puzzle 1? or Puzzle 3? or puzzle 12?

    • Please check the section above the FAQ, section IV, which lists all of the puzzles in order.

  • What's with that extra puzzle tucked into the lower right side of the puzzle screen?

    • That is an extra puzzle that will only be included in games purchased from Last Day of Work in the first few weeks of release. The solution to the puzzle is in our puzzle section.

  • My tribe is starving, how do I get food?

    • There are more ways than ever to stretch the food in VV5. If the noni bush is exhausted, hit it with the power of Bees. This will generate 20 or 30 more fruit. If you have 150 energy, then use the Bloom power on a bare patch of grass and have lots of kids standing by to collect the red mushrooms. If you've built the farm but have to wait 2 hours for the crops, use the Bloom power on the farm and it will sprout instantly. See puzzle 5 on how to repair the farm and puzzle 10 for fishing.

  • Are there Esteemed Elders like in the previous game?

    • There are indeed, and villagers get that title when they master in 3 disciplines. There is also a jack of all trades designation, for a villager who has mastered all six disciplines.

  • Wait, hold up a minute, you mean there's a new discipline?

    • Yes, it's called Devotion. The way to increase devotion is to have the person (it needs to be an adult) talk to the blue mask heathens, trying to convert them. Once they have some skill at devotion they will worship at the statue of the hand.

  • Well, I filled the lake, why are there no fish?

    • That lake is dead, baby. Filling it with water doesn't change that. To get fish you will also need the revive power, which takes 600 energy. Use the revive power to bring the fish back to life.

  • How can I train builders after all the construction projects are done?

    • There are a couple of ways. First, drop a builder onto the completed statue and they will polish it, which will earn them building points, and earn you more godly energy. Second, drop a builder onto the huts (not the clothing hut) and they will repair them. It takes longer, but they can achieve mastery that way. Third, trigger an earthquake underneath one of your huts (if it is incomplete). This will reset the construction back to the beginning.

  • Okay, I've converted all of the blue masks, the purple masks, and the chief. What do I do with these annoying orange and red masked people?

    • They, too, can be converted, but not by talking. You need the Earthquake power (800 energy) to convert them. Trigger an earthquake under their village and you will see lights go on above their heads (they're thinking). In an hour or two when the lights go off hit them with another earthquake. Keep doing this until they convert.

  • Well, I've solved all of the puzzles, is there anything else to do?

    • Lots. It's possible to solve all of the puzzles without converting the orange or red heathens, so you can still do that. You can finish up the collections of relics and science collectibles. There are a bunch of trophies to be won as well, so check out the trophy page.

  • Oh no, I have a villager who is nearly a jack of all trades, but they're old and about to die! How can I get them to complete all six disciplines?

    • It is possible to make a jack of all trades before a villager dies, but it is difficult and they are pretty old when they finish, especially now that there's a sixth discipline. The best thing to do is use the restore youth power on them, taking them back to childhood. When they become 14 and ready to work again, it will be easy to complete their learning.

  • My kids are all dumb! How can I make training them easier?

    • Once the nursery school is built you can train children to have some skill before they hit working age. Children of extremely talented villagers (masters in their crafts) are also born with a little of that skill.

  • I want to teach my kids, but the villager I'm dropping on the school won't teach! What's the deal?

    • In order to teach at the school an adult must be at least adept in three different subjects. If they are only master of one subject they can't teach. It's best to teach with esteemed elders or a jack of all trades (if you have one).

  • I thought this game was supposed to come with a strategy guide?

    • Yes, the game can be bought in a bundle with a strategy guide from Last Day of Work. If you didn't get your strategy guide you should contact them or you can post in their technical support forums.

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GrinnypYes, the long anticipated and climactic chapter in the Virtual Villagers saga has finally arrived as a fantastic present for the New Year. Virtual Villagers 5: New Believers picks up where Virtual Villagers 4: The Tree of Life left off, exploring who or what could be sabotaging the magical island of Isola. Created by Last Day of Work, this is the latest chapter in what is the giant of the casual sim/village simulation field, and boy does it deliver!

Virtual Villagers 5: New BelieversAt the end of Virtual Villagers 4 we were left wondering who or what could have interfered with the magic of the island. In Virtual Villagers 5 we learn precisely what as our intrepid villagers once again go exploring further abroad, this time going into the heart of darkness itself, the inner island. What will they find there? How will it affect their lives? Will there be fishing again? Answers to all those questions and more can be found within this breathtaking chapter.

The game begins with a rather scary story and introduces the newest feature of Virtual Villagers: actual original inhabitants of Isola. Not your old villagers, refugees from an exploding volcano, nor abandoned children, but actual original natives. And the natives are not friendly. They immediately take your team prisoner and you will spend the rest of the game helping your little folk forage for food, shelter, and knowledge while dodging scary and unfriendly guards.

As usual, you start out with a small mix of villagers to begin your adventure. As in Virtual Villagers 4, you can actually choose the mix, creating an exploration team to your exact specifications before the game begins. Once it starts you are faced not only with the resource gathering challenges but the usual mix of problem and puzzle solving, made more difficult by the fact that all of the useful places (fruit bush, science lab, hospital, etc.) are guarded and manned by both hostiles and magical totems. One of the main tasks of the game is trying to figure out how to get around those so you can get the resources needed to grow your small band of people into a thriving settlement.

Virtual Villagers 5: New BelieversThe latest twist to this increasingly popular genre is the presence of the hostile natives (or "heathens" as they are called in the game). There are several different varieties, from apathetic to outright aggressive, and learning how to deal with each type while trying to keep your own villagers alive and healthy makes up the bulk of the game. It is possible to recruit (or "convert") them to your village, you just have to discover how while simultaneously keeping your villagers fed, sheltered, and learning. A nice conundrum that takes everything you know about Virtual Villagers gameplay and stands it on its head. There is another new twist with the introduction of "god-like" powers, allowing you, the villagers' "god" to intervene directly into the flora, fauna, weather, and life-cycle of your intrepid followers.

Analysis: Let's address the Elephant in the Room, shall we? For some people, the word "heathen" is not a nice one, used historically against native inhabitants as an excuse to shove them aside while destroying their culture. It doesn't help that Virtual Villagers 5 has you "converting the heathens", as if the native peoples were somehow inferior and needed your "help" to be all that they could be. Fortunately, the game addresses this in hints and glimpses of the original inhabitants' past. These folks aren't really "heathens" or "barbarians" or "savages" per se, they were originally as advanced as the newcomers who make up your villagers. Someone or something has turned their lives upside down, and they are actually pretty depressed and angry about it. You're not so much converting them as reintroducing them to the way things used to be before the great tragedy that struck Isola (revealed at the end of Virtual Villagers 3: The Secret City).

Virtual Villagers 5: New BelieversGameplay hasn't changed much from the original Virtual Villagers: A New Home. Drag and drop your characters onto places you want them to interact with, be it a berry bush for food, a lab table for research, an area that needs to be cleared, or a building that needs to be...well, built. Each villager has its own character screen where you can view their statistics and set their "preferences" for the type of work you would like them to do. This has always been a bit "god-like", and in previous games you can sometimes see the villagers "worshipping the hand from above" (i.e. the cursor with which you click and drag them around).

Now Last Day of Work has intensified the "god-like" experience by adding the extra powers, allowing you to unleash insects, weather, and in the more advanced levels the ability to de-age a villager or even bring them back from the dead. Again, some folks might be put out by the whole "playing god" routine, but it adds a fabulous extra layer to the already multi-layered casual gameplay.

The actual village area is larger and even more beautiful than ever, with spectacular backdrops that draw the eye even as you frantically attempt to get things done. The controls scheme is just like Virtual Villagers 4 with the addition of a "power" bar and the icons for your powers. The character animations are still the same, a little jerky, but by this, the fifth in the series, the player is used to it and perhaps even a little nostalgic for those spastic little villagers. After all, you do invest a lot of time and effort into raising and training them, and they become a little virtual family that even after all of the puzzles are solved you can keep going for an unlimited time.

Play all the Virtual Villagers games:

So, despite the fact that it may be offensive to some in its use of non-p.c. language, Virtual Villagers 5: New Believers is a brilliant addition to the genre and ramps up everything that is fun about the series. The puzzles are tougher as are the challenges, which is a good thing for those who love this series of village sims. The story has a darker, more sinister edge as you explore what the destruction and grief have done to the original inhabitants of Isola. There's much to love and recommend in this fantastic new adventure. Go explore!

WindowsWindows:
Download the demo
Order the full version

Mac OS XMac OS X:
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Order the full version


Weekday Escape

GrinnypAh, it's Wednesday again! Normally that would mean the long, draggy day in the middle of the work week, and we here at Weekday Escape would be working to come up with some charming, fun escape to help ease the stress of the day. But this Wednesday is a little different, isn't it? You're dealing not just with the usual mid-week stress, but the unenviable position of being between two holidays as well. You've just managed to get over Christmas, and New Year's Day is rapidly approaching. What in the world could we come up with that would help with that? Have no fear, Grinnyp is here, and she has the perfect solution. Let's play Fireplace, the latest room escape from Petithima.

FireplaceOne of the things I've enjoyed most over this past year and a half (almost two years now) of writing for Jayisgames is the ability to see the progression of many talented room designers. It's been an absolute pleasure to see someone like Tesshi-e evolve from a fairly standard, somewhat strange room escaper to the powerhouse they've become. And now, we have a new talented designer whose progression we can see from the very beginning as well. Petithima hit big with our readers with an early game Choc-mint, and it's been fun to see each escape get better and better. Fireplace is no exception, and it is lovely to see this capable game designer stretch into a serious contender.

What makes Fireplace such a touchstone? Well, dear readers, Petithima, known for their lovely little two (or three) view games, has made the leap into the third dimension. Yes, Fireplace is a fully realized, 3D space that you can navigation around just as in other room escape games. Now that Petithima has discovered the Z axis, the sky is the limit.

Being the next logical step in room escape design is not all there is to Fireplace, though. While expanding our horizons Petithima has not neglected the things that make their games so good: excellent, original puzzle design, logical progressions, and a fantastic control structure in which to play. Navigation is by the usual bars at the sides and bottom of the screen, and of course there are all the bells and whistles included with a save option, a mute button, easy inventory control, and the blessed changing cursor that eliminates so much pixel hunting.

Analysis: Some game designers are happy to rest on their laurels, to coast a bit with each new game. Not so Petithima, and you can see the progression in each game as they stretch mightily each time around. You would think the leap into the third dimension would be enough, but no, Petithima has put a lot of effort into making sure that the puzzles are still fresh and original, and a nice mix of logic, math, and use of found objects.

The artwork is still pretty typical of Petithima's style, flat, cartoony, and somewhat sparse. The only complaint about the graphics, though, is that the game comes across as a bit pixelated. Not enough to be retro, just enough to look as if the game backgrounds are stretched a little too large. However, this doesn't detract from the gameplay experience. Adding to the experience is a nice little light jazz number playing in the background, mellow, but not quite elevator music.

So Fireplace fits brilliantly into Petithima's ever increasing catalog of escape games, a transition to bigger and better things, we hope. Amusing, entertaining, and original, Fireplace is not only a great escape game to play, it is the perfect mid-week mid-holiday stress reliever you've been looking for. It's still a few days early, but let's raise a toast to a talented new designer whose games just keep getting better and better. To Petithima, long may they challenge us to escape!

Play Fireplace

GrinnypEscape from Santa's RoomChristmas day is almost over now. The presents have been opened, dinner has been eaten, football has been watched, trash has been taken out, and naps have been taken. Now for the downside of the holiday, what to do next? There's nothing on TV, so that's out. You could go see a movie, but it will be crowded and noisy with all of the other folks (and their kids) who had the same idea. So what can you do to keep the spirit of the day alive for a little while longer? Why, play a new Christmas-themed escape the room game, of course! Welcome to Escape from Santa's Room by Tesshi-e, a late in the day escape for folks looking for something to do after the festivities.

The setup is another Tesshi-e classic: you're waiting in a bar for your friend (that looks like the bar from Escape from the Small Bar, doesn't it?) when you fall asleep. In your dreams Santa appears (as he often does) and lets you know that he needs you to save Christmas. Out of curiosity, why does Christmas constantly need saving, anyway? You'd think from these games and numerous TV specials that Christmas is constantly one heartbeat away from never happening. Considering its effect on the retail market and how vital it is to the economy, I really can't see that happening, can you?

Escape from Santa's Room is pretty standard Tesshi-e fare. Nice three dimensional space? Check. Puzzles involving moving pictures and dolls? Check. Rather familiar music? Check. Lack of a changing cursor? Check. Happy coin alternate escape? Check already! Seriously brutal math puzzle that will have you pulling your hair out? Okay, that one is fairly uncommon in the Tesshi-e oeuvre. Fortunately the excellent English translations are still around to guide you on your way.

The recycling of so many familiar puzzles (especially the picture puzzle) makes this sort of "Tesshi-e: The Greatest Hits". Yet, despite the familiarity and the feeling that this was a rush job to make the holiday (the game itself only hit on Christmas Eve), there's lots to enjoy about Escape from Santa's Room. Familiar puzzles or no, Tesshi-e always provides an amusing and intriguing escape experience, with puzzles that flow from one to another with logical procession, making for an organized yet not too easy escape.

So sit back, relax, and enjoy Escape from Santa's Room. And while it may not be Tesshi-e's best, it sure hits all the right notes for room escaping fun, and may help a little with the post-Christmas blues that tend to settle in around 7 pm or so, depending on when dinner was served. Cheer up, and join the escape!

Play Escape from Santa's Room

GrinnypSnowingThe best thing about Christmas as a kid is Santa, isn't it? Not necessarily the presents per se, but more the excitement of Christmas Eve. The anticipation, wondering what you're going to get. The excitement of trying to stay up late and catch a glimpse of Santa. Dreaming about the jolly old elf himself, flying around the world in his sleigh, tied to the back of a beluga whale, an endless bag of toys on the seat beside him...wait. What's that you say? Santa's sleigh is drawn by eight reindeer with goofy names that are the constant subject of bar bets around the world, not a beluga whale? Well, perhaps in your neck of the woods, but in Snowing, this great little Christmas escape game by 58 works, Santa does things a little bit differently.

The premise of Snowing is the subject of numerous holiday themed shows and stories the world over. It's up to you to save Christmas. Or, at least, that's what you assume as you work your way through the game. There's actually no intro, so perhaps the premise is completely different. However if you do managed to work your way through the game you will end up taking that wild Christmas eve ride to deliver the presents, so perhaps you are indeed saving Christmas after all.

Snowing has all of the bells and whistles we've come to expect from a really good escape game: logical puzzles, a changing cursor, easy navigation with both arrows and bars, and a charming story. All that's missing is a mute button, but then you'd miss the seasonal music at the end when you succeed in saving Christmas. Pick up and use objects and solve puzzles and soon you'll be making that magical ride, albeit without Rudolph and company.

There's not much to criticize here, just a delightful little holiday treat to put you in the right mood for the day. Even if you don't celebrate Christmas ("bah, humbug!") Snowing is a wonderful escaping treat, and a Christmas present to enjoy. No matter your circumstances, we here at Jayisgames wish you a wonderful, happy holiday season and hope you enjoy this time of year no matter what you celebrate. Merry Christmas and Happy New Year.

Play Snowing

Link Dump Holiday

GrinnypIt's Christmas Eve, a time of wonder and anticipation for child and adult alike. For the children it's the anticipation of Santa coming down the chimney. For the adults, it's the anticipation of a long night of assembling things with directions written in French as translated from the Chinese. It's also the anticipation of being woken up extremely early, facing a long day of unwrapping presents, family fights, and the possibility of a fire sparked by defective lights and fed by a too-dry tree and tons of discarded wrapping paper. But have no fear, this special Link Dump Holiday is here to ease the tension and make the day all better. Well, at least better than it might have been. So sit back, relax, and enjoy this special edition Link Dump filled with something old, something new, something borrowed, and something blue, even though that's weddings, not Christmas. And yes, these selections are heavy on the room escapes. That's my bag, baby!

  • Grow OrnamentGrow Ornament - Let's start off with something old. Grow Ornament is a special holiday edition of the wonderful and charming Grow series. It's 5 years old now, so it's time to revisit and enjoy this amazingly sweet little holiday gem.
  • Present of Santa 2Present of Santa 2 - And now for something new, Present of Santa 2 by Minoto. Yet another amusing, surreal point-and-click by the ever popular Minoto. Cats being held up? A strange yellow creature lurking in a refrigerator? Yep, sounds like a Minoto Christmas alright. And hey, no shaving Santa's beard this year!
  • Tannenbaum EscapeTannenbaum Escape - Okay, so this one isn't borrowed, let's forget that stupid theme anyway. Tannenbaum Escape is a quick little room escape solved by decorating a Tannenbaum, which is German for firetrap. Or Christmas tree, one of those.
  • Gift WrappedGift Wrapped - Another old chestnut, this one from the warped minds at Nitrome. Gift Wrapped is an amusing and occasionally frustrating little "find the present" puzzle done up in a festive bow for the holiday season.
  • Christmas Escape 1Christmas Escape 1 - From Neutral, one of the best room escape designers out there, came a tradition of creating a "mini-escape" every Christmas. This year, not so much, but travel back in time and enjoy the escaping. And while you're at it check out Christmas Escape 2 and Christmas Escape 3 if you have the time.
  • First LoveFirst Love - Two great escape designers, Bianco-Bianco and Robamimi teamed up last year to create this delightful point-and-click game about trying to recreate a magical moment from your past. First love is a great way to feel some warm and fuzzy nostalgia about your youth, even if the actual past wasn't all that great to begin with.
  • Frost BiteFrost Bite - Nitrome again, so sue me. Frost Bite is a fantastic platformer from three years ago. Not particularly Christmas Themed, but something that definitely fits into the winter season. And hey, bonus ice cream!
  • Colour My FateColour My Fate - Part of the "Colour My..." series of point-and-click platformers by Silver Stitch, Colour My Fate is a bittersweet and awesome exploration of a world without color and the true meaning of Christmas.

Dismantlement: Smartphone

GrinnypWow, Christmas came early, didn't it? Gam.ebb.jp has given us the best christmas present ever, another dismantlement game, Dismantlement: Smartphone. It's dismantling time for the umpteenth time!

For those two or three hardy souls out there who have never tried a dismantling game the concept is simple: take apart an object using only your screwdriver and your wits. Why your wits, you might ask? Because whomever designed these neat little gadgets has decided to copy protect their proprietary hardware in the only way they seem to know how, by creating mind-bending puzzles to slow you down in the process of deconstruction, with a nasty little booby-trap surprise at the end to thwart any would-be reverse engineering knock-off.

Taken as a whole the dismantlement series has been one of the most popular on the site, a basic concept that you might find in another, longer game — taking an object apart — and turned it into its own little genre and art form. Dismantle a radio? We're tuned in. Dismantle a fan? Let's give it a whirl! Dismantle a Burger? Omnomnom...wait, what? Yes, we have taken apart many things in our eternal quest to reduce common objects to their basic components, even something so esoteric as a Tea Canister. Does Smartphone live up to the standards of those that came before it?

Well, yes and no. The initial puzzle is definitely a tricky one, no question. Unfortunately, it goes a little downhill from there, the puzzles becoming progressively easier. The emphasis in Dismantlement: Smart Phone seems to be more on the graphics this time around, and the puzzles do suffer a bit for it. Still loads of fun, but not as difficult as some in the series. Tougher than Dismantlement: Burger, certainly, but still...

This is still a dismantlement game, though, thus a whole lot of puzzle solving fun wrapped up in a neat little package. And for us older folks who are sometimes confused by this newfangled technology stuff, who have trouble with touch screens or tiny little buttons, or who JUST WANT TO MAKE A DARNED PHONE CALL WITHOUT ACCIDENTLY SETTING OFF A CAMERA FLASH RIGHT IN THEIR EYES...um, well, for us this is sweet revenge, to say the least. So get dismantling!

Play Dismantlement: Smartphone

Thanks to Cyberjar88 for the heads-up about the new release!

Weekday Escape

GrinnypStamp Rally Escape is part 1 of an epic, three part struggle, in which you, the player, must face incredible odds, climb unscalable heights, fight unbeatable foes... okay, so not so much of that, actually. Cogito Ergo Sum's latest release might not have any of the above, but it is the first in a three part series of room escape games.

Stamp Rally Escape 1Wan and Nyan, the jumping dog and punching cat, are back for this epic journey to collect stamps. Okay, that does sound rather lame, but if they collect enough stamps — or so they are told by a mysterious post card — they will get a really cool present. Seriously, that's the setup. They get a piece of mail from a mysterious organization that has created several room escapes just for them to get out of, and at the end are the promised presents.

As with all of Cogito Ergo Sum's escapes this one is on the light and frivolous side, which isn't necessarily a bad thing. In fact, these room escapes featuring the aforementioned animals (see A Cold Escape, and A Hot Escape) are actually quite fun and charming. A nice combination of using found objects and puzzle solving is incorporated as well as the cute conceit of needing to use the powers of these incredible pets to solve your way out.

Navigation is simple as there are arrows at the sides (and sometimes top and bottom) of the screen to show you where you can turn. Click on an item to pick it up, and double click on inventory items to see them in close up. You will begin with a card from your mysterious benefactors that has ten spaces for stamps, rather like one of those cards you get in restaurants and other stores where you fill up the spaces and get a free meal or whatever. In this case, along with finding objects to help you solve puzzles you will be looking for nine rubber stamps that, when found, will automatically stamp your card for you. Yes, nine stamps, as the nice folks who set up this scenario have kindly started you off with the first stamp.

The puzzles are a nice mix in Stamp Rally Escape 1, including a nice twist on the classic old "click on the corners of this picture until it falls down" puzzle. There is, unfortunately though, a bit of pixel hunting involved due to no changing cursor. On the upside, there's a mute button and a save button, not that this amusing little puzzle should take long enough for you to need to use them. And the backgrounds are the usual pastel cartoony style that Cogito Ergo Sum does so well.

Not rocket science, and certainly not in the league of, say, Neutral, Stamp Rally Escape 1 is still amusing and entertaining casual gameplay. And, of course, although at the end all you get is a special gold stamp (you will need three to get the promised cool present), you also have the promise of more to come. So join Wan and Nyan on their quest for consumer goods of an undetermined variety. Do it for the challenge. Do it for pride. Heck, do it for the funny-bone tickling "Engrish". And do it for the cool presents!

Play Stamp Rally Escape 1

Factory Balls Christmas EditionGrinnypThe Christmas season is upon us, and especially a time for that oh-so-wonderful tradition of decorating the tree. How about we start a new tradition? Let's decorate a tree by playing Factory Balls Christmas Edition! Bart Bonte has come up with this fantastic new edition of Factory Balls that — although fun and challenging — isn't nearly as frustrating as the real thing.

If you've never played any of the JIG favorite Factory Balls games (and why haven't you, anyway?) then the premise is simple. You begin with a blank white ball, and are given a pattern that you need to reproduce on that ball. Using cans of paint and various tools, you mask or block out certain areas of the ball and then dip it into a particular color. Step by step, masking and uncovering and dipping, you will eventually be able to reproduce the given template. Simply click and drag a blank ball to one of the tools then drag to a paint bucket and see what happens. Removing the tools is also simple, just drag the ball back to the tool "shelf" to remove it and see the lovely revealed pattern. Alternate between the tools and the buckets of paint and eventually you will get the pattern and move on to the next.

Factory Balls Christmas Edition is sort of a Factory Balls light in that it confines itself simply to recreating paint patterns, no pulling or cropping surfaces here. Instead, you have a basic toolbox of seasonal items: Santa hats, belts, suspenders, earmuffs, and bobble hats (along with several colors of paint) to recreate various decorations on a Christmas tree. Also unlike the other games in the series, the tools never change, so you get a chance to become really proficient in their use. Hopefully. Rather than dropping the completed item into a box for shipping (as you do with the other Factory Balls games) the finished ornament goes back onto the lovely tree in the background.

Along with the tools and paint come a few more features, such as a continuous loop of Christmas-type music to set the mood (or turn you homicidal, depending on how long you listen to it). There is also, thankfully, a mute button for when it all becomes a bit much. The game automatically saves when you leave, giving you the option of returning to where you left off. And along with the tools is a very handy trash can where you can discard your mistakes and begin anew.

If there is a minor niggle about the game, it is in the rigid and precise order in which you have to use the tools. For instance, if you want to use the belts in combination with any of the hats, the belts have to go onto the ball first. If you want to use the earmuffs in combination with the hats, the hats have to go on before the earmuffs. And you have to remove the tools in the reverse order that you put them on. In some of the later levels when you are using all three things in various combinations, it can get a little tricky remembering the exact order and where you need to drag the ball to remove the various items.

That is only a minor quibble, though. Factory Balls Christmas Edition has all of the fun and challenge of the regular series combined with a heartwarming and less stressful touch of the holiday season. No physical effort, no reminding yourself that attempted treeicide is a bad thing... all in all a perfect way to enjoy this time of year without most of the baggage that comes with it. And for those who are not celebrating this particular holiday, it's still a fantastic, challenging, and amusing game to play. What are you waiting for? Get decorating!

Play Factory Balls Christmas Edition

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Weekday Escape

GrinnypDust motes dance in the air as you stealthily make your way along the abandoned corridors. All around you is the detritus of a once occupied mental hospital, now descending into ruin. The pungent odor of decay permeates your nostrils as you carefully pick your footing, tiny creaks and groans reminiscent of bygone shrieks and moans echo in the stillness. Suddenly you see a sign of life ahead, twin girls, strangely still, observing your every move. Is this a nightmare? The Shining? No, my friends, it is Mystic Asylum by Selfdefiant in this week's Weekday Escape.

Mystic AsylumMystic Asylum is more of a building escape than a room escape. Seriously, there are a lot of rooms in this place. Apparently you have been chosen to rid this abandoned asylum of its negative energy. Okay, not The Shining, more like Poltergeist then, with you the casual gamer cast as Tangina Barrons ("Don't go into the light, Carol Ann!"). Why does the asylum have all of this negative energy? What, haven't you ever seen a horror movie? What old abandoned asylum doesn't? Why have you been chosen? Who knows?

The object of this large escape effort is to explore the decaying building, finding purple energy orbs to rid the place of the negative energy. Oh yeah, your job is to also figure out how to get the heck out of Dodge. To that end you will do lots of wandering around, picking up helpful objects, solving puzzles, unlocking a lot of doors, and hopefully enjoying this amazing tour through a stunning space.

Navigation in Mystic Asylum takes a little getting used to. Hover your cursor at the sides, top, and bottom of the screens and when a hand appears, then you can click and move in that direction. Strangely, to move forward you must hover at the top of the screen, rather than just clicking a door or a foreground. Some rooms can be entered or exited in only one direction. And then there are the locked doors. Fortunately, the first thing in your inventory when you begin is a handy map showing you the layout of the facility. Use it often or you risk wandering for an eternity with only the spooky twins for company.

Scattered in every room are small purple energy orbs. You must accumulate these as you go, lest you risk being consumed by the negative energy that permeates this rotting shell of a building. There are also useful objects to pick up, clues to find, and puzzles to solve as you meander your way around. There is a changing cursor, so watch carefully in each room or you risk missing a vital object or piece of information that will help you get out.

Mystic AsylumAnalysis: Selfdefiant's games tend to fall into one of two categories: cute, cartoony point-and-click adventure types (Kidnapped by Aliens, Escape from the 13th Floor) and haunting, photorealistic and spookier escapes (Absence). Mystic Asylum is one of the latter, with stunning urbexing photographs by Andre Govia that automatically make you want to slow down and just appreciate the urban decay. There's a spooky sound loop which can haunt or just become annoying, so fortunately there's a mute button handy for when it becomes a bit too much.

Mystic Asylum isn't just gorgeous scenery, however. There's a lot of escaping fun here amongst the amazingly creepy settings. A nice balance of use of found objects and puzzle solving make Mystic Asylum an amusing (and very creepy) mid-week break. The game has an auto-save feature, so if you leave and come back you will be right where you left off. Play more than once and see if you can improve your score, which is a combination of how many energy orbs you can find combined with the fewest amount of clicks it takes to complete all of your tasks.

Is there a downside? Well, yes, a few minor ones. Many of the objects are small and placed in dark areas, so you really need to "sweep" a room with your cursor to find the hotspots. It can be very easy to overlook a vital and necessary piece of equipment in the sweeping vistas, which can become annoying. The odd navigation is a challenge at first, but rely on your map and eventually you will begin to make sense of the twists and turns contained in these 35 rooms. And the inclusion of the "Shining" twins seems like a bit of a waste, since it's not like they actually do or say anything.

Spooky rather than scary, Mystic Asylum is a game of chills rather than frights. No jump scares here, just a lot of spooky atmosphere enlivened by the standard conventions of a room escape. Stunning to look at and fun to play, Mystic Asylum is also a nice, creepy escape slap dab in the middle of the holiday season, something to cut the treacle and a relief from all of the frantic shopping.

Play Mystic Asylum

Weekday Escape

GrinnypSo a friend has called you over to visit his art studio. Are you going because you are both friends? Are you going because you appreciate art? Or are you going on the off chance that he has turned his studio into a classic escape-the-room game? Well, if you're Tesshi-e (and wouldn't it be nice to be Tesshi-e?), it's the latter. Welcome to Escape from the Art Studio and welcome to Weekday Escape!

Escape from the Art StudioWhat would it be like to actually live in Tesshi-e's world? Seriously, a world in which everyone you encounter, friends, relatives, co-workers, bosses, even complete strangers do nothing but modify places so that they are a tricky puzzle to figure your way out of (not like in real life, as these things would probably involve charges being filed). How cool would that be? Or how inconvenient, depending on your tolerance for exploring and puzzle solving.

As always navigation is by bars at the sides and bottom of the screen, and the controls are handy and include a mute button and a save button. The scenery is, of course, gorgeous and definitely makes you want to slow down and take your time while exploring this amusing little space. Everything looks so realistic you could almost be there. Well, almost, because frankly no art studio that ever existed could be this neat, tidy, and organized. Trust me, I went to art school.

Escape from the Art Studio has a nicely balanced mix of exploration, puzzles, and use of found objects. Even better, the puzzles have become more unique for a Tesshi-e escape, especially the little robots with the moving arms. These escapes continue to evolve, rarely falling back on cliché d, "I've seen this before" puzzles. That is one of the reasons that Tesshi-e escapes are so entertaining.

Has Tesshi-e found that changing cursor? Well, no, not yet. But with such an uncluttered space (seriously unrealistic for an art studio), there's not a lot of pixel hunting to be found. Some use of combined objects, but no construction. Of course everything is made so much easier with the new English translations. And yes, Virginia, there is a happy coin escape as well.

Escape from the Art Studio isn't in Neutral's league, but it is an amusing and fun little romp through room escaping funland. Something to awaken your escaping spirits and beguile your little gray cells as you wander around to the rhythm of a very familiar tune. That's the wonder of Tesshi-e escapes; they keep getting better and better! Start your engines, guys, it's time for your mid-week break.

Play Escape from the Art Studio

Weekday Escape

GrinnypThis week's escape the room game is a look back at one of our favorite designers, Tesshi-e. Long before Tesshi-e discovered a save button, long before they found a competent translator, long before we first featured one of their games (Escape from the Living Room), Tesshi-e created a cute little puzzler that deserves a spot in the Weekday Escape spotlight. Welcome to Escape from the Dome Room!

Escape from the Dome RoomHow did we get to the Dome Room? Why are we there? How did we get locked in? As the prologue is entirely in Japanese, it is up to a faithful fellow escaper who can read the language to let us know. All we know is that there is a mysterious door, so of course we have to open it and get ourselves locked in. It's what we do, people, we're room escapers!

Yes, Tesshi-e's later efforts are fun and easier (due to the new translations), but in this case the way-back machine takes us to a simpler time, when the game designers were still finding their feet. Escape from the Dome Room has a lot of the problems that plagued early efforts, no English translation, pixel hunting galore, and very familiar music. But that doesn't mean that the game isn't worth a look-see. Au contraire.

Escape from the Dome Room is still a gem. There are some fun and innovative puzzles, the usual gorgeous scenery, and you frankly just have to love a game that requires that you drink wine to escape the space (ooops, spoiler alert!). Yes, there is pixel hunting, the navigation takes a bit of getting used to, and the clickable areas of some objects are odd, but despite the flaws this is quite a fun little game. Here we see the genesis of what would later become some fantastic games (Escape from Mr. K's Room 2, Escape from Restaurant Minshio). There's a lot to enjoy in this look way back when (all of a year and a half ago). Time sure flies when you're having fun.

So yes, pixel hunting. Yes, no English translation. That doesn't mean you shouldn't give Escape from the Dome Room a try and enjoy seeing this early and amusing effort. As we look forward to the next big thing, a little retrospective never hurts as we also look back to the past and have fun comparing it to the present. And despite the flaws, there is still a lot of entertaining room escaping to be had. And yes, even back then there was an alternate happy coin escape. What are you waiting for? Get drinking! Er, rather, get escaping.

Play Escape from the Dome Room

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