Escape from Restaurant Minshio
So it's Wednesday again, and usually that means you manage to get locked in a room somewhere. But not this week, no! This week you have a plan. This week you're going to go out to dinner with a dear friend and then lock them in the restaurant! After all, you're tired of being the hapless, helpless victim locked up in various rooms, offices, bars, spas, and underground spaces. This time, dear reader, you will have your revenge, and a lovely meal to go with it. Now dinner is over and you're just waiting for your companion to get back to the table and you can put your plan into action! Hey, your friend has been gone a while, perhaps you'd better go check on him? Wait, is that door locked? Not again! If you're thinking, "Only one person would come up with such a crazy room escape scenario", well, you would be correct. Tesshi-e is back, and it's time to Escape from Restaurant Minshio. Welcome to Weekday Escape!
Now you're locked in the titular restaurant, attempting to get out. All you need to do is phone your friend and they can come open the door for you. No problem. Navigate the beautiful space with the help of arrows at the sides and bottom of your screen, open a few cabinets, solve a few puzzles, pick up and use a few items, and, oh dear, perform a little construction and you'll be home in no time, plotting a better revenge. Presuming, that is, that you can get out. Fortunately, a restaurant isn't the worst place you could be stuck. Especially this restaurant.
Escape from Restaurant Minshio has all of the bells and whistles we've come to expect from a designer as good as Tesshi-e. Gorgeous backgrounds, lively music, tricky puzzles, unique use of found objects, and a slight amount of pixel hunting can be found in this amusing little room escape. Easy to use inventory control, mute for the music and sound and a lovely save feature round out the features we have come to expect from Tesshi-e. And yes, there is a happy coin escape.
So you think to yourself that, yes, yet another escape from Tesshi-e. The games are fun and all, but there's nothing new here. Au contraire, dear reader, au contraire! To begin with, this, the 50th of Tesshi-e's games appears to be a collaboration with Democratic Osan. So while you will find such classics as the standard construction of something useful out of random found objects, you will also find new touches here and there. But most of all, dear reader, you will find some pretty decent English.
Yes, Tesshi-e has found someone to translate Escape from Restaurant Minshio who actually has a pretty decent grasp of the English language. The result is that the entire game, even random clicking, will get you English phrases that actually make sense and help you along with your escape. This is a game designer that doesn't rest on their laurels but continues to strive to create better and better plots, puzzles, and an overall experience. Teach Tesshi-e how to program a changing cursor and, well, tomorrow the world!
With the only minor quibble being the slight amount of pixel hunting, Escape from Restaurant Minshio moves Tesshi-e ever closer to that elusive goal: the perfect room escape. Fantastically fun, challenging, and more accessible than ever, Escape from Restaurant Minshio is about as perfect a mid-week experience as you can get. You even get a yummy meal and maybe even a dessert out of the experience. Time to escape! And, maybe, learn something about ill-advised revenge schemes.
Walkthrough Guide
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Escape from Restaurant Minshio Walkthrough
General Information
Some items may hide secrets, so remember to examine everything you pick up.
The little bit of construction in the game is pretty intuitive. Just remember to try to put everything together and see what works.
Good luck!
Exploration
You begin facing the door wall, and yes, the door is locked.
To the left of the wall is a small stand with an old-fashioned telephone on top. Click on the stand for a close up.
Okay, looks like there's a door in the stand which needs a 3 digit code. Click on the door for a closer close up.
And there's a clue here, it says "girls". Back up once.
Now click on the telephone for a close up. Hey look, a rotary dial phone! Kids, ask your grandparents about rotary dial phones.
You can lift the receiver, but there's no power to the phone. Looks like we'll need a key. Back up twice.
There's a painting on the wall to the left of the telephone table, click on it for a close up.
Why, it's a painting of a girl! If you click on the lower right corner of the painting and hold, the frame will slide slightly and you can see a clue: +841.
Back up and then click on the table directly below the girl's picture.
Click on the containers on the table to open them. In the small square container you will find a round disk (wheel).
Back up.
Turn left.
You are now facing a wall with a cuckoo clock, a window, and a large cabinet.
Click on the clock for a close up and you will see that it is non-functioning and missing some parts. Back up.
Below the clock is a small picture or plaque on the wall. Click on it for a close up and you'll see that we need to find a Phillip's head screwdriver. Back up.
To the left of the window is another small plaque, and yes, it also requires a Phillip's screwdriver.
Click on the large cabinet on the left for a close up.
Click to the right of the cabinet to look behind it and you will see an object back there that is out of reach. Back up.
Click on the top doors (glass doors) of the cabinet for a close up.
Looks like we need yet another key. Back up.
Click on the bottom doors of the cabinet for a close up.
Click on the bottom doors of the cabinet to open them and take the objects that are inside.
You now have a note that says hint and phone with an arrow pointing to 68545.
Pick up the other item and you have a gold bowl. While the bowl is in close up, click it to turn it over and find a toy coin on the bottom. Take the coin.
Open the right drawer above the open doors and you will find another wheel.
Back up and try to open the left drawer. Notice it needs a 3 digit code of apparently Roman Numerals.
Back up 3 times until you are back to the long view of the wall.
Click on the window for a close up and you will see a toy railroad track outside, with part of the track missing. Turn to the right and you can see that there's something sitting on the track. Back up.
Click on the table on the right for a close up and open the containers. And you find nothing. Back up.
Now click on the table directly in front of you for a close up.
Looks like the coffee cups from your meal. Also, you can search the containers but you won't find anything. Back up.
Turn left.
You are now facing another window, with a long narrow painting to the left of the window. Click on the painting for a close up.
And we need yet another key. Back up.
Click on the table beneath the painting and search the containers. You should find a third wooden wheel in the square container. You will also find two sticks in the larger container. Back up.
Turn left.
You are now facing a wall with another girl painting and a small cabinet. Click on the painting for a close up.
Hmmmm, this one says - 739. Back up.
Click on the low cabinet for a close up.
You can click at the bottom of the cabinet to look underneath, but there's nothing there. Back up.
Click on the cabinet doors for a close up.
Looks like we need a 4 digit code and here's a clue: Lantern Chair Candle. Back up.
Click on the top of the cabinet to examine the items there.
That fancy gold thing is called a samovar, and it is used to heat water for tea. Unfortunately, this one appears to be missing some parts. Back up twice.
Turn left and you are facing the door wall again.
Time to solve some puzzles!
Samovar Cabinet Puzzle
The clue for this cabinet said Lantern Chair Candle.
Perhaps we need to find how many of each of those items are in the restaurant?
There are 3 tables in the restaurant, two tables have 4 chairs each and one table has 2 chairs, for a total of 10 chairs.
The lamps can be seen when you are facing the wall with the narrow painting. There are 4 of them hanging from the ceiling.
For the candles, look at the extravagant chandelier in the center of the ceiling. There are 8 arms with 8 artificial candles in them.
Put the numbers in the order of the clue, Lanterns, Chairs, and Candles.
The solution is 4108.
Now that you've figured out the code, turn right to face the samovar cabinet and click on the cabinet for a close up.
Click on the cabinet doors and enter the code.
Click on the door to open it.
Inside you will find a piece of railroad track, a Phillip's head screwdriver, and another girl painting with the clue +256.
Take the items and back up twice.
Turn left to face the exit door.
Telephone Cabinet
Click on the small cabinet with the telephone (by the exit door) for a close up.
Click on the cabinet again so that you can see the 3 digit code in close up.
The clue for this puzzle is simply "girls".
Maybe is has something to do with all of the pictures of girls around the restaurant?
There are 3 pictures of girls in the restaurant, 2 on the walls and 1 hidden in the samovar cabinet.
Each picture has a clue: + 841, +256, and - 739.
It's a simple math problem. Add 841 and 256, then subtract 739 and you get 358, which is the code.
Enter the code into the lock and press the bar underneath the numbers to open the door.
Take the object from inside the cabinet (small valve).
Back up.
Let's play with trains!
Turn until you are facing the wall with the cuckoo clock and the large cabinet.
Click on the large cabinet for a close up, then click to the right of the cabinet to see behind it.
Use the piece of rail to get the object that is behind the cabinet (4th wooden wheel) and back up twice.
Now click on each of the small plaques in the wall and use the screwdriver to remove the plaques. You now have access to the toy train tracks running outside.
When you remove the plaque on the left (Scorpio) you will also find a blue cart. Take it.
Place the piece of track in the opening where you found the cart, this will complete the track.
Let's build a cart!
Pull up the blue cart from your inventory.
Use the two silver sticks on the cart.
Now add the 4 wooden wheels.
You have a cart!
Place your now functional cart on the track in the upper left opening and watch it go. When it is done, your view will have changed to the lower opening on the right.
Pick up the cart off of the floor, and notice that the object it knocked off of the tracks has disappeared.
Back up and turn left twice.
Click on the samovar cabinet for a close up, then click underneath the cabinet to see below it.
There's the gold ball you just knocked off of the tracks! It must have rolled over here.
Pick up the gold ball and while you have it in close up, notice that it is notched.
Use the toy coin on the ball to open it and get the club key.
Turn left twice until you are facing the cuckoo clock wall again.
Click on the large cabinet on the left for a close up, then click on the upper (glass) doors for a close up.
Use the club key to open the cabinet and take the toy train engine. More fun with trains!
Back up twice, then click on the upper left opening to the train track for a close up.
Place the now paired engine and cart on the track and enjoy the animation.
Your view is once again at the lower opening, and this time the train brought back something different!
Pick up the item and you will discover that it is the weight for the cuckoo clock. Click on the weight while it is in close up and examine the clue on the back (VII, III, IX).
Back up.
Solving the Cuckoo Clock
To solve the Cuckoo Clock we first need to get into the lower left drawer of the large cabinet.
Click on the large cabinet for a close up, then click on the lower section for a close up.
Click on the left drawer for a close up of the code key.
This code is in Roman Numerals.
Where have we seen this before?
If you haven't already, pull up the cuckoo clock weight from your inventory and click on it to turn it around.
The clue is on the back of the weight, VII III IX (or 739 in Roman Numerals).
Some people have reported problems with seeing the numbers in this puzzle. If you have this problem, the numbers start at I, so click the left box 6 times, the middle box twice, and the right box 8 times.
Enter the code and open the drawer to get the cuckoo clock pendulum.
Back up three times.
Click on the cuckoo clock for a close up.
Attach the weight and the pendulum to the bottom of the clock.
Enjoy the cuckoo which is actually a little samurai warrior.
Click on the warrior for a close up and take the spade key.
Back up twice.
Time to escape!
Regular Escape
Turn right twice until you are facing the samovar cabinet. Click on the cabinet for a close up then click on the samovar for a close up.
Place the gold bowl underneath the samovar spout.
Place the small valve wheel on the samovar spout.
Click on the wheel to turn it and you get hot water (and a clue).
Click on the samovar for an extreme close up to read the clue.
The samovar will say "telephone number" and in the bowl you will see "call me".
Back up 3 times and turn right.
You are now facing the wall with the narrow picture on it. Click on the picture for a close up.
Use the spade key to unlock the picture and you will get a fan.
While the fan is in close up click on the handle to remove the fan part and you will reveal a key.
Back up and turn right twice so that you are facing the telephone.
Click on the telephone stand for a close up then click on the telephone for a close up.
Use the key on the phone to turn it on.
Click on the handset to lift it up.
Now, what was that phone number again?
There are 2 clues for the phone number. The first is the note that said phone = 68545.
The second is the samovar clue, which is "call me".
This is an alphabet substitution code, but not the standard letter = place in the alphabet number.
Start with the letter A, and number the alphabet from 1 to 9 (i), then assign the next letter (j) as 0. Now start with the next letter (k) back at the number 1. Continuing on this way, each letter of the alphabet will have a number value from 0 to 9.
Using this substitution the letters in phone would create a code of 68545.
The letters in "call me" create 312235.
The phone number is "call me" so you want to dial 312235.
Dial the phone number and talk to your so-called friend.
You hang up before finding out the location of the happy coin.
Back up twice and click on the door for a close up.
Click on the door to open it and click again to escape.
Your friend is waiting on the other side. Enjoy the dessert of taiyaki (fish shaped cakes with red bean paste inside, yum).
Try not to smack your smirking friend upside the head.
Happy Coin Escape
Follow the regular escape up to the point you hang up on your friend before you find out where the happy coin is.
Pick up the receiver and dial the phone again (same code as before) and the dial of the phone will fall off.
Oh well, you broke it, you bought it. At least it reveals the happy coin.
Take the happy coin and back up twice.
Click on the door to open it, and click again to escape.
This time your friend will take you to a lovely fireworks display in the park.
What, no red bean paste cakes?
Happy coin will bring happiness to you!!
Posted by: grinnyp | September 1, 2010 12:04 PM