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Alice House 2 No. 02: The Garden of Live Flowers


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Alice House 2 No. 02: The Garden of Live Flowers

Funkyland's whimsical escape game series wants you to stop and smell the roses, among other things, with Alice House 2 No. 02: The Garden of Live Flowers, where you need to find five items bearing the silhouette of the Red Queen before you can get out. Just click to explore and interact as you move throughout the garden, and make sure to check everywhere, since this is a little bit bigger in scale as far as environments go than many of Funkyland's more recent titles. Despite its initial maze-like impression, The Garden of Live Flowers is still the sort of game that doesn't wear out its welcome, and is more a plate of delicious cookies to nibble on at the Hatter's tea party than a substantial meal. Most of the handful of puzzles you have to sift through are logical enough, and the quirky design makes the game fun to explore, without any potential hay fever. Alice House 2 No. 02: The Garden of Live Flowers is another welcome, brief stop on your Wonderland journey... and you'll even get to keep your head when you find the queen!

Play Alice House 2 No. 02: The Garden of Live Flowers

Walkthrough Guide


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Walkthrough

Click to the right and pick up winders.

Go down the hallway and
check the painting on the left.
Click "Go" at the bottom of the
mechanism and take note of the
letters on the red circle.

Continuing further down the
hallway, insert the winders in the
brown object. Click the blue holster
at the top-right and take the telescope.

Click the holster at the
top-left and pull down the red tape.
Take note of the pattern on it.

Move back once and click the maze
on the left wall. Use the telescope on the
squares at the bottom to see a series of
numbers. Going by the pattern we got from
the red tape, the sequence is "7143".

This is the password for the glass
case at the top of the maze. Enter the code
to unlock it. Then open the case and take the
plate.

Move back one and click on
the door in the middle. Take the tokens
from the door. Notice that they spell
out "RED" just like the mechanism from
earlier.

Make your way all the way
back to the entrance and click on the clock.
You can use the red tokens here. Remember
where the letters showed up on the mechanism?
Insert them in the same places on the clock.

R = Bottom-right
E = Botttom-left
D = Top-Left

Take the key after you have unlocked
it as well as the gear. Go back to the mechanism
with the rotating blue & red tokens and insert
the gear into the middle of it. Click "Go" until
they match up and take the pocketwatch from inside.

Go backward once and use the key to unlock the glass
case with the handle inside it. Take the handle. Now
go back once and click the blue device on the right wall.
Insert the handle into it.

Turn the handle once and go forward
into the middle part of the room. At the bottom
of the wall you should notice that the chest that
had a sun on it is now open. Click on the box inside
the chest and note that the colors that appear are the
same as the flowers in the first part of the room.

Go back to the entrance and check the flowers,
which should now have faces. Match them with the colors
on the box and it should open. Take the figure from inside.

We're not done with this box yet, click on it one
more time for a surprise buried under the first half. Take
the square with scissors on it and take note of the clue
card underneath. [Surprise\Scissors+Sun]

Hmmm... go back and rotate the handle one
more time. Click on the flowers and insert your
square with the scissors on it into the flower that
had the surprised faces. Then rotate the handle one
more time and check the flowers again. Take the token.

Once you have everything, it should form
a fancy key. Go take it to the door at the front
of the room and use it to open the door.

Leave through the door to freedom.

Congratulations! You have escaped!

5 Comments

RamblinRob October 4, 2015 12:25 PM

Walkthrough

Click to the right and pick up winders.

Go down the hallway and
check the painting on the left.
Click "Go" at the bottom of the
mechanism and take note of the
letters on the red circle.

Continuing further down the
hallway, insert the winders in the
brown object. Click the blue holster
at the top-right and take the telescope.

Click the holster at the
top-left and pull down the red tape.
Take note of the pattern on it.

Move back once and click the maze
on the left wall. Use the telescope on the
squares at the bottom to see a series of
numbers. Going by the pattern we got from
the red tape, the sequence is "7143".

This is the password for the glass
case at the top of the maze. Enter the code
to unlock it. Then open the case and take the
plate.

Move back one and click on
the door in the middle. Take the tokens
from the door. Notice that they spell
out "RED" just like the mechanism from
earlier.

Make your way all the way
back to the entrance and click on the clock.
You can use the red tokens here. Remember
where the letters showed up on the mechanism?
Insert them in the same places on the clock.

R = Bottom-right
E = Botttom-left
D = Top-Left

Take the key after you have unlocked
it as well as the gear. Go back to the mechanism
with the rotating blue & red tokens and insert
the gear into the middle of it. Click "Go" until
they match up and take the pocketwatch from inside.

Go backward once and use the key to unlock the glass
case with the handle inside it. Take the handle. Now
go back once and click the blue device on the right wall.
Insert the handle into it.

Turn the handle once and go forward
into the middle part of the room. At the bottom
of the wall you should notice that the chest that
had a sun on it is now open. Click on the box inside
the chest and note that the colors that appear are the
same as the flowers in the first part of the room.

Go back to the entrance and check the flowers,
which should now have faces. Match them with the colors
on the box and it should open. Take the figure from inside.

We're not done with this box yet, click on it one
more time for a surprise buried under the first half. Take
the square with scissors on it and take note of the clue
card underneath. [Surprise\Scissors+Sun]

Hmmm... go back and rotate the handle one
more time. Click on the flowers and insert your
square with the scissors on it into the flower that
had the surprised faces. Then rotate the handle one
more time and check the flowers again. Take the token.

Once you have everything, it should form
a fancy key. Go take it to the door at the front
of the room and use it to open the door.

Leave through the door to freedom.

Congratulations! You have escaped!

Reply

The navigation in this one is a bit screwy. I still don't know why you're able to "zoom in" on the two hallways - it's not like you can do anything from those views except keep going down the hall.

Reply
Patreon Donator Reka October 5, 2015 11:00 PM replied to RamblinRob

RamblinRob, thank you for taking the time to write a walkthrough. However, for future reference, note that a series of unlabeled spoilers is probably not the best approach.

There are basically two ways people use a walkthrough. There are those who simply want to read and follow all of the steps, with minimal investment on their part. (This is not a putdown: these are games we're playing, so we're allowed to play them in whatever manner is fun for us.) For them, a series of unlabeled spoilers is a bunch of unnecessary clicking: they're going to open all of the spoilers anyway, so you might as well have used paragraphs.

Other people only resort to the walkthrough if they're hopelessly stuck. They want to read the minimum hint necessary to nudge them along. For such people, a series of unlabeled spoilers is a minefield. They can't really do anything other than start reading at the beginning and stop when the walkthrough gets to their stuck point, but in the process, they'll probably end up having to read through a bunch of stuff that, at best, they've already figured out, and at worst, they haven't gotten to yet. In the latter case, the spoiler will become literally that: something which spoils (removes the fun from) a puzzle.

A better approach is to label each spoiler with something that hints at its contents. You can be as subtle and cryptic as you please, kind of like the chapter titles in a novel. This way, those who want to read the whole thing can still do so, but those who just want a nudge can find the most likely-looking signpost and read only that spoiler.

Reply

I love the Alice House games and am very happy to see a new one!

Reply
Daibhid C October 6, 2015 12:10 PM

An excellent escape, although I agree with Reka that having to double-click through the sections is a bit wonky.

So what's next? The train with the insects, right?

Reply

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