Alice House 2 No.04: Tweedledum and Tweedledee
Funkyland always knows how to live up to their name when it comes to escape games, and Alice House 2 No.04: Tweedledum and Tweedledee lives up to that in spades as you wander through a weird house full of strange objects, puzzles, and decorations trying to find five items bearing the image of the iconic Wonderland duo. Just click around to interact with things and move through the house, though there's no changing cursor so you'll need to make sure to click on everything you can think of. Like most of Funkyland's games, it's the sort of thing that's perfectly sized for a short break... say, between courses at the Mad Hatter's Tea Party. So if you want something weird and whimsical, with just an appetizing handful of puzzles, call on Tweedledum and Tweedledee!
that bird was a little disturbing ^^;;
Excellent little diversion. Well done, thank you!
3rd room, on top of a bush on the right.
In the second room, look at the two clocks underneath the picture of a train (on the left of the doorway into the third room).
Note which number each hand is on, the color of each hand, and the background picture on the clock face.
Lion - red = 4, green = 6; tiger - red = 6, green = 12.
In the third room, zoom in on the train (back wall on the right) and put in the code.
Get the poster, then open the little doors and get the Alice figurine.
Get the Alice figurine (see #3-Poster). In the first room, put it into the yellow contraption that says "Here we go round the mulberry bush".
Note also what is says above that: > DUM > DUM > DEE > DEE.
Use the arrows to rotate the carousel and input the code.
Right Left Right Right Right Left
In the second room, get the scissors from the stone (in the pool on the right).
In the third room, cut down the two strings of ornaments from the rack on the left.
In the second room, look at the picture with the silhouettes of the walrus and the carpenter. Put half of the ornaments of each side of the balance (that contraption that says "Lock" in the middle). Get the faucet handle.
In the first room, zoom in on the little box on the left wall. Put the handle on the knob and turn it.
In the second room, look at where the pool used to be and get the coin.
Go back to the walrus and the carpenter and note that the middle of the balance now has a "greater than" sign. Use the coin to make the balance match the symbol.
Put the coin on the left side.
Get the key. Use the key to open the cabinet with the sword (above the ex-pool).
Once the pool in the second room is drained (see #5-Sword), look at the side of the big rock.
Sun, sun, water, cloud
Use the code to set the sliders on the right-hand contraption in the first room.
So, set the first and second sliders all the way at the top, in line with the sun label; set the third slider up one place, in line with the water label; and set the fourth label up two places, in line with the cloud label.
Get the bucket of black paint and the paint brush.
Use the paint on the big bird shape in the third room.
Zoom in on the base of the big scary bird and use the scissors to cut it loose.
Get the umbrella from the door.
I think you skipped one; Alice House 2 No. 3: The Compartment is here:
Haha I thought so too. Also,
I thought I'd be painting the roses. Should have commented on that at the end but oh well. ^_^;
This series from Funkyland is so fun! It's just enough of a step up from the Fruits Kitchens and Girls Rooms to make it interesting, but still slick enough to make a perfect coffee break game. And yes, that bird was scary!