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Alice House 2 No.05: Wool and Water


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Rating: 4.2/5 (50 votes)
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Alice House 2 No.05: Wool and Water

Funkyland has a real problem with housekeeping. I mean, I'm beginning to suspect these aren't escape games after all... they just won't let us leave until we've cleaned up and helped them find what they were looking for! In Alice House 2 No.05: Wool and Water, it's five items bearing a sheep's likeness, and as usual, it's complicated by the fact that there are sneaky puzzles everywhere... though, if you're crunched for time, don't worry, since as usual, Funkyland's games fit perfectly inside a coffee break. There's no changing cursor to show you what's interactive, so just click around the room to search yourself. If you want to try using an item you're carrying, click the object in your inventory at the bottom of the screen, then wherever you want to try to use it. Most of the puzzles here will be straightforward since there's no much to search through, so as long as you pay attention to the more obvious clues, you'll be wool gathering in no time, though some puzzles are sneakier than you'd think.

Play Alice House 2 No.05: Wool and Water

Walkthrough Guide


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Walkthrough:

Sheep 1 - Life Aquatic

Click to the right of the screen, where you can see the flower wallpaper.

Click on the ducks and crabs. No hotspot here - could this be a clue?

Zoom back out and click on the shelves to the left.

There's a green toaster/microwave thingie on the lower shelf. Click on it and note the images on the buttons.

Where have we seen these before?

Check out the ducks and crabs on the right hand side of the kitchen and note the direction of their heads and claws.

Enter the code as per the clue and take the rope.

Zoom back out and click to the right of the screen where the flower wallpaper is.

Click the boat at the back.

Drat, it's too far away to reach!

Use the rope you collected earlier to haul in the boat and collect the oar.

Note the clue on card in the boat.

Sheep 2 - Sunny side up

Note the screwdriver card on the back wall of the kitchen. Where could we use this clue?

Click on the cash register underneath the screwdriver sign.

Enter the code and collect the screwdriver.

You need to select buttons with a total of 182 on the register.

Zoom back out. Click on the eggs on the kitchen bench.

Pick up the eggs and note the clue on the basket bottom.

The clue obviously wants us to put the eggs on the shelf. But in which holes?

Zoom back out and click to the right. Zoom in on the mirror at the back of the alcove.

Note the locations of the sunspots.

Place the eggs according to the sunspot clue.

Don't forget that it's a mirror...

Zoom back out and note the plate that has appeared above the shelves. Too high to reach!

Use the screwdriver from the cash register to unscrew the stool in front of the bar from the floor. Collect the stool and use it to get the plate.

Sheep 3 - A good old yarn

Note the yarn behind the plate you just collected.

There's a small green box under the bar. Enter the code and collect the hat and brush.

Use the colours of the yarn above the shelf in the displayed order.

Sheep 4 - Hats off

There's a lever at the back of the kitchen that just won't stay down!

Place the hat on the lever.

The hat box on the right hand side of the kitchen is now unlocked! Take Sheep 4.

Sheep 5 - Cha-ching!

Remember the code on the card in the boat?

Click on the cash register underneath the screwdriver sign.

Enter the code and collect Sheep 5.

You need to select buttons with a total of 306 on the register.

You can click each button more than once.

Use the key to escape! You baaaaaaarely made it!

5 Comments

As always, a fun little escape! A little hint on the register:

It is used to add the numbers on the buttons to get certain other numbers

Reply

Funkyland is my favorite developer at the moment --

-- gorgeous graphics, with beautifully detailed rooms
-- music that doesn't have me scrambling for the mute button
-- puzzles that are tricky but not illogical
-- doesn't take hours and hours to solve.

Reply

I'd agree with all JustMe's points and add that another thing I love about the Alice Houses in particular is how much detail comes straight from the books. In this one, for instance, you've got the rowing boat (with crabs and geese), and the shelves that are only empty when you look at them.

Reply

Thanks for the hint Matt, it was just the nudge I needed! I also agree with JustMe, I am always super happy to see a Funkyland game on JiG!

Reply

Walkthrough:

Sheep 1 - Life Aquatic

Click to the right of the screen, where you can see the flower wallpaper.

Click on the ducks and crabs. No hotspot here - could this be a clue?

Zoom back out and click on the shelves to the left.

There's a green toaster/microwave thingie on the lower shelf. Click on it and note the images on the buttons.

Where have we seen these before?

Check out the ducks and crabs on the right hand side of the kitchen and note the direction of their heads and claws.

Enter the code as per the clue and take the rope.

Zoom back out and click to the right of the screen where the flower wallpaper is.

Click the boat at the back.

Drat, it's too far away to reach!

Use the rope you collected earlier to haul in the boat and collect the oar.

Note the clue on card in the boat.

Sheep 2 - Sunny side up

Note the screwdriver card on the back wall of the kitchen. Where could we use this clue?

Click on the cash register underneath the screwdriver sign.

Enter the code and collect the screwdriver.

You need to select buttons with a total of 182 on the register.

Zoom back out. Click on the eggs on the kitchen bench.

Pick up the eggs and note the clue on the basket bottom.

The clue obviously wants us to put the eggs on the shelf. But in which holes?

Zoom back out and click to the right. Zoom in on the mirror at the back of the alcove.

Note the locations of the sunspots.

Place the eggs according to the sunspot clue.

Don't forget that it's a mirror...

Zoom back out and note the plate that has appeared above the shelves. Too high to reach!

Use the screwdriver from the cash register to unscrew the stool in front of the bar from the floor. Collect the stool and use it to get the plate.

Sheep 3 - A good old yarn

Note the yarn behind the plate you just collected.

There's a small green box under the bar. Enter the code and collect the hat and brush.

Use the colours of the yarn above the shelf in the displayed order.

Sheep 4 - Hats off

There's a lever at the back of the kitchen that just won't stay down!

Place the hat on the lever.

The hat box on the right hand side of the kitchen is now unlocked! Take Sheep 4.

Sheep 5 - Cha-ching!

Remember the code on the card in the boat?

Click on the cash register underneath the screwdriver sign.

Enter the code and collect Sheep 5.

You need to select buttons with a total of 306 on the register.

You can click each button more than once.

Use the key to escape! You baaaaaaarely made it!

Reply

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