This week's Weekday Escape is from a— what? What do you mean, why isn't Jess writing the blurb for this week's Weekday Escape? I am Jess!
As I was saying, this week's Weekday Escape is from a previously unknown developer by the name of Robamimi. Enter the Kid's Room. The story behind the escape is that you left your myPhone behind when visiting your friend's house, and he hid it in the kid's playroom. You go to get it, possibly to get away from your annoying myRobot for a while (what other myGadgets does this nutter have?), but some prankster locks the door behind you when you enter. Of course.
...Stop calling me SonicLover! I already told you I'm Jess!
Well, it must be one brainy kid who plays here, because this room is filled with as many cryptic puzzles and gadgets as any seasoned room escaper (escapee?) has grown accustomed to seeing. You'll have to put your mind to the test to get out, with or without your myPhone (there are two endings, depending on whether you manage to find it).
Analysis: Robamimi's native language is Japanese, but thankfully everything is translated into (comically broken) English. Thank goodness for that, otherwise a couple of the puzzles wouldn't be possible to solve, although a lack of knowledge about geography or time-telling would also be an obstacle.
...What do you mean, why does my icon say SonicLover if I'm Jess? Don't believe everything you see.
Anyways, Kid's Room is an excellent piece of work, with puzzles that make sense, fine 3D graphics, and just the right amount of satisfaction when you figure something out. The inventory system is a little unusual, but very intuitive — click the green (top) rectangle to use an item, or the blue one (bottom) to inspect it. The difficulty level is perfect; Robamimi even thought to provide a hint system in case you get stuck. There's a little pixel-hunting, but it's bearable.
...Stop it! I already told you I'm not SonicLover, I'm Jess! What does it take to convince you people of that?!
(Please allow page to fully load for spoiler tags to be functional.)
Not meant to be a walk-through, just an index of hints and solutions so you can get one without revealing others.
You need six blue "feet" tiles, one red tile, and one black "heart" tile.
If you click the "hint" button at the bottom of the game window, it tells you...blue is number, red is color, black is the one that has it.
Look at the pictures on the wall and think about that clue.
Notice some pictures are blue, some are red, and some are black? Consider how that connects to the tiles and the hint given.
If blue means the number of . . .
Count the number of feet represented in the blue pictures.
The cat has four, the chick has two, the goldfish none, the snowman none.
If red is color . . .
Which of the red pictures connects to the correct color?
Only the strawberry is red.
And if black is the one that has it...
Which of the black pictures has that item?
Only the horse (of the black pictures) has a heart.
Also notice that the sides of the puzzle coordinate with the colors of the benches...
In the pictures it's white on top, blue on the bottom, pink on the left, grey on the right. That's a 180 degree rotation of the actual benches. Whatever item is in that corresponding quarter of the picture belongs to that corner of the tile game table.
Order doesn't matter, place the tiles that match the pictures in any available slot in the coordinating corner of the table.
Solution to the Tile Game Table Puzzle:
Bottom Left Corner: two blue foot tiles, one red tile.
Bottom Right Corner: four blue foot tiles, one black heart tile.
Upon solving this puzzle you get:
The key to the sunflower (which is hanging on the wall)
Use sheep's tail as a lever and insert key from the tile game table puzzle. Press button. This will lower the stairs.
Giraffe (quoits game):
First get the rings using your membership card. Think about the clues you've already received...
Using the hint button, you get "He loved sports. He looked up before going up."
Look up from the bottom of the stairs, you see the flags in a particular order.
In the Kid's Book, the Olympic rings are in that same order. Use the flags to identify the countries.
The above hints plus the list of countries in the Kid's Book should tell you how to play "quoits".
Otherwise, here is the solution:
Put the rings on in this order:
1st pink, 2nd green, 3rd yellow, 4th black, 5th blue.
(Pink will end up at the bottom, and blue at the top)
After solving this puzzle you get:
Code to unlock the swing
From upstairs, look down at the toy train. In the Kid's Book we get the hint:
Go downstairs, zoom in on the toy train, and you see a number. That will help you figure out how the view from above connects to the clock.
Horse is minutes, sheep is seconds, cow is hour.
By solving this puzzle you get:
The blue box with feet will open
Passmaker (Purple box with pink pig holding flags on top):
You must have all the parts. Place the left and right parts in any order. Whatever order you use will be your pass.
Use the pass on the blue box with feet figure.
Blue Box with Feet:
First you must solve the to open the blue figure.
In whatever order you've placed the parts in the passmaker is the order in which you click the right and left buttons insider the sumo figure.
O = right side. I = left side.
When you solve this puzzle you get:
the cow coin
But also notice that this figure appears on a page in the Kid's Room Book...
Next to the Sumo Bout Results
Clicking in that order will produce another item
left, right, right, left, right
Getting Out the Door:
If you have the cow coin, ride the cow, insert the coin, swing high enough to reach the key from the red balloon.
With that key, you can exit...but first look around? Did you use all the hints from the Kid's Book?
The myPhone is located in the blue sumo figure (aka blue box with feet)
-Location of Items-
Left PassMaker Parts: (I)
1. Go to sheep rocker; under sheep's rear feet.
2. Ride the cow rocker; between train and cow's head.
3. Upstairs by blue box with feet figure; zoom on bottom right side (under figure's left foot).
Right PassMaker Parts: (O)
1. Behind the asymetrical chest of drawers.
2. Under the table (click between table and white bench).
3. On a corner of the railing, upstairs (turn left after first climbing stairs).
Lever and Key for Sunflower:
The lever is the sheep's tail and the key is obtained by solving the table puzzle.
In swing (must be lowered first)
Book of Hints, i.e. "Kid's Room Book":
Panels for Table Puzzle:
Coin for Cow:
Solve Sumo Puzzle (squarish blue figure, upstairs)
Key to door:
Tied to red balloon, must get cow coin first.
Posted by: elle | March 5, 2009 7:30 AM
Walkthrough for Kid's Room. It's what the cool kids are reading.
Cleaning them out
At the start, you'll be facing a dresser. Pick it dry. After taking everything you can, you'll have six blue tiles, one black tile, one red tile, a "Kid's Book", a member's card, and a part of a PassMaker.
Oh, you didn't find that last one? Check the left side of the dresser.
You can flip through the book for a bit to look at some vague clues, but other than that, zoom back out and turn left a couple times (past the door, which is now inexplicably locked) to face the next area.
This ain't no mahjongg
Here, you'll see a table with tile-shaped holes with four seats around it, and three pictures. If you check under the table, you'll find another piece of the PassMaker. Whatever that is. Anyway, to the puzzle.
You'll notice that the table has way more holes than you have tiles, but that's okay because the tiles you have are all you need to solve the puzzle.
The pictures above the table have four semicircles that match the colors of the chairs next to the table. And the items in the picture match the colors of the tiles you have.
Did I mention that the tiles have logos? Except for the red tile.
The semicircles indicate the sides of the tables, and the color of the items and the position indicate which tiles should be used and where you should put them. As for how to arrange the tiles, the logo is the clue. The blue feet tiles correspond to the blue items, so you'd see how the items relate to...feet. The goldfish and snowman have no feet, so they're none of your concern. The cat, however, has four feet, and the chick has two, so you'd place four blue tiles for the cat in the indicated corner (pink/white chairs) and two for the chick in the other (white/black chairs). Following this logic, the black tile with a heart on it would go in the corner corresponding to the only item in the group that has a heart (metaphorical ones aside), which would be the horse (pink/white corner). And finally, the red tile is blank, so we're just looking for something red. Even though the red group is already colored red, the strawberry is the only item that is truly red, and that's where the tile goes (black/white corner).
The tiles don't have to be in any particular arrangement besides the corner they belong in, so once you've got it all set up, hit the "OK" button, and if its correct, the compartment will pop open and spit out a pink key.
So you're done? Moving on, turn left again.
Here, you'll see three animals and a train. And they're not walking into a bar.
Zooming into the left side, we see yet another part of the PassMaker under the foot of the sheep, and for some reason you can yank the sheep's tail out. I guess that'll be useful later on.
In the middle, you can take a look at the train, which has a 3 in it for some reason, but you won't be able to figure that out until later.
On the right side, you can ride the cow. Because you're a cow kind of person. On the cow, you'll spot another piece of the PassMaker on the left side of its neck. You'll also see a strange slot in the back of its head, but your card doesn't fit there, so I suppose it's for something else. And if you'll look up, you'll see a bright red balloon.
I think we've taken everything that we can, so let's find a way to the next floor.
By now, you may have noticed the freaky sunflower mechanism on the wall above the dresser. There's a hole for the key, and the sheep's tail. Why? I don't know, really. Just pull the switch already.
With the key inside and the switch pulled, the slide will convert into a set of stairs. Why anybody would install such a feature instead of just putting both stairs and a slide is beyond me.
You can get to the stairs by turning right and hitting the U-turn arrow, which will face you towards the stairs. From here, the grey arrow will take you up, but the other arrow will allow you to look at the ceiling, where you can see a bunch of flags and that balloon from earlier.
At the top of the stairs, you'll spot the PassMaker you keep hearing about. To your left, you can get an overlooking view of the animals and train from earlier, but don't overlook the piece of PassMaker on the railing in front of you.
London 2012, baby
A couple more turns to the left will reveal a pink egg machine and a grumpy looking giraffe. Upon closer inspection, the pink egg has a slot for a card, and a stack of rings. Luckily, your member's card will get the rings for you without any crazy puzzles involved. Grab the rings and take the card back.
When you look at the giraffe with the rings in your inventory, the game will offer you a round of quoits. Do you play quoits? You will if you want to get out of here.
The hard part is figuring out which order the rings go in. By the way, did you notice that there's a reference to quoits in the Kid's Book, followed by a picture of five rings?
Did you also notice that the picture also resembles the Olympic logo, and that on the next page of the book there's a list of the last five cities that have (or will be) hosting the Olympics?
Speaking of places, did you notice that the countries of the flags you saw above the ladder correspond to the list of cities you have, and that their formation resembles the formation of the rings in the book?
Going by the order the cities were in, followed by the flags on the ceiling, followed by the formation of the rings, the order the rings should go on the giraffe is "pink green yellow black blue".
After that brain stretcher, you'll get a small piece of paper with a four digit code on it. Heading right of the place we're in (with the grey arrow), you'll see a blue safe.....with feet, and a board tied to the railing with a combination lock. Enter the four digit code you got from the giraffe's totally sanitary mouth (5236), and the board will drop down to reveal that it's a swing.
Turning to the safe, you'll probably realize that the dial is useless after a few clicks, so you may as well leave it, but before you go, check the right side of the left leg (the safe's left, not yours), and you'll find the last PassMaker piece. But before we handle that, let's go see the swing you just set free.
Swing and a clock
Heading back down the stairs, you can check out the swing you just dropped from before, and in the middle is a tiny compartment holding three clock hands, evidently. The clock next to the swing is the owner of those hands, but which way should they go on?...
Do you remember seeing the animals and train from above earlier?
There's a part in the Kid's Book that mentions something about three o'clock, plus some odd letters, with only the word "Initial" as a hint.
The Kid's Book is referring the horse, sheep, and cow as minute, second, and hour hands, respectively. If you see the way they're positioned relative to the 3 in the train, the horse (minute hand) is at 6, the sheep (second hand) is at seven, and the cow (hour hand) is at 1. Sort of. This perspective makes it hard to interpret these things. Put those three hands at those positions in the clock.
Solving the puzzle will crack the safe open. But now we should take care of the PassMaker.
Purple boxes majesty
Taking a closer look at the PassMaker, there's six holes in the machine. And you have six pieces. What to do....
There actually isn't a wrong way to put them in. For convenience's sake, just stick all the left-side pieces (I) on the top row, and all the right-side pieces (O) on the bottom row. No matter what combination you make, just hit the OK button once they're all in, and the pig will give you the all-clear.
Once you've activated the PassMaker, head over to the safe. It says PassChecker on it. Does that ring a bell?
If you can remember the order in which you arranged the items in the PaceMa-I mean PassMaker, just hit the corresponding buttons and the safe will pop open....er, more open. For people who followed the guide to the letter, that just means "left left left right right right". Simple. For those who decided to stick the pieces in all willy nilly, just remember that the top row is 1 2 3, the bottom row is 4 5 6, and that I indicates left and O indicates right.
With that out of the way, claim your prize, which is...a cow coin.
But we're not done here yet! Or we are, if you're lazy. But if you want the real ending, and not just a lame one (at least, that's what the cool kids tell me), the safe holds one more secret.
Did you notice that the sumo statistics on the last page of the book are arranged in a certain way? And that the page has a tiny logo of a box with feet on it?
The winners indicate which buttons to press, by the order they are listed. So the code is "left right right left right". Entering this will pop yet another door open and reveal...your MyPhone!
Either way, you can now head to the cow to redeem your hard earned coin. Hop on the cow and pop the coin in-whooooAAAA!
Heh, bet you weren't expecting that. Grab the key off of the balloon string and head back down.
It's the door key, so I'm pretty sure you know what to do with it.
AND IT'S OVARRRR
Posted by: weirdguy | March 6, 2009 2:12 AM