Toya Room 2
Ah, what a beautiful game. And so intriguing! From the first glance onwards, one cannot help but be drawn into the game's vibrant environment. Or, rather, environments—the game really ought to called Toya Rooms. The player starts in the present day, but with a push of a button can be transported into the same room some indeterminable span of time into the past; press another button and the operation is reversed. Two separate, subtly different rooms to zoom between, each one affecting the other... interesting, no?
At least, that's what I think is going on. As you might have surmised from my first comment, the game is entirely in Japanese, and is quite text-heavy; it's equally possible, then, that I have the situation entirely backwards. Whatever the case may be, it seems clear that the game's major goal is to somehow help the odd creature that lies, barely conscious, on the floor of one of the rooms; you'll need to collect items from both time periods to save him/her/it. To be honest, though, you probably won't find this to be too difficult of a task.
Toya Room 2 is beautifully atmospheric, creative, entertaining... there's a lot here to love. Furthermore, I suspect that there's a great story going on; unfortunately, due to the language barrier many players won't be able to follow along. Maddening! The game is also disappointingly short, only containing three real puzzles, and ends with surprising abruptness. On the upside, its relative easiness means that those who cannot read the text will nonetheless be able to successfully complete the game. For a coffee break or brief pause between classes, Toya Room 2 could be just about perfect—a beautiful bite-sized morsel of escapey goodness to tide you through the day.
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You start with the choice of two dimensions (or different times - I don't know): Blue and Green. You can change dimensions with the two Japanese buttons at the top of the screens. In the Green dimension there is a sleeping alien (or something). Let's see if we can wake it.
If you turn to the left of the bed, you find a calender on the wall and a closet. Notice that the calender is the same for the two dimensions. It shows that todays date is 3. march 2008.
The number 8 can be unfastened in both dimensions. It will disapear.
You can leave it alone and come back to it later.
Items and Dimensions hint
All items are found in the Blue dimension. Notice that items collected in one dimension cannot be used in the other.
I do not speak Japanese. What do I need to do?
You need to locate 5 bottles which correspond to the five symbols on the calender.
The Blue dimension
Location of Bottles:
In the top box next to the bed will find Bottle A
Open the closet next to calender and enter. In the top drawer you will find Bottle B
Found in the right locked shelf under lab-equipment.
Same place as Bottle C
In the Safe
Locked top drawer under computer
The key is found in the bookshelf inside a fake book on the shelf above the russian doll. Inside the drawer is a black key and a memo book.
Locked shelf under lab-equipment.
You need the black key found in the locked top drawer under computer. Inside are Bottle C, Bottle D and a screwdriver
Click on the poster until you see the screws that hold it in place. This would be an excellent time to use the screwdriver.
There are three screws.
The safe is found behind the Poster
The code for the safe is found in the Memo a few pages to the back. Only half of the code can be seen. A quick guess reveals that
XAVI is the correct code.
Inside is the Bottle X and a Pipette.
The broken flowerpot
Zooming in on the broken flowerpot and clicking on the pieces you will pick up one piece with some green slime on it. Use the Pipette on the slime.
The Green dimension
After finding all the items in the Blue dimension, you will notice that
the Five Bottles and the Pipette is lying next to the Computer
in the Green dimension. Pick up the Pipette.
The Computer puzzle
Click on the Computer and you will be able to mix the contents of the Five Bottles, but in which order?
The Calender shows the order. Start from left and work your way right. My order was C, X, A, B, D. You will get Blue liquid.
Waking the Alien
You should by now have the Blue liquid and the Pipette with the green liquid. Zoom in on the Blue liquid and use the Pipette on this. You will create a syringe. Use the syringe on the Alien. Static fills the room.
The Red dimension
After using the syringe on the Alien, return to the Blue dimension. Notice that the bunny-head is glowing. Click the head. You will pass beyond time and space - or something. Click on the right dimension button. You are now in the Red dimension. And the Alien is still sleeping, but now on the computer desk. Lazy bugger.
The number puzzle
If you haven't found it already there are is a number-puzzle under the carpet. Click on the carpet to remove it. Zooming in reveals a few tiles which can be placed in the square below.
They lying face-down. Click on them to turn the tiles over and reveal the numbers.
The tiles have to be placed in a special order.
The number is written in the square.
All the rows, columns and diagonals must add up to 15 (Roman numeral XV).
However, one tile is missing.
It's the number 8. Have you seen it before?
It is on the calender in the year 2008.
If you loosened it in the Green or dimensions it will have dissapeared from the Red dimension. If not, just pick it up.
Is it gone?
Look under the bed.
After finding the last number, place the tiles in the correct location.
The numbers go (left to right, up to down): 4, 3, 8, 9, 5, 1, 2, 7, 6
Now that the tiles are placed correctly you should notice that
The tiles start glowing.
What to do now?
Click on the glowing tiles.
Posted by: Jim | March 11, 2009 11:51 AM