Although long, complex, tricky room escapes are lots of fun, there is something to be said for short and sweet as well. It may be that the player is looking to play something simple and straightforward, it may be that the player is new to the genre and needs an introduction, or it could be that it's late at night in the middle of the week and the unfortunate room escaper just wants something light and easy before they head to bed for the night. In that case, isn't it great that Robamimi has come out with a charming little mini room escape just in time for a mid-week break? Enter One Scene and welcome to Weekday Escape!
As it says on the tin, One Scene is a room escape that features...well, just one scene, a single point-of-view of a room, which makes navigation in this amusing little escape pretty easy. There's no wandering around, just investigating everything from one perspective. Despite the constraints, Robamimi has managed to pack in some delightfully designed puzzles and their usual elegant solutions along with their top-notch control designs that include the usual hint feature, changing cursor, easy to manage inventory, and save feature. Accompanying you on your brief journey is a haunting and beautiful little tune that can be muted at your discretion. The game comes in two languages, English and Japanese, so be sure to change the options at the beginning unless you are bilingual.
Robamimi is one of our favorite room escape designers and One Scene is a perfect example of why. They can certainly bring the long and complex (Ancient Scripts, Hermit Rabi), but can also scale down to the small without losing the elegance that makes their room escapes so popular. One Scene is a midnight snack, meaty but not too heavy, a wonderful bite rather than a main course. Tonight, the munchies are on us!
Walkthrough Guide
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One Scene Walkthrough
General Information
Some clues may be a solution to more than one puzzle.
There are no color puzzles, yay!
There is only one ending.
Good luck!
Exploration
There's not a lot of exploration to do as this is, as advertised, one scene.
On the left is a large black door. It's locked.
On the right is a cabinet/shelf set. The lower (gray) cabinet is locked.
On the shelf just above the cabinet is a box, click on it for a close up.
There's a picture of a flame on the box, and a keypad, but we don't have the combo. Back up.
On the shelf above the box is a dish of some sort, with a spike in the middle. Back up.
In the middle is a low shelf with a drawer. Click on the drawer for a close up.
Notice the oddly square shaped handle in the drawer?
Click on the drawer to open it.
Inside you will find a blank piece of paper with a picture of a water drop on it.
You will also find a box with a 5 x 5 grid of buttons.
Take the paper and back up.
On top of the low shelf are several items. On the left is a picture of a flower, click on it for a close up.
It's a pretty flower, but it has a rather oddly shaped stem. Back up.
In the middle of the shelf is a book, click on it for a close up.
The book has a title, "Donkey", and a 5 x 5 grid on it with some of the dots filled in. Hmmmm...
Back up.
On the right is a box, click on it for a close up.
Another box with a number keypad, this box has a water drop on it. Back up.
Behind the box is a long gray panel in the shelf, click on it for a close up.
Looks like we need something shaped like a cube to put in the depression to the right of the panel.
Back up twice to the long view.
There's a fan above the middle shelf, click on it for a close up.
Doesn't look like we can do anything with it, though, so back up.
Time to solve some puzzles!
Opening the Panel
Click on the front of the drawer in the middle for a close up.
Click on the square-shaped handle and you will get a cube!
Back up, then click on the gray panel on the shelf behind the water box.
Use the cube in the cube-shaped depression to the right of the panel. Once the cube is in place click on it.
The panel opens to show a key! Take the key.
Back up twice.
The Small Light Gray Cabinet Door
Click on the small gray cabinet door on the right for a close up.
Notice the key you got has a light gray fob on it, so it should be the key for this door.
Use the key on the lock to open the door.
Inside the cabinet you will find a bottle of water (take it) and a smaller safe door.
Once you take the water, click on the safe door for a close up.
Hmmm, there are two round buttons here, each one has a curve above it. There is also an enter button.
Do those curves above the buttons look familiar?
If you remember, the oddly shaped stem on the flower picture is made up of curves that look like the ones above the buttons, some going one way, some going the other.
Compare the shapes to the shape of the stem and you will get your combination.
The combination is: right, left, right, right, left, right, left, right, left.
Once you know the sequence, push the buttons in the correct sequence then push the "enter" button.
The door will open to reveal a small object, take it (lighter).
Back up.
The Button Box
Let's turn our attention to the box in the drawer, the one with the 5 x 5 grid of buttons.
Click on the drawer for a close up, then click on it again to open it.
Click on the box for a close up. Where have we seen a grid like that before?
There's a grid like that on the "Donkey" book.
The grid on the "Donkey" book indicates which buttons should be pressed.
On the top row it's the middle button.
On the second from the top row it's the second from the left button.
On the third row it's the far left button.
On the fourth row it's the far right button.
On the fifth row it's the second from the right button.
Once the buttons are pushed correctly, push the black rectangular button at the bottom to open the box.
Inside the box you will find a candle and the word "Theory".
Take the candle and back up twice.
The Fire Box
Well, it seems logical that to open the box with the flame on it we would need fire.
We have a candle, and a lighter, looks like we just need a place to put it.
How about that dish with a spike in the top right shelf?
Click on the top right shelf for a close up.
Use the candle on the dish.
Use the lighter on the candle.
We have flame! We also have some numbers lit up above the candle.
Tilt your head to the right to see the numbers clearly (683).
That must be the code for the box! Back up.
Click on the middle shelf of the right unit, then click on the box for a close up.
Using the keypad, enter the code 683 then click the black button at the bottom.
Yay, now we have the ubiquitous screwdriver! Back up.
The Water Box
We still have the water box code to crack.
Maybe the blank piece of paper with the water drop on it is a clue?
Pull up the blank note from your inventory.
Use the bottle of water on the note.
Okay, now we have a giant grid of letters.
All of the columns of letters are numbered except the first column, I wonder why?
Look closely at the letters in the first column, do they look familiar?
The clues to this puzzle are the "Donkey" book and the word "Theory" in the button box.
Notice the letters in the left column, the one without a number.
The letters would spell out Donkeys if rearranged.
Find the row that has the "D" from Donkey.
Go across that row until you find the first letter from Theory, "T". You'll find it in column 2.
Now find the second letter in donkey, "O", then go across to find the second letter from theory, "H". You will find it in column 4.
Continue on until you have a six number code. Don't worry about the row with the "S", that's a red herring.
The N is the third letter in donkey, find the third letter in theory (E) and it is column 5.
The fourth letter in donkey is K and it corresponds to O in the 8th column.
The fifth letter in donkey is E and it corresponds to the R in the 1st column.
The last letter in donkey is Y and it corresponds to the Y in the 4th column.
Therefore the code is 245814.
Once you know the code, click on the water box on the middle shelf for a close up.
Input the number code then press the black button to open the box.
Inside you will find a key with a black fob, take it and back up twice.
Getting Out
Click on the black door on the left for a close up.
Use the black key on the black door to open it.
Nope, it's not the door out. Looks like a closet. Hey, there's a fan at the back, but it's missing a blade.
There's also a control panel on the left wall inside the closet.
Click on the control panel on the left wall for a close up.
The panel has a switch with three positions, "off", "room", and "locker", which is probably the closet.
Hover the cursor over the top of the switch to show an up arrow, then click and the switch will move to the "off" position at the top.
Back up twice to the long view.
Notice that the fan is no longer spinning.
Click on the fan for a close up.
Finally we get to use the screwdriver!
Use the screwdriver on the center of the fan blade to get the blade and a screw.
Back up, then click on the black door for a close up, then click again to open it.
Click on the fan in the back of the closet.
Use the fan blade on the fan vent then back up once.
Click on the panel on the left for a close up.
Move the switch down to the bottom, to the "locker" position.
The fan apparently blows a door open. Congratulations, you've escaped!
Posted by: grinnyp | October 12, 2011 2:37 AM