Funkyland continues to live up to the name with Alice House: No. 3 House of White Rabbit, an escape game that looks frilly and sweet, but is just a little bit weird, sort of like a restrained version of its source material. The White Rabbit Hole had you searching for, well, rabbits, and with The Pool of Tears it was dodoes. This time, you're searching for items emblazoned with lizards, because why not? Click around to interact, and since your cursor won't change to highlight any interactive areas, you'll want to scour everywhere. Not that you have much to scour, since House of White Rabbit is a very small game indeed. Keep your eyes peeled for clues, and click any item you're carrying to "equip" it for use.
After the first two games, the third installment of the Alice House series feels... well, restrained. Not only is it considerably shorter and easier because of how tightly contained the area is, but it's not nearly as whimsical as its predecessors either, which is sort of a shame considering that quirky design was part of their charm. Which isn't to say House of White Rabbit isn't charming... it is, in a very tea-and-crumpets-twee sort of fashion, with a clean, elegant design and bouncy soundtrack. Only one puzzle is likely to give most players any sort of trouble, largely because of the lack of feedback when you've "solved" it, while the rest of the game comes down to simply knowing where to use something you're carrying. It's not so much a snack as it is an after-dinner mint, though its sweetness might just be enough to tide you over 'til the next, hopefully more substantial, installment.
Walkthrough Guide
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Here you go, Paul. :)
Walkthrough
1. Coin
Start by reading the book on the end table, end with a 4-digit code.
Find the fleur-de-lis button at the end of the book. Also note that page 2 has a picture of a key, along with 3 orange rings, 4 olive green diamonds, and 1 blue circle.
Put the button in place between the other two similar buttons on the mantel. Press the buttons to see what happens.
The buttons make the candles shrink or grow. You can zoom in on the candles to see which shapes they correspond to.
Use the code from the book to position the candles appropriately, then look in the fireplace and get the key.
Use the key to open the left-hand window above the couch. Get the square button.
Look at the vanity to the left of the door. Get the perfume bottle.
Put the square button into the indentation on the vanity; note that it has a picture of a perfume bottle on it.
Use the perfume bottle on the button and note the code.
6217
Use the code to open the top picture above the couch.
2. Earring
Check the clock.
Wiggle the clock until the earring is dislodged.
3. Picture
The picture itself is in plain view, but you'll need a couple of tools to get it.
Look under the couch cushions to find the screwdriver.
Use the screwdriver to open the drawer of the table under the clock (to the right of the door). Get the mallet.
Use the mallet to smash the glass of the lizard picture hanging to the right of the fireplace.
4. Statue
This starts the same way as the coin, but ends sooner.
If you haven't already, get the fleur-de-lis button from the book on the end table and put it in place on the mantel.
Look in the book to find the code.
Page 5 has a picture of a lizard, along with 4 orange rings, 3 olive diamonds, and 4 blue circles.
Position the candles according to the code, then look in the fireplace and get the lizard.
5. Trowel
If you found the coin, you've seen this already.
The trowel is in the window planter, same place as the square button was.
Posted by: Reka | September 9, 2014 11:22 PM