Escape from Mr. Y's Room 2
Okay, we've done elaborate escapes, we've done mind-bending escapes, we've done serial escapes, we've done a lot of holiday themed escapes, we've done cute escapes, and... let's just go minimal, shall we? Escape From Mr. Y's Room 2 by Tesshi-e, creator of Escape From the Pumpkin Room, is about as minimal as it gets for room escapes.
As with all room escape games your ability to get out depends on your searching the room for clues, solving puzzles, and checking every nook and cranny for objects to help you on your way. Not that there's many nooks and crannies to explore here. Just four walls, three pieces of furniture and a door, yet this fun little escapade includes some very tricky puzzles and, believe it or not, two different ways to get out of the room.
Navigation through the space is accomplished by bars at the sides and bottom of the screen. Not that there's much navigation, per se, as there's only so many places you can go in a small, square room. As with all Tesshi-e games inventory control is simple with an "about item" button to bring inventory items into close up. And you'll want to do that. There's a little bit of pixel hunting, but nothing terrible.
The room itself is very minimal with four white walls and a warm, polished hardwood floor, with Tesshi-e's standard 3D rendering, lights, shadows, and reflections. It almost, in fact, looks like a meditation room. The furnishings might look a bit familiar. Yes, that's the couch and table from Escape From the Living Room, and look, the coffee grinder from Escape From the Pumpkin Room as well! A nice touch is the rotation effect when you move left or right, as if you are actually spinning in a three dimensional space rather than just ending up at your next destination with each click. Keep turning left or right really quickly and make yourself dizzy!
Analysis: Yes, another simple, easy mid-week escape. It's nice not to have to think too hard in the middle of the week, isn't it? Most of the puzzles are pretty simple and easily solved, but the central puzzle is a corker and may cause a minor amount of head banging. Still, it would be surprising if experienced escapers took more than 20 minutes to figure out this little beauty.
Along with the minimal yet lush decor, there's a haunting little piano melody playing in the background that enhances the relaxed, casual gameplay. You can adjust the sound up or down or simply mute it, which is always nice, especially if you're playing somewhere where you don't want folks to know you're playing a game. Not that you'd play at the office, or anything. Really.
Surprisingly enough for a Tesshi-e game, there's no construction going on in Mr. Y's room. Use of found objects, yes. Combining of some found objects, certainly. But no building of cars from cell phones, repairing toy airplanes, or carving pumpkins here. So for those who disdain that sort of thing, relax and enjoy the mental puzzles. Even more surprising is the standard "Happy Coin Escape", which is, for once, accomplished without actually finding the happy coin. And such a tricky, unexpected little second escape it is, too!
Perhaps the only complaint about Escape From Mr. Y's Room 2 is that it is too simple. Although the central puzzle is certainly a brain teaser, the other puzzles could use some beefing up. The game itself is Japanese, but you don't need to know the language to escape. All of the puzzles are either based on numbers or the English alphabet. Still, it sometimes feels like you're missing part of the story, doesn't it?
Forget the quibbles. Escape From Mr. Y's Room is a relaxing way to stretch your brain in the middle of the week without overheating. Let the bare walls and lilting piano music take you to a very Zen place as you try to escape. Settle into a lotus position, take a deep breath, let it out, and enjoy the Zen of casual gameplay.
Walkthrough Guide
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Walkthrough:
Open the coffee grinder:
The code on the wall reads LOROL.
Obviously, L and R mean left and right, but what is O?
O means either direction. It doesn't seem to matter.
Essentially, turn the crank left-whatever-right-whatever-left, and the grinder will give up its KEY #1.
Open the glass box:
Use KEY #1 in the keyhole on the front of the stand.
Get the GREEN BALL and the PLUG.
Open the red cabinet:
Look at the left side of the cabinet; there is a code (Pi 4-6) and two slots.
Use the PLUG on the slots to power up the cabinet's lock.
Go back to the front of the cabinet; the panel is now lit, and waiting for the code.
The code is the 3rd-6th digits of the number Pi.
4-1-5-9
Inside the cabinet:
You are presented with a digital clock, four spots for balls, two of which are filled by the RED BALL and the YELLOW BALL, a TORCH, a red panel screwed to the cabinet, and a clue: "SH Total = 12"
Get the TORCH, revealing a slot, and the RED and YELLOW BALLS.
Obviously, you'll need a screwdriver to remove the red panel.
Finding a screwdriver:
Turn to the couch.
Click left of the couch to examine the side.
Take the STICK found here, and return to the front.
Look under the couch.
It's too dark to see anything. Perhaps you can use the TORCH?
No, it's not working. It must be out of power.
Examine the torch to find two slots on the base.
Retrieve the PLUG, and insert it into the TORCH.
Now that the TORCH is working, you can see under the couch. Hey, there's a SCREWDRIVER here! But it's out of reach...
Use the STICK on the SCREWDRIVER to reach it.
Back to the cabinet:
With the SCREWDRIVER, you can remove that pesky panel.
Ok, there's another combination lock, and a button to test it.
What's the code?
The code changes with time, but there is a pattern to it.
SH. What could that refer to?
Seconds, Hours. Use the digital clock above to put the current hour in slots 3 and 4.
What about the seconds, though? Not just anything will work here.
Use the second part of the clue, Total = 12.
The four numbers have to add up to twelve, and you need to press the button as the first two numbers match the seconds on the display.
eg, if it's between 2 and 3 pm, the code is XX14, where XX is 07, 16, 25, 34, 43, or 52.
This reveals the BLUE BALL on a pedestal. Take it.
Ok, The display has changed to "18-02-07-25 A-Z"
This should be an easy one.
Convert each number to it's matching letter of the alphabet, using A=1, B=2, C=3, etc.
R-B-G-Y
Red-Blue-Green-Yellow
Place the COLOURED BALLS into the slots to match the sequence.
Hooray, it's KEY #2!
Standard exit:
You've got a key, and you've got a locked door. 2 + 2 = ?
Use KEY #2 to unlock the door.
Click on the door.
You're out! Congratulations!
Happy coin exit:
Look carefully at the door.
Specifically, the handle.
If you click just under the handle, you'll notice that it's held on with a screw.
Remove the screw, and get the HANDLE.
Ok, now what?
Check out the cabinet.
Notice anything different?
The red light has turned green!
Click the pedestal, and you'll find it's actually a button.
Alright, what's changed this time?
Ahh! The couch is up in the air! And there's a door in the floor?
Huh, this door doesn't have a handle.
Try using the HANDLE with the door.
Oh, it didn't work. Is there something wrong with the HANDLE?
Examine the HANDLE to find a keyhole.
Use KEY #2 to extend the HANDLE's axle.
Ok, now try.
It fits!
Click the door twice to open it.
You're out!
Hold on though, where's the happy coin?
Watch the ending sequence.
Oh, there it is! Well Done!
Posted by: jolson42 | November 18, 2009 2:40 AM
Escape From Mr. Y's Room Walkthrough
General Information
There are two ways out of the room, the regular way and the inevitable happy coin escape.
Strangely enough, there is no coin to be found for the happy coin escape.
The central puzzle is one where the solution is different for everyone, so this walkthrough can only explain how it works.
Enjoy!
Beginning
You are facing a wooden door.
Click on the door twice for a close up of the handle. Yep, it's locked.
Click just below the handle for a look at the underside. Hmmm, a screw.
Back up twice.
Turn right.
Click on the couch for a close up, then click on the left side of the couch to see that side.
Look, a stick! Take the stick and back up.
Click the bottom of the couch for a close up.
Can't see anything, it's dark down there. Back up.
Turn right.
You are now looking at a glass coffee table with a mysterious box and a coffee grinder.
Click on the table for a close up.
Click on the grinder for a close up.
Do you see the mysterious writing on the wall?
What does LOROL mean?
I think it's a clue!
LOROL is a clue for turning the handle of the coffee grinder.
It's not just Left, right, left, though.
The Os mean to repeat the move.
Click on the left side of the coffee grinder to rotate the handle two times, then click on the right side two times, then the left once.
When you figure out the code the grinder opens to reveal a key. Take the key.
Back up then click on the mysterious box on the left.
Click on the left side of the box to view the side.
Oh look, a code involving pi and a power outlet.
Back up three times then turn right.
You are facing a nice little end table with a glass top.
Click on the table for a close up.
Gee, there's some stuff under the glass. Luckily we just found a key!
Use the key (on the keyhole on the left) to open the table.
Take the items (a green ball and a silver plug).
Back up.
You have now explored the entire room.
Turn left.
Mysterious Box
You are now facing the glass table again. Click on the box for a close up, then click on the left side.
Ah, it's that mysterious code again. The symbol for pi, then the number 3, a wavy line, then the number 6.
First, though, lets put the silver plug in the outlet.
Back up.
Hey, numbers! There's a four digit code to get into the box!
If only we knew what that code was!
How well do you know the value of pi?
The symbol for pi followed by the numbers would seem to indicate something about the value of pi.
The code means the third through the sixth numbers in the value of pi.
The code is 4159.
Enter the four digit code to open the box.
Wow, lots of stuff!
Take the yellow and red balls and the flashlight.
Look at the flashlight closely, it doesn't work.
Click on the back of the flashlight and it turns around. Hey, looks like a plug could go there.
Let's worry about that later.
Examine the box closely.
There's a digital timer at the top, hey, that's what time it is now! Must be a clock.
At the bottom left you will see "SH Total = 12". Huh, wonder what that means?
At the bottom right is a red panel, but we need a screwdriver!
Where in the world is there left to look in this room?
The Couch
Well, there's under the couch, but it's dark down there.
We need a light source.
Back up then click on the left side of the box.
Click on the plug to remove it.
Pull up the flashlight from your inventory then click on the back to turn it around.
Put the silver plug in the back of the flashlight. Yay, light! That must be a portable power source.
Back up and turn left to the couch.
Click on the couch for a close up then click the bottom of the couch to see underneath.
Hey, is that a screwdriver?
But it's too far to reach!
Oh yeah, we have the handy stick.
Use the stick to get the screwdriver then back up.
Turn right to the glass coffee table.
Mysterious Box Redux
Click on the box for a close up, then click on the door to open it.
Use the screwdriver on the red panel.
Goody, numbers and a button.
Guess it's time to figure out the code.
I'm sure it has something to do with SH Total = 12.
The solution to this problem literally changes second by the second and depends on what time it is local time.
The first clue is the digital timer, which is actually a clock showing the hours, minutes, and seconds.
I can only tell you how this works, as the clock is literally tied to your computer clock and the solution will be different for everyone.
So perhaps SH stands for seconds and hour?
Think of the first two numbers on the clock as two separate digits H H (hour). Think of the last two numbers of the clock as two separate digits S S (seconds).
The clue means that S + S + H + H = 12.
Start with the hour time. Notice that the clock uses military time (based on a 24 hour clock rather than am and pm).
So if it is, say, 2:00 pm your time the first two numbers would be 14 (in military parliance 1400).
1 + 4 = 5, so the two digits for S S should add up to 7, so the entire thing would add up to 12.
You can use any combination of seconds that will add up to 7, so 16, 25, 34, 43, or 52 would work.
The trick is to set the numbers so that they equal 12, then click the button below where you enter the code when the clock hits that precise combination of numbers.
So, for instance, if we are still using 2:00 pm as the example, set the four digit number thing for 2 - 5 - 1 - 4 (using 25 seconds as the SS).
Watch the clock carefully, and when the seconds hits the number you set (in this case, 25) push the black button underneath the four digit code.
Yay, you opened the bottom panel! (Hopefully)
And you also exposed a new code. 18-02-07-25, A-Z. Huh, wonder what that means?
Take the blue ball that is sitting on the gold button.
Notice that the little light in the bottom is red?
Time to escape!
Regular Escape
Let's look at the code in a little more detail.
I'm sure it has something to do with the alphabet, the A-Z thing is kind of a hint.
The numbers stand for letters of the alphabet.
Specifically, they stand for the first letters of the colors of the four balls you now have.
Place the balls in the round apertures in this order: red (r=18), blue (b=2), green (g=7), and yellow (y=25).
Look, a key appeared!
Take the key, back up and turn right twice to the door.
Use the key on the door and you are out! (Regular Escape)
Nice terrace.
Not-So-Regular Escape (aka "Happy Coin Escape without Happy Coin")
The Happy Coin Escape is the same as the regular escape until you leave the room.
Take the key and head for the door, but don't use the key on the door.
Instead, close up on the handle then click underneath the handle to view that mysterious screw we saw at the beginning.
Use the screwdriver on the screw and take the handle. Yes, that's what I said.
Once you have the detached handle in close up click on the top and it will turn over.
Look, a slot!
Use the key on the slot and a gray extension will pop up from the base of the handle.
Back up and go back to the glass coffee table.
Click on the box for a close up and open it.
Look closely, the little light at the bottom is now green.
Push the gold button.
Back up and turn left to see the couch.
Whoah!
Click underneath the couch twice for a close up. Gee, a door in the floor! Without a handle.
Put the handle in the door.
Click on the handle and the door will open.
Click on the stairs and you are out!
You're in a nice cafe. Wait a moment and the scene will show the happy coin on the floor between two chairs.
Posted by: grinnyp | November 18, 2009 2:43 AM