Escape from Mr. Y's Room 3
If you play through all of the Tesshi-e escape games sooner or later you will run up against the mysterious Mr. Y, a "friend" who has a predilection for inviting you over only to lock you into, and force you to solve your way out of, a room. Whether it be his children's bedroom, a random room in his house, or a strangely empty space, Mr. Y has the room escaping goods all ready to go. Isn't it nice to know that, even though having recently moved, Mr. Y is still ready to challenge you with Escape from Mr. Y's Room 3, the latest by Tesshi-e, just in time for Weekday Escape?
Escape from Mr. Y's Room 3 is packed with a bunch of fun new puzzles as well as some old favorites. Navigation is smooth and easy and the room is so sparsely furnished that despite the lack of a changing cursor there is very little pixel hunting. An amazing new feature involves color-based puzzles that are color-blind friendly (simply click on a colored item and it helpfully announces its color to you) and even more surprisingly there are two endings that both feature a happy coin.
Escape from Mr. Y's Room 3 features all that is good about Tesshi-e room escape design from the beautiful backgrounds to the easy-to-handle inventory. With this, their 75th game, Tesshi-e (and Mr. Y) continue to amaze and delight room escape fanatics everywhere.
Walkthrough Guide
(Please allow page to fully load for spoiler tags to be functional.)
WALKTHROUGH
Exploration
Pink Chair Wall
The left chair has a piece of paper under it with 'River' and different coloured stars in the corners
The right chair has K24 under the cushion
Take the piece from the table and note the calender
Picture Wall
The picture of the RIVER has wobbly corners
TV Wall
There's a blue diamond, a locked box that needs a key, and an amp?
Window Wall
Cabinet
The top cubby has a screwdriver in a box with 5-9-20-25-31 under it and 7 buttons. The right cubby is locked with a 3x7 grid. The bottom cubby is locked and needs a key. The left cubby opens and has different coloured books that have stars on the top and numbers along the bottom
The window's blinds are closed. Under the window there is a hole. Between the window and the cabinet there is a panel that is screwed to the wall. Beside the door is a panel with a card slot and 'TYK'
Solving Puzzles
Getting the Screwdriver
The 5 numbers on the screwdriver's case correspond to the calender's columns which correspond to the buttons
e.g. 5 is in column 5, so you press button 5
The order of the buttons is 52643
Screwed Panel
unscrew with screwdriver and take orb with clover key. You cannot open it yet.
Wobbly Picture Puzzle
Use the 'River' clue and the clue from the left cubby
The numbers and colours of the books tell you the order to press the corners of the pictures, and the corners on the 'River' paper show you which colour corresponds to which corner
Upper left, upper right, upper right, lower left, lower right, lower right
Take the key card (note the YX) and trade the orb for the ball inside the tube
Use the screwdriver on the ball of ice to get a switch
The Right Cubby
Go back to the window wall and place the switch in the spot between the window and cabinet. Turn it so the light turns green
The room reveals a decorative Mr.Birdy and a spade key near a hole on the ledge
The decorative Mr.Birdy looks like that 3x7 grid in the right cubby
The solution for the cubby (going left to right) is top, middle, top, bottom, top, middle, top
Take the strong magnet (note the red heart) and place it on the ledge of the window
The key will fall to the hole under the window
Getting into the Second Room
Use the spade key on the bottom cubby
You will get a tin that says T343 but you can't open it
Go to the panel beside the door. It says TYK. Insert the key card
We know that T is 343, Y is X, and K is 24
343 x 24 = 8232
Exploration #2
Mr.Birdy Wall
Click on the decorative Mr.Birdy and then again on the top left of the drawers to see 4 buttons with a spade, diamond, heart, and club
Table Wall
Note the white spade on the window and click on the table. Open the drawer to reveal a box with 5 spaces
Looks like a piece can go in here. That means there's 4 more to find
Window Wall
The top left cubby has a happy coin, use your screwdriver to take it. The top right has a box that needs a 3 digit code. The middle cubby has a hippo munching on something with 4 buttons on its side. The bottom right has a green club
Bed Wall
Click on the table between the beds and take the remote. Note the yellow spade
Click to the right of the right bed to see a red ball. Take it
Solving Puzzles #2
Hippo
Go back into the first room and turn on the TV.
Click the buttons 1-6 and note the hippo's position. Go back to the second room
The solution for the hippo's buttons is upper right, lower right, upper left, lower right, lower left, upper left
Take the piece and go back to the first room
Buttons on Mr.Birdy
Turn on the TV again and go to channel 7-12
Note the colours blue, white, green, yellow, red. Where have we seen those before?
The spades, heart, diamond, and club were those colours
The solution to the Mr.Birdy buttons is diamond, spade, club, spade, heart
You should see numbers come up on the 5 boxes. We'll come back to that
Upper Right Cubby
Go back to the first room and close the blinds. Return to the second room
There's 3 numbers on the blinds. Just what you need for the locked box.
Enter 512, open the box and take the can opener and the piece
Open the can and take another piece (You should have 4 pieces)
The Locked Box on the TV Wall in the first room
Go back to the first room and look behind the river picture
Use the red ball to get back the orb with the clover key. How are you going to open it?
Use the happy coin to open the orb and take the key
Use the key on the locked box and take the final piece
Getting out
Go back to the second room. Now that you have all 5 pieces, how do you know what order to put them in?
Look at the boxes on the decorative Mr.Birdy
46385, what does that mean?
The sides of the shapes on the pieces match up with the numbers in the boxes
Place the pieces in the slots in the drawer
square, hexagon, triangle, octagon, pentagon
Take the heart key and escape!
Posted by: Janet | July 4, 2012 3:36 AM
Walkthrough of Mr. Y's Room 3
Starting Out: Gathering Clues
From the start screen, select your language (Japanese or English) and press "Opening Start" then "Game Start."
Zoom in on the two pink chairs:
Under the left pink chair's cushion you'll find a "River" CLUE. Take it.
Under the cushion of the right pink chair is another clue: "K24." Make a note.
Then look at the glass table between the two chairs:
Take the SOME KIND OF PART (square).
Look at the calender on that same table. Notice the days, days and colors.
Back up and turn left to see the door:
Notice there is a lock by the door: a card slot, "TYK" and 4 digits.
Back up twice, then examine the panel next to the window:
a screwdriver is needed.
Back up and look at the hole under the window.
That might be useful later.
Back up and zoom in on The Cabinet on the left side of the room:
Look in the Top Door:
Here is the screwdriver.
The clue is "5-9-20-25-31" and 7 buttons to push.
Look at the Right Door:
A 3x7 grid with buttons you can press/change color.
The Bottom Door needs a key.
Look inside the Left Door:
Six books of varying colors—red, yellow, yellow, blue, green, green.
Back up, turn left to face the TV and stereo:
Look on the side of the right speaker: a blue diamond.
The little box to the right of the "amp?" needs a key.
Now you've gathered as many clues as possible; it's time to solve some puzzles.
The Screwdriver
Turn back to the cabinets and open the top door.
Use the clues from the calender and the numbers under the screwdriver to open the screwdriver's case:
HINT:
Number the buttons as you would the days of the week: 1 through 7.
SOLUTION:
The first number under the screwdriver is a "5". Checking the calender, it's also the 5th button. So push that button first.
Coordinate the other numbers on the calender according to the which column they're in, matching that to a button, and you know to push the buttons in this order:
5th - 2nd - 6th - 4th - 3rd
When you've pressed the buttons in the correct order, the case opens and you can get the:
SCREWDRIVER
Panel by Window and Wobbly Picture
Back up from the cabinet and examine the panel next to the window again.
Use the SCREWDRIVER to take it off.
Get the BALL WITH (clover) KEY INSIDE.
Back up and turn left twice and zoom in on the picture of the river.
Using the clues you gathered from the left pink chair and inside the left cupboard door, click on the corners of the wobbly picture frame in the correct order.
SOLUTION:
1-top left; 2-top right; 3-top right; 4-bottom left; 5-bottom right; 6-bottom right.
From the niche behind the river picture, get the:
KEY CARD. (Notice the key card has "Y x" written on it.)
There is also a PIPE:
Put the BALL WITH KEY into the top of the pipe.
A BALL OF ICE comes out. Take it.
Use the SCREWDRIVER to break the ice and get:
A SWITCH.
3x7 Grid Puzzle and Key to Bottom Cabinet Door
Turn back around to face the window again.
Examine the niche where you removed the screwed-on panel:
Put the SWITCH in the spot where you can "place something here".
Click on the switch and it will turn to the right, turning the light green.
Back up and zoom in on the window:
You can see 7 Mr. Birdies, hanging in a pattern in the next room.
Look down at the windowsill and you can see a spade key next to the hole.
Back out and go back to the right cabinet door:
Use the clue from the Mr. Birdies display to click on the correct buttons on the 3x7 grid.
HINT:
Notice how each of the 7 Mr. Birdies hang at one of 3 different lengths.
SOLUTION:
Divide the buttons by 7 columns and 3 rows. For each column, only one button should be shaded. So, because the first Mr. Birdy on the left is in the top row, that's which button you should click. Do the same for the rest:
X = click that button. o = do not click that button.
X o X o X o X
o X o o o X o
o o o X o o o
When you've shaded the buttons on the 3x7 grid correctly, click the handle to open the door:
Get the STRONG MAGNET.
Also note the red heart.
Back up twice and look at the windowsill again:
Place the STRONG MAGNET on the windowsill by the key so that it slides toward the hole and drops down.
Back up twice then zoom in on the hole under the window to get the:
SPADE-SHAPED KEY.
Back up and zoom in on the cabinet again.
Use the SPADE-SHAPED KEY on Bottom Cabinet Door to open it:
Get the CAN.
Notice that it has "T343" written on it.
Back up. Now you're ready to open the door to the next room.
Entering the Next Room
To the right side of the window is the door to the next room. To get in, you'll need:
Key Card.
Can from inside the bottom cabinet door.
and a peek underneath the cushion of the right pink chair.
Put that information together to get a code for the door lock panel.
HINT:
The door lock panel has "TYK" written on it. You have seen those letters on the items listed above.
SOLUTION:
T343
Yx
K24
343x24 = 8232
So, the code is 8232
Insert the KEY CARD into the slot on the door lock panel.
Input the code (see above spoiler).
the light will turn green indicating the door is unlocked now.
Back up from the panel and click the door handle to open it. Go in.
Inside Room #2: Gathering Clues
As you enter the second room, go forward to examine the Mr. Birdy display:
Notice the four buttons on the left side: spade, diamond, heard, and club.
Turn right to see out the two windows (lovely view!):
Make a note of the: White Spade.
Zoom in on the small table and open its drawer:
There's a box inside. It looks like you need 5 parts to place on its top to open it.
Turn right again and then zoom in on the five inset shelves on the right:
The Top Left shelf has a happy coin (yay!) on display.
Use your SCREWDRIVER to get it.
Back up.
The Bottom Right shelf has a Green Clover on display.
The Top Right shelf has a safe needing a 3-digit number code.
The Middle has a Mr. Hippo that's holding something in its mouth.
Back out from the shelves and turn right to face the beds.
Make a note of the Yellow Spade on the left headboard.
Take the TV REMOTE (complete with batteries inside!) from the nightstand.
Back up and click on the right side of the right bed:
Get the RED BALL.
Go back through the door into the first room.
Zoom in on the river picture again. Click it to open the panel again...:
Use the RED BALL to retrieve the BALL WITH KEY inside.
Use the HAPPY COIN to open the ball:
Get the CLOVER-SHAPED KEY.
Back up and turn right to face the TV.
Examine the Box under the TV:
Use the CLOVER-SHAPED KEY to unlock the box:
Get another PART (triangle).
Click the RED BUTTON in the top corner of the remote to turn on the TV.
Select "1" from the remotes number pad.
Make a note of how channel 1's hippo is positioned on the screen.
Do the same for the other numbers (up to 6) and note where the hippo is each time.
Now click any number, 7-12:
Make a note of the colors and the order they're in: Blue, White, Green, Yellow, Red.
Turn right. Examine the switch next to the window again:
Click the switch to turn it, turning the light red, to close the blinds.
Go back into the 2nd Room. Turn left twice and zoom in on the now closed blinds to read the number written there.
Now you're ready to solve more puzzles.
The Safe, the Hippo and the Can
Go back over to the shelves in the second room.
Examine the Hippo in the middle shelf:
Use the clues from the TV to determine which buttons to push on the hippo.
Top Right
Bottom Right
Top Left
Bottom Right
Bottom Left
Top Left
Get the SOME KIND OF PART (hexagon).
Examine the safe on the top right shelf:
Enter the code you found on the window blinds (see room#2 clues above).
SOLUTION:
512
Click the handle to open it and get:
CAN OPENER.
SOME KIND OF PART (pentagon).
Use the CAN OPENER to open the Can:
Get another PART (octogon).
Mr. Birdies Display and Box in Small Table
Put together the clues from the colored shapes (found throughout the two rooms) with the colored bars on TV channels 7-12.
Using that information, push the four buttons on the Mr. Birdies display in the correct order.
SOLUTION:
Diamond
Spade
Club
Spade
Heart
Then, back up and look at the result:
4 6 3 8 5
Turn right and examine the small table, opening the drawer:
The big numbers lit up on the Mr. Birdies display tell you where to put which SOME KIND OF PART into the box.
SOLUTION:
Count the sides of each shape on the parts. Insert them in that order into the box.
From left to right:
SQUARE--HEXAGON--TRIANGLE--OCTOGON--PENTAGON
When the parts are correctly entered into the box, you'll get:
a HEART-SHAPED KEY.
Regular "happy" End
If you want to do both endings, after you get the HEART-SHAPED KEY from drawer by the two windows in the 2nd room:
select "FUNCTION" from below the game screen.
Choose "SAVE" and "Yes".
Then click the red box in the bottom right corner to return to the main game screen.
Go back into the first room and use the heart-shaped key on the door next to the TV.
Click the handle and out you go!
Extra Happy End
Note: save your game before following these steps if you haven't seen the regular ending yet (see "Regular End" spoiler above).
After getting the heart-shaped key, return to the first room.
BEFORE using the key and going out the door, use the remote on the TV again:
Note how the hippos have changed.
Go back into the 2nd Room and examine the hippo again:
Press the buttons again in the new order.
SOLUTION:
Top Left
Top Right
Bottom Left
Bottom Right
Bottom Left
Top Right
Get the extra special happy coin from the panel that opens in the hippo's side.
Go back into the first room, use the key on the door, and exit.
Congratulations! Happiness to you!
Posted by: elle | July 4, 2012 8:38 PM