For those who are room escape aficionados, the cravings can hit any time of the day or night; the gnawing sensation of wanting just a nibble, something to satisfy the yearning for a tasty and delicious puzzle. Well, hanker no more for Robamimi is back, and that fabulous designer of some of the best room escapes available has brought a nutritious treat in the form of Hungry, an amusing little point-and-click room adventure that will satisfy one craving while substituting another.
Yes, food is the theme this time around and it is on display in this sparse yet beautiful little room just waiting for someone to come along and take a bite. Or several bites, because there's more than one consumable present. Everything we've come to expect from Robamimi is here: elegant puzzles and solutions, mellow music, an easy inventory, and even a save function. All you have to do is use the arrows on the sides of the screen to wander around and taste the challenge (and the food) as you try to solve your way out, using both the amazing built-in hint feature, the changing cursor (to indicate hot-spots worth investigating), and your own imagination. This is one of Robamimi's smaller efforts, but welcome nonetheless as a perfect snack.
Feeling a bit peckish? Want to sate the late-night cravings? Hungry is definitely the way to satisfy your hunger for a fun, logical room escape. Just be warned, though, because while Hungry may conquer your escaping hunger, it may also cause a bad case of the munchies for something more substantial than instant cup-o-noodles. Time to take a bite!
Note: The game comes in two languages, Japanese and English. To play the English version, make sure it says "Japanese" on the title screen when you begin, and vice versa. Also, if you have trouble connecting you can also try the alternate site.
Walkthrough Guide
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Preamble
Before you begin, make sure the initial screen says >>Japanese if you want to play in English and >>English if you want to play in Japanese. Robamimi's interface here is slightly counter-intuitive. I think it's intended to mean "Click here to switch to this language" instead of "This is the language you will be playing in." Now you're ready to hit "Start."
Escape!
Door Scene
We begin facing a door, a wall safe, a clock, and a plant.
If we try to investigate the clock, it tells us that we can't reach it. Looks like we'll be needing something here.
If we investigate the plant, we can see something gleaming in the soil.
It's a gold key!
Cabinet Scene
Turn right from the door scene to the cabinet scene.
I don't know about you, but the first thing I notice is the lock on the left side of the left drawer.
It's gold. How convenient for escape games to color-code things!
Mm-mm! Soup!
The right drawer is stuck. We'll have to get back to it.
The left cabinet has something on the inside of the door.
It's a pointer! Click it to extend it.
Now we can investigate the right drawer.
Use the extended pointer on the little gap where the drawer is slightly opened.
Get the leaflet. Click it again to un-crumple it.
We know how to eat soup. Must be a hint. Click the drawer again to get a spoon. (Not in the face! Not in the face!)
Investigating the rest of the cabinet reveals three things we're not ready for yet: a 9-button code box, a thing that resembles a bread box, and a 3-digit code on the right cabinet. We'll come back later.
Table Scene
Turn right from the cabinet scene to the table scene.
Hey, you can get the chair! That should come in handy elsewhere.
There's actually quite a bit going on here on the table.
Directly in front of us is an omelet sauced with ketchup, which sits on a plate, which sits on a bigger plate. To the upper left is a smaller plate with the number 84 written on it. To the upper right is a glass of water sitting on a coaster.
We can move the medium plate off of the big plate to reveal the number 97. We can also move the glass off of the coaster and then click the coaster to reveal a hint.
At first blush, the coaster hint seems pretty straightforward: Use the plates in order from small to big to middle. Ooh, hey, that would imply there's information on the middle plate.
Are you hungry? Good thing we have a spoon! Prepare for omelet-nom!
The middle plate says 51.
Now would be an excellent time to ask Robamimi for a hint.
"It is not double-digit, single and single."
In other words, it's not eighty-four, ninety-seven, and fifty-one; it's eight and four, nine and seven, five and one.
This hint combined with the coaster hint should get us the numbers we're looking for.
The smaller number of 8 and 4 is 4; the larger number of 9 and 7 is 9; the number right in the middle of 5 and 1 (that is to say, the average) is 3. So our number is 493.
Cabinet Scene
Go left from the table scene back to the cabinet scene.
Unlock the right cabinet with 493.
Get the cup.
Door Scene
Go left again from the cabinet scene back to the door scene.
Use the chair to get to the clock.
Get the batteries from the back of the clock.
TV Scene
Go left from the door scene to the TV scene.
Open the left drawer and get the remote.
Turn the remote around and insert the batteries.
Use the remote on the TV. Take note of everything it says, because it's all important.
Channel 1; News; square 5
Channel 3; Weather; squares 6 and 8
Channel 5; Sports; squares 1 and 2
Table Scene
Turn left from the TV scene to return to the table scene.
Use the cup on the water glass.
Cabinet Scene
Turn left from the table scene to return to the cabinet scene.
That bread box-y thing is actually a microwave. Use the cup of cold water on it and get a cup of hot water.
Use the hot water on the cup of soup. (You may need to open the lid if you haven't already.)
Now use the spoon on the cup of soup.
The clue says SNWx2.
S for sports: that's channel 5. N for news: that's channel 1. W for weather: that's channel 3.
513x2 = 1026. We saw a 4-digit combination somewhere, didn't we?
TV Scene
Turn twice in either direction to return to the TV scene.
Unlock the right drawer with 1026.
Get the magnet.
Cabinet Scene
Turn twice in either direction to return to the cabinet scene.
Remember the 9-button code box? This is where we use the clues from the TV. Combine the squares indicated on all three channels.
Press buttons 1, 2, 5, 6, and 8. Press the bar underneath to open it.
Get the clothes pin.
Table Scene
Turn right from the cabinet scene to return to the table scene.
The left side of the bay window looks like it's open. Click to investigate.
There's a key down there, but we can't reach it! I'm sure we can MacGyver something, though.
View the pointer. Now use the magnet and the clothes pin. Close it down and use it on the key.
Get the silver key.
Door Scene
Turn twice in either direction to return to the door scene.
Use the silver key on the wall safe.
A 4-button code. Have we seen a clue for that anywhere?
The leaflet!
Press buttons 1 4 2 3 4 1, then press "OK"
It should say "unlocked" now.
Well, what are you standing around for? You're free!
Posted by: ray9na | February 22, 2012 11:57 AM