Welcome back, Petithima! We have missed you here at Weekday Escape! Yes, this week's adventure in mid-week escaping is from the fabulous Petithima, who has graced us with a delightful little confection called simply Room 9. Why Room 9 you might ask? Does the title hint at some mysterious prison on the coast of Wales where everyone is only known by a number? Is it an homage to the worst movie ever made? Or, just possibly, is it because it is Petithima's 9th room escape effort? You decide.
Navigation in this lovely room is accomplished by arrows at the sides, top, and bottom of the screen, as well as with close-ups indicated by the changing cursor. Once again we have no set-up or backstory, just a simple room done up in lovely shades of tan and brown. The objective is, as per usual with this sort of thing, to pick up anything not nailed down, figure out how to use it, solve a few puzzles, and make your way to the clean, non-incensed air of the outside. Seriously, that piggy incense burner is cute and all, but if you can't crack a window then a room like this could become problematic for folks with allergies or asthma. Just saying, in case you take it into your head to lock a friend, relative, acquaintance, or total stranger into a trick room and make them solve their way out. That wouldn't be very nice.
The wonderful thing about Petithima's designs is the simplicity evident in every aspect. A simple room design; simple, easy to understand controls; and simple puzzles when added together make for a wonderful experience that is not too heavy on the palate. Game designers who concentrate too heavily on only one aspect of their room escapes, be it the backgrounds (gorgeous backgrounds hiding inferior or illogical puzzles), the controls (a nice escape experience can be ruined by hard to decipher controls or pixel hunting), or just puzzles (astoundingly difficult puzzles but no logic or flow to the escape itself) risk creating an unbalanced and occasionally unpleasant experience for room escape fans. Fortunately we have games like Room 9 to fall back on, secure in the knowledge that the escaping fun will be logical, amusing, and flow easily from one challenge to the next.
Some folks don't like room escapes that are this short and easy, but take it from someone who knows: size isn't everything. A quick five minutes and out game can be just as satisfying as the longer, more complicated escapes as long as it is done well, and Petithima does quick and easy exceedingly well. The only real criticism you can level against this charming escape is the fact that at least one puzzle is color-based, thus making it through to the outside might be a tad difficult for those who have visual problems. True escape aficionados will appreciate the balance evident in this delightfully amusing mid-week escape from the everyday.
Walkthrough Guide
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Room 9 Walkthrough
General Information
Don't forget to examine items you pick up, they may be hiding something.
Watch for the changing cursor, it will indicate hotspots where you can click.
There will be directions for the colorblind in this walkthrough.
Good luck!
Exploration
You begin by facing a couch. To the right of the couch is the door out. Yes, it is locked.
To the left of the couch, against the back left wall, is a double closet door. Click on it for a close up.
Click on the closet door again to open it.
On the floor of the closet is a box tied up with rope. Pity we don't have a knife. Or scissors.
On the middle shelf of the closet is a box, click on it for a close up.
There are three cat-shaped buttons on the box. Looks like this is a 3 digit symbol code.
Put down the box and back up.
Turn right.
You are now facing a dining table. There is a smaller end table to the left of the big one.
There is also a picture on the wall. Click on the picture and it slides, revealing a panel. Looks like we need a screwdriver.
Click on the dining table and you will get a wooden plank.
The smaller end table to the left has a drawer that requires a 4 letter code, which we don't have yet.
Turn right.
This wall is dominated by a huge flat-screen TV. Note the ladder on the left, leading to the ceiling. We can't go up the ladder, but beside it is another code lock requiring a 4 digit code.
On the TV stand are two small doors which you can open. Notice in the left cubby there are some symbols there, click on them for a close up.
Looks like an X, then a circle, then a heart.
Back up from the close up of the symbols and turn right.
You are now facing a wall with lots of stuff, like a running fan and a pig incense burner. The only important thing on this wall is the large cabinet/bookcase in the middle.
On the middle shelf of the bookcase is a box with a 3 digit code that also involves the colors brown, green, and blue.
On the bottom of the cabinet are two doors. The left door is locked and appears to be concealing a remote control. The right door can be opened to show a cat-like figurine.
Turn right.
You should now be back at the first view of the couch.
Time to solve some puzzles!
The Cat Head Box
Click on the closet doors for a close up, then again to open them.
Click on the box on the middle shelf of the closet for a close up.
If you click on the cat head shaped buttons, notice that the eyes change symbols.
Where have we seen symbols like this?
In the left cupboard door underneath the TV.
The symbols there were an X, a circle, and a heart.
Click the buttons on the cat head box until the eye symbols match the ones from underneath the TV.
Once you've put in the 3 symbol code, click on the lower button shaped like a cat's paw to open the box.
Open the box and you get a second wooden plank.
Close down the box and back up.
The Bookshelf Box
Turn left to face the large cabinet/bookshelf.
Click on the box sitting on the middle shelf.
This box needs a 3 digit code which is also tied to the colors brown, green, and blue.
Have we seen those colors somewhere here in the room?
Look at the books on the shelf above the shelf with the box.
The colors on the book covers are brown, green, and blue.
Count the number of each color, brown (6), green (2), and blue (4).
This is your code for the box: 624.
Enter the code into the box and click on the lid to open it.
Take the tool from the box and close down the box.
The Rock & Roll Picture
Turn right (or left) twice to face the dining table.
Click on the wall picture to move it.
Use the tool you just got from the bookshelf box to remove the panel behind the picture.
This gets you four nails.
Close down the nails into your inventory, then click on the panel again.
The panel will slide to the left revealing a key. Take the key.
The Television and the Attic
Turn right (or left) twice to face the Bookshelf Cabinet.
Use the key on the lower left door to unlock it and get the TV remote.
Once you have the remote, turn left.
Use the remote on the TV and you get channel 2 with a picture of the stuffed cat.
Use the remote on the TV again to get channel 4 and a picture that looks like the one on the wall above the dining table.
Use the remote on the TV again to get channel 5 and the word "start".
Use the remote on the TV again to get channel 7 and a test pattern.
Use the remote on the TV again to get channel 6 and a picture of Japan.
Use the remote on the TV again to get channel 3 and the word "end".
If you use the remote again you will turn off the TV.
Okay, so what do we do with that information?
Remember the code on the wall next to the ladder?
It needs a 4 digit code.
Look again at the information from the TV. There are 6 channels there, which 4 might fit the code?
Start with the word "start", which was channel 5.
The next 3 channels were 7 (test pattern), 6 (Japan), and 3 (end).
If "start" denotes the beginning of the code, and "end" is the end, then the code is 5763.
Enter the code 5763 into the code lock on the wall next to the ladder, then click the enter button.
If you entered the code correctly, the trapdoor in the ceiling at the top of the ladder opens up.
The Attic
Click on the top of the ladder to go to the attic.
There are two beds up here (one with a teddy bear), a knife hanging from a rope on the ceiling, and a small wooden box on the windowsill on the left.
If you click on that small box you will see that it needs a 3 digit code.
Click on the pillow on the right bed to lift it up. Take the wooden plank (you should now have 3).
Pick up the teddy bear from the left bed.
While the teddy bear is in close up, click on it to turn it around. Hey, a zipper!
Click on the teddy's zipper to open it and get a note.
The note is a clue! It has a picture of the "2" side of a die equaling 5, then three die faces: 1, 3, and 5.
Close down the note.
Now let's turn our attention to the box on the windowsill (left).
The box needs a 3 digit code. Do you think it has anything to do with the die faces on the note?
The clue to deciphering the note is the "2" = 5.
On any standard issue 6 sided die, the numbers on the opposite sides will add up to 7. Thus the "5" side is opposite the "2" side.
Look at the 3 die faces on the note. You are looking for the numbers on the opposite sides of the dice.
The opposite number of 1 is 6 (1 + 6 = 7). The opposite of 3 is 4 (3 + 4 = 7). The opposite of 5 is 2 (5 + 2 = 7).
Thus the code is 642.
Enter the 3 digit code from the note into the box and click on the top to open it. Take the hammer and close down the box.
Now we just need to figure out how to get that utility knife that is hanging from the ceiling.
We need something to stand on to reach the knife.
Pull up the wooden planks from your inventory.
Use the nails on the planks to form a stool.
Use the hammer on the planks/nails to finish the stool.
Now that you have a stool, place it beneath the knife.
Take the knife and back up to the main room.
Getting Out
When you come down from the attic you will be facing the TV.
Turn right (or left) twice to face the couch.
Click on the closet twice (once for close up, once to open).
Use the knife on the box on the closet floor, the one tied up with rope.
Once the rope is cut click on the box to open it and take the kettle full of water.
While the kettle is still in close up, click on the top to open it.
Looks like we can put something inside. But what?
The only thing we have left in the inventory is the dice note. Put the note in the kettle of water.
Remove the note and you will see a new code.
At the top are two arrows pointing towards a dotted line in the middle.
On the bottom are four symbols.
What does it mean?
The arrows and the dotted line indicate mirror images.
Take each symbol and flip it (mirror image) over an imaginary vertical line.
When you do this you will see that each symbol is half of a letter. Put together the symbol with its mirror image to get the whole letter.
The letters are: HMOW.
Close down the note, back up, and turn right to face the dining table.
Click on the small table to the left, the one with the lower drawer.
This drawer needs a 4 letter code. Probably the one we just got from the note.
Enter the code and click on the drawer to open it.
Take the key from the drawer and turn left.
Use the key on the outer door to unlock it, then click again to escape.
Enjoy the scenery!
Posted by: grinnyp | August 3, 2011 3:26 AM