T2B does not have any sort of background story beyond the usual "trapped in a strange room for no apparent reason," but that doesn't really matter; the game is a satisfying exercise in quality room escape goodness and easily stands on its own merits. You're in for a treat:
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I have:
The bear panel in front of the box below the window can be taken, I am not sure how but I think I poked it with the ruler. Put the battery (from the flower pot next to the sunflower bud) in the pen light and look into the hole the bear panel left to get a green square board.
There is also a coin under the flower pot next to the cylophone, and I also got a magnet. I am not sure where but I think it was on the sofa, under the left pillow.
I'm a little further ahead, but not much
In the plant next to the Sunflower is a battery which is used in the pen light
You can remove the bear shape from the box below the window, examine it and see it has a round peg on the back
Use the pen light to look inside the box and get a green square
But after that, I'm lost as to what to do
the only thing i'm missing from the rest of you is the
penlight... and i didn't find a railway track when i clicked the left of the cupboard... the button opens the right side of the left cupboard, getting you what at first glance appears to be a calculator, but i think is a remote... for the train maybe? it seems to require a 5-digit code...
oh and for the clock,
you can click the little triangle to change the animal heads, and the animal heads appear to refer to letters, from the book in the table. the bookmark also has red blue green and a triangle, so i think it's referring to the clock. the toy train station has a hexagonal clock on it, and the xylophone also has a hexagon... i think they're all connected somehow... but i don't know how.
the stick is found
on top of the locked cabinet, and is used to hit the xylophone.
oh-hoh!
by using the red key, then the bear head on the red cabinet, you get the laptop battery and plant strong. use the plant strong with the sunflower bud to unlock the lower right drawer, giving you the blue key. unfortunately, i don't have the triangle-shaped handle yet. and when you use the battery with the laptop, it'll ask you for a password, maybe two. for flog 1 and flog 2. hooray for engrish!
For help with flog 1 & 2:
Codes to open flogs can be entered from the PC. The first flog requires you to solve the clock puzzle. It's a tedious task that requires you to match up the animals using the book under the laptop. If you can't be bothered:
i,u,d,q,h,a
Flog 2 opens with the help of Flog 1 opening, use the code it gives you onto your strange machine and it should be straight forward from there.
T2B Escape 2 WALKTHROUGH
No peeking!
Step 1: Gettin' Stuff
First, grab the following goods:
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lift the left cushion to get A magnet
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click the plant then from behind the leaf, grab A orange board
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while still looking at the plant, don't forget to check the planter for A Measure (aka: ruler)
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click the chest of drawers, then click on top of it (not the up arrow) to find A wooden stick (aka: xylophone mallet)
Done with that screen for now. Turn right, and:
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use the ruler (click the ruler so it is highlighted in orange) on the front of the box to pry loose A bear board
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look at the windowsill, then click the plant on the left to uncover A coin
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beating the curtain on the right a couple of times will cause it to shake loose A violet board
Turn right again. Only one thing here for now:
-
stuck in the bottom-left corner of the doorframe is A pen light
Turn right again. Now you can get the following:
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click the right-hand cabinet and slide open the left door to reveal A red board
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click the plants on top of the cabinet and notice that in the planter on the left is A battery
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now things get tricky: click just to the left of the left-hand cabinet and look inside, where you can grab A wider (aka: spool of thread)
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also in here is a stopper (the little brown square). You can't get it, but you can push it, which after you back out allows you to slide open the right door (of the left hand cabinet), granting access to A strange machine
Okay, enough of that. Back out, turn right, and you are facing the couch again. Click the floor below the couch to get to the table...
-
where you will find, just lying there, A bookmark.
Step 2: Putting Things Together
We need A pen light (lighting):
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examine the pen light (click on the little arrow in the icon)
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click on the pen light so it splits apart
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select the battery and put it in the pen light
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click the pen light again so it re-assembles itself
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click the switch at the end
Now we need A magnet(with string)
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examine the magnet
-
use the wider (spool of thread) on it
Step 3: Quest for the Red Drawer
Click below the table to find a train station. There is a slot in the side of the station. Put the coin in the slot, and code #1 will be revealed. Keep on backing out until you reach the couch, turn right and click on the window sill. Use the stick (mallet) on the xylophone to tap out the notes in the order indicated by code #1. The xylophone lifts up and reveals a hole underneath. Look in the hole. Use the magnet (with string) to retrieve A red key.
Now go back to the couch and click on the chest of drawers. Use the red key on the keyhole (at the top-right of the red drawer) to unlock it. Examine the bear board (in your inventory). Click just to the right of it to turn it around and reveal a wooden peg on the back. Now use the bear board on the circular hole (on the drawer) to make a handle. Click the handle to open the drawer. Retrieve A plant strong and A battery for pc.
Step 4: Quest for the Blue Drawer
Examine the bookmark (in your inventory). Click on it to turn it over and reveal a schema on the back. Note the order of the colours and the arrows (either up or down). Which is to say: reading from left to right, there are six elements. Each element has an associated colour and direction. Note these down. Now turn left so you are facing the wall with the clock and click on the clock. There are three hands with colours corresponding to those on the schema, with each pointing to an animal. There is also an arrow pointed up. If you click on the up arrow, it points down and the animals all change (clicking it again reverts to the earlier "up arrow" status). Thus the clock, along with the schema gives you a sequence of six animals. Note these down. (For example, if one element in the schema is represented by "blue" and "down", then click the arrow on the clock until it points down. Then note the animal to which the blue hand points, ie: monkey.)
Back out, turn right (to face the couch), and click the bottom to get back to the table. There is a green book in a drawer; click it to open it, and note that each animal corresponds to a letter (there are four pages; click the bottom-right of the book to see the next two). Use this reference to turn your sequence of animals into letters. This is code #2.
Back out the book, and click to the left of the laptop to reveal an empty battery hole. Put the battery from your inventory into the hole. Now back out, and click on the laptop to open it. Click the "on" button (looks like a bear's head), then on the laptop screen, click the bear icon at the top left. Enter code #2 (note that it must be in uppercase) and click the OK button to activate Flog 1 (actually "frog").
Back out and return to the couch. Turn right twice to face the door, then click on "flog 1"'s head. It opens! Look inside. This is code #3. Examine the strange machine, and use your mouse to punch in code #3. Then hit the green button and exit. The room is dark.
Look up and turn right twice. Ohhhhhhh. This is code #4.
Examine the strange machine and click the green button again to turn the lights back on. Go back to the laptop, and enter code #4 to activate Flog 2.
Now go back to the door, and click on "flog 2"'s head. Look inside and grab A bear board (well, the second one, actually).
You still need the key, though. Turn right and click on the right-hand cabinet, then click on the plants. Use the plant strong on the sunflower's planter and back out (once). Now you can slide open the right-hand cabinet to reveal A blue key.
Use the bear board (don't forget to examine it and turn it around to reveal the triangular peg on the back) and the blue key to open the blue drawer in the chest of drawers. On the left-hand side of the drawer, don't miss A yellow key.
Step 5: Quest for the Yellow Drawer
Remember the box that you pulled the bear board out of in Step 1? Use the pen light (lighting) to look in the hole it left, and grab A verdant green board. Now return back to the blue drawer and click on the picture-frame.
There are four columns in the frame, each containing two coloured swatches and a blank space. And you have another 4 coloured swatches in your inventory. This is a pretty straightforward colour-mixing game. Place your four boards in the four blank spaces such that in each row, the bottom colour in each column is the result of mixing the top two colours. Now the train is activated.
Back out to the couch, click down to get to the table, and click down again to get back to the train station. A train has now pulled into the station, bearing (if you'll excuse the pun) A bear board (yet another one!).
You know the drill by now. Use the bear board and the yellow key to open the yellow drawer. Inside, you will find A green key.
Step 6: And...
The green key is your ticket to ride! Erm, I mean, escape. Ticket to escape.
Anyway. Turn around to face the door. Use the green key on the door handle, then click the door handle again. Congratulations! What number did you get?
The only thing I had an issue with was the hidden table in the middle of the room, that should have shown up on one of the four rooms as it was a major sticking point that wasn't really fair to the player when not expecting a pixel hunt, oh and the "side of the cabinet" bit was a little off to. otherwise great ;)
Bah, I finished the train puzzle and then accidentally clicked on a link.
Oh well - I didn't really like it anyway. There was still too little logic and still a bit too much pixel hunting for me (I just ended up clicking randomly and hey look a secret area!). I would have like better graphics and puzzles that made more sense (they're relatively easy, but annoying and not very fun), but then again, I'm just being picky.
Still, OK game, and.... yay cute animals... awwww.
master_flea:
I'm not so sure. I know that part was a little touchy for me, and some of my clicks didn't register. I found it helped a bit to try pausing for a second or two between each click,
waiting until the note has finished sounding before going on to the next
.
Just keep trying! If I understand your comment properly, you're not missing anything.
@Anna
Click on the battery. Click on the triangle thing to zoom into the penlight. Click on the detailed image of the penlight to insert battery. The same thing with other objects as well:
click first object + zoom second object + click zoomed object = combine
@masterflee
Well, firstly make sure you have the code right. Then just hit the notes with the stick thing in order. It doesn't matter what you click, it matters what lights up (or if it makes a sound). Click until a note lights up, move onto the next one, click until a note lights up, etc. (double clicking or clicking 50 million times on the same note won't make a difference if a note doesn't light up.) Or just pause a few seconds between each note.
I liked this game in the beginning, but I almost always have to look at the spoilers to get to the end. These (point & click) games are my FAVORITE games, but I can only win on the more easier ones, lol. Anyway, I was number 9746. I'm signing up after this comment since this is my favorite site and I come here a lot. Thanks for all the GREAT GAMES.
Big improvement over the first one.
This time around there is only one "perspective shenanigan" which is the mysteriously appearing table in the middle of the room reachable through a single non-existent hot spot.
But compared to about a dozen of these in the first one, I think this one is easier to swallow.
I wish this particular entry was rateable -- I thought it was good, but it doesn't seem to show up under the escape tag and doesn't have its own rating.
[You asked for it. Voila! Done. There are a few other games we featured in a Weekday Escape like this that I'll be converting over, too. Thanks for pointing this out. -Jay]
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Walkthrough Guide
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T2B Escape 2 WALKTHROUGH
No peeking!
Step 1: Gettin' Stuff
First, grab the following goods:
lift the left cushion to get A magnet
click the plant then from behind the leaf, grab A orange board
while still looking at the plant, don't forget to check the planter for A Measure (aka: ruler)
click the chest of drawers, then click on top of it (not the up arrow) to find A wooden stick (aka: xylophone mallet)
Done with that screen for now. Turn right, and:
use the ruler (click the ruler so it is highlighted in orange) on the front of the box to pry loose A bear board
look at the windowsill, then click the plant on the left to uncover A coin
beating the curtain on the right a couple of times will cause it to shake loose A violet board
Turn right again. Only one thing here for now:
stuck in the bottom-left corner of the doorframe is A pen light
Turn right again. Now you can get the following:
click the right-hand cabinet and slide open the left door to reveal A red board
click the plants on top of the cabinet and notice that in the planter on the left is A battery
now things get tricky: click just to the left of the left-hand cabinet and look inside, where you can grab A wider (aka: spool of thread)
also in here is a stopper (the little brown square). You can't get it, but you can push it, which after you back out allows you to slide open the right door (of the left hand cabinet), granting access to A strange machine
Okay, enough of that. Back out, turn right, and you are facing the couch again. Click the floor below the couch to get to the table...
where you will find, just lying there, A bookmark.
Step 2: Putting Things Together
We need A pen light (lighting):
examine the pen light (click on the little arrow in the icon)
click on the pen light so it splits apart
select the battery and put it in the pen light
click the pen light again so it re-assembles itself
click the switch at the end
Now we need A magnet(with string)
examine the magnet
use the wider (spool of thread) on it
Step 3: Quest for the Red Drawer
Click below the table to find a train station. There is a slot in the side of the station. Put the coin in the slot, and code #1 will be revealed. Keep on backing out until you reach the couch, turn right and click on the window sill. Use the stick (mallet) on the xylophone to tap out the notes in the order indicated by code #1. The xylophone lifts up and reveals a hole underneath. Look in the hole. Use the magnet (with string) to retrieve A red key.
Now go back to the couch and click on the chest of drawers. Use the red key on the keyhole (at the top-right of the red drawer) to unlock it. Examine the bear board (in your inventory). Click just to the right of it to turn it around and reveal a wooden peg on the back. Now use the bear board on the circular hole (on the drawer) to make a handle. Click the handle to open the drawer. Retrieve A plant strong and A battery for pc.
Step 4: Quest for the Blue Drawer
Examine the bookmark (in your inventory). Click on it to turn it over and reveal a schema on the back. Note the order of the colours and the arrows (either up or down). Which is to say: reading from left to right, there are six elements. Each element has an associated colour and direction. Note these down. Now turn left so you are facing the wall with the clock and click on the clock. There are three hands with colours corresponding to those on the schema, with each pointing to an animal. There is also an arrow pointed up. If you click on the up arrow, it points down and the animals all change (clicking it again reverts to the earlier "up arrow" status). Thus the clock, along with the schema gives you a sequence of six animals. Note these down. (For example, if one element in the schema is represented by "blue" and "down", then click the arrow on the clock until it points down. Then note the animal to which the blue hand points, ie: monkey.)
Back out, turn right (to face the couch), and click the bottom to get back to the table. There is a green book in a drawer; click it to open it, and note that each animal corresponds to a letter (there are four pages; click the bottom-right of the book to see the next two). Use this reference to turn your sequence of animals into letters. This is code #2.
Back out the book, and click to the left of the laptop to reveal an empty battery hole. Put the battery from your inventory into the hole. Now back out, and click on the laptop to open it. Click the "on" button (looks like a bear's head), then on the laptop screen, click the bear icon at the top left. Enter code #2 (note that it must be in uppercase) and click the OK button to activate Flog 1 (actually "frog").
Back out and return to the couch. Turn right twice to face the door, then click on "flog 1"'s head. It opens! Look inside. This is code #3. Examine the strange machine, and use your mouse to punch in code #3. Then hit the green button and exit. The room is dark.
Look up and turn right twice. Ohhhhhhh. This is code #4.
Examine the strange machine and click the green button again to turn the lights back on. Go back to the laptop, and enter code #4 to activate Flog 2.
Now go back to the door, and click on "flog 2"'s head. Look inside and grab A bear board (well, the second one, actually).
You still need the key, though. Turn right and click on the right-hand cabinet, then click on the plants. Use the plant strong on the sunflower's planter and back out (once). Now you can slide open the right-hand cabinet to reveal A blue key.
Use the bear board (don't forget to examine it and turn it around to reveal the triangular peg on the back) and the blue key to open the blue drawer in the chest of drawers. On the left-hand side of the drawer, don't miss A yellow key.
Step 5: Quest for the Yellow Drawer
Remember the box that you pulled the bear board out of in Step 1? Use the pen light (lighting) to look in the hole it left, and grab A verdant green board. Now return back to the blue drawer and click on the picture-frame.
There are four columns in the frame, each containing two coloured swatches and a blank space. And you have another 4 coloured swatches in your inventory. This is a pretty straightforward colour-mixing game. Place your four boards in the four blank spaces such that in each row, the bottom colour in each column is the result of mixing the top two colours. Now the train is activated.
Back out to the couch, click down to get to the table, and click down again to get back to the train station. A train has now pulled into the station, bearing (if you'll excuse the pun) A bear board (yet another one!).
You know the drill by now. Use the bear board and the yellow key to open the yellow drawer. Inside, you will find A green key.
Step 6: And...
The green key is your ticket to ride! Erm, I mean, escape. Ticket to escape.
Anyway. Turn around to face the door. Use the green key on the door handle, then click the door handle again. Congratulations! What number did you get?
Posted by: mrputter | August 13, 2008 4:59 AM