Here's a few things I've learned this week:
1) If you're trying to survive in a zombie-infested American southeast, the walking dead should not be your biggest concern.
2) The simplest of things can be extremely addictive and two elles make a Steve (but I still don't know what two Steves make).
3) Blondes might have fun but no one has fun like David Hasselhoff!
4) The way to escape from these three escape games...
Fruit Kitchens No.1: Strawberry Red - After all that candy, perhaps FunkyLand made a trip to the dentist and, after a painful meeting with a drill, decided fruits were the best way to go. Since finding five candies was good, you'd think finding seven strawberries would be even better yet it's a bit too on the quick and easy side to live up to expectations. All the great promise is there, though: sumptuous graphics, a user friendly interface and lots of polish. This fresh, whimsical series remains a delight right up until its brevity disappoints. What comes next? Nine vegetables? Eleven grains?
Escape from the Similar Rooms 10 - Plain and unassuming, Hottategoya's characteristic minimalism controls the dice in a game where observational power is your key to escape. While these three rooms are very similar, they're not quite the same. Look for those differences and you'll find the answers you seek. While the puzzles are good, the entire experience is much too brief, making you wish it was part of a larger, more involved undertaking.
A Little Slow - Just click anywhere on the start screen of this pretty in pink escape from Kamokichi, click again past the all Japanese introduction, and begin play. While it's quite light on challenge, with the most trouble perhaps in pixel hunting your way to some unseen angles, it was too cute to pass up (plus pink-grey-pink seemed a way to go). Because of a clean design and nicely-presented puzzles, it's good to save this charming little scene as a nice palate cleanser, if nightmares about zombies or multi-sword thrones threaten to spoil your mood.
We love escape games, and our readers love talking about them and sharing hints! How about you? Let us know what you think, ask for clues or help out the other players with your walkthroughs in the comments below.
Walkthrough Guide
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Escape from the Similar Rooms 10 Walkthrough
Room 1
Looking around the room, you will find two things to interact with: the 3 digit safe, and the green/black button panel.
Set the first button on the panel to green, and take a look at the bookshelf. In particular, the amount of shelves.
Set the second button on the panel to green, and have another look at the bookshelf. Count the shelves again.
Set the last button on the panel to green, and take one final look at the bookshelf. How many shelves are there now?
Using the information you have just obtained, you should be able to open the 3 digit safe.
The number of shelves for each 'setting' on the panel correspond to a number on the safe, so we can enter the code 658.
Get the KEY.
Use the KEY on the door to go to the next room.
Room 2
In this room, the diagram in the picture frame is the only important thing.
What does the diagonal line remind you of?
And what do you think '5s' means?
The diagram is telling you to hold the doorknob of the door for 5 seconds.
If you do this, the door will open and you can head into the next room.
Room 3
We need a three digit code for the door, but there don't seem to be any clues in this room.
On the 3 digit safe, keep clicking on the numbers until they change into symbols.
How can you use this information on the lock on the door?
The first digit of the safe changes into a symbol where it should be 9, the second when it should be 3, and the last when it should be 6.
On the door lock, enter the code 936
The door should be open, and the sweet taste of escape is yours!
Posted by: thegreatescaper | April 2, 2014 5:14 AM
Fruit Kitchens: Strawberry Red Walkthrough
Check the flowers on the table.
Get the broom from next to the frog and use it to get the berry from above the door.
Get the can opener from the window to the right of the door (odd place to store a can opener); use it to open the can on the table.
Look at the note on the fridge. Compare it to the clock on the wall. Put the code into the frog.
Check inside the fridge.
Look in the freezer. Use the microwave to thaw it.
Look at the mugs above the sink; note their colors. Put the code into the cabinet under the microwave to get the rubber gloves. Use the gloves to open that stubborn canister lid next to the sink.
Posted by: Reka | April 3, 2014 5:22 PM
A Little Slow Walkthrough
(Just to complete the set, and because Paul asked so nicely.)
Look at the top of the glassed-in cabinet and note the colors of the figures.
Look at the top drawer. It doesn't have a lock, but it won't open. Check the sides of the cabinet for a latch or something: aha, there's a screwdriver holding it closed on the left side. Open the drawer and note the diagram.
Look at the shelf with the symbols and figures. Put it together with the diagram in the drawer to get a three-digit number. Use that code to open the bottom drawer. Get the red box.
Go right. Note the picture above the table.
Look at the top door of the pink cabinet. Use the code from the picture above the table to open it. Get the pliers.
Look at the middle door. Use the color code you found in step 1 to open it; get the bottle.
Look under the table. Use the pliers to cut the chain and get the key.
Use the key to open the bottom door of the pink cabinet. Use the screwdriver to get the hammer.
Use "about item" to look at the red box. Use the hammer to smash the box and get the key.
Go left. Use the key from the red box to open the small box on the bottom shelf. Get the pastries.
Go right and you're done!
Posted by: Reka | April 5, 2014 1:04 AM