Wednesday, November 9, 2016
The ever changing API
I just played a game after several months' hiatus and discovered labels all over the StreetView. Well, where's the challenge in that? Thanks, Google! So after poking in the API for a few minutes, I found a StreetView panoramaOption called showRoadLabels. Easy to fix, but it makes me wonder if I am going to have to play MapTag for the rest of my life to check on API changes.
Sunday, October 9, 2016
ESC by Yukihiro Hozumi - walkthrough
Note: there's an in-game help system that will get you through the whole game plus the second ending. You must watch an ad each time to view the help. I assume this generates revenue for Hozumi, and I urge you to open up the help a few times and play the ads anyway because he deserves to be rewarded for these fantastic games that are otherwise free. If he doesn't get enough ad revenue he might have to charge for all his games. And we don't want that, now do we?
First once-over: Ghost leg puzzle, a panel in the wall covered and secured by bolts. A 3x3 cabinet with tools, which you can (initially) only take one at a time. Take, of course, the wrench. Next wall has a door and keypad with missing keycaps. Last wall has 3 keys locked away behind domes.
Open the wall panel and take a keycap, and place it on the keypad.
Solve the ghost leg and enter what would be on the top into the keypad, and press Enter. Door will open
You're in a very dark room with just 1 lamp. Get closer and take another keycap. You'll need help seeing in this room, and there is one item in the tool cabinet that can help you. Take that and enter the room again. Use it, then look at it in inventory.
You'll see a note with the word
Go out to the keypad, add your keycap, and enterLet there be light!
Check out the room: A book that opens. A "clock", the hands of which will cycle through positions when the button on top is pressed. The sequenceYou can also collect a battery from the clock at this time. Under the bed, center drawer, is an "O" keycap. The drawers on either side of the center drawer are stuck, but play with the middle drawer some more and
Next wall to the right is a large locked door, and a chain. You can yank the chain if you like :) Ooh, secret TV!
Next wall to the right is a water dispenser with red and blue buttons, and some words that may or may not be helpful.
Next wall to the right is a hatch, and a cabinet wired shut.
Go back to the first room. Take the screwdriver and open the left drawer, and take a lens. Return the screwdriver, take the camera and put the lens on. Take a picture of and you'll see a code. Return the camera and take the dice. Click on the faces (there will be no audio feedback when you click, though) for a pair of cutters. Also click the faces for a second battery.
Return to room 2 and open the wired cabinet with the cutters. Get a - screwdriver and a keycap. Also take a look at the photograph and how it compares to the one on the wall. Use the - driver on the drawer and get a hook (it is not visible :/ just click inside the drawer).
Return to room 1. Swap the - screwdriver for the + driver and take the remote. Put the batteries in and use it on the picture to get a code. Rearrange that codeand enter it in the keypad. You can now pick up two items from the 3x3 cabinet.
If you have picked up and looked at all the items you know that one was meant to be used on the other. If you haven't guessed, it'sYou'll get a keycap and a dial. Don't use the dial yet, though. Take the ball, attach the hook, and hang it on the chain. Take also the remote and use it on the TV for a red/blue pattern.
Return the ball and the remote, and take the spray bottle. Put it in the water dispenser. Note the spiral diagram which will tell you how to press the pattern.This will fill the bottle. Spray it on the book. Take the camera and take a picture of the book for another code.
You will need to put the dial on the thing below the ghost leg and turn it before that code will have any effect. Your inventory items will disappear. Go ahead, take all the keys.
I didn't really care for this part too much because the clues seemed pretty vague, but TBH if you're familiar with Hozumi's games, vague clues are kinda par for the course, especially in his longer games.
You should open the door with all the keys just to get a sense of the environment. Use the Wise key and Use the No Name key for the clue as to where to put all the keys. You should do them in the order listed as well.
The Fool Sits Far From the Moon: open the door using the Fool key andyou come to a chair. Set the Fool key on the chair.
The Wise Sits in His Hideaway: that key goes back to
The No Name Finds His Seat: open the door using the No Name key and
Second ending:
After you exit click the cube at the top left corner and click return. Take the key from the chair, which will make the entry door reappear. Go back into the room and enterand keep going until you come to a room. There are some green words on the wall.
If you've looked at the keys you noticed there are Use this to click the words on the wall. This will turn the lights on, and now you can see a keypad on the wall.
Have a look at each of the shapes and the shadows they make. The words on the wall saidEnter the shadow letters into the keypad This will reveal the final door.
First once-over: Ghost leg puzzle, a panel in the wall covered and secured by bolts. A 3x3 cabinet with tools, which you can (initially) only take one at a time. Take, of course, the wrench. Next wall has a door and keypad with missing keycaps. Last wall has 3 keys locked away behind domes.
Open the wall panel and take a keycap, and place it on the keypad.
Solve the ghost leg and enter what would be on the top into the keypad, and press Enter.
SEAECP.
You're in a very dark room with just 1 lamp. Get closer and take another keycap. You'll need help seeing in this room, and there is one item in the tool cabinet that can help you.
The camera.
You'll see a note with the word
CAST, with sort of a sun symbol.
Go out to the keypad, add your keycap, and enter
CAST.
Check out the room: A book that opens. A "clock", the hands of which will cycle through positions when the button on top is pressed. The sequence
of dots is 1, 5, 3, 4.
you'll find they are blocked with screws.
Next wall to the right is a large locked door, and a chain. You can yank the chain if you like :) Ooh, secret TV!
Next wall to the right is a water dispenser with red and blue buttons, and some words that may or may not be helpful.
Next wall to the right is a hatch, and a cabinet wired shut.
Go back to the first room. Take the screwdriver and open the left drawer, and take a lens. Return the screwdriver, take the camera and put the lens on. Take a picture of
the cabinets
according to the clock
Return to room 2 and open the wired cabinet with the cutters. Get a - screwdriver and a keycap. Also take a look at the photograph and how it compares to the one on the wall. Use the - driver on the drawer and get a hook (it is not visible :/ just click inside the drawer).
Return to room 1. Swap the - screwdriver for the + driver and take the remote. Put the batteries in and use it on the picture to get a code. Rearrange that code
according to the photo in the Room 2 cabinet
If you have picked up and looked at all the items you know that one was meant to be used on the other. If you haven't guessed, it's
the pyramid and the hammer.
Return the ball and the remote, and take the spray bottle. Put it in the water dispenser. Note the spiral diagram which will tell you how to press the pattern.
RBB BRR BRR.
You will need to put the dial on the thing below the ghost leg and turn it before that code will have any effect. Your inventory items will disappear. Go ahead, take all the keys.
I didn't really care for this part too much because the clues seemed pretty vague, but TBH if you're familiar with Hozumi's games, vague clues are kinda par for the course, especially in his longer games.
You should open the door with all the keys just to get a sense of the environment. Use the Wise key and
turn off the light.
The Fool Sits Far From the Moon: open the door using the Fool key and
face the moon (the exit hatch). Turn twice so you are facing away from it. Step forward until
The Wise Sits in His Hideaway: that key goes back to
its niche behind the dome.
The No Name Finds His Seat: open the door using the No Name key and
set it on the chair.
Second ending:
After you exit click the cube at the top left corner and click return. Take the key from the chair, which will make the entry door reappear. Go back into the room and enter
the hatch. Face away from the moon
If you've looked at the keys you noticed there are
letters on them.
Have a look at each of the shapes and the shadows they make. The words on the wall said
square, circle, triangle.
EOF.
Thursday, July 7, 2016
Visiting the One World Observatory
I was surprised at how emotional this made me. Going up the elevator I felt tightening in my throat, and several times more as we filed out to the entrance hall with the sliding windows and watched the slideshow projected on them. The strength of my reaction seemed disproportionate: nobody I knew was directly involved in the event or witnessed it personally; at the time, I had one friend attending Columbia, but he was unaffected. I had watched the event unfold on TV, but when I deemed that I was getting late for work, I turned it off and got in the car. At work, it was unusually quiet. Our office at the time was a huge single room with cubicles, and I could hear someone near the front weeping. I never found out who that was. A few days after the planes destroyed the buildings, the newspaper delivered a flag, printed on 12x18 light card stock. I put it on the mantel and felt strangely comforted by it.
I wouldn’t consider myself seriously patriotic. I was born here, I live here. I like to think I’m reasonably objective when comparing my country to others. There are countries more sane than the United States in a multitude of ways, and there are many countries that are far worse. The United States has not always been welcoming to both my race and me as an individual; I’ve had my share of racial slurs thrown at me, received the micro~ and macroaggressions that call me a foreigner, outsider, and/or second class citizen, been told to “go back” to a country I’ve only seen as a tourist. I’ve been expected to disavow others of my ethnicity because they are immigrants and I am not. And I'm well aware that Asians in other states have it worse. But in the end, I’m an American, I live here, I love California’s weather, diversity, culture, food, and its high proportion of intelligent people, and I’d find it very hard to give up that winning combination.
We walked around the observatory looking over Manhattan and beyond, looked straight down onto the former footprints of twin towers, now fountains waterfalling over black stone, inward to a square dark hole in the center. It’s symbolically beautiful and appropriate.
I think what makes me emotional, what makes me mourn, is not the event itself or the lives lost there, but how it changed this nation so much. We’ve had acts of terrorism before -- from Timothy McVeigh, the Army of God, animal rights terrorists, and the Jewish Defense League, just to mention events in recent memory. But 9/11 indelibly associated terrorism with Muslims, Islam, anyone from the Middle East regardless of their religion, and even any bearded, brown skinned person. 9/11 created the TSA and its security theater. 9/11 divided the United States. One side believes fear is justified, that the nation is under attack, that the Christian religion is under attack, and any measures to protect the nation are necessary. The other group sees terrorists as small groups of people using their religion as a justification for violence, and do not represent Islam as a whole, just as the Westboro Baptist Church, which uses Christianity as an excuse to be as offensive as possible, does not represent all Christians. The United States is no longer the land of the rough and ready, optimistic people who throw in a helping hand and get things done, people who believe every problem has a solution. It seems decreasingly possible to compromise; people now insist on expressing their views, sometimes at the expense of others. Everything has spin. People seem far more inclined to put others in a box in order to more easily dismiss views they don’t agree with.
I’m just describing my thoughts/concerns. I don’t have answers or solutions for how to get our mojo back. But I do feel we have to get back to seeing our country as belonging to all its citizens and those who want to become citizens -- not just those who ascribe to our own views. We have to find the middle, the common ground; rate our individual desires by importance and be willing to let go of the less important ones in the interest of unification.
Tuesday, May 3, 2016
Compensating for Google Maps, again
I'd been trying to avoid it, but the new version of Google Maps has made it really difficult to get exactly 1000 points in MapTag. It used to be you could step out of the StreetView and it would leave your marker on the point where you were. That doesn't happen anymore; instead, to get your most-precise location you have to rely on the tiny thumbnail in the bottom left. And it's annoying, so I'm planning to widen the high-score area from 2m to maybe 10m.
Thursday, April 7, 2016
Walkthrough for Wall by Yukihiro Hozumi
Green triangle key
Turn left take
Wall w cross:
and note screws
Assemble driver and open a panel.
We need 3 shapes.
Turn left to the square. On top is
Place the ruler
There's a solid triangle in the left and a solid square on the right. Note the symbols between them.
Go back to the cross. Insert your keysChange the symbols as appropriate. Press the blue button. This opens a door.
Next room.
Photos on desk: “center” on left side of photo 1, “right” in middle of photo 2, ‘left’ on right side of photo 3.
Desk drawers. Right locked with a bolt on the side. Center has paper with 1 2
3 4
5 6
Left drawer needs 4 symbols to open. Clock on shelf uses same symbols for drawer. Left right buttons trigger a move to a symbol (or the 1 o'clock position with no symbol) every 3 presses.
Picture on wall: 7 red blocks left to right at heights 3,2,3,1,1,3,2
Use these heights on theto get a wrench. Use the wrench to open the and get a red circle key.
While the drawer is open, clickto see another set or symbols. This indicates to use theand the symbols This opens another room.
Take the stool and have a look at each of the windows to see 4 arrow sequences:When you click these on the clock (later) they will give the corresponding symbols
Open theand take a knife.
At this point you can toggle between the rooms just by clicking the blue button, no need to change the keys and sequence. I think those sequences are just for "unlocking".
Go back to the desk room and use the knife onto get another screwdriver blade and a pair of glasses.
Use the new - screwdriver onto show 3 keyholes labeled The photos on the desk will tell you the order of the keys here. This turns on the eye. If you put on the
Use your stool and Another sequence:
Now you've got a room with 4 paintings, each with a pretty ridiculous caption, and a button. Write down all the number sequences, and map them toYou'll come up with numbers 1..4. From left to right Click the and the lights will come on.
Now you can see this is the exit door. Use your glasses onand you'll get 3
Using those color sequences
There's pretty much nothing left to solve but that stupid drawer!Take a gold key.
Toggle rooms to the exit room, and take your shape keys back.
Unlock the gold lock and you'll see a bunch of keyholes.
Place your shape keys in the positions indicated by the eye and you are out!
SECOND ENDING
After completing the game, get back to the main menu, click the cube at the top left corner and select "Resume." You will be placed in the main room, looking toward the exit room. Turn right and instead of the eye in the picture, you'll see an image of the office room. Click on it and you'll be placed in the office room.
There are a bunch of cube objects on the shelves that can be turned different directions. There is one item you can pick upHave a look at the exit door and open the hatch in the top. Have a look at that far distant object. It is a Back out and look at the lock on the door: you will need a 5 digit number to get out.
There are 5 columnsThis is going to be a bit of a stretch to try to explain it verbally, but you are wanting to match the color or colors in each to a block on the shelves.
If you played with the blocks already, you might have guessed in this direction. You're on the right track. A block forms in certain orientations.
The order of the digits is, of course, the order of theand the colors are going to form the
Complete spoiler:
top left of “wall” door
Turn left take
blue square key and SD handle from drawers
Wall w cross:
+ blade for the SD top left,
and note screws
- on the left arm, + on the right arm
Assemble driver and open a panel.
We need 3 shapes.
Turn left to the square. On top is
a ruler, and a bunch of shapes.
Place the ruler
on the shapes.
There's a solid triangle in the left and a solid square on the right. Note the symbols between them.
-||-, WWW, circle with a dot
Go back to the cross. Insert your keys
triangle key in the left keyhole, square key in the right keyhole.
Next room.
Photos on desk: “center” on left side of photo 1, “right” in middle of photo 2, ‘left’ on right side of photo 3.
Desk drawers. Right locked with a bolt on the side. Center has paper with 1 2
3 4
5 6
Left drawer needs 4 symbols to open. Clock on shelf uses same symbols for drawer. Left right buttons trigger a move to a symbol (or the 1 o'clock position with no symbol) every 3 presses.
Picture on wall: 7 red blocks left to right at heights 3,2,3,1,1,3,2
Use these heights on the
3 drawers
right drawer
While the drawer is open, click
the side
square and circle keys
nnnn, |<|, sinewave
Take the stool and have a look at each of the windows to see 4 arrow sequences:
LLR, RLR, RRL, RLL. Note also the scratch marks below each, pointing
L R R L
tree, spiral, eye, mouth, but if you click the first and last
[I]backwards[/I], you will get
mouth spiral eye tree
Open the
pipe with your wrench
At this point you can toggle between the rooms just by clicking the blue button, no need to change the keys and sequence. I think those sequences are just for "unlocking".
Go back to the desk room and use the knife on
the picture, twice
Use the new - screwdriver on
the left side of the cross
L, C, R
Square, circle, triangle
glasses you can play with the eye, but it's not especially useful right now
Use your stool and
have a look at the lamp
at the top of the post with the 3 drawers
Triangle and circle keys, with double-dot, ground, and circle with an X.
Now you've got a room with 4 paintings, each with a pretty ridiculous caption, and a button. Write down all the number sequences, and map them to
the paper in the middle desk drawer.
3, 2, 4, 1
painting buttons in that order
Now you can see this is the exit door. Use your glasses on
the painting captions
color sequences
BBB, RBB, GGR
Using those color sequences
on the eye, you'll get 3 positions for the square, circle, and triangle. You won't need these until the very end.
There's pretty much nothing left to solve but that stupid drawer!
mouth spiral eye tree
Toggle rooms to the exit room, and take your shape keys back.
Unlock the gold lock and you'll see a bunch of keyholes.
Place your shape keys in the positions indicated by the eye and you are out!
SECOND ENDING
After completing the game, get back to the main menu, click the cube at the top left corner and select "Resume." You will be placed in the main room, looking toward the exit room. Turn right and instead of the eye in the picture, you'll see an image of the office room. Click on it and you'll be placed in the office room.
There are a bunch of cube objects on the shelves that can be turned different directions. There is one item you can pick up
a telescope
another cube object
There are 5 columns
on the block you see in the door.
column
If you played with the blocks already, you might have guessed in this direction. You're on the right track. A block forms
a number
The order of the digits is, of course, the order of the
5 columns
digit you need
Complete spoiler:
24137
Sunday, March 27, 2016
99 the Escape Game walkthrough
99 the Escape Game walkthrough
This is an evil, terrible game. You have a countdown clock starting at 99. When it gets to 0, you lose. This is the only time you can reset the game and start over, which makes writing a walkthrough a very, very slow process.
Even though it's only 4 rooms, you'll definitely want to draw a map. There are multiple sets of clues in the second room and it's hard to keep them all straight. Several solutions are direction-oriented as well. The rooms look very similar, so it can be disorienting.
If anyone understands the logic or has found the clue to the solutions I don't understand, please post it. I hate doing stuff and not understanding why.
Room 1
Turning through the room: A plant and a door, a screen, the exit door and a drawer, a pair of dots on the wall.
Open the drawer by the exit door to find a box with 3 buttons, and a book with the clue 1 > > < < 5
Click the center of the front part of the drawer, just above the knob. That unlocks the knob, which I'll call a pin, and you can remove it. You'll eventually get 3 pins in the game, and their colors can be changed by using them in the dots on the wall. The doors can only be opened by a pin of its matching color.
You can also put the red pin in by the screen, and you'll get a + displayed. Clicking above, below, left, or right of the + will cause dots to be displayed, but you really can't do much with that right now.
The next door is blue, so put your pin in the blue wall dot, then open the door to room 2.
Nearly everything in room 2 is a clue for something. For right now just take a vase.
Go back to room 1 and insert your blue pin by the screen. You will see a - , which allegedly implies a shelf.
"North" is to the right as you enter room 2, the wall with the red door lock. Count the number of shelves on each wall.
Starting north and going clockwise,
Get a blue triangle. Take your pin back.
Face the room 2 door and open it, but do not go through. Use your triangle on the door to block it open. Go back to room 1 and change your pin to red, then go to room 2. Open the next door to continue to Room 3.
Room 3 -- opening the drawer in the wall.
I do not understand the solution here; I found it on a Chinese page news.4399.com/gonglue/jjhttyx/xinde/m/556729.html . It has to do with the blue, pink, gray and yellow panel in room 2, but if there was any clue to achieve this sequence, I don't know what it was.
Get a screwdriver.
Go back to room 2 and remove the screw in the panel with the pin. Take the pin. Insert your red pin in its place. Look around and count the number of shelves intersected by white vertical lines on each wall. Also, while here, count the number of white vertical lines on each wall.
Go back to room 1. Insert your red pin in screen: +, # of shelves intersected by lines.
As before, "North" is the exit to room 2, with the red door lock.
Starting north and going clockwise:
Get a red ball. Take your pin back.
Room 3 -- what to do with the ball
The purpose of the ball is to give you a color sequence for the box in Room 1.
Each wall in room 2 has two groups of books, creating a count from 1 to 8.If the ball is dropped through the holes it will change colors to red, yellow, or brown. you will end up with Use this sequence on the box and get a wrench. Use the wrench in room 2 and uncover another set of color dots.
If it isn't there already, take your blue triangle back and use it to block open the door between 2 and 3 (red lock). Use your red pin on the green dot to make it green. Proceed to room 3 and open the green door to room 4.
Room 4
Stick your blue pin in the fountain straight ahead and fill your jar. Take back the pin when you're done.
Go back to room 1.
Green pin in screen: |, # of white vertical lines on each wall
Starting north and going clockwise: 2 2 3 3
Get a green cube.
Time to tackle the little house in Room 2.
Go to the plant in room 1.
Go to room 2 and put your cube in the little house, then click the sequence. You'll get one last pin. Take your cube back.
Take the new pin to room 1 and color it red, so you have pins of all 3 colors now. Head toward room 4, taking your triangle blocking the door as you go.
Go to the door diagram in room 4. Place your pins, starting from north and going clockwise,It opens a door back to room 1.
Go to the panel with the spaces for your 3 objects, place them, and take the key.
Finally, on the wall click the following buttons:(Props again to news.4399.com for this answer.) The TV will go on and display 99. Your timer has also reset to 99.
While your timer is still on 99 you can use the key and exit the door. (If you go wandering off and your timer falls below 99, you can press the sequence again and reset back to 99.
(Postscript: it occurs to me that the numbers on the three shapes (B=2, R=3, G=4) are actually telling you where to place them around the door. Which implies the number order of everything does not start at north, but rather west. I'm not going to go back and check it out, but it's possible this makes things more sensible? We leave it as an exercise for the reader ;) )
This is an evil, terrible game. You have a countdown clock starting at 99. When it gets to 0, you lose. This is the only time you can reset the game and start over, which makes writing a walkthrough a very, very slow process.
Even though it's only 4 rooms, you'll definitely want to draw a map. There are multiple sets of clues in the second room and it's hard to keep them all straight. Several solutions are direction-oriented as well. The rooms look very similar, so it can be disorienting.
If anyone understands the logic or has found the clue to the solutions I don't understand, please post it. I hate doing stuff and not understanding why.
Room 1
Turning through the room: A plant and a door, a screen, the exit door and a drawer, a pair of dots on the wall.
Open the drawer by the exit door to find a box with 3 buttons, and a book with the clue 1 > > < < 5
Click the center of the front part of the drawer, just above the knob. That unlocks the knob, which I'll call a pin, and you can remove it. You'll eventually get 3 pins in the game, and their colors can be changed by using them in the dots on the wall. The doors can only be opened by a pin of its matching color.
You can also put the red pin in by the screen, and you'll get a + displayed. Clicking above, below, left, or right of the + will cause dots to be displayed, but you really can't do much with that right now.
The next door is blue, so put your pin in the blue wall dot, then open the door to room 2.
Nearly everything in room 2 is a clue for something. For right now just take a vase.
Go back to room 1 and insert your blue pin by the screen. You will see a - , which allegedly implies a shelf.
"North" is to the right as you enter room 2, the wall with the red door lock. Count the number of shelves on each wall.
Starting north and going clockwise,
7 4 5 6
Get a blue triangle. Take your pin back.
Face the room 2 door and open it, but do not go through. Use your triangle on the door to block it open. Go back to room 1 and change your pin to red, then go to room 2. Open the next door to continue to Room 3.
Room 3 -- opening the drawer in the wall.
I do not understand the solution here; I found it on a Chinese page news.4399.com/gonglue/jjhttyx/xinde/m/556729.html . It has to do with the blue, pink, gray and yellow panel in room 2, but if there was any clue to achieve this sequence, I don't know what it was.
Face the yellow button on the wall
step forward and it turns blue
step back, turns pink
turn R, there's a pink dot on this wall.
turn R, gray
L, pink
R, pink
R, pink
R, then step forward. The button now looks like a target, and the drawer will open.
step forward and it turns blue
step back, turns pink
turn R, there's a pink dot on this wall.
turn R, gray
L, pink
R, pink
R, pink
R, then step forward. The button now looks like a target, and the drawer will open.
Go back to room 2 and remove the screw in the panel with the pin. Take the pin. Insert your red pin in its place. Look around and count the number of shelves intersected by white vertical lines on each wall. Also, while here, count the number of white vertical lines on each wall.
Go back to room 1. Insert your red pin in screen: +, # of shelves intersected by lines.
As before, "North" is the exit to room 2, with the red door lock.
Starting north and going clockwise:
5 2 4 3
Get a red ball. Take your pin back.
Room 3 -- what to do with the ball
The purpose of the ball is to give you a color sequence for the box in Room 1.
Each wall in room 2 has two groups of books, creating a count from 1 to 8.
These correspond to the holes in the wall in room 3. Starting point is the wall with the drawer.
Following the book count sequence,
RRRBBYRB.
If it isn't there already, take your blue triangle back and use it to block open the door between 2 and 3 (red lock). Use your red pin on the green dot to make it green. Proceed to room 3 and open the green door to room 4.
Room 4
Stick your blue pin in the fountain straight ahead and fill your jar. Take back the pin when you're done.
Go back to room 1.
Green pin in screen: |, # of white vertical lines on each wall
Starting north and going clockwise: 2 2 3 3
Get a green cube.
Time to tackle the little house in Room 2.
Go to the plant in room 1.
Use your water to turn it all green.
The branches indicate directions. The arrow at the bottom indicates to start at the bottom and go up.
.....6
3......2,5
..1,4,7
3......2,5
..1,4,7
Go to room 2 and put your cube in the little house, then click the sequence. You'll get one last pin. Take your cube back.
Take the new pin to room 1 and color it red, so you have pins of all 3 colors now. Head toward room 4, taking your triangle blocking the door as you go.
Go to the door diagram in room 4. Place your pins, starting from north and going clockwise,
BRG.
Go to the panel with the spaces for your 3 objects, place them, and take the key.
Finally, on the wall click the following buttons:
>>, >, ●, ■ , << .
While your timer is still on 99 you can use the key and exit the door. (If you go wandering off and your timer falls below 99, you can press the sequence again and reset back to 99.
(Postscript: it occurs to me that the numbers on the three shapes (B=2, R=3, G=4) are actually telling you where to place them around the door. Which implies the number order of everything does not start at north, but rather west. I'm not going to go back and check it out, but it's possible this makes things more sensible? We leave it as an exercise for the reader ;) )
Escape from the Yellow Room 3 walkthrough
Escape from the Yellow Room 3 walkthrough
This one is long and a bit confounding. But brave escapers will prevail!
First floor: Quick look and easy item pickup:
“3” on the walland a ladder we can’t go down due to fire
3 dots on the wall, and a lightswitch. You can take
Another 3 dots you can zoom in on, but nothing there as yet.
3 levers with green buttons.
Make magic happen: turn off the lights
Look through the 3 dots on the wall and view a branch with 6 leaves, the sun, and 4 trees. Ok, so not that much magic. Lights on.
Play around with the “3”. Note that the switches change
Hozumi leap: consider the leaves, sun, and trees, and the colors of the levers. The ceiling will open up and you can climb the ladder.
Second floor:
The sun on the wall, and a chair with a book. The book reads “cyan magenta yellow black”
Turning left, a sofa and lamp. Nothing to find here.
The ladder and the “3” on its back (echoing the figure on the first floor).
A bed, a yellow tube, and a table. The drawer is empty.
There doesn’t seem to be anything to do here, so let’s continue up
Third floor:
The sun on the wall, a chair, a mousehole, and a balloon.
To the left, a sofa and floor lamp, and 3 locked cabinets on the wall.
Next wall, 3 on its back, and a cloud.
A bed, a yellow tube with a hole in it, a nightstand. The drawer has 3 indentations on it. You can insert your disk here, so you’ll need to find 2 more. Click some more and you will also find
There’s also a light switch here, so do
Also, look a little more closely at one object we’ve been using over and over.Go ahead and stick the dot in the nightstand, and check out underneath the bed and sofa. (Sorry, nothing!)
Keep using your flashlight on other floors. You’ll find a black dotBring that back to the 3rd floor nightstand and open it to get a roll of tape. You should fix
Fiddle with the lights and rotate the “3”. You’ll discover 2 things:
If the 3 is in the “M” position, the 2nd floor M is purple. Clicking it turns the room purple.
With the 3 in the “3” position, the 3rd floor 3 is clickable, but doesn’t do anything.
Let’s go check out that purple thing. Turn the room purple, turn around and a moon with 6 stars has appeared on the wall. Also you’ll see 3 groups of numbers on the wall:1-2, 6-4, 5. Keep this in mind for later.
On the 1st floor, turn the lights off and take a lookNotice the switches areTurn the “M” off.
Back to the 1st floor. Rotate the 3 to the 3 position. Go to the 3rd floor and you can solve the cabinetsGet a slingshot frame. Remove the screws from the right side of the nightstand and open the drawer further. Get a rubber band and note in the book a drawing of a cloud.
Go back to the first floor. Surprise, surprise, the switchesYou’ve put out the fire!
Go ahead and assemble the slingshot. We need a rock or a dart for it.Head on up to the 3rd floor and shoot that balloon down. You know you've been wanting to do that since you first laid eyes on it!
Hey! Bad mouse!! He’s taken your keyThat naughty mouse is probably why there was Take the tape
Finally, we’ll check out Floor 0. You have a sketchy looking door, and a book with a clue: E = Escape. On floor 1,turn that door into a real door.
This one is long and a bit confounding. But brave escapers will prevail!
First floor: Quick look and easy item pickup:
“3” on the wall
can be rotated,
3 dots on the wall, and a lightswitch. You can take
one of the dots.
Another 3 dots you can zoom in on, but nothing there as yet.
3 levers with green buttons.
Make magic happen: turn off the lights
Look through the 3 dots on the wall and view a branch with 6 leaves, the sun, and 4 trees. Ok, so not that much magic. Lights on.
Play around with the “3”. Note that the switches change
colors depending on rotation.
W = Green Yellow Green. E = YGG. M = GGY.
Hozumi leap: consider the leaves, sun, and trees, and the colors of the levers.
Rotate the “3” to match Then think about the numbers you’ve seen. You have 3 levers and 3 numbers.
so they are GYG.
Click the levers the number of times indicated (6, 1, 4).
Second floor:
The sun on the wall, and a chair with a book. The book reads “cyan magenta yellow black”
Turning left, a sofa and lamp. Nothing to find here.
The ladder and the “3” on its back (echoing the figure on the first floor).
A bed, a yellow tube, and a table. The drawer is empty.
There doesn’t seem to be anything to do here, so let’s continue up
Third floor:
The sun on the wall, a chair, a mousehole, and a balloon.
To the left, a sofa and floor lamp, and 3 locked cabinets on the wall.
Next wall, 3 on its back, and a cloud.
A bed, a yellow tube with a hole in it, a nightstand. The drawer has 3 indentations on it. You can insert your disk here, so you’ll need to find 2 more. Click some more and you will also find
2 screws on the side.
There’s also a light switch here, so do
lights-out magic. Inside the mousehole is a chair, a lamp, and a drawing of cheese on the wall.
Also, look a little more closely at one object we’ve been using over and over.
The ladder. At the top you’ll find
another black dot, and a flashlight.
Keep using your flashlight on other floors. You’ll find a black dot
under the bed on the 2nd floor.
that hole
in the pipe.
Fiddle with the lights and rotate the “3”. You’ll discover 2 things:
If the 3 is in the “M” position, the 2nd floor M is purple. Clicking it turns the room purple.
With the 3 in the “3” position, the 3rd floor 3 is clickable, but doesn’t do anything.
Let’s go check out that purple thing. Turn the room purple, turn around and a moon with 6 stars has appeared on the wall. Also you’ll see 3 groups of numbers on the wall:1-2, 6-4, 5. Keep this in mind for later.
On the 1st floor, turn the lights off and take a look
through the three holes. Y
ou now have 3, 7, and 1 star in purple rooms.
all purple now. Do like what you did earlier with the switches.
Go up to the 2nd floor and grab a screwdriver.
Back to the 1st floor. Rotate the 3 to the 3 position. Go to the 3rd floor and you can solve the cabinets
Click the 3 cabinets in the order indicated
(1-2, 6-4, 5). For 3, click the 3
The rain falling is a bit unusual too.
There are 2, 4, and 3 lines.
Go back to the first floor. Surprise, surprise, the switches
are now blue. Do that thing with the switches.
Go ahead and assemble the slingshot. We need a rock or a dart for it.
Actually, you already have one.
The screwdriver.
Hey! Bad mouse!! He’s taken your key
to the mouse hole.
a hole chewed in the yellow pipe.
off the pipe. You may have to leave the floor and come back. When you do,
check the mouse hole again and the key should be gone.
It will be in the pipe.
Finally, we’ll check out Floor 0. You have a sketchy looking door, and a book with a clue: E = Escape. On floor 1,
rotate the “3” one last time to
Escape from the Yellow Room 2 Walkthrough
I originally wrote this walkthrough for posting on Nordinho.net but I'll put a copy here as well, because Yukihiro Hozumi makes some beautiful and very hard games.
Escape from the Yellow Room 2 Walkthrough
First room
In the opening scene, there’s a blue doorknob. Above the word “Yellow” is a window to a blue room with the word “blue”. There are two screws in the O. To the right, take a landscape picture from the wallOn the back is a clue
To the right again, a light switch and a yellow doorknob.
To the right again, a “red” window looking onto a red room, and a red doorknob.
Go to the light switch and zoom in on it. Before you click it, though, zoom in on
Turn off the light and look round the room again.
By the red window you now have a lamp and a table with a vase. If you turn off the tall lamp, you can turn it on again by going to the main light and turning it on then off. The table has a locked drawer. Click the top of the table and find a pattern of 4 dots that can be changed to lines.
By the blue window you have a desk with a lamp, 3 shapes, and a book. The drawer in this desk is unlocked; take an eraser-like object. It has a pattern on the back
You now have the clues to go back to the table by the red window and open the drawer. Take a jar. It's not empty.
At the desk by the blue window, use the jar
Put the pin in the picture and hang it up over the 2. Turn off all the lights. As you do so, the When all lights are off
Combine the grid with the book hint to get a color order.
Turn on the light and use this clue on the red and blue objects in the room -
Use the SD on It looks an awful lot like
Use this on the yellow doorknob and enter
The second room.
The door closes behind you... Whew, there’s a light switch. By the light switch isOn another wall is a shelf/bowl thingy with a yellow handle. On another wall is a clock without hands. The door you entered by has vanished.
Use the eraser onClick where Click where a tiny hole.
You have one object that you can use here. Use and enter
The third room.
Did I say this game has some serious atmosphere? Straight ahead is a table with a book and a vase, which you can take. It’s also very, very dark and there doesn’t seem to be any other lights except the dim one over the table. Go back to room 2 andGo back to now-lit Room 3.
That’s much better. Now you can take another object from the desk. It combines, eventually, with the yellow handle, and becomes
On another wall is another set of dots which behave like the dots on the table in the first room. Also, while here, click around
Next, 3 niches shaped like a triangle, a square, and a sphere. Next wall, more or less nothing...
Look for a place to use that handy knife. You’ll find itExplore the desk a little more and you’ll find a place to use it, Get a
Go back to room 2 and use your
If you're trying to refer as little to this document as possible, you might feel a little stuck at this point, but there is one more thing you can do. And your knife is gone! However, you can do something else with Fill your jar.
Head on back to room 2 and to get your last piece.
Put all 3 items into the niches and everything will fade away. Except for
Walk on out and keep walking out. You’ll come to a white room with a nightstand with a drawer. Take the key. Use the key on the door.
You’ll come to an end screen with 4 dots. But
Escape from the Yellow Room 2 Walkthrough
First room
In the opening scene, there’s a blue doorknob. Above the word “Yellow” is a window to a blue room with the word “blue”. There are two screws in the O. To the right, take a landscape picture from the wall
by clicking the top left.
one might interpret as “up up down down.”
the 2
and take a tack.
that could be interpreted as “right left right left”.
Combine the two clues from the picture and the brush.
Set the first dot to 3 o’clock, second to 9 o’clock, third to 3:30, fourth to 6:45.
on the book for a grid clue.
ball on the floor lamp chain will come off.
you’ll see a pattern on the wall.
BRR
RRB
BBR
RRBBRB
the doorknobs. You’ll get… a doorknob. With a convenient screwdriver in it.
Click them in that order.
“Yellow” and get an odd silver object. It’s got an indent with a tiny hole in it. Combine it with
the thumbtack, then combine this with
the ball.
a key.
The second room.
The door closes behind you... Whew, there’s a light switch. By the light switch is
a smudge on the wall.
the smudge to reveal a hand.
the finger is pointing… there’s a circle, which you also click to reveal
another hand.
*that* finger is pointing --
the screwdriver/doorknob
The third room.
Did I say this game has some serious atmosphere? Straight ahead is a table with a book and a vase, which you can take. It’s also very, very dark and there doesn’t seem to be any other lights except the dim one over the table. Go back to room 2 and
turn off the light there. Some bloody fool electrician has wired Room 3 to light up when room 2 is off.
The lightbulb.
a flashlight.
the cone and take a knife.
in the book is a mirror
toward the back of the desk.
green cube.
flashlight to explore. You will find a clue for the dots. Use that on the and get a blue triangle.
3, 6, 9:30, 3
dots
Close the door. Yipe!
your flashlight.in the eye.
Take it apart, then use the bulb
pour the water into the shelf/bowl
4 dots on the wall.
you're not really done.
Recreate the pattern and you’ll finally be able to go to bed.
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