Melon Lacquer. Mellifluous Lymphocytes. Marimba Lion. Just what, exactly, does #07 ML stand for? Surely such an intelligent and well-made room escape game must have a suitably clever name. Well, I guess it doesn't really matter…though I do, I must admit, like "Marimba Lion." I'll have to remember that one.
Another high-quality creation of consistently excellent Japanese designer 58 Works (Cottage, Escape from Test Kitchen 2), #07 ML has it all. Aesthetically pleasing, with a number of interesting puzzles and a logical flow, the game provides an all-around first-rate experience. The player is launched into the game sans frills or fanfare, without even a cursory attempt at a backstory or introduction; it's just your wits vs. the room, no other context required.
The adage "if at first you don't succeed, try, try again" is especially useful advice for this game; in a couple of important instances, an action must be repeated numerous times to be effective. Otherwise, the puzzles are remarkably straightforward (if not exactly based in reality). With the exception of the final puzzle, nothing about #07 ML is wildly different or innovative; on the plus side, however, absolutely no leaps of questionable "logic" are necessary to escape the room. Don't take this to mean, though, that the game is easy or simple. There's plenty here to occupy your little gray cells, as Hercule Poirot might have said; the difference is that in the end, it all makes sense. This can be a rarity among escape games, and is something to be treasured.
The room itself is cool, clean and appealing, with white walls and minimalist furnishings. Interestingly, the keys in the game are beautiful, like tiny works of art; this shows an attention to and affection for detail that not many designers share. Navigating around the room is easy, and there are only a few instances of pixel-hunting. The absence of any sort of music seems to be a staple of 58 Works' games, and does not detract from the experience in any significant manner. I do, however, wish that the designers had chosen to include a save feature; it's such a simple element, and yet one that can radically decrease the frustration level of the player. Come on guys, get on it!
This minor annoyance aside, #07 ML is a really wonderful escape game. 58 Works just keeps getting better and better, more professional and polished with each game, and I'm excited to see what they produce next. In the meantime, we can keep trying to figure out what ML stands for. Miracle Lathe? Macabre Lotus? Oh well, whatever…
Walkthrough Guide
(Please allow page to fully load for spoiler tags to be functional.)
Walkthrough
Click on coffee table. Click left drawer. Get blue key
Click blue key to remove end and reinsert to make screwdriver
Use screwdriver on wall panel between the 2 room doors. Get toy figure torso.
Look under stairs to get toy figure legs
Goto upto loft area. Click on plant and get silver key
Look under sofa. Get battery
Lift sofa cushion and turn it over. Notice diagram to get clock clue.
Consider diagram as a clock face. Consider orientation of face regarding numbers 3 and 9. Note where the gap is.
Click on clock above the unscrewed wall panel and use earlier clue
Wait until second hand is between 6 and 7. Click button to open clock. Get part of antique key
Click on shelving to right of door. Move car to get battery
CLick on chair to turn it round and get other part of antique key off the seat
Click on chair 20+ times to unscrew it completely. Get half of turquoise ball
Combine parts of antique key. Use on room door on left
Click by table leg to get other part of turqoise ball. Combine parts.
Use screws from wall panel (and screwdriver) to attach handle to box. Get remote control
Lift bottom of box to also get curly key
CLick on picture. Note pattern that gives a sequence for a 3x3 grid
Add 2 batteries to remote control and use on TV in the loft area. Note dot sequence relating to a 3x3 grid.
Use silver key on coffee table right drawer. Get orange ball
Click on picture above coffee table. Note pattern that gives a sequence.
Sequence is increasing number of blank spaces on each cube
Click corners to remove picture and reveal a 3x3 keypad.
Enter sequence from picture 1 to get green ball. Enter sequence from picture 2 to get blue ball. Enter sequence from TV to get yellow ball
Goto loft area. Use curly key on right hatch
Place colored balls in a rainbow sequence (now seen through the room window - nice touch!). Get toy figure head.
Combine 3 toy parts. Place toy on shelf of left hatch. Middle hatch will open.
Click on middle hatch to play and complete video game.
Navigate through maze until you find a panel that looks like doors. Knock it several times with your arm. Use arm to grab jewel.
navigate forward, left, right, right, left, forward
Go back to toy figure at left hatch. It is now holding a jewelled key.
Use jewelled key on remaining room door to exit.
That was my first attempt at a walkthrough. Hope it's OK :)
Posted by: JJ | May 20, 2009 9:10 AM