Aimlessly walking can lead to many discoveries as you wander down the byways of whatever city or town you happen to be in. Ambling without purpose you might find your feet leading you through a plain, bricked alleyway to a mysterious door as a plaintive tune tickles on the ivories of your mind. It was with one such imaginary journey four years ago Tesshi-e made their debut upon the room escape scene, and as the anniversary looms it is time once again to visit that strange alley and door in Mild Escape 5.
Every year that strange room that the door in Mild Escape leads to gets sparser and stranger. This time around Tesshi-e appears to have taken some design hints from other room escape mavens such as Robamimi with a set of puzzles that are more difficult and more elegant, including some items providing the solution to more than one puzzle and even an interesting new twist on the dinosaur of room escaping, the wobbly picture puzzle. The room in Mild Escape 5 has even less furniture, decorations, and clutter than usual, giving the gamer a space that while appearing empty is actually chock-full of mysteries. The usual two escape scenarios (featuring the happy coin, of course) give way not to a night on the town, or a nice meal, but heartfelt thanks from the designer to those of us who have hung on for the room escaping ride of a lifetime.
There's really nothing to complain about in Mild Escape 5. The puzzles are tricky and satisfying with some neat solutions, the construction is at a minimum, the English translations are terrific, the controls are top notch, and the color puzzles come with text making them solvable even for the colorblind. With more minimal decorations than usual there is virtually no pixel hunting to be found. Who needs a changing cursor, anyway? It's time to raise a toast in celebration of Tesshi-e's 73rd astonishing room escape efforts and once again enjoy the tricky, twisty, mistily nostalgic mind of Tesshi-e.
Walkthrough Guide
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Walkthrough!
Pictures, part 1.
Press the button underneath the picture on the left. Note that this is a wobbly picture puzzle. Press the corners of the puzzle as indicated.
A row of hippos! Make the correct one open its mouth to let the other picture open!
Wait! Was there something in one of the mouths? Why yes, yes there was. Hmmm...let's take a look inside.
Ok...a 5 digit code and a magnet. Where can we use this code?
Device, part 1.
Ah, this looks like a place for that code! And part of it is already filled in! Let's try the key as well.
All right. A coin, a card slot, and a trapped screwdriver. But what about the tube on top? Twist off. There's something metal inside...magnets ahoy! Success!
Bolts and Birdies
Let's unbolt that thing behind the hippos. And then the sofa is also bolted down. Ah-ha! A suspicious door!
Seems simple enough. Make the birds face the same way as the arrows. What's this? It won't move? Oh, right. The button back by the arrows.
Found a Club key! (Why do they insist on calling it clover?) Spade key's already been used, but there was that other lock on the floor....success!
Hmmm...a bottle of water, and now directions on how they should face. But what way is North?
Magnets and Birdies
Let's see...there's a nice wash basin. We have water and a magnet. If only we had something to float on water. Like wood. Oh? That wooden box? Excellent! Now we know what way is north, and so how to face the Birdies!
Also, those are pretty colors around the face of the compass, right?
And now I have a pole. Fit that and the pulley in...but what now?
Huh! The birdies now have color! Hmm...just like around the compass! And there's the card we need.
Device and Pictures, parts 2
First, because we're paranoid (but not paranoid enough not to get stuck in these rooms) or simply genre savvy, check the back of the card. Ok. A series of shapes.
Put the card in the slot. Ah! That's what the shapes are for. And now I have a screwdriver.
Now there's a cable hooked over the pulley...and a 4-digit code! And there's a place to use that code behind the pictures! Huzzah!
There's the lever. Now the hippo is up, and...it has 5 squares on it. Like there were 5 hippos behind the picture on the left. What order did they open up in? And there's the heart key.
Happy Coin!
Ok, we can get out, but where's the Happy Coin? Did anything change? Why, yes. The lights around the compass. Re-set the birdies, and...Excellent!
Posted by: Alkalannar | May 23, 2012 1:57 AM
Mild Escape 5 Walkthrough
General Information
Examine everything you pick up, items may be hiding clues.
Some items and clues may work on more than one puzzle.
For the colorblind: everything that is in color, when clicked on, will state the color.
There are two endings, regular and happy coin, as usual.
Good luck!
Exploration
You begin facing a wall with a door on the left and a gray panel in the middle. To the right is some sort of small round table.
You can click on the door for a close up, but it is locked.
If you click on the gray panel for a close up you will see that you need a screwdriver to access it.
Click on the small table for a close up.
So the item isn't a table, it's a small basin. Notice the 12 lights around the outside in three colors: red, yellow, and green.
You can click on each light and the text will tell you what color it is (for the colorblind).
Back up and turn right.
This wall has a small table and two paintings.
Click on the left painting for a close up.
Notice the small button below the painting? If you click on it, the letters "CL" will light up.
If you click on the painting itself you will discover that it is indeed the classic wobbly picture puzzle. Back up.
Click on the painting on the right.
Notice the painting is of those lovely wooden hippos so prevalent in Tesshi-e's escapes.
There is a button beneath this painting, but when you click on it nothing happens. Back up.
Click on the small table for a close up.
There is a strange tube on top of the table, click on it for a close up.
Inside the tube is a wrench. There's a cover on the tube with a slot, but you can't remove the cover.
Back up once.
Click on the drawer of the table for a close up.
Note the number 7 on the left and the number 3 on the right, flanking a three digit code key.
The drawer also has a keyhole for a regular key. Guess getting this open might be a little challenging.
Back up twice and turn right.
You are now facing a wall with a large red sofa.
You can click on the lower left or right sides of the sofa to see that it is bolted to the floor.
Turn right.
Against a dark gray wall are three Mr. Birdy figurines on pedestals. Click on the Mr. Birdies for a close up.
Underneath each Mr. Birdy is a button, but the buttons don't seem to work.
Look closely at the pedestals, there are raised areas in the front that seem to indicate each has something inside.
Back up and turn right.
You are now back where you began, facing the door.
Time to solve some puzzles!
The Wobbly Picture Puzzle
Turn right to face the pictures and the small table.
Click on the left picture for a close up.
Click on the button below the picture and watch the "CL" light up.
Maybe those letters are a clue?
Note that the letters are boxy. That is definitely a clue.
The solution to the puzzle is to click on the corners of the painting in the order that you would if you were spelling out the CL.
In other words, start at the upper right corner, proceed to the upper left corner, click on the lower left corner, then the lower right corner to create the C.
Then click the upper left corner, the lower left corner, and the lower right corner to create the L.
Once you've clicked in the proper places the picture should lift up.
Inside you will a four digit code key, and five small wooden hippos.
Just below the hippos (on the left) is another button.
Push the button once and the middle hippo opens its mouth.
Push the button again and the first hippo on the left opens its mouth.
Push the button again and the fourth hippo from the left opens its mouth. Is there something inside that mouth?
Click on the open mouth of the hippo to get a box.
Push the button below the hippos again and the second from the left hippo opens its mouth.
Push the button once more and the far right hippo opens its mouth.
Okay, now what?
Hungry, Hungry Hippos
Back up and click on the picture on the right.
Notice the picture is of five hippos, just like we saw inside the wobbly picture alcove.
Notice also that the second from the left hippo has an open mouth.
Back up then click on the left picture for a close up.
Click on the picture to lift it.
Are the hippos the key?:
Click the button below the hippos four times, or until the second from the left hippo has an open mouth to match the picture on the right.
Once you have the hippo situated, back up.
Click on the right picture for a close up.
Click on the button below the picture and voila, if you positioned your hippos correctly the picture lifts up.
Inside this alcove you will find a five digit clue (72613) and some piece of machinery bolted to the wall.
There is also a small object in the alcove, take it (magnet).
Back up.
The Drawer
Click on the small table for a close up.
Click on the drawer for a close up.
Note the 7 and the 3 flanking the three digit code.
The five digit number we just learned started with a 7 and ended with a 3.
Could that be the clue?
Use the three middle numbers of the clue, 261, on the three digit code key.
Okay, but the drawer still won't open!
Wait, we never did open that box, did we?
Pull up the box from your inventory.
Once the box is in close up, click on the top to open it.
Inside is a spade key, take it.
Use the spade key on the drawer.
If you have the right code and the spade key, the drawer will open.
Inside is a coin (but not the happy coin), and some sort of device that has four buttons, a slot for a key card, and a screwdriver under glass.
Take the coin and back up twice.
The Wrench
You should still be facing the wall with the table and the two pictures.
Click on the table for a close up, then click on the tube on top of the table for a close up.
Notice the slot in the top covering the tube?
Maybe this random non-lucky coin can help?
Use the coin on the slot twice to remove the cover.
Now use the magnet in the open tube to get the wrench.
Now we're cooking!
Back up twice, then click on the right picture for a close up (the picture of the hippos).
Click on the button below the picture to open it again.
Use the wrench to remove the device from the wall (pulley).
Back up and turn right.
You should now be facing the sofa.
Click on the lower left side of the sofa to see the bolt, then remove it with the wrench.
Do the same for the lower right side of the sofa.
Once both bolts have been removed, back up then click on the sofa to move it.
Mr. Birdies (Part 1)
Now that the couch has moved you can see something on the floor where it sat. Click on the floor for a close up.
In the floor is some sort of trap door, a clue that says "birds" and has some arrows, and a button.
The trap door also needs a key to open it.
Click the button that says "birds" and pay close attention to the arrows.
Back up and turn right.
Notice the Mr. Birdies are now lit up. Click on the birds for a close up.
The buttons underneath the birds are now functional, and turn the birds around a quarter turn at a time.
Okay, so how do we position the birds?
The clue is the arrows on the floor.
The clue shows the position the birds need to be. To read it properly remember that it is now to your left.
According to the arrows the left and middle birds need to be facing the back wall, and the right bird needs to be facing left.
Using the buttons on the pedestals, move the birds into position according to the clue.
When the birds are correct the left pedestal will open up, revealing a club key.
Take the key and back up.
The Trap Door
Turn left to face the trap door, then click on the trap door for a close up.
Use the club key to open the trap door.
Inside you will find a giant wooden hippo, as well as a button, a panel, and hole.
Click on the hole to get a bottle of water.
Click on the button and you get another clue for the birds, this one (reading from the top) W, S, E.
Back up and turn right (or left) twice to face the door.
Mr. Birdies (Part 2)
You should now be facing the door.
Click on the basin for a close up.
Well, we have the clue for the birdies which appears to be directional, but we need to know which way is which.
We should have all of the ingredients we need in our inventory. Let�s build something!
Use the bottle of water on the basin to fill it.
Now place the wooden box in the water. Yay, it floats!
Place the magnet on top of the box, and it will rotate. We now know that to the right of the basin is North and to the left is South.
Therefore, if you were facing the birdies, then the wall behind the birdies would be south.
Back up and turn left.
Click on the birdies for a close up.
You now need to position the birdies according to the clue inside the trap door.
That means the left birdy needs to be facing west, the middle birdy facing south, and the right birdy facing east.
Position the left birdy to face right, the middle birdy to face the wall, and the right birdy to face left.
Now the middle pedestal will open up to reveal a steel post (the game calls it a bowl). Take the post.
Back up and turn left.
More Construction?
Click on the open trap door for a close up.
If you try to pick up the large hippo, you will find out that it is too heavy.
Looks like we need to build something to help us pick up the hippo.
Place the steel post in the hole where you found the water bottle.
Now place the pulley on top of the steel pole.
Now we just need some rope!
Mr. Birdies (Part 3)
Back up and turn right to face the birdies.
Notice that they are now lit up with different colors.
Click on the birdies for a close up.
The buttons on the pedestals have now become a three digit code.
The birdies are also, from left to right, red, yellow, and green.
Where have we seen those colors before?
In the basin, that's where!
Back up and turn right.
Click on the basin for a close up.
Notice the glowing dots around the edge of the basin. They are red, yellow, and green.
The clue is in the number of each color dots.
Count them up, there are 4 red, 4 yellow, and 4 green dots.
Therefore the code is 444.
Back up and turn left.
Click on the birdies for a close up.
Enter the three digit code into the buttons and the pedestal on the right will open up to reveal a key card.
Take the key card and back up.
Getting the Screwdriver
Turn left (or right) twice to face the two pictures and the small table.
Click on the table for a close up, then click on the drawer to open it.
There's a slot for the key card, but before we use it let's examine the key card.
Pull up the key card from your inventory, then click on it to turn it over.
Yep, there's a clue, an arrow going from left to right, and some symbols, a circle, two triangles, a square, a star, and a triangle.
Use the key card on the slot in the drawer.
The buttons now light up with symbols.
Good thing we looked at the back of the card, isn't it?
Push the buttons in the order of the symbols from the back of the card.
Lower right, upper right, upper right, lower left, upper left, upper right.
Yay, we have screwdriver!
Take the screwdriver and back up twice.
Finding Rope
Turn left to face the door.
Click on the gray panel in the middle of the wall for a close up.
Use the screwdriver to open the panel.
Inside you will find another pulley, this one with rope and a hook.
Click on the pulley and you will get an animation of the rope playing out to the other pulley. The scene ends with you facing the trap door on the other side of the room.
Now what?
Back up then turn left (or right) twice to face the door.
Click on the now open panel for a close up.
Can you see writing on the rope? If you can't, click on the rope and the text will tell you it�s a number, 6159.
That's nice, but where do we use it?
Also, how do we make this pulley work? Looks like we need a lever.
Getting Out (Regular End)
Back up and turn right.
Click on the left picture for a close up, then click on the picture to raise it.
Remember the code key that needed a four digit code? Well, we just got a four digit code from the rope.
Enter the code 6159 into the code lock and a panel will open up.
Take the object from inside the panel (lever) and back up twice.
Turn left to face the door, then click on the open panel for a close up.
Use the lever on the pulley and enjoy the cut-scene of the hippo being raised.
Click on the hippo for a close up and notice that it has five buttons on the side.
If only we knew what order to push them in!
Remember the hippos underneath the wobbly picture puzzle?
As you clicked the button, a different hippo would open its mouth.
This gives you the button sequence for the giant hippo.
Picture the hippos (and the buttons) numbered from 1 to 5 from left to right.
The sequence is: 3, 1, 4, 2, 5.
Push the buttons in the correct order and the hippo will give you a treat, a heart key!
Take the key and back up twice.
Turn left (or right) twice to face the door.
Click on the door for a close up, use the heart key to unlock it, and click on the open door to escape.
Mr. Birdy salutes you!
Getting Out (Happy Coin)
Follow the steps of the regular escape until you get the heart key from the hippo.
Back up twice and turn left (or right) twice to face the door.
Click on the basin for a close up. Notice that the dots around the bowl have changed colors?
Count them up, there are now 6 red dots, 3 yellow dots, and 3 green dots.
Back up and turn left to face the birdies.
Click on the birdies for a close up.
Change the code on the pedestals to 633 (the clue from the basin).
The left pedestal will open up, revealing the happy coin.
Back up and turn right.
Click on the door for a close up, use the heart key to unlock it, then click on the door to escape.
Enjoy the heartfelt thanks.
Happy coin will bring happiness to you!!
Posted by: grinnyp | May 23, 2012 3:37 AM