Escape From Bed Room
It seems that designers of escape games today have branched out a little. Although you still find the classic one room escape around, many have moved to escaping buildings, snow-covered fields, or even islands. Still, it's nice to return to the classics, isn't it? Welcome to Escape From Bed Room, a simple room escape by Tesshi-e that returns to the basic form: escaping from a room. Mind you, it's a room with a loft, but still a room.
Quite a beautiful room it is, too. Of course, it's not many folks who have the bed in what looks like the living room. Unless you're Quagmire from Family Guy, that is. So it's up to you to explore the area, picking up anything that isn't nailed down, and attempting to use the objects and solve the puzzles to escape. Although Tesshi-e's games are usually known for their construction, you're not going to find a lot of that here. Lots of use of found objects to be had, though, so examine everything you pick up very carefully.
Navigation is accomplished by bars at the sides and bottom of the screen, with the exception of the stairs to the loft, which require clicking on a handy green arrow when you hover the cursor over the stairs. Inventory control has an "about item" button which allows you to pull up anything that you've picked up. And hopefully, you've picked up a few things while exploring.
Tesshi-e games rarely look bad, and Escape From Bed Room is no exception. This is a warm, inviting space that practically glows from the light coming in through the windows. The accompanying soundtrack might sound a bit familiar, but it can be muted if you like. Although the game is in Japanese, you don't need to be able to read the language to finish the game. In fact, surprisingly, every now and again you might see an English phrase pop up.
Analysis: Another Tesshi-e game, and the games can feel a little sterile, but the solutions from puzzles flow logically and the use of found objects also follows the rules of logic. No constructing anything, just using what you've found in conjunction with some brainpower to find your way out of what is, actually, quite an inviting place. Shame you can't just sit down and relax a while with that large screen TV.
Although you might spot a few familiar objects in the room, for once there's not a lot of recycling of puzzles this time around. No pictures with clickable corners, no dolls to manipulate, no cranks to turn. Of course, there are two ways out, because it wouldn't be a Tesshi-e game without the happy coin, would it?
So there's no theme, no cutesy cartoons, and not a lot of humor to be found. What there is, though, is pure escaping goodness, something to stretch your brain without straining. All in all, Escape From Bed Room is an entertaining, challenging way to spend 10 or 20 minutes. Although it perhaps lacks the complexity present in some games, there is still a lot of escaping fun to be had. Time to get off the couch, stop watching the tube, and expand your mind a little as you try to Escape From Bed Room.
(Please allow page to fully load for spoiler tags to be functional.)
Escape From Bed Room Walkthrough
To pull up items from your inventory, click on the item then click on the "about item" button and they will come into close up.
Once items are in close up, click on and around them to turn them around or otherwise manipulate.
Remember to check every item you pick up, it may have hidden surprises or more than one use.
You begin facing the staircase, with an odd set of shelves underneath. Click on the shelves for a close up.
Click on the basket in the lower left of the shelves. Click inside it to take the item (battery).
Notice the odd arrangement of items in the shelves. Back up.
To the left of the shelves is a nook. Click on the nook for a close up.
There are four photos in colored frames (from the left, blue, red, yellow, and green), and an odd device on the right. Click on the device.
You should now be in a close up of a black item on a white base. Look closely at the base, there is a large button below the black object. Click on it.
Okay, it's a digital clock! And some of the numbers are in color. Wait a minute and watch the seconds tick by.
2 = red, 3 = green, 5 = yellow, and 7 = blue. I'm sure that will become important.
Back up twice.
Okay, there's the door. Of course, it's locked.
Click on the potted plant to the right of the door for a close up.
There's something in the plant. Take the object (fuse).
Click on the door for a close up. Yes, it's locked. But look, there's a panel to the left of the door. Guess we need a key.
Click on the sofa for a close up.
Click on the sofa cushions to lift them up. Take the object underneath the left cushion (battery).
Well, it's a nice view of the window, but nothing can be done here. Turn left again.
Now you're facing the bed and the TV. Click on the left window above the bed.
Okay, we don't have a screwdriver yet. Back up.
Click underneath the bed for a close up. Hmm, it's dark down there, can't see a thing. Back up.
Click on the TV for a close up.
There are two cabinets underneath the TV. Click on the left one for a close up.
It appears to need a four number code.
Remember the clock and the pictures?
Put the clock numbers (2 = red, 3 = green, 5 = yellow, and 7 = blue) in the order of the picture frames (blue, red, yellow, and green). That gives you a code of 7253.
Enter the 4 digit code into the lock.
Open the cabinet and take the remote.
Click on the area at the bottom front of the remote. Looks like it needs batteries.
Place the batteries in the remote.
Click on the edge of the remote to turn it over.
Click on the lighter section on the back.
Yay, a key (spade key). Take the key.
Click on the right cabinet. It needs a three digit code that we don't have yet. Back up.
Pull up the remote from your inventory.
Click on the remote button then put it back in your inventory.
Okay, there's something on the screen. Looks like some sort of a grid, with a cube, circle, and star overlaid. The arrow seems to imply that this is the password for the right side cabinet.
Pull up the remote and click the button again.
Close the remote, hey, the picture on the TV changed! Now we have what looks like a tool box and some mysterious squares and letters.
Looks like _ O _ _, then _ _ _ _ T, then _ _ _ O, then T _ _.
Pull up the remote a third time and click the button.
Now we've got GRGBRG. I'm sure it means something.
You are now facing the staircase and the bookshelves again.
Hey, those shelves look like the grid on the first TV clue. Let's take a closer look at the shelves. Click on the shelves for a close up.
Those dice could be cubes, there's a ball on a stand, and that plate has stars on it.
The clue order was cube, circle, star.
There are five dice, one ball, and four stars, so you get a three number code: 5 1 4.
Back up and turn right.
Click on the TV for a close up and click on the right hand cabinet.
Enter the three digit code you just figured out from the shelves.
Open the cabinet. Take the item inside (fuse).
Back up twice and turn left.
Let's see what's in the loft, shall we?
Hover your mouse over the stairs until a green arrow appears. Click on the arrow.
Hover your mouse over the stairs again, and click on the green arrow.
Look, a briefcase!
Click on the briefcase for a close up.
Use the spade key on the briefcase. Take the fuse when the case is open.
There's a toolbox in the middle of the room, and shelves at the end. Click on the toolbox for a close up.
This looks like the toolbox on the TV! What was the code again?
The code on the TV was _ O _ _, then _ _ _ _ T, then _ _ _ O, then T _ _.
That looks like words with letters missing. Maybe it is spelling numbers?
The code is 4 (FOUR), 8 (EIGHT), 0 (ZERO), 2 (TWO).
Enter the code into the toolbox.
Click on the top of the toolbox to open it. Take the screwdriver and tape.
Back up twice.
Click on the shelves at the far end of the loft.
Is that a miner's helmet? Take the helmet.
While the helmet is in close up, click on the lamp on the front to detach.
I'm sure the lamp will come in handy, but it's off.
Click on the back of the lamp to turn it around. Open the back.
Okay, it needs batteries.
Pull up the remote from your inventory and remove the batteries.
Pull up the lamp from your inventory, and place the batteries in the back.
Click on the edge of the lamp to turn it around. Yay, it's on!
Put the lamp back in your inventory and pull up the helmet.
Click on the top of the helmet to turn it over.
Yay, a key! Take the heart key.
Click to the right of the shelves. There's something back behind the shelves! Take the object (stick).
Back up twice.
Hey, there's something on the ceiling beam!
Maybe we should try to snag it with the stick (cane).
Okay, that didn't work. How can we get it so it doesn't fall?
Pull up the stick from your inventory.
Use the tape on the bent end of the stick.
Close down the stick, now try to retrieve the object from the beam. Another fuse!
Back up three times to go back downstairs.
Turn right so that you are facing the bed.
Click underneath the bed for a close up.
With the lamp, you can see something way back there underneath the bed.
Use the stick to retrieve the object (another fuse).
Now click on the left window for a close up.
Use the screwdriver to open the cover.
Yet another fuse! You should now have 6 fuses in your inventory.
Back up and turn right twice.
Click on the door for a close up.
Click on the panel next to the door for a close up.
Use the heart key on the panel.
Okay, there's a row of brackets and a number, 231332.
Pick up a fuse (any one) and put it in a bracket. Okay, when activated, they are colored.
For those with color blindness, the fuses in your inventory, from left to right on the top row, are blue, red, green, and from left to right on the bottom row should be red, green, green.
There are two six-number (or letter) codes we've seen. If you use the one from the TV, then place the fuses in this order, from left to right, green, red, green, blue, red, green (that's the GRGBRG code from the TV).
Once the fuses are in place, push the small button at the bottom of the alcove.
The panel with the fuses lifts and a dial appears.
Turn the dial to the right.
Back up and go out the door.
Happy Coin Escape
For the happy coin escape, forget the code from the TV. Let's look at the code in the alcove.
The code is 231332.
It's almost like the code from the clock, but there was no color code for 1 on the clock.
Maybe it means something else.
Well, you have a unique number of each colored fuses.
You have 3 green fuses, 2 red fuses, and 1 blue fuse.
Perhaps that is the key to the code?
Place the fuses in this order: red, green, blue, green, green, red.
Push the button. This time the panel will sink.
There's the happy coin! Take the happy coin.
Turn the dial that is exposed.
Back up twice and turn right.
Go up the stairs and turn left.
Hey, there's a way out!
Happy Coin will bring happiness to you!! Enjoy the terrace.
Posted by: grinnyp | January 13, 2010 3:43 AM