An adventure of epic proportions. Perfect for young readers.

Escape from the Tatami Room


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Rating: 4.6/5 (201 votes)
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Weekday Escape

GrinnypLet's just put this out there now: room escapes can seem a little... samey after a while. Although the classic room escape is still logical fun, there's even more fun to be had when things are a little quirky, such as in games like the Dr. Ichie series, where you wake up in a room with a note from the apologetic doctor (why in the world does he keep locking you up?) and then proceed to escape. Whimsy makes everything better. This is why this week's gem is a whimsical entry from Tesshi-e in Escape from the Tatami Room.

Escape from the Tatami RoomThe story is told with a note (if you find it) from the staff of the Tesshi-e restaurant. They have locked you in, and will only serve you lunch if you reason your way out. Cool! Why can't I find restaurants like that around here? Oh right, lawsuits. At any rate, your task is then to wander around the space and try to figure out how to unlock the door. Not to escape, mind you, but to get that fabulous promised lunch.

Navigation is the classic bars at the sides, bottom, and occasionally top of the screen. An about item button allows you to examine your inventory items. And as this is classic Tesshi-e, you definitely need to examine the items, manipulate them, and even combine them to reach the amusing conclusion of this particular escape. There is no changing cursor to point out the hot spots, but as the space is sparsely filled, there will not be a lot of pixel hunting involved.

Analysis: Tesshi-e's escapes are, for the most part, a little on the cold, logical side, so it's nice to see this little flight of whimsy. The puzzles are logical and the construction is flat out amusing, making this a very light-hearted, fun escape. Well, not an escape, per se, unless you're talking about an escape from hunger.

Beautifully rendered in 3D, this is a very traditional Japanese space, very reminiscent of a traditional Ryokan; sparse, serene, calm, and almost ethereal. The music is, as usual, something you've probably heard before, so there's always the handy mute button. As always with Tesshi-e, there's more than one escape scenario. Two, in fact; the regular and the obligatory "happy coin" escape. Although the game is in Japanese, you don't need to be able to read it to play. In fact, at key points, English phrases crop up to point the gamer in the right direction.

Escape from the Tatami Room is not the toughest escape out there, but one that hangs together nicely with a mix of use of found objects, construction, and pure logic. Amusing casual gameplay that doesn't take a lot of time but leaves you feeling very satisfied, even if you don't really get to eat that excellent spread that is the final reward. Feeling peckish? Then get moving! Just save me some of that sushi, it looks good enough to eat.

Play Escape from the Tatami Room

Walkthrough Guide


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Escape from the Tatami Room Walkthrough

General Information

  • Examine every item you pick up. Some can be turned around and manipulated, others can be combined.

  • There is no changing cursor, so be ready for some pixel hunting.

  • Enjoy lunch!

Exploration

  • You begin the game facing a fire pit, with a wooden fish (emblazed with the number 7) suspended over top of the pit.

  • Look carefully in the pit, there is a white object there on the side. Click on the object.

  • Nice, a note from the staff! While the note is in close up, click on it to roll it up.

  • Once the rolled up note is back in your inventory, click at the top of the screen (there is a navigation bar there).

  • Wow, a single die, way up there on a ceiling beam. We can't get it right now, so click at the bottom of the screen to go back to the normal view.

  • Click in the center of the fire pit for a closer look.

  • Click on each of the pink cushions around the pit to move them. Look, under the far right cushion, an object! Take the object (matchbox).

  • Back up.

  • Look closely at the door on the far wall. There's a little wooden plaque to the right of the door. Click on the plaque for a close up.

  • Click on the close up of the plaque and you will find out that you are now trapped in the rabbit room. Back up.

  • Turn left.

  • Okay, we have something that looks like a shrine on the left, and a blue box on the right. Click on the box for a close up.

  • Click on the top drawer to open it. That looks like a picture of a fish, a door, and a flower.

  • We don't know the code yet for the bottom drawer, so back up.

  • Click on the shrine for a close up.

  • Click on the flower on the right side of the shrine.

  • It says 4. I'm sure that's significant. Back up and click on the left flower.

  • Hey, there's a little red marble at the base of the flower. Take the marble and back up.

  • Click on the center part of the shrine. Take the die.

  • Hmmm, the sign says "rabbit", but I see no rabbit here.

  • Before we leave, let's click on the bottom right of the scroll on the wall.

  • Cool, that leaves us with a side view of the bottom of the scroll. Click on the end and take the object from within. A screwdriver!

  • Back up three times and turn left.

  • Okay, we have what looks like a closet with sliding blue doors, but we can't open it.

  • Turn left.

  • Okay, another sliding door, this one white. And what looks like lettering on it. Click on the door for a close up.

  • You know, that white door almost looks like a grid. I wonder what would happen if you, say, drew on the door, starting with "start" and following the arrows?

  • Back up and turn right twice.

  • Click on the light blue box and open the top drawer again.

  • Okay, that looks like a fish, a screen door, and a flower.

  • Maybe that has something to do with the code for the bottom drawer?

    • Remember, the number on the fish was 7, the number on the flower was 4.

    • If you look at the white screen door and draw from "start", following the arrows to "end", you end up with something that looks like a 2.

    • Fish, door, flower would indicate that the code is 7 2 4.

  • Enter the code you just figured out into the bottom drawer of the blue box.

  • A spade key! Take the key.

  • Back up twice and turn right.

  • No, the key doesn't work on the wooden door, that would be too easy.

  • Click on the wooden plaque for a close up.

  • Notice the screw at the bottom of the plaque?

  • You do have a screwdriver.

  • Use the screwdriver on the screw and then click on the plaque. A club key! Take the key and back up.

  • Turn right.

  • Back at the white sliding door. Let's try the spade key on the door, the little silver lock in the center.

  • Yay, the door opens! Could it be that easy?

  • Go through the door.

  • Turn left.

  • Is that a step stool on top of that cabinet? Take the stool.

  • While the stool is in close up, click on the bottom of the stool to turn it over. A die! Take the die.

  • Open the cabinet. Hey, a block of ice! Guess that's not a cabinet, but a freezer. Take the block of ice.

  • Back up.

  • Open the door in front of you to the outside and go through.

  • Well, it's a pretty courtyard, but with no discernable way out. Let's click on the tree to examine it, shall we?

  • Okay, now we have some leaves. If all else fails, we could probably chew on them to stave off starvation.

  • Turn left.

  • Okay, another tree and a pile of wood. Click on the wood.

  • Turn right and back up three times until you are back in the room.

  • Okay, we have a block of ice that is concealing something, we also have wood, paper, and a match. Maybe we need to melt the ice?

  • Turn left and click on the fire pit for a close up. Let's try putting the wood in the pit.

  • Too long? Okay, now what?

  • Time to do a little thinking.

  • Back up from the fire pit.

Combining and Construction

  • Well, we know there's a die on the beam above the pit, but we can't place the stool there to reach.

  • Turn right twice until you are facing the blue closet doors.

  • Well, we can't open the main doors, but maybe we can open the upper ones?

  • Click on the door for a close up and place the stool in front of the right door.

  • Now click at the top of the closet door.

  • Yay, we can now open the top door! Click on the top door to open it.

  • Take the strange metal object inside.

  • Hey, look closely at the sill of the top door. Is that something metallic at the bottom of the sill? Click on it for a close up.

  • Another screw! Maybe that's what's holding the closet door closed. Use the screwdriver on the screw.

  • Back up twice, remove the stool, and click on the right blue door.

  • Yep, it opens! Now we have two small cabinets inside, and is that something at the bottom of the closet?

  • Click on the object at the bottom of the closet. A stick! Where would we be without one?

  • Click on the bottom cabinet for a close up.

  • Use the club key on the bottom cabinet. A ladle! Take the ladle and back up.

  • Click on the top (brown) cabinet.

  • Looks like there are slots for three dice, but we only have two!

  • Wait, didn't we see one on a ceiling beam?

  • Back up and turn right twice until you are facing the fish again.

  • Now click at the top of the screen to see the ceiling beam.

  • Use the stick on the die to knock it down. You now have three dice!

  • Back up, and turn left twice until you are back at the blue closet door.

  • Open the right door and click on the upper (brown) cabinet for a close up.

  • Guess we need to put the dice in the slots?

    • You can pull up a die from your inventory. Notice that when you click on it it turns to a new number.

    • The obvious solution is to turn the dice to 2, 4, and 5 like on the cabinet, but that won't work.

    • What you need to do is put the dice in the slots so that the number on the back of the die matches the number on the slot.

    • On any six sided die, the number in the front (that you see) plus the number on the back always equals 7.

    • Pull up a die and click on it until the number showing is 5, then place it in the first slot (that is showing a 2).

    • Pull up a die and click on it until the number showing is 3, then place it in the middle slot (the 4 slot).

    • Pull up the last die and click on it until it shows a 2, then place it in the right slot (the 5 slot).

  • Once the dice are in place, click on the cabinet to open it. Take the object (a saw).

  • Back up twice.

  • Close the right side of the closet, then click on the left side to open it.

  • Take the kettle.

  • Back up and turn right twice until you are facing the fish and the fire pit.

  • Click on the fire pit for a close up.

  • Time to make fire!

  • First, pull up the wood from your inventory and use the saw on it.

  • Now place the chopped wood in the fire pit. It fits!

  • Now pull up the rolled up note from the beginning.

  • Use the matchbook on the top of the note to make a torch.

  • Use the torch on the wood to make a fire.

  • Pull up the kettle from your inventory.

  • Put the block of ice in the kettle and then hang the kettle on the hook underneath the fish.

  • Click on the kettle for a close up.

  • Use the ladle to fish out the red object from the boiling water.

  • Okay, now you have two red marbles.

  • What now?

  • Well, we are in the rabbit room, and the shrine appears to be missing a rabbit.

  • Perhaps we could make one?

  • Pull up that metal thing that looks like an iron from the top closet.

  • If you click on the bottom it will turn over. Hey, it's hollow!

  • Let's make a rabbit!

    • Use the upside down iron thing on the water.

    • Back up, turn right, and go through the white sliding door.

    • Once through the door, turn left to the freezer.

    • Open the freezer, place the iron thing inside, close the freezer, and back up.

    • Turn left to the freezer again, open it, and take the iron thing.

    • While the iron thing is in close up, click on the ice to remove it from the mold.

    • Now place the marbles on the ice sculpture.

    • Eyes!

    • Place the leaves on the sculpture.

    • I do believe that looks like a rabbit.

    • Back up three times and turn right twice until you are facing the shrine.

Regular Escape

  • Now that you have the rabbit ice sculpture, click on the shrine for a close up.

  • Click on the black plate in the center of the shrine and place your lovely rabbit by the sign that says "rabbit".

  • Cool, a samurai doll with a heart key!

  • Take the key, back up twice, turn right, and use the key on the wooden door to escape.

  • Enjoy lunch!

Happy Coin Escape

  • Now that you have the rabbit ice sculpture, click on the shrine for a close up.

  • Click on the black plate in the center of the shrine and place your lovely rabbit by the sign that says "rabbit".

  • Cool, a samurai doll with a heart key!

  • Take the key, then click on the left hand side of the doll.

  • Yay, there's the happy coin! Take the happy coin.

  • Back up three times, turn right, and use the heart key on the wooden door to escape.

  • Enjoy the tasty lunch and the samurai doll souvenir!

  • Happy coin will bring happiness to you!

40 Comments

Nice! A brand new room escape right before bed. Who needs sleep.

Reply

I have a marble, note, dice, key and matchbox, but i cant find any logical use for them. Help

Reply
yuethomas March 17, 2010 1:21 AM

I have a

second key

but I can't find a corresponding lock for it...

Reply

second key

you need to open the closet first

find the screwdriver

it is in the bottom of the hanging scroll, on the right side.

Reply

My observations so far:

Things you can pick up immediately.

Note below fish.

Red marble next to left-hand plant.

Die between plants.

Screwdriver in bottom of wall-scroll. Pull off the right-hand cap.

Matchbook under one of the tatami mats.

Clues you can find.

Number 7 on fish.

Number 4 on right-hand plant.

Number 2 traced out on white door.

Using what you know.

You can roll up the note.

Use the screwdriver to open the panel next to the door you're trying to open. Inside is a key with three rings on the handle.

The three numbers are for the locked drawer in the little blue box.

The number is 742.

Inside is another key, with the shape of a spade (from a deck of cards). Means the other key has a club on it.

Use the spade key to open the white door. This will get you a block of ice (from the freezer to the left), a footstool, some leaves, three sticks (they're too long).

Under the footstool is another die.

That's all I've got so far.

Reply
organikshadow March 17, 2010 1:27 AM

inside the closet is killing me

is the number two die supposed to be rotated or are the numbers even supposed to match what's there?

Reply
yuethomas March 17, 2010 1:34 AM

organikshadow:

I'm pretty sure you're supposed to match the inside face of the die to the safe's pattern.

That said,

I don't know how to get the third die down from the ceiling!

Reply
organikshadow March 17, 2010 1:37 AM

yuethomas:

did you look all inside the closet? there's something there to help you reach above.

also

i don't know what i'm doing wrong in regards to these dice, but i'm apparently not getting it.

Reply

third die

when you open the closet, there is a stick near the bottom. you can use that to get the dice on the rafter.

Reply
organikshadow March 17, 2010 1:47 AM

Well I made it out, but

I feel like I missed something. The stool had 3 holes in the side...was there anything to that or am I just thinking too hard?

Reply
yuethomas March 17, 2010 1:50 AM

I got a fire going but I don't know what to do with the hook on the fish's belly. Obviously the ice block goes on the fire, but ... how?

Reply
yuethomas March 17, 2010 2:06 AM

Out. Thanks for the help!

The happy coin ending is only superficially different from the normal ending.

Reply

Walkthrough:

take the note from the fire pit
read it
look at the blue ox with 2 drawers
open the top drawer
note the 3 symbols

fish, grid, plant

find them in the room

fish:

its hanging over the firepit

7

Grid:

its the white door

the path indicated on it forms a letter

2

plant:

its in the alcove

4

These should combine to form a 3 digit combination

724

enter it in the box
open the drawer
take the heart key
use the heart key on the white door
go through the door
look to the left
there is a stool on the freezer
take the stool
open the freeze
take the ice block
go outside
take leaves from the tree
look to the left
take wood from the pile
go inside
look at the alcove
take the die
look at the right part of the scroll
open it
take the screwdriver.
look at the plaque next to the door
unscrew it
take the club key
put the stool down in front of the blue doors
look at the top door
open it
take the object inside
there is a screw in the lower left of the doorway
unscrew it
take the stool
open the blue door
take the stick at the bottom of the door
look at the bottom box
unlock it with the club key
take the ladle
open the left door
take the pot
look above the fish
use the stick on the die
look at the stool
look under it
take the die
open the blue closet again
look at the top box
note the dice indents
you need to put the dice in so that the number shown is facing inwards
turn the dice to the appropriate direction in your inventory

5 3 2

open the box
take the saw
saw the sticks in half
go to the fire pit
put the sticks in the fire pit
look under the top right pillow
take the matches
look at the note
roll it into a cylinder
use the matches on it
light he fire with the torch
look at the pot
put the ice in the pot
step back
look back at the pot
take the marble out with the ladel
fill the object from the top cupboard with water
put the object in the freezer
go to the left flower in the alcove
take the red marble
take the object out of the freezer
remove the ice from it
put the leaves on the ice
put the red marbles on the ice
put the ice rabbit in front of the rabbit sign in the alcove
take the heart key
unlock the front door with the heart key
congratulations

Reply
wildflower12 March 17, 2010 2:17 AM

Is there a happy coin escape? I made it out -not quite as satisfying as I had hoped, at least not without the happy coin.

Reply
nerdypants March 17, 2010 2:29 AM

This was a nice game, but

I was looking forward to some cake with my happy coin. :(

Also, it took me way too long to

use the key on the white door. I was like, "What am I supposed to be unlocking?" That was my big facepalm moment of the day.

Reply

I got my walkthrough done first by only 3 minutes. and completely overlooked the fact there was a happy coin escape.

Reply

So I can't seem to get the

ice block to go on to the kettle. When I click the kettle it just flips over and over and over and over. Am I dumb or is this a glitch?

Reply
mono_lisa March 17, 2010 6:52 AM

well, that was nice and easy. found the happy coin, too, but expected to do a bit more with it than

just unlock the door

Reply
Patreon VIP Chiktionary March 17, 2010 8:35 AM

The schmaltzy music and escape atmosphere only reminds me of you GrinnyP :)
Thank you for yet another escape game with a challenge and no strings attached.

Reply
phatmiller March 17, 2010 9:47 AM

Help

How do I put the ice in the kettle. It just keep turning over and over

Reply
Anonymous March 17, 2010 10:09 AM

Arcanepsyche, I made the same mistake. That's not the right item, what you're looking for is in

the left side of the blue closet.

Reply
hothotpot March 17, 2010 10:20 AM

Very nice! Got pretty far before having to result to hints. I love the Tesshi-e games, they're always so quirky and fun!

Reply

is there a trick to lighting the fire? is there some lighter fluid that I'm missing?
I have the

wood cut in to pieces and placed in the fire pit

but I can't seem to get fire.

Reply

Sillie: How about some kind of

firs starter

? Wood's not the most flammable thing out there

but things like newspaper...

Reply

hey Grinny,thanks again for the walkthrough. as usual you make the best walkthroughs in the room. You forgot to do the one for PonPon 3 though as i'm still struggling with it. No hurry though.

Reply

Ahh, just what I needed after a hectic workday. Definitely some truth to those Happy Coins...always perks me up finding one of those. :]

Reply
MmeTurbulence March 17, 2010 7:59 PM

Really? You

make a rabbit idol out of ice? For real? That stretches even escape game logic

The thing that bugs me most about Tesshi-e's games is how precise you have to be with manipulating objects. For example

After I got the "You need a bigger fire" message when I tried to light the wood, I tried to light up the rolled-up memo. I didn't click *exactly* on the top of the memo though, so nothing happened. I wasted a good amount of time looking for some other source of kindling before I broke down and looked at the walkthrough and realized, yup, I had the right idea all along.

Reply

I don't know why people say this stuff is illogical. Have you not played any of the classic point-and-click adventure games?

I remember in Grim Fandango I had to resort to a walkthrough early on because I couldn't figure out what to do. Something about getting some dead worm balloons from a balloon vendor at a street festival, then bring them back and fill them with packing material, then stuff them down some tubes.

Really? Yes, really.

I think it's more an imagination failure than anything else.

Reply
Black Drazon March 17, 2010 9:15 PM

Speaking of imagination failure...

I think I was stumped by the Happy Coin "puzzle" because I was keeping too weather an eye out for an actual puzzle. It never occurred to me to actually check the platform.

Reply
nerdypants March 18, 2010 9:07 PM

@Black Drazon:

I'm the opposite of you. The first place I looked for the coin was the platform. I clicked every spot on it except for the right one. Then I wandered around looking for another puzzle, and finding none finally resorted to the walkthrough. Which of course told me that the coin was in the platform. :p

Reply

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