Hermit Rabi and Wonder Fountain
Don't let the title fool you, Hermit Rabi and Wonder Fountain is not an adventure comic featuring the twisted duo of a reclusive Torah teacher and an architectural water shooting superhero, although that would be pretty radical (call me, Stan Lee!). Instead, we're talking about the latest and greatest room escape game from Robamimi, one of the best designers in the business, although perhaps not as good when it comes to English translations...
Hermit Rabi and Wonder Fountain (alternate title: Spring Bunny Hermit and the Curious Donkey Ears, which makes slightly more sense) tells the story of a lonely bunny, wasting away in his hidey hole, pining for fresh carrots and locking hapless folks in his strange underground bunker until they bring him some orangey carrot goodness or figure their way out, or both. At least, I think that's what this game is all about, I could possibly be horribly wrong. What looks at first like a classic one room four wall escape quickly turns into something quite different and somewhat bigger (and stranger). Featuring a lot of fun puzzles (including some color-based) there's more than first meets the eye in this delightful escape.
Hermit Rabi plays like a standard room escape with navigation bars at the sides and bottom of the screens, an inventory of items that you can pick up, take, examine, and use, and many of the features we like to see in top-notch room escapes like a changing cursor, a save function, a lovely sliding volume on the easy-listening music loop, a strange life-sized bunny, and even a hint feature. Well, if other designers can't be bothered to have Harvey in their games it's their loss, isn't it? Other than the somewhat creepy rabbit we're talking top-notch controls which make for a fantastic gameplaying experience.
Robamimi doesn't just put all of their efforts into the control structure of the games, though. Hermit Rabi is a satisfying little adventure chock-full of puzzles, logic, use of found objects, combining objects, and communicating with imaginary rabbits. And, of course, the graphics are first-rate as well, especially the animation of our furry little friend with the carrot fetish. With this designer you get the whole package: fantastic gameplay, intuitive and easy to use controls, and gorgeous visuals, making Robamimi one of our favorite and go-to room escape designers.
So get ready for a perfect mid-week break with Hermit Rabi and Wonder Fountain. Logical, amusing, fun, and tricky, we've found one fantastic room escape for you to tackle. Just remember, if you think real large rabbits are locking you in a bunker in order to obtain their precious carrots, perhaps it's time to get up and walk away from the computer for a little while. Just saying.
Walkthrough Guide
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Hermit Rabi and Wonder Fountain Walkthrough
General Information
If the title page is in English, you are at the English version of the game. You can switch to the Japanese version or the English version on the title page.
There is a useful hint button that can be used.
This walkthrough will contain directions for the colorblind.
There is only one end.
Good luck!
Main Room Exploration
You begin facing a nice sofa. Click on the pillow on the sofa to lift it up and take the object underneath (tape measure).
Turn right.
You are now facing a large cabinet with glass doors on top and drawers underneath.
There appears to be something written on the wall to the left of the cabinet. Click on the wall to the left of the cabinet for a close up.
Looks like a list of names and lines. Wonder what it's for? Back up.
Click on the upper doors of the cabinet for a close up then again to open them.
You can click on the stacks of plates and bowls. There appear to be round plates and square-shaped bowls. Back up.
Click on the drawers below for a close up. In close up you can see that there is one drawer that needs a three digit code.
Open the upper left drawer and take the slingshot.
Open the lower left drawer and you will find some hexagon shaped cups.
Open the lower right drawer and you will find a box tightly bound with string.
Close the drawers and click underneath the cabinet. There you will find a Member Card for someone named Ume Yamano. Take the card and back up twice.
Turn right.
Now you are facing a picture on the wall and a chair. Click on the chair to take it.
Click on the picture for a close up.
If you click on this abstract picture you will see that it is a wobbly picture puzzle. Back up.
Turn right.
You are now facing a desk. There is also some sort of lever on the wall to the right of the desk.
Click on the desk for a close up.
On the lower shelf of the desk is a book. Pick it up to read it.
On the first page is some sort of a clue dealing with a slingshot.
On the second page is a picture of a rabbit with the ears labeled "left" and "right". Notice that your left is the rabbit's right, and your right is the rabbit's left.
Put down the book and click on the cup to the left of the computer.
Hmmm, another hexagonal cup. There's a blue marble inside, take it.
Back up from the cup, then click on the computer for a close up.
Looks like it needs a card. Back up twice.
Click on the lever on the wall to the right of the desk for a close up.
Hmmm, there's a circle here with colors in it, and the lever appears to open and close something, but it won't stay down. Back up.
You can click on the area below the lever for a close up. There are four marks on the carpet. Back up.
Looks like we've seen everything there is to see. Time to solve some puzzles!
The Wobbly Picture Puzzle
You should still be facing the desk. Turn left once to face the picture.
Click on the picture for a close up.
Does that abstract pattern look familiar?
The abstract pattern is a series of corners, just like the corners on the picture.
The picture itself gives the pattern to click the corners: upper left, lower left, upper left, upper right, lower right.
Once you click the corners in the right order the picture falls down, revealing a slot in the wall.
Click on the slot for a close up. You can see a door across the way, and there is a key hole in the door. There is also a circle with colors, does that look familiar?
Back up.
The Upper Right Cabinet Drawer
Now let's figure out how to open that locked drawer in the cabinet.
You should still be facing the slot in the wall, with the picture now on the floor below it.
Click on the picture for a close up, then click on it again to turn it around.
A clue! There's a hexagon, a square, and a circle shape.
Where have we seen those before?
Back up and turn left.
That's right, there were plates, bowls, and cups in the cabinet with those shapes!
The code for the upper right drawer is the number of hexagonal, square, and round pieces of crockery in the room.
There are 4 hexagonal cups (3 in the drawer, one on the desk).
There are 6 square bowls (in the upper cabinet, 2 stacks of 3 each).
There are 4 round plates (again in the upper cabinet).
Therefore the code is 464.
Click on the cabinet drawers for a close up.
Click on the upper right drawer for a close up of the code key.
Enter the code into the drawer and click on the knob to open the drawer.
Take the scissors and back up.
The Mysterious Package
Remember that strange, tightly wrapped package you picked up earlier?
Pull the package up from your inventory.
Now that you have the scissors, use the scissors on the string to open the package.
Once the string is cut click on the top of the package to open it. Take the giant carrot.
Pull up the package again and take the string. String is always helpful.
The Computer and the Membership Card
Turn left (or right) twice to face the desk.
Click on the computer twice for a close up and use the membership card you found under the cabinet on the slot.
Hmmm, looks like we need a code for Ume Yamano.
We know that's the name on the card, but where else have we seen that name?
Back up twice and turn left (or right) twice to face the cabinet.
Click on the wall to the left of the cabinet for a close up.
Yep, there's Ume there on the wall with some other folks.
Why do those marks look familiar?
What you are looking at is a homemade height chart, like some folks do for their kids.
Use the tape measure on the writing and you will see the heights for each of the names.
The height for Ume is 163 centimeters (roughly 5' 4" tall).
Once you have the code, back up and turn left (or right) twice to face the computer.
Click on the computer twice for a close up and enter the code, then push the "E" button.
A drawer on the bottom of the computer will open. Click on the open drawer and take the key.
Back up.
The Chair/The Slingshot
Okay, we have a key, but no obvious door.
Other than the door that we can see through the slot in the wall, that is, but we can't reach that.
However, we have a slingshot and a blue marble, maybe we could use that?
But what about that lever on the wall? How do we get that to stay down in the "open" position?
Remember the four marks on the carpet below the lever?
Those look like marks left behind by furniture, like a chair.
Click on the area below the lever for a close up, then place the chair on the marks.
Back up once, then click on the lever for a close up.
Use the string from your inventory on the lever, this will tie it to the chair and keep the lever down.
Once you've figured out how to keep the lever down, back up and turn left.
Click on the slot in the wall for a close up.
Hmmm, now that colored circle has opened up and become gray. Where have we seen that before?
This is like the instructions in the book, the ones on the left page.
Pull up the slingshot from your inventory (view).
Once the slingshot is in close up use the blue marble on it to combine the two.
Close down the close up of the slingshot.
Now use the slingshot/marble combo on the gray circle on the door across the way.
Nice shot!
If you did that correctly, you lost the blue marble but gained a door!
Back up from the close up of the slot and turn left.
Yep, there's now an open doorway to the left of the cabinet.
The Underground Exploration
Go forward through the new open doorway.
You will see some stairs going down. Hover the cursor over the stairs and click to go down.
Go down the stairs again.
You are now at the bottom of the stairs. You can go forward through a doorway. There is also an arrow to the right. Click on the arrow to the right.
You should now be looking at the stairs going up. There is a yellow marble on the stair, take it.
Use the back arrow to face the doorway again, then go straight into the unknown.
You are now in an underground room. There is a picture on the far wall, click on it for a close up.
The picture tells you that there are two routes, and that Hermit Rabi knows the second one. Okay then.
Back up.
Turn right.
And that must be hermit rabi sitting there, with a big wooden stick. You can click on the rabbit for a close up, but he doesn't do much other than tilt his head.
Turn right.
You are now facing the doorway that goes to the stairs and back up to the main room. Turn right again.
You are now facing a brown door that is closed tight. There is some sort of hole in a small pedestal to the right of the door. Looks like you could put something in there, like a stick.
Time to solve some puzzles!
Hermit Rabi and the Big Stick
Let's get that stick from Hermit Rabi, shall we?
Turn left (or right) twice to face the rabbit.
Click on the rabbit for a close up.
What do rabbits like?
Yes, give the rabbit the carrot and he will give you the big stick.
While the stick is in close up, click on the top of the stick to turn it around. What do you know, there's a red marble there! Take the marble.
Back up from the rabbit and turn left (or right) twice to face the brown door.
The Maze (First Pass)
Now that you are facing the brown door, click on the hole in the pedestal to the right of the door.
Once the pedestal is in close up put the big stick in the hole and back up.
The brown door is now open. Click on the open doorway to go through.
Looks like we have the choice of left or right. I wonder which way is correct?
The picture on the wall told us that the rabbit knew the second way, which implies that there are two ways through this maze.
So how do we figure out the first way?
Remember the picture on the wall in the main room, the one with the corners?
That picture is more than just the order of the corners to click. Look closely, it is also a map of the maze.
Looking at the pattern on the picture you would go right, right, left, left, right, straight, right, left, left.
Follow the directions for the first maze route. When you reach a certain point you will find a bottle of carrot juice on the ground.
Take the carrot juice and continue with the maze directions.
At the end of the path you will find a dead end. There is a stick on the ground and a "return" button on the wall.
Take the stick and then click on the "return" button.
The return button takes you back to the beginning of the maze. Go forward towards the bunny.
The Maze (Second Pass)
Now we need to find out from Hermit Rabi the second route through the maze.
However, we already gave him the carrot. What else could he want?
Maybe he's thirsty?
Click on the rabbit for a close up.
Pull up the bottle of carrot juice from your inventory.
Use the scissors on the bottle to open it.
Once the bottle is open, give it to the rabbit and he will give you a green marble.
Once you've given Hermit Rabi what he needs, click on him again.
Watch his ears closely, they are giving you a clue.
Perhaps it's the directions for the maze?
Remember, your right is his left, and vice versa.
The pathway is left, left, right, right, right, left, right.
Back up from the rabbit and turn left (or right) twice to face the maze.
Go through the maze using the directions given by the rabbit.
When you reach the end you will find the blue marble on the floor, and you will see a fountain ahead.
Take the blue marble and go forward.
Click on the fountain for a close up. Looks like you can put something in the water, but nothing in your inventory works.
Turn left.
There's a box here, click on it for a close up.
Looks like it has four round slots. Good thing we have four marbles that look like they would fit.
But what order do we put the marbles in?
Where have we seen these four colors (blue, red, yellow, green) before?
Remember the circle of colors by the lever in the main room?
That circle had four colors. Upper left red, upper right yellow, lower left green, lower right blue.
This would be the same order for the marbles to be placed in the box.
For the colorblind: The blue marble is in the middle column of your inventory, second cell down. The red marble is also in the center column, fourth cell down. The yellow marble is in the right column, fourth cell down, and the green marble is in the right column, bottom cell.
Well, if you place the marbles according to the supposed order something goes wrong. When you try to place the last one a picture of that stick the rabbit gave you appears.
Maybe we need that stick to continue?
Turn left (or right) twice and you will find another "return" button.
Click on the "return" button to go back to the rabbit.
The Fountain and the Marbles
Once you are back facing the rabbit, turn left (or right) twice to face the maze door.
Click on the pedestal for a close up and click to take the stick out. Back up.
Great, we have the stick, but now the door is closed.
We need to put something in that hole to keep the door open.
Hey, we have this metal bar we got in the maze!
Click on the pedestal for a close up and place the bar in the hole then back up.
Yep, door's open. Go forward into the maze.
Once you go through the door a "warp" button will appear on the screen. Click on it to go back to the fountain.
Once at the fountain click on the fountain for a close up.
Place the stick from the rabbit in the water and viola, you get...a bigger stick.
Take the bigger stick (a "laundly pole").
Note that the laundry pole has a telescoping end that can extend.
Back up from the fountain and turn left.
Click on the box and place that last marble. This time something happens.
The fountain disappears and is replaced by an elevator. Click on the elevator to enter it.
The elevator will take you upstairs to a mysterious door, which is locked.
Hmmm, now what?
Getting Out
You know, when you think about it, we're probably behind that door that we could see through the slit in the wall of the main room.
Remember, that door had a keyhole, if only we had something that could reach it.
We do have a key, and a telescoping pole.
Go down on the elevator.
Turn left and hit the "return" button.
Go forwards to the rabbit and turn right.
Click on the open doorway then go up the stairs twice and through the doorway to the main room.
You should be facing the wall with the desk and the lever.
You know, that string that's holding down the lever could be handy.
Click on the lever for a close up and take the string. Back up.
Turn left and click on the slot for a close up.
Yep, there's the door. Now we just need to get the key to it.
Pull up the laundry pole from your inventory.
Click on the left end for a close up.
Place the key on that end, then use the rope to tie the key into place.
Now close down the makeshift pole into your inventory.
Use the pole in the keyhole and yay, the door is now unlocked!
Back up and turn left.
Go through the doorway and down the stairs twice, then through the doorway to the underground room.
Turn left to face the maze then go forward into the maze.
Use the "warp" button to go back to the elevator.
Click on the elevator to ride it to the top.
Click on the door to open it and escape.
Congratulations!
Posted by: grinnyp | June 1, 2011 3:11 AM