Sometimes Sunny Block
Haretoki is back with another escaping gem that turns room escaping conventions on its head. Sometimes Sunny Block brings a refreshing charm and gameplay to the escape game genre.
Sometimes Sunny Block appears at first glance to be (and actually is) a basic one-room escape. The furnishings are sparse and utilitarian as this room is definitely not a "living" space. There is the standard navigation bars and an easy to use inventory, although the game could also have benefitted from a save feature and perhaps a music clip. Unfortunately this is not the game for the color-blind, as nearly every puzzle features color in some way. Haretoki packs the room with some delightfully entertaining and original puzzles which we've come to expect since Sometimes Cloudy Challenge, the game that featured an escape from a rotating room.
One of the things that makes Sometimes Sunny Block stand out from the rest of the room escaping pack is the use of a found object in no less than four different puzzle solutions, bringing an elegance to the form that is rarely seen. Robamimi once used an abstract artwork as a dual solution, but how many escapes can claim four? While Sometimes Sunny Block is not terribly difficult, the charm of finding new and interesting ways to solve the puzzles within the strange room create an atmosphere that definitely can compete with the well-established designers of the field.
Walkthrough Guide
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Sometimes Sunny Block Walkthrough
General Information
Try to pick up everything that isn't nailed down (and some things that might be).
Examine every item you pick up, they may be hiding a clue.
An item will disappear from your inventory when you no longer need it, so if an item is still there, it still can be used.
There is only one ending to this escape.
Good luck!
Exploration
You begin facing a wall with two sets of shelves. The shelves on the left consist of 6 cubbyholes, the shelves on the right are open and three shelves.
If you click on the right set of shelves for a close up, you will find on the top a box that apparently needs a handle or lever, and on the middle shelf a box that looks like it needs a key.
Above the cubby shelves are two pictures on the wall, click on them for a close up.
Click on the right picture and it swings away, revealing a set of pliers. Take the pliers and back up.
The cubby shelves on the left are 3 cubbys across by 2 down.
The top left cubby has a picture of a blue box and the word "blue" inside.
The top middle cubby has a lock that has 5 buttons, one in the middle and four around the outside.
The top right cubby is empty.
The bottom left cubby has a picture of a red box and the word "red" on it.
It also has a door and a lock, with a key in the lock. Click on the keyhole for a close up and take the key (it does not open this lock).
The bottom middle cubby is empty.
The bottom right cubby contains a scroll, take it.
While the scroll is in close up click on it again to unroll it and read the clue.
The clue shows a 3 x 2 grid with a 6 in the lower left, a 3 in the upper middle, and a four in the lower right blocks.
It also shows a picture of a wind-up key.
Close down the scroll, back up from the cubby, and turn right.
You are now facing the wall with the exit door. Also on the wall are a panel with a wooden airplane, a picture, and a small cubby with a door.
Click on the plane for a close up and you will see that a 5 digit code is needed.
Click on the picture and you will see the number "14" in the picture, which has a thick frame and is screwed to the wall.
Click on the cubby door and you will see that it needs a key.
Back up and turn right.
On this wall is an elaborate set-up involving gears, chain, and a rug that looks like a road or a landing strip.
To the right of the device is a garbage can, but it is empty.
Turn right.
You are now facing a wall that has a safe, a shelf, a picture, and an odd table.
Click on the safe for a close up and you will see that there is a number keypad and two plug ports that are red and blue.
Click on the shelf above the safe and you will find a device that shows numbers and symbols every time you push a button.
To the right of the shelf is a picture, click on it for a close up.
Sitting in the picture is a blue cube, take it.
There is a button below the picture and pushing it opens the picture to reveal a yellow cube and a wind-up key, but it won't stay open.
Underneath the picture is the odd table. On the table is a metal plate, but there's nothing you can do with it at the moment.
Back up and turn right.
You should be back to where you began with the two sets of shelves.
Time to solve some puzzles!
Getting the Airplane
Turn right to face the exit door.
Click on the plane for a close up and examine the five digit code key.
These digits are either 8, 0, or a small circle at the top or the bottom.
Where have we seen symbols like that before?
Back up and turn left (or right) twice to face the wall with the safe.
Click on the shelf above the safe for a close up of the machine on the shelf.
Maybe this machine can help?
The machine shows 3 symbols, an 8, a 0, and a small circle in a bottom position.
Click on the button to the right of the three digits and the display changes.
Now you see a 0, a small circle in a bottom position, and an 8.
Click the button again to see small bottom circle, 8, and a small top circle.
Click again to see 8, small top circle, and a blank.
Basically you are seeing a five digit sequence three digits at a time.
The code is 8, 0, small bottom circle, 8, small top circle.
Once you figure out the code back up and turn left (or right) twice to face the exit door wall.
Click on the airplane for a close up and enter the five digit code.
Once the code is entered push the large button beneath the code. If you entered it correctly, the color will change to blue and it will say UnLocK.
Take the plane and back up.
Using the Key
Click on the metal panel in the wall to the right of the airplane for a close up.
Use the key you got from the cubby lock on the metal panel and the color changes from red to blue. An arrow also appears.
Click the arrow to slide the door to the left. Underneath the panel you will see a picture of a 3 x 2 grid, with a blue square in the bottom middle slot and a red square in the upper right slot.
Click the arrow on the metal panel again to open another compartment and get a red cube.
Back up.
Opening the 5 Button Box
You should still be facing the exit door.
Click on the picture to the right of the plane for a close up.
I wonder what the numbers 1 and 4 in the picture mean.
Hey, does that frame look a little...strange to you?
Look closely at the lines in the thick frame.
The lines actually form numbers. The top part of the frame is a 5, the right side of the frame is a 6, the bottom part of the frame is a 3, and the left side of the frame is a 2.
Together with the central numbers of 1 and 4 this creates a sequence of six moves.
Now we have a sequence, where have we seen something with five buttons?
Turn left to face the wall with the shelves.
Click on the top center cubby shelf for a close up.
The door on this cubby has five buttons, four outer and one inner.
Perhaps the sequence we just learned from the picture will help?
Push the buttons in this order: middle, left, bottom, middle, top, right.
If you enter the sequence correctly the panel goes blue. Click on the handle to open the door.
Inside the cubby is a strange machine, take it.
Note that with the door open, the configuration of the cubbys has the top left blue, the bottom left red, and the top right yellow.
Back up.
Using the Machine (Part 1)
Pull up the strange machine from your inventory.
Notice the 3 x 2 arrangement of slots in the machine.
Also notice that the two cubes, red and blue, are now with the machine.
We saw a hint for this under the panel that we opened with the key, didn't we?
That graphic showed a blue cube in the bottom middle slot, and a red cube in the top right slot.
Maybe if we recreate that, something will happen?
Place the cubes according to the graphic found underneath the metal panel.
Cool, a hand appears from inside the machine!
Close down the machine from your inventory then turn left to face the wall with the safe.
Click on that strange table for a close up, then place the machine on top of the table. Hey, that hand is very...handy!
Back up and you will notice that the hand is now pushing the button, so that the picture above the table is open.
Click on the open picture for a close up and take the yellow cube and the wind-up key.
Back up once, take the machine off of the table, and back up again.
Using the Machine (Part 2)
Turn right to face the wall with the two shelving units.
Click on the machine on the middle shelf of the right shelving unit.
Use the wind-up key on the machine.
Once the key is in place, click on it to wind it and watch what happens with the circular screen.
You should see a sequence of numbers and colored cubes. 1, 2, yellow, red, 5, and blue.
That would mean that the yellow cube would be 3 in that sequence, the red cube would be 4, and the blue cube would be 6.
How is that helpful?
Remember the note we found that had a picture of a wind-up key on it? The numbers 6, 3, and 4 were on a 3 x 2 grid on that note.
That would indicate a position of lower left slot for the blue cube, the upper middle slot should be yellow, and the lower right slot should be red.
Pull up the machine from your inventory.
Remove the red and blue cubes from the slots. Notice that you now have the three cubes, red, blue, and yellow.
Now place the three cubes in the machine as indicated by the note clue.
This time a gear pops out.
Close down the machine and turn left or right twice to face the wall with the gears and chain.
Click on that strange road/landing strip rug for a close up.
Notice the metal panel? Also notice the green thing on the chain?
Use the airplane on the green thing on the chain to attach.
Now place the machine on the metal panel and enjoy the cut scene as the plane knocks a green ball off of the top of the assembly.
Take back the machine from the metal panel.
Back up.
Don't bother looking in the trash can, the ball didn't fall in there.
Getting the Screwdriver
Turn left (or right) twice to face the wall with the two shelving units.
Notice that the ball has fallen in front of the left unit, take it.
While the ball is in close up, notice the wire holding it together.
Use the pliers to cut the wire.
Take the screwdriver from the open ball and turn right.
Click on the picture that had the number 14 for a close up.
Use the screwdriver to remove the picture and take the code panel.
The Red-Dotted Code Panel
While the panel is in close up, look closely at the numbers.
The first number is an 8, and it has a red dot in the lower left corner of the number.
What would happen if you removed that one red dot segment from the number? You'd get a 9.
Enter the number 9 in the second code slot.
Notice that the 9 also has a red dot in the upper left.
If you remove that segment you'd get a 3, so enter the number 3 in the third slot.
The number 3 has three segments with dots. Remove those and you get the number 1.
Enter the number one in the last code slot. It should now read 8931.
You now have a key. Close down the key and back up.
Opening the Locked Cubby
Turn left to face the wall with the two shelving units.
Click on the cubby shelving unit and use the new key on the lower left door (the one with the red cube).
When the door opens up, take the green cube.
Notice now that the shelving unit, also a 3 x 2 grid, is giving you another clue.
The upper left corner is blue, the lower left corner was red, and now with the doors open the upper right corner is yellow and the lower middle cubby is green.
Back up.
Using the Machine (Part 3)
Pull up the machine from your inventory.
Remove any cubes from the slots.
Now that you have 4 color cubes, you want to place them like the clues from the cubby shelves.
That would be upper left blue, lower left red, lower middle green, upper right yellow.
When you enter the cubes correctly two cables, a red and a blue, pop out this time.
Now what?
Opening the Safe
Turn left to face the wall with the safe.
Click on the safe for a close up.
Remember those two sockets for cables?
Use the machine on the safe to open it.
Take the machine back, then click on the safe handle to open the door.
Remove the red lever and back up.
Getting Out
Turn right to face the wall with the two shelving units.
This time click on the box on the upper shelf of the right shelving unit.
Use the red knob on the metallic part of the box and click it once.
Note that there are six colored blocks in a 3 x 2 pattern, some of them repeating. Also note that you can use arrows on either side of the rows of blocks to move them around.
Click on the lever again and you will find a black and a white block, take them.
Flip the lever two more times to get back to the six color blocks.
Move the rows left and right until you get all six colors (red, blue, green, yellow, black, and white) appearing only once.
Once you have the pattern set, it is the clue for the final use of the box.
The pattern for the top row is (from left to right) black, red, blue.
The pattern for the bottom row is (from left to right (yellow, green, white).
Pull up the box from your inventory.
Remove any cubes from the machine, then replace all of the cubes in the pattern from the wooden box.
If you do this correctly a hand in the shape of a fist will appear.
Click on the fist to open it and get a gold key.
Close down the key into your inventory and back up.
Turn right to face the exit door.
Click on the door for a close up, then use the gold key on the lock to escape.
Congratulations! Give yourself a big hand!
Posted by: grinnyp | July 25, 2012 8:11 PM