If you've ever found yourself in a room with all sorts of wondrous and tempting switches, levers, and buttons but been told not to touch anything, Haretoki's newest escape game Sometimes Sunny Step is going to fill you with glee. You're trapped inside some sort of strange laboratory, and the only way out is to run around, hitting buttons and messing with things with wild abandon, reveling in the fact that there's nobody there to tell you no and stifle your passion for expression, Mom. ... and, uh, solving puzzles, I suppose. Just click to explore and interact, but don't expect a whole lot of help from the game itself. There's nothing so crass as actual direction here, and you'll be left to your own devices to find and interpret clues, as well as simply figure out what things do. There's no changing cursor here, so make sure you click on everything, and don't forget to revisit certain areas or objects if you've made progress, even if you think you've already gotten whatever clue they had for you...
If you want a challenging escape game, Haretoki's name should be high on your list, and Sometimes Sunny Step is a prime example of why. The focus here is on logical puzzles and figuring out how to use the information you're given on your own, which is easier said than done when you aren't given any feedback. Most of the clues you'll find are anything but straightforward, and yet it never really feels obnoxious or as if it veers into the realm of "adventure game logic". It pushes you, but without being unfair or unreasonable, and offers up some genuine brain teasers in the process. Sometimes Sunny Step has surprises, too, thanks to all the strange mechanisms you'll encounter, and the unexpected sense of whimsy to the style and the way certain puzzles are approached is refreshing. Helps take the sting out of seizing your monitor and feverishly whispering, "What does it mean?" Sometimes Sunny Step is a great example of why people love escape games, from its tricks and cleverness to its smart design, and will keep you on your toes all throughout.
Walkthrough Guide
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Walkthrough
I'm going to assume that you know how to play an escape game, and that you're only referring to this walkthrough because you're stuck. As such, while this is pretty step-by-step, I haven't included all of the looking around you'll need to do.
Levers
Look in the periscope for a hint to the red levers.
Use the hint to position the red levers (turn left from the periscope).
Farther away = smaller, closer = bigger.
If you number the top (farthest away) position as 1 and the bottom (closest) position as 4, the code is 2413.
Get the tweezers.
3×5 buttons
Get the handle that's stuck in the square hole below the aquarium, then use the tweezers on the same hole to get a paper with numbers on it.
Use the paper to solve the 3×5 grid of square buttons (turn right from the periscope/aquarium).
Click the buttons and notice how they light up in groups. Count the number of squares in each group.
Click the groups in the order given: 314152, so top right button, 2nd row 4th button, bottom right, 2nd row 4th button, bottom left, top left.
This opens the ladder and reveals the giant wire cutter.
Safe with hexagonal dial
Click the big white button to the left of the green tube. Note the code.
Use the code to open the safe.
Click the left arrow until the red blip points at the 5, then click the right arrow until it points at the 1, left to 2 (yes, that's almost all the way around), and right to 4.
Get the mallet head.
Green tube
Attach the handle to the mallet head. Use the mallet on the pad in front of the green tube. Get the red spiky ball.
Three buttons
Go downstairs. Get the gold key from that brown whatever it is.
Look at the three white buttons and twiddle with them until you figure out the code.
If you press the correct button, it'll stay depressed. If you press an incorrect button, all of the buttons will pop back up. When you've found the end of the code, all of the buttons will depress briefly, then they'll all pop back up.
left-right-middle-left-right-middle-right
Use the three-button code you just found on the three buttons above the silver chest with the gold padlock (turn twice from the clue buttons). Note the new clue.
Silver chest with gold padlock
While you're here, look at the silver chest. Did you notice how the padlock is off-center? Click the right end of the chest and get the handle.
3×3 buttons
Use the gray & white squares clue on the 3×3 grid of square buttons (below the periscope - turn right from the clue).
The clue shows the middle section of the 3×3 buttons: you see all of the middle button, but only half of the edge buttons, and a quarter of the corner buttons.
Top center, top right, middle right, and bottom left buttons are white, the rest are gray.
Note what happens to the blue spiky ball.
Get the blue ball from the 4-door cabinet with the putting green on top. (Sometimes the ball will be on top, sometimes it'll have fallen through the hole and you need to open the top right door to get it, and there are doubtless other possibilities. If all else fails, check the trashcan.)
Bottom right door
Remember how the flicky finger thing moved right and blocked the periscope? Maybe there's something new to see. Go upstairs and look at the periscope.
Go downstairs and use the handle on the gold chest (turn left). Use the clue from the periscope to turn the clue into a four-digit number.
Think of each digit as a chain of white & black links that's sitting on the path indicated in the periscope clue. The path is 8 spaces long, but each chain is only 7 links. The chains are all sitting as far right as they'll go. "Pull" them all one space left.
The 9 becomes a 0, the 7-plus-blip becomes a 3, the 4-plus-blip becomes a 5, and the little circle becomes a 7.
Use the code on the bottom left door of the 4-door cabinet. Get the silver key.
Keys and nippers and screwdrivers, oh my
Use the silver key on the panel with the screwdriver attached to it (turn twice from the 4-door cabinet). This causes the safe from upstairs to slide down. Use the screwdriver to open the grating and get the box. Note that you can now open the safe, but there's nothing in it.
Go upstairs and get the wire cutters. They're too big to take down the ladder, but there's now a nice big empty spot where the safe used to be. Drop the wire cutters down the shaft.
Go downstairs and get the wire cutters from the safe. Use the screwdriver to remove the bar that was preventing you from using them, then use the cutters make the screwdriver a little more, um, portable.
Bottom left door
Back up the ladder you go. Use the screwdriver to open the small brown chest (next to the green tube). Get the bellows.
Use the bellows on the aquarium and note the code.
8634
Go downstairs and use the bubble code on the bottom left door of the cabinet. Get the wind-up key and note the strange symbols on the back of the cabinet. If you look at the box in your inventory, it needs a four-digit code, and the numbers look very similar to the symbols - they have the same featureless sans-serif black lines.
"Cut" the clue in half horizontally, then switch the bottom and top halves.
4105
Get the white spiky ball from the box.
Top left door
The top right door needs a four-character code. If you noticed, the pipes to the left (between the periscope and the silver chest) have one letter showing, the E on the right. The other pipes look like they might have letters too, if we pulled the chains to the correct position. Go upstairs and use the red levers to reveal the code.
Set all the levers the same way as the right one, i.e. one up from the bottom (closest) position.
Use the code top open the top right door of the 4-door cabinet.
HOPE
Get the green spiky ball.
Spiky balls
Go to the yellow button (on the wall with the ladder, above the three-button clue). Use the wind-up key on the button (which isn't really a button, but whatevs). Note the sequence.
Blue-green-space-red-black-white
Turn to the octagon that already has the black spiky ball in it. Use the clue from the wind-up key to position your spiky balls appropriately.
You can't move the black ball, so use that as the starting point. It needs to have the white on its right, which would be the bottom space ("south") of the octagon, and the red on its left = above it ("east"), then an empty space, then green ("north"), then blue ("northwest").
Use the gold key on the keyhole. Turn around to see that the ladder has moved, and there's daylight visible up there.
Exiting
Yes, the gold padlock is a red herring. You're outta here!
Posted by: Reka | May 27, 2014 4:22 PM