Does the world seem a bit dull, lackluster and noisy? Robamimi never fails to delight escape-the-room aficionados with beautiful yet minimalistic interior design, light puzzles that require thought without enervating the brain, and buoyant endings that leave us smiling in accomplishment. Sound Color R (or "Otoiro" in Japanese) is true to Robamimi form in all these respects and this time the puzzles all focus on, as you would guess, color and sound.
As ocarina, violin and xylophone melodies mark the easy pace, move about the room following the arrow keys, clicking on anything that begs closer examination and keeping an eye out for clues, no matter how surreptitiously found. The cursor changes to indicate hotspots and a hint button will guide you in the right direction if you get stuck. All hues are labeled where necessary so chromatic subtleties are never a stumbling block.
In length and difficulty, Sound Color R is closer to the Snow Dance end of the Robamimi escape game spectrum than to the Hermit Rabi and the Wonder Fountain or Ancient Scripts end. Only a few tasks hinder your way through the two rooms and out the final door. With its seamless, intuitive quality to gameplay, a neatly organized inventory, and lack of misdirection, Sound Color R turns a graceful and serene diversion into a spark of vibrancy and music to light up your day.
Not loading? Try the alternative link: Sound Color R
Walkthrough Guide
(Please allow page to fully load for spoiler tags to be functional.)
Sound Color R Walkthrough
from Starting out to Opening the Purple Drawer
You start out facing two shuttered-doors that are locked...
Turn right three times to face a unusual light fixture:
Get the BLUE BALL from the top of the lamp.
Note the design on the "face"
Mark also its position in the room in relationship to the other fixtures and furnishings.
Turn right again and zoom in on the shelf:
Pick up the RED BALL.
Open the "Color Ball" box.
Put the RED BALL and the BLUE BALL in the box.
Back up twice and turn left twice to find the PURPLE DRAWER now open; reach in to take:
a PART OF SOMETHING (Dial)
Dialing the Red Box
Zoom in on the shelf above the chest of drawers and examine the four pictures:
Each picture is numbered and the light fixtures are all slightly different from each other.
Make note of the details on the second picture; zoom in on it:
The screws are facing different directions, a barely distinguishable pink dot can be seen on each:
top left = 12 o'clock position
top right = 2 o'clock position
bottom left = 10 o'clock position
bottom right = 4 o'clock position
Back up twice and turn right four times. Examine the RED BOX:
Replace the missing dial with the "PART OF SOMETHING" you found in the purple drawer.
Notice that the pink tips on the dials remind you of a clue you saw very recently...
Turn the dials to match the positions of the screws in the second picture...
top left = 12 o'clock position
top right = 2 o'clock position
bottom left = 10 o'clock position
bottom right = 4 o'clock position
When you've turned the dials correctly, the YELLOW BALL will appear. Take it.
Opening the Green and Orange Drawers
Go back to the Color Box.
Place the YELLOW BALL and the BLUE BALL in the box to make green.
Turn back to the chest of drawers to find the green drawer open; get another PART OF SOMETHING (Arrow Button) out of the drawer.
Go back and take out the blue ball; place the RED BALL in the Color Box with the YELLOW BALL to make orange.
This time, inside the chest of drawers, you'll find a SCREWDRIVER.
Opening the Second Room
Go over to the Yellow Box (next to the red box) and look in. It's missing a part.
Put the ARROW BUTTON (part of something found in the green drawer) in the middle.
Clicking on "MAP" indicates the four corners of the room, which are numbered.
The pictures on the shelf over there are also numbered.
Notice the direction of each light fixture in the pictures.
#1 is turned slightly to the right.
#2 faces strait ahead.
#3 is turned slightly to the right.
#4 is turned slightly to the left.
Press the button of the fixture you want to adjust and then turn the dial accordingly; you can go over to each light to check how turning the dial will affect each's position (or open the following spoiler).
#1's dial = 3 o'clock
#2's dial = 7 o'clock (it doesn't need to be turned)
#3's dial = 12 o'clock
#4's dial = 12 o'clock
Solving the light fixtures-pictures puzzle will open the doors to the second room.
Pressing Buttons on the Brown Box
Go into the Second Room and turn left to face the purple tapestry.
Pull the light switch to turn off the light.
Make note of the pattern behind each number:
1st = top right
2nd = bottom right
3rd = top right
4th = bottom left
5th = top left
6th = bottom left
Turn the light back on and re-enter the main room. Go back to the shelf holding the Color Box and a smaller brown box.
Press the buttons in the correct order (see the above spoiler).
When the box opens, take the KEY.
Freeing the Green Ball
In the second room, under the purple wall hanging, a green ball is locked into a small stand.
To find the clue for the code, you'll need to use your screwdriver (found in the orange drawer):
Unscrew the screws on the second picture and take it out of its frame.
Click the arrow in the left corner to turn the picture over.
You'll see segments of what appears to be digital numbers.
An X appears over the symbol of an open eye; a O is over the symbol of a closed eye.
With this clue, you should be able to determine the four digits needed to open the stand and get the green ball.
This is what the clue means:
Fill in the digits and use only what is not shown (as represented by the closed eye.) So the first number would be 7 because the bottom lines are not used....
That means the code is:
7310
Enter this code into the small stand to open the bars...
7310
...and take the GREEN BALL.
Bouncing Light and the Numbers on the Wall
Put the GREEN BALL in light fixture #4 (Blue).
Watch the movement of the green light as it bounces around the room, stopping at the different fixtures.
You can click "replay movie" to watch it again.
(Using a map here is very helpful; you can also return to the yellow box and look at the map there.)
Pay close attention to the furniture and decorations the green light passes before it stops.
Make note of the number of each corner in which it pauses; this will give you five numbers in a particular order:
4, 2, 3, 1, 2
Go back into the second room and turn right, facing the numbers on the wall.
Press the numbers in the same order as given by the green ball of light:
4 - 2 - 3 - 1 -2
The correct code causes a treasure box to rise up.
Use the KEY to open the box and get your prize: an OCARINA!
The Sound and Color of Escape
Your OCARINA is your exit key. You just need play the right tune...
Check out the design on the treasure box.
Exploring the first room, you find those designs correspond with the light fixtures:
2, 1, 3, 4, 2
-OR-
yellow, green, red, blue, yellow
Play the buttons on the ocarina in that order to open the exit door and escape.
Congratulations! Enjoy the pretty picture and music.
NOTE: those experiencing load time issues, try this Alternative Link.
Posted by: elle | February 6, 2012 1:47 PM