Virtual Villagers Origins 2 | Finding Crafting Resources

August 18, 2018
I'm sorry I've been so busy at work and will continue to be until October. In the mean time, here is what I found online by Veronica Perez and would like to share it with everyone (cos it's awesome!!):

1. Wheat Grass
2. Algae
3. Vine
4. Rocks to prepare oven
5. Grass
6. Dry Wood
7. Vine
8. Wooden Gear
9. Where you collect fire
10. Area where tornado appear (Air)
11. Possible Earthquake crack
12. Bamboo
13. Web
14. Red Earth
15. Possible earthquake crack
16. Vines
17. Lotus
18. Coal/charcoal
19. Vine
20. Red wood
21. Apple
22. Rhubarb:Strawberry:Blueberry
23. Wheat
24. Rose
25. Moss
26. Squirrel Berries
27. Black Orchid
28. Cotton
29. Reeds
30. Tiger Lily
31. Sea Shell
32. Whale bone
33. Needle Grass
34. Poison on the nest:Pond Water (both available just when rain)
35. Cactus
36. Earth
37. Sand
38. Lava
39. Steam
40. Salt Peter
41. Orange
42. Hanging Cloak (use by Chief/master of all skills)
43. Squirrel Seeds
44. Purple pieces for necklace
45. Seed bag
46. Water
47. Possible Earthquake crack









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Want to have the full access to the walkthroughs? Don't want to spend your precious time clicking on endless websites and not getting the information you need? You are in luck! The only guide you need is here, and it will help you with everything you need to know.

Virtual Villagers Origins 2 | Finding Crafting Resources Virtual Villagers Origins 2 | Finding Crafting Resources Reviewed by someone on August 18, 2018 Rating: 5

Pokemon Quest Soup: Complete Guide

July 05, 2018
Other than the element of training your Pokemon to get to the higher levels, catching Pokemon is also important. In this game, we use a very child-friendly method of luring Pokemon with soup (instead of throwing all sorts of Pokeballs at random Pokemon).

Firstly, pots.

There are 4 pots and they give you various levels of Pokemon. They can be uncovered at various parts of the game.

1. Iron Pot (3 Ingredients)
Given at the tutorial
Attracts Pokemon up to level 15

2. Bronze Pot (10 Ingredients)
Given after completing round 3
Attracts Pokemon from level 16 to level 40

3. Silver Pot (15 Ingredients)
Given after completing round 6
Attracts Pokemon from level 41 to level 70

4. Gold Pot (20 Ingredients)
Given after completing round 10 (final round)
Attracts Pokemon from level 71 onwards
I personally like the bronze pot best because it helps me to get Pokemon of the right level to breed. When Pokemon are of higher levels, they take a longer time to level up and evolve. 


Secondly, quality of soup.

Other than the pots, the ingredients also make the quality of soup higher, which will attract rarer Pokemon. I won't be going through the ingredients because you can read it all from the game and is very self explanatory.

Quality of soups
1. Basic: 1-5 points
2. Good: 6-7 points
3. Very Good: 7-8 points
4: Special: 10+ points

The higher quality the soup, the more turns it takes to produce it (so the more turns, the better!)

Points are derived from the ingredients in the soup
Small ingredients: 1 point
Precious ingredients: 2 points
Very precious ingredients: 3 points
Mystical ingredients: 4 points
Rainbow Matter: 3 points, but it is somewhat like a joker card and does not add any value to the soup's requirements. This means that some soups cannot be enhanced with this and you have to find all the ingredients to make it.


Now the recipes

Note that these are the general recipes of ingredients required. Better quality ingredients (precious, very precious, etc.) will induce attraction to better Pokemon

1. Mulligan Stew à la Cube
5 of any Ingredient
Favorite food of some Pokémon on Tumblecube Island

2. Red Stew à la Cube
4 red ingredients, 1 anything
Favorite food of reddish Pokémon

3. Blue Soda à la Cube
4 blue ingredients, 1 anything
Favorite food of bluish Pokémon

4. Yellow Curry à la Cube
4 yellow ingredients, 1 anything
Favorite food of yellowish Pokémon

5. Gray Porridge à la Cube
4 grey ingredients, 1 anything
Favorite food of greyish Pokémon

6. Mouth Watering Dip à la Cube
4 soft ingredients, 1 blue ingredient
Favorite food of Water-type Pokémon

7. Plain Crepe à la Cube
3 sweet ingredients, 2 grey ingredients
Favorite food of Normal-type Pokémon

8. Sludge Soup à la Cube
4 mushrooms, 1 soft ingredient
Favorite food of Poison-type Pokémon

9. Mud Pie à la Cube
2 minerals, 3 soft ingredients
Favorite food of Ground-type Pokémon

10. Veggie Smoothie à la Cube
4 plants, 1 soft ingredient
Favorite food of Grass-type Pokémon

11. Honey Nectar à la Cube
4 sweet ingredients, 1 yellow ingredient
Favorite food of Bug-type Pokémon

12. Brain Food à la Cube
3 sweet ingredients, 2 hard ingredients
Favorite food of Psychic-type Pokémon

13. Stone Soup à la Cube
1 mineral, 4 hard ingredients
Favorite food of Rock-type Pokémon

14. Light-as-Air Casserole à la Cube
2 plants, 3 minerals
Favorite food of Flying-type Pokémon

15. Hot Pot à la Cube
3 mushrooms, 2 red ingredients
Favorite food of Fire-type Pokémon

16. Watt a Risotto à la Cube
4 soft ingredients, 1 yellow ingredient
Favorite food of Electric-type Pokémon

17. Get Swole Syrup à la Cube
2 mushrooms, 3 sweet ingredients
Favorite food of Fighting-type Pokémon

18. Ambrosia of Legends à la Cube
4 mystical ingredients, 1 anything
Favorite food of Extremely Rare Pokémon

For more advanced soup recipes (to know what exactly to put), stay tuned!
Pokemon Quest Soup: Complete Guide Pokemon Quest Soup: Complete Guide Reviewed by someone on July 05, 2018 Rating: 5

Pokemon Quest General: Complete Guide

July 04, 2018
Apologies for the hiatus - work has been crazy and I've been playing 2 games: Pokemon Quest and Fishercat! I love both games for various reasons but let's talk about Pokemon Quest first.

Pokemon Quest is a new addition to The Pokemon Company's mobile games after Pokemon Go. Well I kind of enjoyed Pokemon Go for 3 days then I got bored of it, but I think Pokemon Quest is more interesting because it gives you an interesting storyline as well as a chance to catch 'em all (150 in the first generation). The major draw is the nostalgic value and that everything is in cubes which is so cute!! 

You can download it from the play store and apple store, or get it on your Nintendo Switch. 


Currently I am only at island 7 - it gets exponentially tougher to level up and complete the higher levels, so I usually change my goal and evolve Pokemon instead. 




Currently I have 46/150 and as a Pokenerd, I have the 3 starting Pokemon as my dream team. I started with Squirtle and got Bulbasaur and Charmander by using the pot. 



The pot is where you can mix ingredients that you have gathered during the expeditions to make soups to attract Pokemon. There are different permutations to make various soups i.e. some soups require more blue ingredients, some with soft ingredients, etc. According to the game, 2 or more of the same ingredient is considered as "a whole lot" of the ingredient. The various soups attract different kinds of Pokemon as well - red soups attract 'reddish' Pokemon, some soups attract electric types, etc. 

So far I have the normal metal pot (that requires 3 of the same ingredient), a bronze pot (that requires 10 of the same ingredient) that is uncovered after level 3, and a silver pot (that requires 15 of the same ingredient) that is uncovered after level 6. The bronze pot can attract up to level 30 Pokemon and the silver pot can attract Pokemon of levels 50+ (personally I don't use the silver pot much unless I want to use those Pokemon to train others for easy levelling up and evolutions).


You can sacrifice some Pokemon to raise the EXP of your chosen Pokemon or to teach some some skills. Pokemon can learn new skills when they evolve - I managed to teach my Gyarados Hyper Beam and it was awesome! Tip: while raising EXP of Pokemon, make it such that it is just before the Pokemon reaches the next level of evolution, so that you can bring the Pokemon for an expedition and have it to level up and evolve quickly (Pokemon cannot level up during training).


Pokemon types matter as well. When a Pokemon is of an advantageous type, it raises the team's score. The team's score does not have to be higher than the level's score to win, but it is a rough gauge of whether you should try your luck at the level.


The type of move does not affect the strength and effectiveness of the move - a normal and water type move have about the same amount of the damage in the game, whether it is versus a type that is weak to water or not.

I like to play the game because I feel that the Pokemon use the skills faster when I'm controlling it, and that I can flee whenever needed (like when Mr Mime draws out some dummy Pokemon which is distracting and allows it to kill my team).


Alternatively you can also use the auto button so that the Pokemon can fight on their own. This is extremely useful for me when at work or going other errands - my Pokemon can still battle when I'm not with them! Only thing is to note that the team's score should be higher or similar to the level's score because it is automated.

I hope this general walkthrough helps! Let me know if you need more information and I will include them in this site! 
Pokemon Quest General: Complete Guide Pokemon Quest General: Complete Guide Reviewed by someone on July 04, 2018 Rating: 5

Virtual Villagers Origins 2: Puzzle 13 + Puzzle 14 Complete Guide

May 27, 2018
The new puzzles for chapter 2 are out! Check out my sneak peek of chapter 2 or the general walkthrough, and let's try to solve the puzzles together! Note: I will be writing another eBook for chapter 2, stay tuned!

Puzzle 13: Residence Hut

After the volcano eruption, it's your job to clear the wreckage and also build new buildings! Cool things like the school, healing hut, and residence hut are now made possible!

Prerequisites
  • Master builders
  • Level 4 research technology
Given that this is the first puzzle in chapter 2, it is definitely a good warm up to the next few puzzles to come! I am still quite annoyed that the eruption destroyed nearly everything we created in chapter 1, but I'm sure that the village will look even more awesome than before!
  1. Drag adult villagers to use water to douse the fires on the buildings. You will need 4 water.
  2. Drag villagers to rebuild huts that were destroyed in the eruption. 
  3. You will see that your population increases (or goes back to normal) after the huts are rebuilt
  4. The puzzle is complete. Collect your lavastones! 

Puzzle 14: Mural

Finally the huge boulder beside the then green statue has some use! We can now make the wall behind it a mural, and it's pretty easy to complete albeit time consuming.

You need:
  • Master builders
  • Master researcher
  • Level 4 research technology
  • Level 5 crafting technology
This is another simple yet time consuming level. In fact, I think most puzzles in chapter 2 are simple and time consuming.


  1. Drag master builders to the rock debris above the previous kraken statue.
  2. Do this 5 times to fill the holes in the big boulder.
  3. Drag a master researcher to draw plans.
  4. Drag a master builder to the big boulder and he/she will make a mural.
  5. Craft paints (red, blue, green) and drag the master builder to the crafting hut paint the mural.
  6. The puzzle is complete. Collect your lavastones! 


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Want to have the full access to the walkthroughs? Don't want to spend your precious time clicking on endless websites and not getting the information you need? You are in luck! The only guide you need is here, and it will help you with everything you need to know

Virtual Villagers Origins 2: Puzzle 13 + Puzzle 14 Complete Guide Virtual Villagers Origins 2: Puzzle 13 + Puzzle 14 Complete Guide Reviewed by someone on May 27, 2018 Rating: 5

Virtual Villagers Origins 2: Quick Look at Chapter 2

May 25, 2018
So Chapter 2 of Virtual Villagers Origins 2 is finally out!!! I have just updated the app, so please give me some time to update my crafting and resources page, and also to solve the puzzles!

But for now, a quick peek:

We see 10 new puzzles (this time with a "..." at the spot where the 11th puzzle should be - is it a hint that LDW is going to have a holiday puzzle and then another a third chapter, just like how chapter 2 was created?)

Let's take some time to analyze this completed puzzle by Jing-jing Garcia Siador (thank you so much)! I have to take my time since I need to find out the prerequisites for new players. 

Puzzle 12: Residence hut
Puzzle 13: Mural
Puzzle 14: Scarecrows to get rid of those pests
Puzzle 15: Some kind of pit
Puzzle 16: Goodbye bear (you can see it where the reeds are)
Puzzle 17: Flower garden? (where kraken statue was)
Puzzle 18: Healing Hut
Puzzle 19: School
Puzzle 20: Telescope
Puzzle 21: Reservoir 

The game starts with a volcano eruption. To be honest I am quite disappointed that crumbling the island is how chapter 2 starts.. so you mean everything I did in chapter 1 is lost??? I thought they would move the rock beside the cave to unlock a new world.. (which could be the ending for chapter 2..)


So everything is engulfed in flames.. Good thing is that new things keep popping up after the flames have been extinguished. 

More houses = larger population? 

And of course, more advanced technologies and more crafting recipes. 
Good news is that I have already updated my crafting and resources page - check it out!

Apparently our ladies can now give birth to twins and even triplets! 
Special thanks to Blythe Lim for sharing!

Ok now to actually playing the game!


Want to have the full access to the walkthroughs? Don't want to spend your precious time clicking on endless websites and not getting the information you need? You are in luck! The only guide you need is here, and it will help you with everything you need to know.

Click here to download it:



Virtual Villagers Origins 2: Quick Look at Chapter 2 Virtual Villagers Origins 2: Quick Look at Chapter 2 Reviewed by someone on May 25, 2018 Rating: 5

Nobodies Complete Guide

May 23, 2018
Nobodies is a point and click puzzle game where you have to help to hide bodies and remove all traces of evidence. It is somewhat like an anti-escape room where you try to hide things instead of fine them. 

The story has multiple endings - you can get into all sorts of trouble depending on the choices you make. But no worries, because you can get out of prison and replay the level by watching advertisements. The graphics is good and the storyline is intriguing, but the most interesting thing to me is that it is based on a true story (I wonder what a genius/schemer this guy must be). 

Get it on android here.

There are 5 levels in all. 

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Level 1: Laboratory 
Mission: Infiltrate the laboratory and clean up the scene + avoid contact with test animals and be discreet with security staff

*Do not take dead body with you yet*
1. Get the pipette on the desk (in front of the test tubes). 
2. Get the lab coat from the clothes hanger beside the door. 
3. Open the cabinet, use pipette on blue bottle.
4. Use pipette on mouse, which will sleep.
5. Fill the pipettewith the blue substance again, and do to the next room.
6. Use pipette on coffee to kill the guard.
7. Get the lead pipebeside the door on the right.
8. Go back to the room with the guard and he will be asleep.
9. Get the dead bodyfrom the room.
10. Get the key card from the guard and use it to open the red door.
11. Use lead pipe on valve.
12. Tap on valve to drain the water from the aquarium.
13. Open the door of the aquarium and put the dead body in it.
14. Close the aquarium door and turn the valve.
15. Go back to lab.
16. Return the pipette and lab coat to its original places (clothes hanger and front of test tubes).
16. Tap on the aquarium to see the dead body being eaten by the piranhas. Leave the lab and the level is cleared!

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Level 2: Hotel 
Mission: Get to the hotel and make sure that nobody discovers the murder

1. Click the stairs at the left side of the corridor (6 sign) to go to the roof.
2. Click on the control box.
3. Take the pliers.
4. Go back to the corridor.
5. Click the door on the most right.
6. Use pliers on television to get the splitter.
7. Close the door and get the do not disturb and room service signs.
8. Get out of room.
9. Put do not disturb sign on the knob of the same room.
10. Use room service sign on knob of the next room.
11. Go back to the roof and click on the control box.
12. Use the splitter on the write connected to 5.
13. Go back to corridor.
14. Take keys and rags from trolley.
15. Use keys on door beside 6 sign.
16. Go into room.
17. Use pliers on tap to get valve handle.
18. Get fuses from the top of the blue box.
19. Go back to corridor.
20. Go to room with do not disturb sign.
21. Take the footboard (lower bed frame).
22. Go back to the roof.
23. Use footboard with pipe under the water tank.
24. Use valve handle on hole in pipe beside water tank.
25. Go back to corridor. 
26. Click on green door to go to laundrette.
27. Use fuses with laundry machine.
28. Go back to right most room.
29. Take Professor Frank and dirtied bedspread.
30. Go to the room beside the 6 sign.
31. Click on the black box beside the wooden box
32. Use Professor Frank and dirtied bedspread with the trash compactor chute
33. Go to the laundrette.
34. Click on the trash machine to get rid of Professor Frank.
35. Go back to the roof and take the valve handle and footboard.
36. Click on the controller box and use pliers on splitter.
37. Put the pliers back.
38. Go back to room in the right.
39. Put splitter back to television, rags to the bed, and footboard back to bed.
40. Go to room with the open door.
41. Put the valve handle back to the tap.
42. Ensure all doors are closed then click on the exit sign and go back to office. The level is cleared!

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Level 3: House 
Mission: Head to the house and make sure that everything gets cleaned up. 

1. Go through door to kitchen.
2. Click on the calendar on the fridge to see 6/6/84 circled.
3. Go back to living room.
4. Click on safe and input 6684.
5. Get the keys.
6. Go back to the kitchen.
7. Open cupboard and get bleach.
8. Use bleach to clean blood.
9. Get gloves from shelf on the right.
10. Get Philippe.
11. Use keys on back door.
12. Go to pool area.
13. Take the cement from beside the door.
14. Click on the door to go to the shed.
15. Take the pliers, shovel, pliers, paint, and keys from the shed.
16. Move the cupboard toPut  get wire.
17. Go back to the living room.
18. Use key on door on the right.
19. Use gloves on control box.
20. Take pickaxe from below the control box.
21. Go back to pool area.
22. Turn on heat generator (red box at bottom left of page).
23. Click the pool.
24. Use pickaxe on pool.
25. Put Philippe into the crack.
26. Use cement above Philippe.
27. Use paint on cement.
28. Return cement to bench beside the door.
29. Go to living room.
30. Put keys in the safe and close it.
31. Go back to power room.
32. Remove cable and close control box.
33. Return to kitchen.
34. Return gloves.
35. Go back to shed.
36. Return pliersshovelpliers, and paint to where they belonged.
42. Click on the exit sign and go back to office. The level is cleared!

Levels 4 and 5 (airport and hospital respectively) will be uploaded ASAP!
Nobodies Complete Guide Nobodies Complete Guide Reviewed by someone on May 23, 2018 Rating: 5

Alice's Spiritual Judge Complete Guide: Chapter 8 - 9

May 13, 2018
From Chapter 7, we have solved the case and learnt that Mr Caterpillar's real name is Mr Ishimoto, and Queen of Hearts is Ms Maki Aakai.

Chapter 8: Alice's Memory

Cheshire Cat seems to know something about White Rabbit's suicide letter, but refuses to tell Alice. Alice then leaves without Cheshire Cat to the hallway and see March Hare. March Hare asks Alice to find him and runs away.
  • Move
    • Go to Library
Alice sees Cheshire Cat without a mouthguard. Her name is actually Chiaki Nekotsuka, and she has been library partners with Alice.
  • Move
    • Go to Front of Gymnasium
Alice moves into the gymnasium and listens to a speech about people talking about the death and how Alice could be part of it.
  • Move
    • Go to Hatchway
Alice sees the memory of her giving the White Rabbit a pair of white gloves.
  • Move
    • Go to Courtyard
Alice sees the memory of Cheshire Cat asking her what she knows about White Rabbit's death and Alice tells Cheshire Cat not to ask anything, which was the reason why she wore the mouthguard. 
  • Move
    • Go to Classroom
Alice hears even more conversations about White Rabbit's suicide. The voices hint that it was Queen of Hearts and her followers which led White Rabbit to her suicide.. 
  • Move
    • Go to In front of Audio Visual Room
Alice sees the Mad Hatter who reveals himself as Kenji Matohata and White Rabbit's name which is Harumi Usa. Mad Hatter asks some questions about White Rabbit's death but Alice does not know anything. She goes into the Audio Visual Room.

She sees March Hare. March Hare reveals that he is the portrayal of White Rabbit in Alice's mind - Alice has always viewed White Rabbit as a poor person. Alice reaches for her pocket and sees a March Hare puppet which was the first gift by Alice to White Rabbit. Alice faints.

The chapter ends with the judge asking Alice to pass judgement of herself. It ends with a cliffhanger: "I am..."


Chapter 9: Alice's Sin
Alice shared her story of being a rebellious child contrary to her sister, and met White Rabbit in the playground. White Rabbit told her stories similar to Alice in Wonderland, and they became good friends. Alice often gave White Rabbit food and learnt that White Rabbit had a stepmother who neglected her. White Rabbit always listened to Alice which made Alice feel superior and somewhat like her older sister. The teachers would ask Alice if she knew anything about White Rabbit, but Alice would always deny anything because she was also dependent on White Rabbit and did not want anyone to threaten this cross-dependent relationship.



In junior school, Alice meet Cheshire Cat and gravitated towards her instead of White Rabbit. Alice wanted to be as independent as Cheshire Cat. Also, Alice protected White Rabbit from bullies but was afraid when they bullied her too. Alice started to ignore White Rabbit to "save herself" from the bullies, and hung out with Cheshire Cat more.

One day, White Rabbit asked to meet Alice in the audio visual room. When Alice went, she saw the body of White Rabbit. Alice saw the note in the March Hare puppet saying, "To Alice forever after...". Alice blames herself for White Rabbit's death and rushes out to the library, apologising to Cheshire Cat repeatedly. Queen of Hearts and Mr Caterpillar found the body and investigation started though Alice was unable to help. Alice's loss of memory was a want to forget everything, that she played a part in White Rabbit's death and the creation of March Hare's character as a hallucination of her conscience.

The chapter ends with Red King in the trial room, revealing herself to be Alice. "Spiritual Judge was to punish my own sin. It is to atone my own mistake." For doing nothing, Alice was at fault for not supporting White Rabbit. As the judge places a judgment on Alice, she wakes up and have the resolve to reveal the truth to everyone. She then sees Cheshire Cat and they go to school together.
Alice's Spiritual Judge Complete Guide: Chapter 8 - 9 Alice's Spiritual Judge Complete Guide: Chapter 8 - 9 Reviewed by someone on May 13, 2018 Rating: 5

Stranded Without A Phone Complete Guide

April 13, 2018
Stranded without a phone is a new mobile game by Gilligames, which is a spin off from their other game, Space Horse. You basically play as one of the characters (free or paid), under one of the difficult levels (easy, medium, hard, brutal) and try to survive and get help to get out of the island.

From Gilligames' website:
Four passengers on a space ship were on a mission to colonize a new planet when the ship crash landed on a planet that is almost completely covered by ocean. You are the only survivor - an upper-management executive from the Decoo corporation, the company that sponsored the original mission. Now you must use your survival skills to stay alive long enough to get rescued. Build shelter, find food and drink, and collect salvageable parts from the wreckage that wash ashore. Use the parts to build a space radio and call for a rescue team to win the game.



Some of the items are quite a hassle to make, but the game is pretty self explanatory and easy to maneuver around. I like the achievements in the game as it keeps me on the right track. Also, the island interacts with you by presenting various objects when you wake - it's quite amusing to wake up to canned meat beside you!

The main highlight in the game is finding and crafting resources. Given what an addict I am in Virtual Villagers Origins 2, this game is definitely for me! The end goal is to build a space phone to call for help, but there are other interesting things that can be made as well.

You can get it in the Apple Store or Play Store.

Walkthroughs are coming!
Stranded Without A Phone Complete Guide Stranded Without A Phone Complete Guide Reviewed by someone on April 13, 2018 Rating: 5

Alice's Spiritual Judge Complete Guide: Chapter 7 - 3 Endings

April 12, 2018
You can view the previous walkthrough and controls here and here.

Chapter 7 is the defining chapter of the game because it determines what truths will be uncovered in the game. There are 3 endings - True Ending, Good Ending, and Bad Ending. The true ending reveals the truth about the "bully" and Alice, the good ending just reveals the truth about Alice, and the bad ending wrongly accused the "bully" as the murderer. 

I love that there is cross examination in this chapter. Yay! 

We'll start with the bad ending since it's the shortest.

Chapter 7: The Execution of the Bully
Bad Ending
From Chapter 6, somehow the school knows that Queen of Hearts is the bully and requests for a trial for her bullying. The chapter starts in the gymnasium where Queen of Hearts is put on trial.

Alice comes out of nowhere to save Queen of Hearts, saying that the bullying has nothing to do with the murder. Alice becomes defendant for Queen of Hearts again. The third spiritual judge begins.

Mad Hatter asks Queen of Hearts why she bullied White Rabbit, but she refuses to give an answer. Alice then gave a conjecture that
  • Queen of Heart and White Rabbit
    • White Rabbit had something on Queen of Hearts
  • Evidence that White Rabbit had something on Queen of Hearts
    • Present White Rabbit's Phone
Apparently White Rabbit got Queen of Hearts to meet her at the audio visual room. While Queen of Hearts denied it, Alice managed to get Queen of Hearts to say why she agreed to go. Queen of Hearts said she went at 18:00 and saw White Rabbit's body. 
  • Is there a contradiction in the testimony?
    • Yes
  • The thing (that) puzzles you is
    • The discover time
  • The proof that Queen of Hearts' statement contradicts
    • Present Death Presumption Time
So there was a 20 min gap between time discovered and time presumed. Queen of Hearts was made to explain this gap. She shared that she went to tell Mr Caterpillar about the body as all her friends had already gone home. 
  • The statement of Queen of Hearts 
    • That is not contradictory
  • The action we don't normally take is
    • Present Map of School
Queen of Hearts says that she went to the staff office before looking for Mr Caterpillar but Alice knows it's not true because he was punishing some people.
  • The person Queen of Hearts had met was
    • Present Twiddle Twins
Queen of Hearts still refuses to say anything. Alice presents bloody gloves and
  • The proof that these gloves have something to do with the crime scene
    • Present Crime Scene Research Report
Alice shows that Queen of Hearts did not wear gloves into the room but wore them out. This part is where the determining factor for Bad Ending is. 
  • The reason to wear the gloves when out of the school house?
    • Wearing the gloves to grasp the knife.
Queen of Hearts will then be deemed as the murderer and the trial ends. 

B A D     E N D 



Good Ending
Let's go back to the last question
  • The reason to wear the gloves when out of the school house?
    • Looking for something
Alice shared that White Rabbit told Queen of Hearts that she would "delete all of them here". She knows some one who can prove it.
  • The witness is
    • Present Twiddle Twins
So the truth is out. Twiddle Twins saw Queen of Hearts trying to find something in White Rabbit's bag. So White Rabbit has something on Queen of Hearts and has been threatening Queen of Hearts. When Queen of Hearts did what White Rabbit told her to do, White Rabbit agreed to "delete all of them" in the audio visual room. However, when Queen of Hearts went, she saw White Rabbit already dead. Instead of going to look for help, she took the time to wear the gloves and look for White Rabbit's phone to destroy the evidence (or the thing that White Rabbit held Queen of Hearts hostage for). Mad Hatter asks Alice if she knew what the secret was. This part is determinant of the Good Ending and True Ending. 
  • The secret hidden by Queen of Hearts 
    • I have no idea
The case is closed. 

The secret of Queen of Hearts remains unknown and Spiritual Judge for <the bully execution> adjourned. The case has been solved, and Queen of Hearts is no longer the suspect. But what is this feeling? It is as if there is a hole in my heart... 

Alice then meets Queen of Hearts in the gymnasium and Queen of Hearts shared that White Rabbit told her to bully White Rabbit in front of the class. Alice then has a dream about giving White Rabbit gloves before she falls into slumber. When she wakes, Mr Caterpillar shared that he was going to accompany Queen of Hearts for her interview. Alice learns that Mr Caterpillar's real name is Mr Ishimoto, and Queen of Hearts is Ms Maki Aakai. 

G O O D     E N D 


Good Ending
Let's go back to the last question (again)
  • The secret hidden by Queen of Hearts 
    • I have a rough idea
  • The thing Queen of Hearts tried to hide
    • Present Mr Caterpillar
Alice guessed that Queen of Hearts could have gone to Staff Office and told Twiddle Twins about White Rabbit. However, she went to Student Guidance Room instead of Staff Office first, as though she knew Mr Caterpillar would be there. So, before Alice could say everything, Queen of Hearts hinted that she and Mr Caterpillar were in a relationship. The case is closed.

With a shocking end, Spiritual Judge for the tumultuous <the bully execution> has come to a close. I have solved the riddle and helped Queen of Hearts to get rid of the suspect. Well, can you call it help... Did I take myself as a hero but hurt people instead? But the case is solved now, this should be the good ending.......... But what is this feeling? It is as if there is a hole in my heart..........



Alice then meets Queen of Hearts in the gymnasium and Queen of Hearts shared that she was relieved that Alice told the truth. Though Mr Caterpillar and her could not remain in the school, she was thankful that she did not have to lie anymore. Queen of Hearts shared her story that her grandmother used her father's death to make her mother follow her grandmother's every command. As such, Queen of Hearts decided that she was going to resist unfairness and not follow what people say. However, her mother thought that her efforts will one day prevail and her grandmother would recognise her. If Queen of Hearts went against her grandmother, her grandmother would vent on her mother, who will then punish her. Because of this, she lacked trust in her mother and in people in general. When she first went to school, she was bullied by seniors because she did not wish to follow the hierarchy. She retaliated and was sent to the Student Guidance Room, where she met Mr Caterpillar who understood her. Queen of Hearts did confess to Mr Caterpillar but he did not accept her gesture. She said, "We are not dating but we do have some connections in private." Queen of Hearts then shared that White Rabbit told her to bully White Rabbit in front of the class.

Similar to the good ending, Alice then has a dream about giving White Rabbit gloves before she falls into slumber. When she wakes, she saw Mr Caterpillar and she apologised to him for sharing his secret. Mr Caterpillar admitted that it was his fault and was ready to face the consequences. Mad Hatter then comes to pick Mr Caterpillar up for his and Queen of Hearts' interview. Alice learns that Mr Caterpillar's real name is Mr Ishimoto, and Queen of Hearts is Ms Maki Aakai. 
Alice's Spiritual Judge Complete Guide: Chapter 7 - 3 Endings Alice's Spiritual Judge Complete Guide: Chapter 7 - 3 Endings Reviewed by someone on April 12, 2018 Rating: 5

Virtual Villagers Origins 2: Puzzle Prequisites Complete Guide

April 09, 2018
While waiting for the new chapter of Virtual Villagers Origins 2 to come, here is a quick overview of prerequisites for the puzzles in Chapter 1. 


Hope this helps!

Want to have the full access to the walkthroughs? Don't want to spend your precious time clicking on endless websites and not getting the information you need? You are in luck! The only guide you need is here, and it will help you with everything you need to know.

Virtual Villagers Origins 2: Puzzle Prequisites Complete Guide Virtual Villagers Origins 2: Puzzle Prequisites Complete Guide Reviewed by someone on April 09, 2018 Rating: 5

Alice Spiritual Judge Complete Guide Chapter 4 - 6

April 08, 2018
Chapter 4: Cheshire Cat
From Chapter 2, Alice was accused of murdering the White Rabbit. Alice found clues in Chapter 3 to prove her innocence. Let's help her be "not guilty" in the Spiritual Trial.

The Mad Hatter will interrogate Alice.

  • When the crime happened, I was
    • At the library
  • How to prove i was in Library?
    • Choose "Circular History of Library Books" and present it to Mad Hatter
  • He then asks for evidence to prove you were in the library
    • Tap on 30020305 (Alice's login ID) and click OK
  • So Mad Hatter thinks that it is not substantial enough and keeps hounding Alice. Cheshire Cat volunteers to help defend Alice. I will let Cheshire Cat
    • Defend my case
  • Cheshire Cat shared that there were pranks when Alice was in the library, and that will help Alice to prove her innocence. Alice is confused but, "it is said that there was a prank occured when the incident happened..."
    • I am able to prove my innocence
    • (If you put the other option i.e. I am unable to prove my innocence, the game ends and you are guilty.)
  • Show proof that there was a prank in the library
    • Present the bookmark to Mad Hatter
  • Everyone is confused and asked for the meaning of this memo
    • Choose "The pun made by the people who played the prank"
  • The Mad Hatter unravels the mystery for you. He asks what is Karasu in English, "What do you call these black birds in English?"
    • Choose "crow" (it's the only option that is a black bird, and quite obvious from the bookmark)
    • Cheshire Cat deciphers that 5 crows sama on the bookmark is 'Go Kuro Sama' which translates to 'thank you for your hard work'
Because of this bookmark, it was proven that there were pranks in the library that Alice had to attend to, hence being in the library and therefore having an alibi to protect her. She is then marked innocent.

After the hearing, Alice falls into deep sleep and dreams of a scene where a teacher asks her about the possibility of the other girl having bruises, but Alice claims ignorance. She then wakes up to Cheshire Cat who asked if she was the one who killed White Rabbit. (But didn't Cheshire Cat defend Alice from being judged as the murderer?!)


Chapter 5: The Prank Club
Alice is awake in the classroom. Cheshire Cat feels that more has to be discovered though Alice is not guilty.
  • I am going to..
    • Solve this case
    • The game ends if you choose any of the other two options 
  • Investigate
    • Click on Cheshire Cat and talk to her
  • Move
    • Go to Hallway 
    • Before that, March Hare will appear and ask you not to stay too closely to Cheshire Cat. March Hare also makes you doubt Cheshire Cat more. 
Hallway
  • Investigate
    • Talk to Mr Caterpillar
  • Move
    • Go to front of Audio Visual Room
Front of Audio Visual Room
  • Investigate
    • Click on footprints on the floor. You realise there are many small footsteps.
  • Move
    • Go to Library
Library
  • Talk to Dormouse
    • He told you about posters and unlocks the Hatchway
  • Move
    • Go to Hatchway
Hatchway
  • Investigate
    • Posters at the back
    • Click on the bottom right corner of the yellow poster (without any pin)
    • You will retrieve the invitation card of the Giant Crow Club
  • Move
    • Go to Hallway
Hallway
  • Investigate
    • Talk to the Twiddle Twins
    • It's very important to talk to the twins before going back to the library because you need to record their identity
  • Move
    • Go back to the Library
Library
  • Investigate
    • Present Giant Crow Club card to Dormouse
    • Click "think"
    • Cheshire Cat asks you who you think are in the prank club. Click on Twiddle Twins.
  • Move
    • Go back to the Hallway
Hallway
  • Investigate
    • Talk to Twiddle Twins
    • They ask why you ask about the prank club and whether the Giant Crow Club and White Rabbit case are related
      • Click related 
      • If you click not related, the conversation stops and the game does not progress
    • How this (White Rabbit case) relates to the Giant Crow Club
      • Present the spare key
    • The evidence that Giant Crow Club has used this Audio Visual Room
      • Present the Giant Crow Club Card
    • The Twiddle Twins bring you to the classroom and tells you more about the prank club. But first, they ask for the evidence that Giant Crow Club has used this Audio Visual Room
      • Present footprints
    • They ask again for the evidence that Giant Crow Club has used this Audio Visual Room
      • Present the Giant Crow Club Card
So Twiddle Twins admit that they are the leaders of the Prank Club and the spare key was inherited by their seniors. They have an alibi for not killing White Rabbit - they were being punished by Mr Caterpillar during the period. They also said that they gave the spare key to White Rabbit....


Chapter 6: The Key to the Death
The Twiddle Twins suggest that White Rabbit killed herself and challenged Alice's initial conclusion that White Rabbit "was killed" (by someone). They then leave and March Hare appears. March Hare asked why Alice thought it was murder. Then Alice flashbacked to the White Rabbit being bullied by Queen of Hearts and the Card. Alice wakes up to find Cheshire Cat who asked her to continue the case. 

Cheshire Cat and Alice thinks together. 
  • The person who has been bullying White Rabbit was
    • Select Queen of Hearts
  • Investigate
    • Click on tables on the right to obtain drawing of school (by Twiddle Twins)
  • Move
    • Go to Hallway
Hallway
  • Investigate
    • Click on window to see Queen of Hearts and unlock courtyard
  • Move
    • Go to Hatchway
Hatchway
  • Investigate
    • Click on broom to get it
  • Move 
    • Go to front of Audio Visual Room
Front of Audio Visual Room
  • Alice meets Mat Hatter and talks to him
  • Mat Hatter asks if it's not Alice's birthday
    • I cannot prove it
    • Don't click "I can prove it" because you don't have evidence yet
  • Move
    • Go to Classroom
Classroom
  • Investigate
    • Click on posters on wall to get the birthday list
    • Now you can present it to Mad Hatter
  • Move
    • Go to front of Audio Visual Room
Front of Audio Visual Room
    • Investigate
      • Talk to Mad Hatter
      • I can prove it
      • Present birthday list to Mad Hatter
      • He gives you data for East Schoolhouse's entrance and White Rabbit's cellphone 
    • Move
      • Go to Courtyard
    Courtyard
    • Investigate
      • Talk to Queen of Hearts
      • She leaves in anger 
      • Click on the cell phone on the floor to get someone's cellphone (but it's quite obvious it belongs to Queen of Hearts)
      • Click on the drain to see something stuck
    • Record
      • Use the broom on the drain to get bloody gloves
    • Move
      • Go to Hatchway
    Hatchway
    • Investigate
      • Think
      • March Hare will appear and thank you for a gift before disappearing when Cheshire Cat appears
    • Move
      • Go to Library
    Library
    • Investigate
      • Talk to Twiddle Twins
      • Present Queen of Hearts' cellphone to Twiddle Twins
      • The twins ask for the thing that relates to Queen of Hearts' cellphone
        • Present White Rabbit's cellphone
      • The twins share that they saw Queen of Hearts digging into White Rabbit's bag, as though she was looking for something
    • Move
      • Go to Hallway
    Hallway
    • Investigate
      • Talk to Dormouse
      • He shares that Queen of Hearts is a nice person, which is contrary to what everyone says - that she is a bully 
    • Move
      • Go to front of Gymnasium
    Front of Gymnasium
    • Investigate
      • Talk to Mr Caterpillar 
      • Mr Caterpillar also think that Queen of Hearts is a good student
    • Move to Classrom
    Classroom
    • Queen of Hearts is in the classroom. Alice passes her handphone over and she walks off angrily (as though she was hiding something)
    • There is an announcement to go back to the gymnasium to execute "the bully"
    Alice Spiritual Judge Complete Guide Chapter 4 - 6 Alice Spiritual Judge Complete Guide Chapter 4 - 6 Reviewed by someone on April 08, 2018 Rating: 5

    Alice's Spiritual Judge Complete Guide: Chapter 1 - 3

    April 04, 2018
    Before I start the walkthrough, here are some basic controls of the game.
    There are 4 main buttons in the game:

    • Move
    You need to move Alice around the school compound to discover and explore new areas. Note that you may need to uncover some dialogue with other characters before you can unlock certain areas.
    • Investigate
    Investigation is one of the most commonly used buttons used in the game. When pressing investigate, you get to click around the area to derive more clues. Also, you can click on "think" to have a better understanding of the current storyline, which sometimes gives you clues on what to do next. At times, you get to click on a character and ask him/her some questions too. 
    • Record
    Well I dislike pressing Record because that's when the advertisements start showing, but it's important because it allows you to see the evidences gathered and characters met. Also, you need to use the record function to present items to characters, as well as to share certain items or information during the Spiritual Trials or Judgements. 
    • Menu
    The menu button is basically to edit the sound levels and to view the social media accounts of ESC-APE by SEEC. Nothing much really.  

    I will only post the actions required to complete the certain chapters. 

    -

    Chapter 1: Where has the White Rabbit Gone
    You wake up from a dream of being in a trial where you were going to be executed without a judgment. You are in a classroom.
    • Investigate
      • Click on the school bag to get your bag
      • Click on the notebook on the table to get writing supplement
    • Think
    You then bump into a creepy looking rabbit and a card of hearts. You need to choose whether to (A) Chase the Rabbit kid, or (B) Talk to the Card Soldier. It doesn't matter because the outcome is the same - you learn that White Rabbit was killed and now you can access the hallway.
    • Move
      • Hallway
    You see a man in a gas mask, who is your teacher Mr Caterpillar. He talks to you about the case and then tells you go to to the gymnasium. 
    • Move
      • In front of Gymnasium
    • Investigate
      • Gymnasium door
    You then walk into the gym which is not a gym but a courtroom. The judge calls for Queen of Hearts as the defendant and chapter 1 ends.



    Chapter 2: Spiritual Judge Begins
    The court starts and the Judge reveals herself to be Red King. Mad Hatter is the Prosecutor (you know it's not a good thing), and Queen of Hearts is put on trial.

    The idea was to execute Queen of Hearts before giving her a judgement. Thinking it is ridiculous, you become the hero and volunteer to defend Que

    Mad Hatter now asks you a series of questions that you have to answer.
    • Regarding White Rabbit
      • She did not kill herself
    • What is the evidence for this not being a suicidal case?
      • Present the photo of the crime scene
    • Tap where you think is strange!
      • Press the area where White Rabbit's hand is. A red circle should appear. Then click on Mad Hatter 
    • Choose your answer
      • I am wrong
    • My innocence
      • I cannot prove my innocence

    The Red King asks you to prove your innocence and the chapter ends together with the first Spiritual Trial.


    Chapter 3: Defendant Alice
    The Queen of Hearts talks to you.
    • Move
      • Classroom
    Talk to Mr Caterpillar to unlock the library.
    • Move
      • Library
    Cheshire Cat talks to you and passes you the library's assistant duty roster. You are saved!
    • Investigate
      • Click on computer to get the circular history of library books
      • Click on bookcase to get bookmark
    • Move
      • Hallway
    You bump into a student and he passes you your student pocketbook. You go back to the library and recall an old memory of two girls - the one who is better off financially is giving the other pie that she stole from her family. Queen of Hearts then talks to you to check on your psyche. You go to the gymnasium with Cheshire Cat and get ready for the next Spiritual Trial.

    Alice's Spiritual Judge Complete Guide: Chapter 1 - 3 Alice's Spiritual Judge Complete Guide: Chapter 1 - 3 Reviewed by someone on April 04, 2018 Rating: 5

    Alice's Spiritual Judge Complete Guide

    April 01, 2018
    Alice's Spiritual Judge is a very interesting hybrid of escape room + legal visual novel that is somewhat like a mishmash of the Zero Escape Trilogy and Phoenix Wright Series, which is awesome because I love both games (Zero Escape is my absolute favorite)!!!

    Ok so you play as Alice in this game and converse with various characters that are similar to personas in Alice in Wonderland i.e. Mad Hatter, Cheshire Cat, Queen of Hearts, etc. I love it that each character has some kind of development and story behind them, and that they are closely linked to the characters in the fairytale. 

    Spiritual Judgement is something which is very interesting. It's a very literal translation of what the game is - a legal prosecution of Alice's morality and choices. As you journey in the game, you will need to find out more about Alice's story and make decisions that will help Alice figure the truth. 

    In the game, you have to investigate various places, find certain items, talk to people, use items on them, interrogate them, etc. There are so many things to do in a seemingly simple game, so I really appreciate the dynamic and vast variety of elements in the story.

    This game has manga-like graphics, which are kinda understandable given that the team from ESC-APE by SEEC are mostly Japanese. It's also not scary though sometimes the music and sudden vibration gave me small shocks from time to time. The storyline simply makes you sit at the edge of your chair while playing!

    So my suggestion would be to play this game in the morning or afternoon on a day where you have no commitments, so that you would not keep thinking about it during your work or study time. There are only 9 chapters and it took me about 2 hours to complete.

    Alice's Spiritual Judge Complete Guide Alice's Spiritual Judge Complete Guide Reviewed by someone on April 01, 2018 Rating: 5

    New Escape Room: The Lost Paradise Complete Guide Final Part 3

    March 19, 2018
    For ease of explanation, I will call each screen 1, 2, 3, 4, and 5.
    1 is the room that you start in
    2, 3 and 4 are the rooms to the right (respectively)
    5 is the roof

    Pink words means to take an item.

    Orange words means to copy or use a code.

    -

    From part 2, you will get out of room 6 and go to room 7, which also decides the happy/sad ending of the game.

    Room 7
    You see a room with pipes, a sink, and frames of a girl and a lady.


    Screen 1

    • Click on the frame with the lady
    • Put the ring on her finger 
    • She cries and the whole place rains

    Screen 3
    • Take the doll 
    • Put the doll on the rocking chair
    • Click on the rocking chair. The doll will break and blood will fill the drain.
    • Take the doll's head to get a piece of rope
    • Take the paper from the doll's body to get a photo
    • Click on the wheel to drain the blood

    Screen 4
    • Take the fish tank
    • Click on the broken cupboard
    • Open the door and get the axe and photo shard
    • Use the axe on the broken door
    • Get the small sticks
    • Click on the sink 
    • Get the matches
    • Click on the fireplace
    • Use the small sticks on the fireplace
    • Use the matches on the small sticks
    • Click back
    • Put the glass jar with water on the fire
    • Take the boiling water
    • Click on the sink
    • Use the boiling water on the ice to melt it
    • Click on the cork to drain the water
    • Take the key

    Screen 1
    • Click on the frame with the small girl
    • Give her the photo of the family
    • She will smile and disappear
    • Take the blue key and spin the wheel
    • The sink would be empty


    Screen 2
    • Use the golden key on the on the blue cupboard
    • Take the iron and the note
    • Click on the iron and use rope on it to get a cross
    • Click on the photo of the monster eating the bird
    • Use the cross on the yellow bird 
    • Use the blue key on the wooden door
    • Spin the wheel
    • The green liquid would disappear
    • Remember to take the ring below the pipe! It will determine the ending!!

    Screen 5
    • All 4 portions on the ceiling should be coloured
    • Use the empty glass cylinder in the middle part of the circle
    • You will get a purple fluid

    Screen 3
    • The blue door will open
    • Go to it

    Room 1 (ending)
    You return back to the room with the family photo


    Screen 2
    • Click on the door of the green cupboard to reveal a family photo 
    • Use the photo shard on the family photo to complete it
    • You will get the code 2841
    • Click on the code portion and type in 2841
    • Take the knife

    Screen 4
    • The woman now faces you and is crying tears of joy
    • Click on her 
    • Use the knife on the ring necklace
    • Insert the ring in the cutout
    • A hidden component will appear
    • Put the bottle of blood on it
    • Take the purification potion
    Screen 1
    • Use the purple liquid on the family photo
    • Use the purification potion on the family photo
    • The family photo will be revealed, ending the wonderful story!


    If you would like to see an unhappy ending, simply just use the knife on the family photo to destroy it. If you did not fulfil any of the portions with blue text, the only ending is the bad ending, i.e. to use the knife on the family photo. In conclusion, remember to take 2 blood samples (in part 1 and part 2), and take the ring after it drops (in part 3) to ensure a happy ending.
    New Escape Room: The Lost Paradise Complete Guide Final Part 3 New Escape Room: The Lost Paradise Complete Guide Final Part 3 Reviewed by someone on March 19, 2018 Rating: 5

    New Escape Room: The Lost Paradise Complete Guide Part 2

    March 19, 2018
    For ease of explanation, I will call each screen 1, 2, 3, 4, and 5.
    1 is the room that you start in
    2, 3 and 4 are the rooms to the right (respectively)
    5 is the roof

    Pink words means to take an item.

    Orange words means to copy or use a code.

    -

    From Part 1,



    Room 2 (again)


    • Use the key on the wooden door 


    Room 4
    You see a ransacked and partially burnt master bedroom. 

    Screen 1
    • Click on bed twice
    • Take note 
    • Click on the dressing table
    • Take the medication

    Screen 2
    • Get the camera beside the bear
    • Take the wooden plank at the bottom left of the screen
    Screen 3
    • Take the clear glass mortar from the drawer at the bottom left of the screen
    • Click on the clear glass mortar and take the paper out
    • Click on hollow mortar and put medication inside
    • Use the wooden stick on the mortar to pound the medication
    Screen 5
    • Use the camera to take a photo of the woman silhouette 
    Screen 2
    • Use the mortar with medication with the bear
    • Take the lighter
    Screen 1
    • Click on the frame with the groom
    • Use the photo of the woman on the empty part of the screen 
    • Use the lighter on the photo
    • Take the key
    Screen 4
    • Use the key on the lock
    • Look at the skeleton's head: 1552
    • Use the code on the locked box beside the cupboard
    • Take the key
    Screen 3
    • Somehow the door is open. Go through it


    Room 1 (again)
    The huge black cloth is now uncovered You see a locked photo frame of a family with covered faces.

    Screen 1
    • Use the key on the lock at the left of the frame

    Similar to part 1,
    Screen 3
    • Click on chair 
    • Note black words: 5481
    • Go back 

    Screen 4
    • Note red words: 8537 

    Screen 3
    • Click on the door 
    • Type in the black words in screen 3 (5481) and red words in screen 4 (8537) in the following red/black order: 85543871 
    • The door opens 
    • Click on the door 

    Room 5
    This is a new room with a dark pink cupboard. 


    Screen 1
    • Take the water spray above the cupboard
    Screen 2
    • Take the piece of photo from the floor
    • Click on the man's photo and move the pieces to make it whole
    • Take the second piece of photo
    Screen 3
    • Click on the wooden box
    • Take the lightbulb from the box
    Screen 4
    • Click on the table
    • Click on the middle frame
    • Take the piece of photo 
    • Use that piece on the next frame to get a picture of a little girl
    • Use the bottle of blood on the picture (alternate ending if not)
    • Take the key
    Screen 1
    • Use the key on the dark pink cupboard
    • Take the cloth
    • Click on the photo
    • Use the water spray on the drawing
    • Use the cloth on the drawing to see a rainbow
    • Click on the powerpoint below the rainbow picture
    • Use the lightbulb on the powerpoint
    • The lightbulb will flash: Yellow, Red, Dark Blue, Pink
    • Click on the rainbow picture and the lightbulb colours correspond to: 3, 1, 6 and 7 (order of colours in the rainbow)
    • Click on the blue box and type in 3167 to open it
    • Get the piece of photo
    Screen 2
    • Click on the green frame
    • Put all 3 pieces of photo on the frame
    • Take the bird key
    Screen 3
    • Use the bird key on the door


    Room 6
    You go into a room with a small TV. It's the creepiest room because you could get killed by a monster in there. Don't click on the TV yet. 


    Screen 3 
    • Click on the blue cupboard
    • Get the ring
    Screen 4
    • Click the mirror to see 2739
    • Click on the table and the coded box
    • Enter 2739 and get the hammer
    • Use the hammer on the mirror
    • Get mirror piece
    Screen 1
    • Click on the TV to see "Don't look back" - Don't go to screen 3
    • Get the iron from the TV
    • Click on mirror piece. You will see hands of a green monster and an inverted "0809" 
    Screen 2
    • Click on the green box and press 0809
    • Get the crucible
    • Click on the crucible and add the iron to it
    • Click on the crucible and iron and use it on the pot of red coal
    Screen 4 (click left twice)
    • Click on the table
    • Use the crucible and melted iron on the key mould
    • Get the key
    Screen 1
    • Use the key on the wooden door
    New Escape Room: The Lost Paradise Complete Guide Part 2 New Escape Room: The Lost Paradise Complete Guide Part 2 Reviewed by someone on March 19, 2018 Rating: 5
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