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Sometimes Sunny 8: Hold

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Haretoki - Sometimes Sunny Escape 8: Hold is another Japanese point and click type room escape by Haretoki. In this game, you try to escape the room by finding items and solving puzzles. Good luck and have fun!

Play Sometimes Sunny 8: Hold


(Haretoki) Sometimes Sunny 8: Hold walkthrough 
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103 Comments

  1. Found and used SD. Got part with combo on bottom.

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  2. Used combo on two button panel, got something.

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  3. can't figure out the star shaped (top, middle, bottom) code

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  4. On the wall with the 2, on the 6-spoke wheel you can zoom in on one the bottom right spoke, press a button, and a part comes off. Helps figure out that clue.

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  5. looks like a button ?? Cyberjar88

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  6. Anybody here? Used item (button) on thing with red shapes. Stuck.

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  7. I hope we don't have to mentally figure out what numbers those green square shapes make for that bottom number puzzle... Oi.

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  8. ty battlesnail but that didn't help
    pressed the button and got the part, clicked on it and got a new piece
    wandering around room trying to figure out what to do now......

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  9. brin3m, use the wire in box under screen.

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  10. okay put the cord in the monitor...... thinking some more!

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  11. The part that's missing on that spoked wheel indicates which side is up on that puzzle

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  12. Got the green number code. Think about what numbers are formed by the green blocks using the numbers on the screen.

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  13. Now stuck on red letter code...

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  14. Cyberjar88, i can't see what you are seeing with the green blocks
    i see the numbers on the screen and the green blocks with the numbers 1 2 3.
    am i forgetting to do something first?

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  15. There is not a chance in hell I'm going to figure out the green number clue.

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  16. I'll give you a hint. The first number is 8.

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  17. it must be me, i just can't visualize how to make the number work with the blocks to get the 3 digit code......

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  18. still can't see it. the blocks with the numbers are all crooked..... so that is really confusing me

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  19. sure would like to see a screen shot of what i am supposed to see.........

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  20. brute force : 8 3 and then maybe 6

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  21. ty battlesnail!
    i was just trying to brute force it.....

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  22. Now what to do with the battery?

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  23. Got the red letter code SPOILERefadSPOILER.

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  24. cyberjar88, did you get the key?

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  25. and how did you get efad?

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  26. The room is tilty, I have a gun?? And it aims at a previously unsolved puzzle on the tilted wall

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  27. Can't figure out the arrow clue (for the blue button puzzle?) in the tilted room, or the gun.

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  28. Got the code by reading/combining red letters. Also got the key.

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  29. When you lift the hake tori flap, it says 'happy'

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  30. Shapes on inside of doorway are for 5 button puzzle.

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  31. The arrow clue is for the buttons, start in the top right corner of the buttons and go down, down, left, left, etc. according to the arrow pattern

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  32. okay, thought i knew what i was doing but can't get the blue buttons.....

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  33. Whew, out. I assembled another piece onto the gun, made it into a cork punch gun! And then spelled Happy onto that puzzle with the X2 for the letter P

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  34. Thanks, BattleSnail! Any luck on the blue squares? Or the letters puzzle/gun?

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  35. buttons - click the top right, then down, down, left, left, up, right, up, left

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  36. hmmm..... efad does not work for me
    must need to do something still

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  37. thanks battlesnail, now i understand what i was doing wrong with the letter code! out too!

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  38. oh and thanks cyberjar88

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  39. have assembled frame with on axle and 2 wheels, need second axel. Anyone know how to do shapes puzzle on wall below AAAA frame?

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  40. have to leave a comment though, hoping someone can some how show how to put the green squares together to make the green numbers..... never could visualize them...... had to go back and try to visualize them but nothing......
    other than that part i thought it was a very good game

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  41. Evens, shapes on inside of doorway are for 5 button puzzle.

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  42. did 5 button puzzle. what is crank with arrows for? and puzzle on right side of tilted doorway?

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  43. read battlesnail at 8:38

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  44. sorry, crank and puzzle right side of reg. door. It has shapes but I don't know how to make it work.

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  45. brin3m, I agree with you. That was fun, but without the spoiler for the green numbers, I would've never made it out.

    Thanks brin, Cyberjaw & Battlesnail for all the help.

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  46. still stuck with 5 shapes puzzle, can someone please help?

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  47. evans, the clue is on the side by the tilted door.

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  48. I see the clue but don't understand it!

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  49. Its not a bad game. The ONLY puzzle i cant seem to understand the answer to is the 9 square button puzzle. I dont get how the solution is derived.

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  50. Please someone just spoil what to push on 5 button puzzle. I just can't make it work.

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  51. and what is crank for????

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  52. evans, if the angles are put together, they make a +. The 1st black box is top-left, so the 1st button to push would be the _| button.
    The blank grid would be the middle square button.

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  53. SPOILER to the 5 button puzzle.







    Buttons numbered 1 through 5.

    5 2 1 2 3 4

    Press in that order.

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  54. still don't understand, if top left is first why push bottom right symbol? I don't get it and I am giving up waiting for answers. Glad the rest you of enjoyed it. I did NOT!

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  55. The crank is placed to the left of the regular door.

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  56. Chris, I'm not sure why we begin at the top-right button. Also, as I turned the crank for the clue, it started in the middle of the sequence. But if you follow the sequence of arrows given, beginning with the top-right button and with the 2 down arrow clues, the rest should guide you through the grid.

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  57. This would be a nice time for one of those famous EG WTs! I have a hinge that has the R/L clue on it...that's IT! Have no idea where the "blue button" or 5 button puzzle are to be found and I think I just need to tuck this away for tonight. :(

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  58. myrdlebp, on the black & white, 6-spokes on the wall, there is a red button on the lower right spoke. Press it and it turns blue and the bottom section of that spoke detaches.

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  59. TY Peggy, that did activate the puzzle but I'm not getting it right, for some reason. The way I look at it, it should be, starting from the top spoke going clockwise; bottom, middle,bottom,middle,top, middle. I'm I totaly off?

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  60. For the spokes puzzle picture the place you are working as a COVER for the spokes so left and right would be flipped.

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  61. myrdlebp, notice the top spoke on the puzzle only has only 2 possible spaces. Turn the clue so the short spoke is on top.

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  62. A SUPERBLY crafted game!! Reminds me of old Ninja Motion ones when he was still brill...

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  63. BTW: Solved the spokes puzzle without any hints and without finding the button! (I'm really a spokes-man, bwahahaha...)

    So how did I do it?

    Well, I just rotated the clue a couple times, always starting at another position, clockwise. And one of them was it ;)

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  64. Good pun, arbeitslooser. =D

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  65. You can't be serious! That was one of my worst...ever. You ain't seen nothing yet! ;P

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  66. LOL, arbeit. Thanks for making me smile.

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  67. Wow @evans it sure looked like brin3m and Peggy were giving hints, clues and then spoilers????
    Most would be grateful.....

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  68. Figured out green blocks; still don't know what Cyberjar was seeing in the green blocks, I got it by ignoring them.
    Picture a digital number with its seven segments. From the corners, there will be either one or two lines.. In the center points, up to 3. So the first number, 22/33/22 has all lines filled, therefore is 8. The second one has 3 '1's on the left so those are three points; and 2,3,2 on the right makes a number 3. Hope that makes it clear why the third is a 6.
    For me, the green blocks were just a fred herring so far (but I haven't finished yet- didn't want to enter that # till I understood it)

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  69. Jeez, who is fred herring?

    meant *red herring*

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  70. Btw Peggy has the correct clue (9:41) for the 6-spoked wheel - it works though if you just try the mirror image, that's what I did at first

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  71. just1, loved the fred herring, but I still don't understand the green numbers. I'm not following your explanation.

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  72. @Peggy, I didn't say it very well. Don't look at the green blocks on the wall; just the #s on the screen. Think of how a digital number is made; there's 6 points where lines intersect, and seven possible lines. The #s on the screen are at those points where lines intersect...

    so for instance 0 would be

    2 2
    2 2
    2 2

    and 4 would be

    1 1
    2 3
    0 1

    the #s say how many lines intersect at each point.

    I'm stuck after that - got a battery, a crank and a weird clamp or bracket and can't find what to do with them. The letter puzzle isn't activated yet. Haven't seen a key.
    I'm in and out; also writing emails and a blog post, making breakfast; but I'll be coming back till I kick this one. I think it's a very good game (but quite hard)

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  73. I just figured out that the green blocks on the wall show all the dfferent possibilities for the intersections; but they're tilted, and it makes the clue very confusing! Would be easier with just the #s on the screen to think about

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  74. just1, have you done the L/R puzzle?

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  75. Yes, I think that's what got me the crank.

    Can't find the red letters Cyberjar says he was reading/combining; my tray-thing with the 4 lights and dig. readout just shows a 'c' and won't change

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  76. lol, thx Peggy, just found a new 'device' that I hadn't picked up behind the L/R buttons; no wonder I was lost!

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  77. just1, you should have a button that goes in the space next to the digital display, just below the 4 lights.

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  78. Got the red letters easily now

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  79. So, you solved the puzzle, but forgot to open the CB? That's as bad as fred herring. :-)

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  80. This game is too clever by half...

    The clue for the 9-button grid is the crank, but nothing tells you where to start, either with the crank or on the grid - except that the ONLY pattern that will fit starts at SE with the crank, top right corner of grid

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  81. lol, Peggy, it's worse!

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  82. It's 4:30 AM here and I really should go to bed. (I have no self-discipline.)
    just1, you should breeze through the rest of the game.
    It's been fun.

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  83. Out now. A brilliant game. Guy must be a frustrated engineer.

    No time rt now to do a WT so if someone else wants to, go for it. I'll do one if it's not done by this eve

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  84. That was a damn good game, except for that hidden button on the spoke.

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  85. Too many abstract clues/puzzles...just not fun.

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  86. Excellent game! Easily the best I've seen here in a while!

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  87. @ just1,

    Thank you for the explanation about the green numbers ! I would never have guessed that by myself !
    I have a battery, a crank and some kind of hinge...

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  88. Really fantastic game! I would never, never have been able to get out without all the hints and spoilers! Especially the green numbers. Great way to explain it, just1 - and twice!!

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  89. The clue for the 9-button grid is the crank, but nothing tells you where to start, either with the crank or on the grid - except that the ONLY pattern that will fit starts at SE with the crank, top right corner of grid

    Wait a minute, isn't it the same position you have to start with the crank as you have with the spokes?
    Maybe the author assumed we'd just try at the same position once AGAIN.

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  90. As much as I hated to do this, I had to go to the ONLY WT posted....and I really dislike the videos!
    Would someone who has time please do a written wt? TY!
    So many unanswered questions.....

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  91. Wow! too much for my pea-sized brain! Thanks everyone for the great hints... still needed the video - yuck!

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  92. Walkthrough, y'all!

    SOMETIMES SUNNY #8

    (when I have time I'll go and play the earlier ones - found them all here:
    http://haretoki.com/escape/list.shtml )

    You start in a room cluttered with many strange safes and devices. Most are either inactive as yet, or you have no clue for them. But there are two things you can do right away.

    Turn R from the door to face the wall with a green '2' on it. Zoom on the 6-spoked thing; on the lower right you can find a button to push, which lets you remove that part. Click again on the part to get a CABLE.

    Now look down at your feet where there's a mat that says 'HARE/TOKI'. Lift the mat, take SCREWDRIVER.

    Now getting the SD this easily might make you think, 'This is going to be an easy game', but you would be wrong. Turn R; there are three red lights facing you, and just under them is the only screw you get to remove in this game. SD disappears; get WEIRD BRACKET.

    On the back of your W.B. is a clue for the L/R buttons. Turn left and enter that clue, get BUTTON.

    Now go to the opposite wall and look at the 6-spoked device next to the number 1. Notice that the spoke at the top has only 2 positions, all others have 3. Match that spoke with the one on the opposite wall that you took a piece of. Then follow around the circle, setting the positions of the black segments with the levers. Get a CRANK.
    By happy accident, the pattern will work if you just copy it as you see it, then mirror-image it. The author probably didn't notice this.

    Now look to the right where there's a shelf with a digital readout on it. Install your BUTTON in the space.

    Pressing this button now gives you the clue for the letter cb. #s 2 & 3 you get right away; for 1 & 4 you have to keep cycling through, and mentally add together the shapes you see:

    SPEOIFLAEdR

    Get an odd looking thing that turns out to be sort of a CHASSIS.

    Now focus on the screen, click under it, and install your CABLE. This gives you the clue for the green number cb, and to turn the last of the 3 red lights to blue. I'll copy & paste my solution from above:

    Don't look at the green blocks on the wall; just the #s on the screen. Think of how a digital number is made; there's 6 points where lines intersect, and seven possible lines. The #s on the screen are at those points where lines intersect...

    so for instance 0 would be

    2 2
    2 2
    2 2

    and 4 would be

    1 1
    2 3
    0 1

    the #s say how many lines intersect at each point.

    The green blocks on the wall are showing you all the possibilities of # of intersections from each possible point; but the evil author has tilted them, making them appear to be something else, and I didn't ever solve this until I decided to ignore them.

    And the winner is....

    SP8OI3LE6R

    Get a BATTERY.

    Back out and notice that under the lights which are now all blue, you have an extra reward; a KEY.

    Naturally, you go and try the KEY on the door, right? A button appears. You press the button.

    Step away from the tilting door!

    Part 2 coming...

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  93. the green numbers were so hard that without the hints from some brainy folks, the game could not be played any further. In my game, the arrow clue did not resemble the shape needed at all. Starting position was E, then as the crank was turned it went to NWSSWWN.

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  94. WT Part 2

    Actually, it's not the door but a whole section of room that has tilted, exposing 3 new walls! And of course, new puzzles.

    Now you can see what the red arrow at the bottom of the door is pointing to; it gives you what looks like a 4-button clue, but it turns out to be a little trickier than that.

    Turn right and look at the 'HARETOKI' mat again. Now when you flip it up, the shapes above and below seem to spell 'HAPPY'. Hm.
    (Actually I think this is a tributary nudge to Tesshi-e; you'll see why later!)

    Here also is a 9-button grid. Turning right you find a place to install your CRANK, and another, more real-looking door from which you might finally escape.
    This crank business is tricky. Go ahead and write down the clues as you crank it around in a circle. You get ULDDLLUR. You've figured out, hopefully, that this has to be a clue for the 9 buttons, but can't make that pattern fit.
    You have to be very attentive here. Notice the sequence 'DDLL'. Look at the grid and see that there's only one place where that can happen, starting at the upper right. Just beore that sequence is a 'L', which goes off the grid...therefore that position (SE) must be the starting position.
    And indeed, following the clue on around, you fill in all 9 buttons and get CORK-POPPING DEVICE. And you didn't even know you wanted one!

    Now look to the right of the door; under a black plate you find a switch; this switch activates the letter puzzle that was on the wall that moved. But you can't reach it anymore. We'll be doing some McGyvering, here...

    The other puzzle shows 4 corners and a blank square. Here you have to do some visualization, and thx to Peggy for cluing me in:
    Look at the clue by the red arrow again, and imagine a + shape in the center of each group of squares. So the square in the upper right corresponds to the L shape, and so on. For the blank clue (the 5th one), you hit the blank square in the center.
    So from L to R the buttons read:
    UR-LL-blank-LR-UL.

    And the solution is

    SPOILER
    UL-LL-UR-LL-blank-LR
    SPOILER

    Did this guy watch Get Smart when he was a kid like I did? COOL devices - but they're only as smart as you are! Get a RAIL-RUNNER.

    Combine RAIL-RUNNER with CHASSIS, then add WEIRD BRACKET. We're still missing something; look down to your right and pick up the GUNSTOCK. Combine it with your CORK-POPPING DEVICE to make POP-GUN.

    Now turn left again and look up at the recently activated puzzle. (With your POP-GUN selected, you can zoom on it.) Enter the word HAPPY, using the extra button to put 'X2' under the 'P'.

    Jump back! Ow! Did it land on your foot? That's the thing you've been wondering about since the beginning of the game, if you're lke me. Go shake it a bit and get your WHEELS.

    About-item your RAIL-RUNNER and attach WHEELS. Turn right and go to the hole in the wall. Install BATTERY on the left.

    Now here's a good inside joke for longtime escape gamers, and a dig at Tesshi-e and gotmail games, where weird improvised devices always work perfectly. Put RAIL-RUNNER in place and press button. Watch as your beloved rail-runner just barely makes it around the corner, as you hold your breath with your fingers crossed!

    It returns with the ESCAPE KEY and you are out, and get treated to a view of the very strange bulding you have been trapped in today. Gongtats!

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  95. How I hope all escape games are as good as this.

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  96. Excellent game - couldn't have done it without the hints. Thanks for the great WT @ Just1

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  97. This comment has been removed by the author.

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  98. The game was good except for the green numbers. That one, I found, (like almost everyone else commenting) was sort of silly, too hard and the clues didn't really make sense (and not just to me). I gave up trying to figure it out. Usually even with the answer given, I like to work out how it was figured out. In this game I just gave up and put the numbers in that some kind person worked out.

    If not for the green numbers a 5 star.

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