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[English MT] Wander! Oshigama Escape 1.0.0


4 Screenshots

About This File

Support the developers here.

Unity game, translates on the go. Needs access to Google Translate.

Quote

It will be a game where a girl escapes from the building while putting up with pee

Operate the main character "Chitose Orikawa" and reach the exit by the time her urge to urinate reaches the limit.
You can get a hint as a remedy when you get stuck in solving a mystery, but if you rely too much on it, it will accelerate the collapse.
Is it possible to sneak through the mechanism of trying to drink water with that hand and protect the dignity as a person !?


● Game system
You can get items by walking around the room, examining objects (devices), and breaking the code.
If you look at the object with the item you got in your hand, there may be changes.
Use the items well and sometimes combine them to solve the mystery.
Over time, Chitose's urge to urinate will increase. She should escape as soon as possible, as she will be peeing when her urination is 100%.

● Tendency to solve the mystery
Some gimmicks encourage water intake, but the more water you drink, the greater your urge to urinate.
There is more than one solution to such a mechanism, so I would like to try to solve the mystery by using as little water as possible.
Also, be aware that some traps are equipped with traps that encourage urination and traps that force urination.
* Water intake decreases little by little over time

● Hint function
If you get stuck in solving a mystery, you can get a hint by pressing the H key. But at the cost of drinking a glass of water ...
Ponder to reduce urinary motivation due to fluid intake
It's up to you to get some tips on how to reduce your urge to urinate over time!

● Notes
* Please note that there is no direct sexual description.
* Please check the operation with the trial version before purchasing.
* Sorry, It's Japanese only.
A text file of the English guide is included in the package, but don't expect it.

● Contact information
For inquiries about problems, please contact the following Twitter account.
For inquiries, please contact the following Twitter account.
https://twitter.com/EarthyName
(Raw reed)

● Volume
Estimated play time: around 2 hours
Number of event CG: Basic 9 (with difference)

● Production
Circle "Preference Make Things"
Representative: Raw legs
Development cooperation: Phantom water soba

 


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When I go through the first door, the character has a bug, where het " ! " just keeps popping up. I can't move, you can just go through the door back, but then the game freezes and the screen goes dark.

I tried the demo version from the  "Support the developers here."  site  and there I have the exact same problem.

Is this just me and is there a fix?

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12 hours ago, JonaFrost said:

When I go through the first door, the character has a bug, where het " ! " just keeps popping up. I can't move, you can just go through the door back, but then the game freezes and the screen goes dark.

I tried the demo version from the  "Support the developers here."  site  and there I have the exact same problem.

Is this just me and is there a fix?

Mine works fine, granted I have the proper locales installed. What program did you use to unzip the file, winRAR or 7Zip? 

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10 hours ago, Avon said:

Mine works fine, granted I have the proper locales installed. What program did you use to unzip the file, winRAR or 7Zip? 

Ah so not everyone has it. I redownloaded the file a couple of times and tried them with winRAR and 7Zip, But nothing changed..

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Look, to me is everything normal, both the japanese version and the translstion of It.....I really dont know What It can be, are you sure that you're doing all that things about japanese location and all??

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On 2/25/2021 at 12:00 PM, Teri teri said:

What's the storage lock code ?(sorry,i dumb at english)

I'd like to help, but I can't tell which code you are talking about. Could you be more specific?

Also if anyone would like to help me, I am stuck on the second plant nutrient puzzle. I have been trying to check the door after each attempt, and tried to brute force the puzzle with an assumed partial solution. one of the paintings seems to have the word "ichi" in the title, so I had assumed the nutrient one goes in the corresponding plant. The hint talks about the owl and "urokufu", so I assumed the owl was nutrient four. After that, the best I could do was try every permutation of the other four and then try the glass door in the room with the bed.

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1 hour ago, multibubbled said:

I'd like to help, but I can't tell which code you are talking about. Could you be more specific?

Also if anyone would like to help me, I am stuck on the second plant nutrient puzzle. I have been trying to check the door after each attempt, and tried to brute force the puzzle with an assumed partial solution. one of the paintings seems to have the word "ichi" in the title, so I had assumed the nutrient one goes in the corresponding plant. The hint talks about the owl and "urokufu", so I assumed the owl was nutrient four. After that, the best I could do was try every permutation of the other four and then try the glass door in the room with the bed.

The order of the bottles in the plants, from left to right, is 3648.

TO ANYONE HAVING TROUBLE WITH THE GAME:
There is a text file named "Guide_in_English.txt" included in the download that explains how to do every puzzle on every floor, and also get CG events. It seems to be translated from another language but it is readable enough to get through the game.

Edited by Avon (see edit history)
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13 hours ago, multibubbled said:

I'd like to help, but I can't tell which code you are talking about. Could you be more specific?

Also if anyone would like to help me, I am stuck on the second plant nutrient puzzle. I have been trying to check the door after each attempt, and tried to brute force the puzzle with an assumed partial solution. one of the paintings seems to have the word "ichi" in the title, so I had assumed the nutrient one goes in the corresponding plant. The hint talks about the owl and "urokufu", so I assumed the owl was nutrient four. After that, the best I could do was try every permutation of the other four and then try the glass door in the room with the bed.

The code in the storage room,which resolved with alphabet and the PC code

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On 3/4/2021 at 3:57 PM, DerivativeWings said:

For whatever reason I can't seem to open the electrical breaker thingy on floor 4. I'm trying to use the key that you get from drinking tea... am I doing it wrong?

You probably solved it by now but for anyone having the same problem there are two breaker boxes. The one the key opens is in the plant room not the painting room.

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I can't get it to run properly, I'm always getting stuck after entering first doors. Japan locale is not working for me I guess.

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45 minutes ago, ninjafox91 said:

does anyone know why my enter button will not work at title screen.

Its made in a weird engine, so only Z (confirm) and X (cancel) work. Best you can do is make an autohotkey script that presses Z every time you press enter.

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I'm on the last floor but I can't get the pedestal puzzle to work. As far as I can tell you're supposed to match the pedestal numbers with the fertilizer numbers, but even when I do that nothing happens to the box in the fridge room. Is there something I'm getting wrong?

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On 4/8/2021 at 12:55 PM, NiceBread012 said:

Hello. I am reading the english guide and following it but I'm stuck in the "Use the combination of the chiropractor and the charger" part on the 4th stage. How do I do that?

It seems that the 'chiropractor' is actually supposed to read 'rechargeable cairo' - the item from the leaf box.

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8 hours ago, BlueScreen said:

It seems that the 'chiropractor' is actually supposed to read 'rechargeable cairo' - the item from the leaf box.

Thank you for replying. So the item I need to combine is in the leaf box but I can't open it even if I inserted the ampules in the plants. The order I did is 3,6,4,8. The items I have is the Cairo code, Frozen plastic bottle, Gold coin, and the magnifying glass. Any hints on how I could open it?

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I'm going to cross-post my walkthrough for this from the untranslated download page. Note that my item and room names may differ in places from what the MT came up with.

Controls: Z (select/examine/equip), X (back or open menu), C (combine two items in menu), Esc (system menu/pause), H (drink water/get a hint)

There are only 3 save file slots. If you want to unlock all CGs and endings, I recommend you save on floor 2, 3, and 4 before entering the elevator/escaping for maximum efficiency. Floor 1 does not have a CG.

System Menu: save / load / return to title / close game

The top meter is the fullness of her bladder and the bottom is the fullness of her stomach. The top will increase over time and the bottom will decrease. You can keep chugging water even if her stomach is at 100%, it just is that the fuller her stomach is, the faster her bladder will fill. I believe that it's when her bladder reaches 60% that she is desperate (a threshold needed for certain CGs/events; though she starts potty dancing at 50%, I didn't get the omo end until 60%) and when it reaches 100% she wets herself. There's no repercussions for having her wet herself, but there are multiple endings, and they are tied to how many times she wets herself and whether she is desperate when you escape the building.

There are certain things in the game that will increase her desperation. This includes entering the wrong answer in certain safes, and clipping the wrong wire on the 4th floor.

By the way, you have to go through the process to actually find a hint. You can't just enter the right numbers into the safes from the walkthrough unfortunately.

CG List

1: Have her bladder reach 100% anywhere in the escape house except the below events.

2: On 2F, pick up two cables while her bladder is at least 60% full.

3: On 4F, investigate the bed while her bladder is at least 60% full.

4: Get caught in the locker trap on 3F (you'll get this one if she's caught at all).

5: Get caught in the locker trap on 3F while her bladder is at least 60% full.

6: Get caught in the locker trap on 3F while her bladder is at least 60% full.

7: Escape with her desperate and choose to go right there.

8: Escape with her desperate and choose to go right there.

9: Escape with her desperate and choose to hurry to the bathroom.

10: Escape with her desperate and choose to hurry to the bathroom.

11: Escape without wetting herself in any way even once.

12: Escape after wetting herself once or twice.

13: Escape after wetting herself 3+ times.

Floor 1

Your character will wake up in the starting room. Examine the dresser to get the red key. Go to the menu and equip the key, then exit out of the menu and go to the little box to get the blue key. Use the blue key to unlock the door.

In the large room, an intercom will explain the situation. If you can't read Japanese, mash Z to skip through it. There is one door, an elevator, and a door with no doorknob in this room. Walk a little past the first door to the brown box and interact with it to get the string.

Go through the one door you can actually open to the room with a window. Interact with the desk to get the magnet. Go to your inventory and combine the string with the magnet to get the magnet with string attached.

Go back to the large room. Use the magnet with string attached and interact with the dresser by the first door to get the doorknob.

Return to the starting room. Use the magnet with string attached and interact with the box you got the blue key from twice to get the detergent.

Equip the doorknob and go back to the large room. As you can probably guess, you'll use this on the door with no doorknob.

Inside the cup room is... well, a cup. You can drink the cup of water to get the small key instantly, but you don't have to. If you want to avoid it, examine the drawers in the corner to get the towel. Combine the towel with the detergent to get the cleaning rag. Go back to the room with a window and use the cleaning rag on the black smudge on the wall. It says 1613. Now back in the large room, beside the elevator is a number-lock safe. Enter 1613 to get the forceps. You can use the forceps to pick up the small key instead of having to drink the water.

Whichever method you chose, bring the small key to the elevator (large room) and use it on there. You can now use the elevator to get to 2F.

Floor 2

You start out in the small room. There's nothing you can do here at the moment, so go through the door to the large room.

The large room has three doors: small roomstorage room, and watermelon room respectively. As well as a number of things you can't yet do anything with.

In the storage room, you can interact with the refrigerator to get the water bottle if you don't mind drinking the water. Otherwise, you can't do anything in there yet. Similarly, you can go to the watermelon room and eat the watermelon to get the seeds, but this will hydrate her just like water would. More on the other way to unlock things later.

Go through the watermelon room into the elevator room. Examine the drawers right by the door to get the blue clippers. There's a note in the bookshelf that clues you into how to solve the alphabet puzzle on this floor. Look under the sofa to get the flashlight. There's a bathroom you can access from this room (useful if you want the no-wettings end), but it's currently locked.

If you're trying to go WITHOUT drinking: Take the flashlight to the small room and interact twice with the framed picture to get the code square, circle, star. Return to the elevator room. Enter 4010 into the safe near the bathroom to get the spoon. Use the spoon to get the seeds from the watermelon.

Whether you got the seeds from the above or eating the watermelon, place them on the table beside the watermelon. You should hear a click (if not try placing another seed). The box on the other side of the watermelon is now open and will give you the round key.

Go back to the storage room and use the round key on the previously inaccessible door on the other side of the boxes to unlock the safe room. If you have the water bottle from drinking the water in the refrigerator, fill it with sand here. Either way, on the far right side is a safe asking the number of security cameras in each room between the elevator hall and here. Enter 2312 to get the USB drive.

Return to the small room and use the clippers on the blue box to cut the wire. Select the second option. Also, you can get a CG here by trying to pick up more than one wire at a time while she is desperate. Note that after doing it once you can't do it again, so make sure she is in fact desperate when you do this or you'll have to start a new save.

Return to the large room and use the cable, then the USB drive, on the PC. Look at it to get the code.

Go back to the storage room and use the safe on the wall. Enter DACC. This will give you the square key.

Go to the safe room and use the square key on the yellow safe to get the card key for the elevator. Also, look at the dresser beside it to get the documents.

If you are going WITHOUT drinking: Return to the blue box you got the wire from and pick up another wire. Combine it with the documents.

Go back to the large room and place either the tied documents or the water bottle filled with sand on the red button. Interact with the black safe thing between the dresser and the watermelon room door. Once you've used the card key, you can use the bathroom, which is recommended if you're going for a no-wetting end.

Floor 3

You start in the large room. There are two doors: to the left the mysterious device room and to the right the locker room

To the rightmost of the locker room is a dry ice machine, but it's filled with shaved ice. If you interact with it, you'll get a cup, but it'll increase the water in her stomach. Go through the other door here into the candle room and go to the shaved ice machine, where you can get dry ice (choose the top option to take it with you). Also interact with the table here to get a straw.

Go to the mysterious device room and use the cup or the dry ice on the device (with the orange glow). Interact with the device and choose "-3" to get the moon key, "-2" to get the lit incense, "+1" for a golden coin, "+2" for soil (does nothing as far as I know). The other numbers will make her drink water or eat ice cream.

Anyway, use the moon key on the door with the moon on it (storage room ). Interact with the file cabinet on the other side of the fish statue to get duct tape.

Go back to the candle room and use the lit incense to light the candle.

Now return to the mysterious device room and look at the device. Select "+1" for a match and "+2" for a piece of tree bark (does nothing as far as I know). Go to the safe in the corner that says "time is..." and enter the current time on your computer clock in 24 hour time format (so 6:00am is 0600 and 6:00pm is 1800). You'll get the matchbox. Combine the matchbox with the match.

Now go again to the candle room and use the matches to light the candle. The box beside it will unlock, giving you the TV antenna

In the large room, use the antenna on the TV. Then return to the locker room and look at what appears to be a framed picture. Enter the Taurus symbol (looks like bull horns or a gold medal necklace), Sagittarius symbol (looks like an arrow with a line through it), and lastly Virgo symbol (looks like a cursive M with a fish-like loop to the side). Getting this wrong will result in unlocking a locker in the room, which you will become trapped in and she'll wet herself if desperate. Getting it right you'll hear a ding and receive a prop. Combine it with the stick to get a long stick.

In the candle room, on top of that huge pillar to the left, is a box. Use the long stick to knock it down. You'll get perfume.

Go back to the storage room and use the perfume on the fish statue (yes really). It'll give you the key card. If you're wanting to avoid drinking more than you have to, you will also want to use the straw on the scale here. Drink from the left side (top option) 3 times and the right side (second option) twice to get a second gold coin. This is still less than what she'd be drinking on the next floor otherwise, I believe. Plus you can use the bathroom on this floor, which the next floor does not have.

The elevator is in the large room. Again, using the key card on the elevator also unlocks the bathroom.

Floor 4

If you're going for the no-wetting end, this one will be hard because the map is large and you will have to go back and forth a number of times. Be mindful not to waste time or select the wrong options.

Layout for quick reference: You first begin in the elevator room, which has only one door. That door leads to the plant room. The plant room has 3 doors. The first leads back to the elevator room, the second to the mysterious device room (also has the vacuum), and the third to the art room. The mysterious device room only has the one door (back to the plant room). The art room has 3 doors. The first leads back to the plant room, the second to the cold room (has the fridge and freezer), and the final leads to the exit room.

Pick up ampule (fertilizer) 2 in the corner to the left of the elevator (you can't see it's there at all). Go to the door to the left and spam looking at it until it says 0, at which point you can go through. (Supposedly it's a timer, but I have no idea what it's timing because when I just sit there waiting, nothing happens.)

Go through this door into the plant room and go all the way to the other side of that room to the art room. Go to the box (it's to the right a ways) to get the thumb tack remover.

As long as you're in this area, go to the exit room and examine the desk to get the magnifying glass. Also use the computer and enter the following paintings: raining money, owl statue, rainbow abstract, garden picture (in that order). You'll get ampule 1.

Bring the thumb tack remover to the elevator room and use it on the poster to get a thumb tack.

Take that to the plant room and use it on the box between the two plants. You'll get ampule 6.

Go from there to the mysterious device room and enter CACATKE in the pink box by the door to get ampule 4. If you have the two gold coins from 3F, place them in the mug of barley tea to get the golden key, or if not, drink the barley tea. If you want to avoid a trap that can make her wet herself later, use the magnifying glass on the bookshelf by the door. Look at the bookshelf without the magnifying glass to get ampule 8. Lastly, place ampule 1 on the pedestal here.

Go to the cold room and place ampule 2 on the pedestal there. Examine the pink box beside the pedestal to get ampule 3. Also, pick up the frozen water bottle from the freezer if you don't mind drinking its contents.

Now go to the plant room. You need to place the ampules in the correct pots. From left to right, that's 8463. You should hear a click.

In the elevator room, examine the box with the leaf image on it. You'll get the rechargeable handwarmer.

Go to the exit room and examine the bed to get the handwarmer's charger cord. If you did not examine the bookshelf with the magnifying glass, she will fall asleep and (if desperate) wet herself. Combine the cord with the handwarmer.

Go to the plant room and use the gold key to open the breaker. Open it up, then interact with it again until you get the option to turn on the power (option 1).

Bring it to the cool room and plug in the handwarmer. It will now be charged. Bring it to the safe, and then put the frozen water bottle inside. If you did not pick up the frozen water bottle earlier, or it's been too long and it cooled, you can get a coolant pack from the vacuum in the storage room and put it in the freezer. Wait a little bit, then you can take it out and it'll be frozen, and you can use that instead. After using that on the safe, you are prompted to enter a code. Put in 4368 to get the red clippers, and then examine it a second time for a hint. 

Go all the way back to the elevator room and examine the elevator to get the silver key.

Bring that key to the owl statue in the art room to get the screwdriver.

Return to the mysterious device room. Interact with the thing all the way on the left using the screwdriver. There will be 4 wires. Equip the clippers. Be aware that a wrong answer will increase her bladder meter, but I think it's random each time, so you probably want to just save (if you have an extra save slot) and guess. Getting the correct answer will give you the exit key.

Take the exit key to the exit room. In order to get any of the omo endings, wait until her bladder is above 60% before you open the door. You may want to save again before exiting, since some branches give you choices.

Endings

There are 3 factors controlling the ending: her desperation when you end the game, how many times she has wet herself (including events), and which choice you make at the end.

If she is desperate when you end the game, you'll get a bonus scene. Otherwise, you'll just get one scene determined by the number of times she wet herself during the game.

If she did not wet herself, you'll get a CG of her desperate at home. If she wet herself once or twice, you'll get a CG of her desperate on the train. And if she wet herself 3+ times, you'll get a CG of her with dog ears and tail urinating on a pole.

And if she is desperate when you exit, you'll get a choice for her to try to make it to the bathroom (and wet herself in line), or squat down and pee right where she is. The top option is to hurry to the bathroom and the second is to go right there.

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So has anyone figured out how to get rid of the bug that causes the game to be stuck after you enter the first floor?
System locale is obviously set to Japanese as per usual, plus I've tried to unpack both this and non MT-translated archives with 7zip and winrar with different name encoding options. Even tried renaming all of the relevant files and folders so that they don't contain Japanese characters, but nothing seems to work.

Alternatively, can someone send me a save file from the 1st floor (main room)?

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