![]() ![]() Go behind the statue and follow the path down. Clear the ivy revealing a type of shrine, at the end of which is a large winged statue. Turn left and then right, you should be facing stairs going up towards reptilian guards on either side. After the cut scene, c harge the ornamental object then turnaround and leave this room. The game wants you to escape this area so repeat the sequence but this time avoid the mummies. You'll wake up back in the same area but will not have the option to CONTINUE or LOAD. Continue out until the mummies are summoned from the wall. Turn the globe once anti-clockwise and leave back the way you came. Take the middle path and continue up into another blue globe room. Take the left and go straight until you reach the chamber where the path splits into three. REMEMBER to follow the correct order of 'brush' strokes.įollow the new path until you reach the ivy-covered hall, with three ornate columns. Turn left through the ivy filled doorway at the end of this room and into the glyph puzzle room. Walk towards the back wall and after the second vision charge the ornament up behind you. Break down the wall and go into the mummy chamber. Keep it equipped and walk through the ivy and turn right at the very end. Head back and take the ornament out of the holder. At the rock 'archway' turn left, install the crystal and project the map. Head back past the mounted ornamental object, into the main chamber and stay left. Head back to this same area and put the ornament ion the holder.įollow the 5 giant lizard men and take the crystal from the back wall. Once you're back in front of the ivy again, charge up the ornamental object and walk halfway into the ivy. Be sure to charge it here as this is the only blue light around. You WILL NEED to pick up the ornamental object again. After you continue you'll be back in the blue globe room, so you'll have to trudge back to where we just died. Chop at the ivy with your axe, against your own warnings, until you die. ![]() Continue forward, staying to the left of the cave until you reach the chamber that is blocked by ivy. From here walk straight out and stay on the lefthand cave wall until you can branch left, at the first blue light, to pick up the ornamental object (portable light source). Walk into this area and free the blue globe from the ice. Walk forward into the cavern until you can make a sharp righthand U-turn. Walk forward into the lighted doorway, turn around and leave. Steer into any wall going for a crash sequence then back up and repeat this until the glass finally gives way and you die. I'm not that familiar with asset stores, but it looked at times like Solus Project (Unreal Engine) and this "horror" walking sim, that had something to do with the paintings, and which name eludes me at the moment, as I'm slightly inebriated (but it was made with Unity).ĭarkness Within is better, and Call of Cthulhu still superior as Lovecraft games go.On the first playthrough, I told you to save during the Submarine section. It kind of reminded me of the very first Penumbra game. On the plus side - the ambience is nice, and the game was relatively bug free (apart from the settings resetting issues) for me. The lore is just straight dumped on the player and people not familiar with Lovecraft might wonder what's what, as there are hardly any explanations for the symbolism. Short, predictable story, nice visuals, extremely linear walking sim. The key bindings and gamma level settings also reset once during the level transition. Not that the puzzles are hard (in fact, they are very easy), but game journal got bugged (that particular puzzle required me to align something according to the drawing that I couldn't see). My playtime clocked at 4h according to steam, but that includes me alt-tabbing and watching a youtube playthrough. ![]() Short (3 to 5 hours), especially if you only want to see one ending Considering it is the result of a team of 3 people, we are pretty curious to see where Zoetrope will take us in their next project. Conarium may not be a must-have, but it's a game we've enjoyed playing from beginning to end, with a real attention to its raw material, aka Lovecraft's work. Despite that slow pace, Zoetrope's title is however not very long, unless you decide to find all the documents (we advise you to take the time to read them all) and secrets and you want to see all the available endings. Being an adventure game with narrative elements, Conarium is rather slow-paced, which means it's evidently not aimed at action fans. Thankfully, the latter are well-integrated in the game and they never frustrate the player. The core of gameplay then relies on exploration, the discovery of documents (written and audio) and puzzles. In the whole game, we had to run away twice, in very scripted and short sequences. Contrary to what it seems, Conarium is not another one of those horror games in which you have to run for your life regularly. ![]()
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