There are many types of fear. We are faced with some of them daily: fear of heights, fear of losing work, fears about the health of loved ones, horror of an impending universal flood … But perhaps the fundamental fear is the fear of death. "Amnesia. Ghost of the past " – just about him.
This game can be called an interactive horror movie. "Amnesia. Ghost of the past "begins as a real thriller. The main character comes to his senses on the cold floor of a dilapidated castle, with a void reigning in his head, even barely remembers his name.
He is being examined, as well as possible, sneaks along the corridor. And suddenly – boasting! The door of one of the rooms swings open, scraps of paper fly out from there. The camera jumps, the image floats and ripples, the music changes sharply ..
Initially, the player does not know about what is happening in the castle. He remains only one thing: to move forward in search of answers, scared at every step. The plot, intrigue, methods of presentation – everything is like in the cinema, with the only exception that the main character is controlled by the player.
The hero, by the way, is the name of Daniel, and he is an archaeologist. Being on an expedition in Algeria, he came across an old temple, where he found an amazing object – a luminous sphere. And immediately after this event, Daniel's life has changed dramatically.
From this moment on, death itself goes on the heels. All with whom Daniel had a misfortune to encounter – even an unknown hairdresser – soon dies under mysterious circumstances. Daniel is in a panic, he guesses that the sphere is to blame, but does not know how to stop this nightmare. And no one can help him except Baron Alexander Brennenburg ..
The plot tie is banal, like half of the horror films, and his finale is absurd to exactly the same extent as half the remaining. And even the fact that the plot mosaic is collected throughout the game and the full picture will not turn out until the finale, absolutely does not change anything.
Passes with the mouse
But "Amnesia. The ghost of the past ”would remain“ another horror ”, if not for an interesting design. For example, in the game there is completely no interface. There is nothing on the screen except what Daniel himself sees, even the cursor is a barely noticeable light point in the middle of the screen, which can be turned off at any time.
The character has only two parameters – health and degree of fear. And then the first is added to the game exclusively for check. Daniel is either alive or a corpse, there are almost no intermediate states.
But the second is very diversifying the game. Daniel and the world around him changes depending on the state of Daniel. It is worth moving into the shadow, as the image will fume barely noticeably, obscure sounds will begin to come. If Daniel is even more frightened, imaginary details will appear around: spiders, mokritsy, flies, dead. Когда персонажем окончательно овладевает безумие, на экране становится трудно что-то разглядеть — картинка искажается, идет волнами.
To perform each action, whether you open the doors or disassemble the blockage from the boards, you have to write out the sophisticated mouse. The developers rarely decide to introduce such management into the game, but it was in this case that it had to be in handy, the player closer to the character as possible. The barriers between Daniel's fears and the experiences on this side of the monitor completely blurred.
"Again it"
"Amnesia. The ghost of the past ”rests on two pillars of gaming mechanics: a sense of constant fear and tension, as well as ease and ease of development.
The developers have used, it seems, all the movie methods of discharge of the situation in the first stages of the game. There is no direct danger yet, but almost every scene is a frightening event. There are many of them, and they are diverse: either the candles unexpectedly go out, then the door will open in front of the nose, then the piano will play right behind the back. And then terrifying sounds and voices will be heard from around the corner, but even if you overpower yourself and look, there will be no one there ..
A little later, the player will still meet with the local monsters – but from afar, briefly, in a short episode. Then the moment of direct contact will come – and then you have to run away, hide in the cabinets and behind the boxes, wait until the monsters leave. Closer to the finale of the player will generally fall into all at once, but this is not a climax, still just ahead.
When Daniel sits in a dark corner, all shakes and almost whines with horror, panic is transmitted and playing. It is not so easy to renounce what is happening on the screen-the player regularly scares with the main character from the stage to the stage.
Developers braid episodes as a real magician – a deck of cards. The action on the screen is constantly changing. The situations are sometimes repeated, but at the same time they will necessarily grow with new, tickling nerves details.
If Daniel was already running away from the monster five levels ago and that time it ended well, then now the door will be all over in his way. Yes, not simple, but littered with stones and boards. It’s not possible to pull the stones quickly, the heavy beam barely moves, the door does not react to desperate jerks. In literally a couple of seconds, the player experiences the whole gamut of emotions: from the disappointed “Really again?!"Through the frightened" Well, I knew that!"And to the panic" I will die now, what to do?!".
Constant changes do not allow to "get used to" what is happening. As soon as Daniel, and with him the player, calms down a little, the game immediately throws up new sensations, even more acutely than the previous ones. And where is the reinforced concrete confidence that the reinforced concrete confidence is that the actually drawn hero (and even more so sitting in the chair at the computer player) is actually nothing threatens?
The unit of measurement of fear
The local puzzles are mostly simple and are often solved by a simple breakdown of options. The player is unlikely to come into a dead end; If the current situation is not solved by the available set of funds, then the “key” in the next room in the most prominent place. To find all important items, it is not necessary to rummage each corner – just walk along the level with a flashlight. In some cases, scraps of diaries and rolling memories come to the rescue.
A slight graphic engine fails a little. However, faded textures and angular models are not so critical, but the most important thing – visualization of the effects of fear – succeeded in glory. The game is easily flying in one day (although it is better, of course, the night), but for these seven hours of the gameplay, there is a record number of terrible moments.
• • •
There are several types of horror films: from the full tension of thrillers to trash grotesque and parodies. "Amnesia. The ghost of the past ”managed to take a little bit from everywhere and not to become tasteless at the same time.
Verdict: Game-stroke, play-overbreak. No longer a quest, a little bit of a movie. Weighted horror and crystal-clean panic are attached.
[[Break]]
Passage
The hall with the rain
A person comes to his senses on a cold stone floor. It seems to be some kind of castle, and abandoned. The only thing he remembers is his name Daniel, and behind him is a shadow. Who or what is it, he does not remember.
On the floor, rose petals and traces of some pinkish liquid. Fresh traces, and Daniel wants to know where they are leaving. In the room with the paintings where Daniel goes, the light will suddenly go out. Panic rolls, the hero lights candles on the nearest candelabra – in the light it becomes calmer.
This is important: In fact, you can be in the dark for an arbitrarily long time – even completely losing his mind, Daniel will not die of fear. Just navigate in space will become much more difficult.
Old archives
In the second room on the table, Daniel finds a portable lantern. The oil in it is not enough, but the lamp is a great way to disperse the darkness when it becomes completely unbearable. In addition, this is a quick way to bring yourself to life without lighting candles.
Meanwhile, traces on the floor lead to a written table in a small closet. It has a note that was written … Daniel himself. The message is very short and explains little.
Daniel took some medicine to erase his memory, but previously indicated in the message: he must find a passage to the internal sanctuary of the castle of Alexander Brennenburgsky. Find the owner and … kill him. Who is this baron, why did Daniel need to kill him and why the memory prevented this? There is no answer to these questions.
There is no passage further either, but, illuminating the left wall of the room, Daniel discovers an inconspicuous lever. The handle goes down – the book rack drives to the side and opens a secret passage.
Hall
In the huge hall on Daniel, memories are rolled up, from which it follows that the inner sanctuary is located deep in the mountains under the castle of Brennenburg. The path there begins in the processing chamber.
Behind the desired door is a strange brown mass that overlaps the passage. It seems organic origin. Need some kind of solvent, acid.
The choice is small: if somewhere you can get acid, then in the laboratory. Wine cellar and archives, which can also be entered from the hall, will wait.
Note: what location to visit first of all, does not matter. In any case, you will go around them all, and in what order – decide for yourself.
Laboratory
Daniel studies records about the old alchemical surveys of the baron in the experiments. Instead of an elixir of life, however, an excellent toxin came out, but Daniel just needs it. Alexander transferred four ingredients: kalamin, auripigment, royal vodka and kuprit.
In addition to an empty container next to the note, an incomprehensible type of vessel is found in the table. Touching him causes someone's memories-maybe Daniel himself?
But in the laboratory itself the desired was not discovered. But on the table with alchemical devices we will find a hint: the ingredients are stored in a wine cellar. Indeed, where else is vodka to be stored? Moreover, hmm, royal.
Archives
The door to the cellar was locked, therefore, we must look for the key in the archives.
In the office and room of rare books, Daniel discovers two scraps from his own diaries about the Algerian expedition and his find – the field. The local history hall is locked; We will look for a workaround.
Find it is easy; True, you can’t return back with the same route – the roof collapsed. In the room for storing cards – the last excerpt https://luck-of-spins-casino.co.uk/ of the diary.
It seems that there is no way out of the stone trap, but the light breaks through the gap in the wall. Choose a stone from the floor and expand the hole with a well -aimed throw – that’s the path to the history hall. Papers under a glass cap will be told about superstitions and legends associated with Brennenburg, Alexander and scientist Agrippe.
Visiting the room arouses Daniel with several more memories, this time about the secret room. It opens with pressing three fake books on racks, and it must be done quickly.
Play actions and take the key to the wine cellar from the table in the opening room. In the table box – a note about the thugs locked in a wine cellar. We must take into account.
The path from the archive is itself-someone breaks the door. But is it worth meeting this "someone", or is it better to leave quietly?
If the director was me ..
- First of all, I would remove the opportunity to maintain achievements when leaving the game. The developers prudently eliminated the possibility of quick conservation, this improves immersion in the game. Automatic preservation exists and occurs at the beginning of each level. But the menu item “Save and Exit” instantly deprives this plan of all meaning – the player can keep the game at any moment, and then immediately enter it.
- It would be nice not only to light a candle or lamp, but also extinguish them. If the player was given the opportunity to disperse the darkness, why not do the opposite? If the player can adjust the boundaries of light and shadow, interest will only increase.
- A little is knocked out of the overall picture of madness for a long stay in the dark. Daniel is constantly afraid throughout the game, wildly, panickically scared around everything around. Darkness distorts his perception, he gradually loses his mind. But … what's next? And nothing. The level of fear decreases to a "light headache". A little unrealistic, is it not true? It would be much more interesting if, after some time in the dark (for example, more than a minute in a state of lack of reason), the player would temporarily lose control over Daniel until he comes to his senses. For example, Daniel could hide in a corner and sit there, staring at one point, or vice versa – rush away with wild cries without analyzing the road.
- I would add various secrets and hidden locations to the game. Everything secondary, not directly affecting the passage (diaries, notes, memories in the cylinders), is almost always in the most prominent place. The game has a lot of things that can be raised, moved, thrown, but there is little use from this, because the interactivity ends on this. Why sort out all the books on the shelves or boxes in the corner, if nothing will be for us? But if the same book served as a lever that reveals the secret passage, or boxes would block a crack in the wall, the player would have paid more attention to the study.
Wine cellar
The cellar is not empty, that's for sure. Steps, terrible sounds-someone wanders in pitch darkness. And, judging by the returning memory of Daniel, these are no longer people ..
Kuprite is very quickly, in the room opposite the descent into the basement. In the right room on the floor, a bottle of kalamin is lying on the floor. When Daniel lifts her, the old beams will not stand it, and the exit from the room will fill up. It’s easy to pull stones and beams aside, and a barrel with butter in the corner will help to cope with the darkness.
Tsarist vodka and a note with the last words of Wilhelm, who died here, the archaeologist will find in the room behind the stairs. The last ingredient is in the left room, but the revived corpse wheezes there. William? The main thing is to hold on the shadows and not look at this creature, then Daniel will not find a stupid creature even a stone's throw from himself.
Laboratory
For successful experience, you need to place all the ingredients in the distillation chamber, set the empty container to the output and light the fire. But Daniel will not have time to rejoice at the results, as a terrible roar will be heard. It collapsed upstairs.
It’s easy to climb back, you just need to lean against the collapsed staircase one of the boards that are in many ways near the wall. The passage to the processing camera is open.
Processing camera
The darkness reigns pitch. However, this is in the hands. A very unpleasant creature wanders around the room back and forth.
Having walked around all the rooms in a circle, Daniel discovers two more excerpts of diaries, this time – about returning to England after the expedition. The door is locked in the last room, but to the right of it behind a bunch of drawers hides a passage. We remove them, weave in a hole and find ourselves in a small room. Luke on the floor leads somewhere deeper into the mountains under the castle. The winch should lift the hatch cover, but something interferes with. It is necessary to inspect the rope on the ceiling.
Basement archives
Swift metamorphosis occurs right in front of the eyes: lights out, water appears on the floor, piles from the air appear from the air from the boxes. You can’t stay in the water for a second-the ghost that appeared from the corner is already running to Daniel.
This is important: As soon as water appears, it is best to immediately run to the boxes in the room on the right – save a bunch of nerves and vitality forces.
A lever is found on the far wall of the room. If you pull it for it, the sound of a revolving metal chain will be heard. This is a mechanism that gradually lowers the door at the far end of the corridor. Daniel must jump along the boxes before her before she sinks.
The boxes are located so that in some places the archaeologist does not reach the next. They will have to climb directly from the water – if you act quickly, the ghost will not have time to catch up with the hero.
The next room is also filled with water, and the ghost has not gone anywhere. But here you should not rush, but get to the goal as carefully as possible, without falling down. Rearrange the boxes in a chain one after another; Two will be enough.
Note: The ghost will move all the time for Daniel on the heels. It is necessary to ensure that the movement of water from the ghost does not roll back the box on which the hero stands: at a strange whim of the engine the box will move, but Daniel does not.
The most difficult area is further in a narrow corridor. Behind him is a room with a locked door. Hollow needle, forgotten by someone on the rack on the left, will completely replace the master.
The tunnels of the archive
Daniel is in a long corridor filled with water. There are no more boxes. The splash of water from the steps of the ghost behind his back makes you run headlong and without analyzing the road.
You can’t stop, otherwise the ghost will catch up and kill. Encouraged boxes and other garbage, jump without stopping. At the fork after the first door – to the right, at the fork after the third door – as you like.
A remote hall
It seems to have got out.
Before Daniel is a large hall with many doors and a fountain in the middle. The door opened by itself helps to make the right choice. In the room on the left – the elevator. The archaeologist recalls that the elevator lets down deeper into the dungeon of the Brennenburg castle, where we need. But it doesn't work. The reason must be sought in the machine department, but the door is locked. So we are looking for a key.
Living room
Behind the door – three small rooms, then there lived an archaeologist. The one on the right is locked. On the table, Daniel finds scraps of diaries, and in the room on the left – rusty scrap. We hack the door with it, and then steps are heard from behind. You can hide in the closet, closing the doors behind you, or you can just run into the corner on the right and wait out the door – the monster will not go into the room.
When it leaves, Daniel recalls a cache with a key somewhere in this room. This cache is a picture on the wall in the same room. And why only it was possible to hide the key to the machine department?
Engine room
In the room upstairs – pressure management. It is not yet clear how it works. In a room on the middle floor, the archaeologist discovers a stream control panel. Judging by the note on the table, you need some rods. Two of them are in the storage, and the third must be sought in the training rooms.
The mechanism controls the elevator itself is on the lowest floor. Attempts to launch him are unsuccessful, we need rods.
Repository
The passage to the room with the details is littered, we must somehow clear it. We go the other way, to "Equipment". In the right room, Daniel finds Agrippa's entries on explosives received from a mixture of liquids in barrels. What is needed!
Cranes on the barrels have long been shaken, so you need to look for a way to get to liquids. In other rooms, you can find two parts from a hand drill, and a drill in a small room above from the entrance. Drill both barrels and fill the vessel with a mixture – a couple of minutes. We put a bottle of liquid explosives at the blockage and throw the stones, trying to get along it in a half.
In the food warehouse, you should not light candles, and even more so to open the second door ahead of time. Light is, of course, great, but it is better to shake with fear in pitch darkness than to please someone for lunch with a bright light.
Both rods are waiting for Daniel in the very long room. On the same shelf and the hint: the last rod is somewhere in the office. It remains to shed in the dark past a couple of walking corpses and get back into the hall.
Cabinet
The cabinet turned out to be a network of working rooms partially littered with fragments of the roof. In the room on the left – a fragment of the letter of Agrippa to his student Weer. An interesting businessman, which means both were in Brennenburg? How many years have passed?
Daniel's thoughts are interrupted by a gust of wind. The window frame is cracking. Since no longer get into the far rooms, we knock it out by any suitable subject. If you do not look down and gently jump over the cornices, Daniel will reach the right room alive and healthy. The end justified the means: on the table one of the rods and instructions for debugging the elevator mechanism.
Engine room
The pressure management mechanism will work if Daniel puts the handles up and down in three positions – I, II and V – so that both below and from above give the numbers in the amount of 8. The rods in the stream control mechanism should be installed in the following sequence: the circle is responsible for the rod of the steam cycle, the triangle for the trinutic rod, and the square – for the four -phase rod of oscillations.
Management is normal, now the lifting mechanism itself should be launched. Throw coal into the furnace and set fire. Does not work – there are not enough gears. Everywhere there are a lot of different details, rummage into them, and soon three gearing will fall into place. Everything buzzed and came to life. We must rush to the elevator.
Dungeon (southern wing)
The descent passed disgusting, and ended and completely.
At the first level of prison chambers from the corridor on the left, voices are heard. There, in one of the cameras, the archaeologist will find a hammer. At the second level, Daniel is interested in the door on the right, but it is locked. I need to find a workaround. Turning left, Daniel discovers in the Doloto chamber.
Continuing to move along the left wall, it stumbles on a cage where they kept mom and girl. It seems that it was Daniel who put them in jail. Thank God, the girl ran through the hole in the floor under the bed. Expand the hole with a hammer with a bite and go to its traces.
Dungeon (northern wing)
Daniel is selected from the tunnel in the illuminated corridor. The turn to the right leads to the kitchen, the only attraction of which is a barrel with acid in the far corner. A walking surprise awaits you at the exit. We quickly run back into the kitchen, slam the door behind us and hiding behind pork carcasses near this same barrel.
The choice is small, the archaeologist goes to the corridor to the left. Soon he gets to the storage, where he removes an empty jar from the shelf – an excellent tank for acid.
Exploring the premises on the left wall of the prison labyrinth, Daniel stumbles upon the desired passage. The door is locked, but the lock does not look too durable. If you treat it with acid, and then knock it down with a hammer, Daniel will open the passage further.
Passage to the tank
Daniel is in the collector system located under the castle of Brennenburg. Now the water level is too high to move on. It is necessary to lower the water. The drain control room is higher, you still need to get to it.
A lever dropping a retractable staircase is stuck. Lubricate it flowing from the pipe with oil. Finally the lever falls into place, but a piece of the pipe does not allow the stairs to sink. Break the pipe by giving it down the lowering staircase.
There are two levers next to the control room, they lower the hinged bridges to the tank on the left and the morgue on the right. The lever from the bridge on the right does not want to work, so while keeping the way left.
Tank
There are three pipes in the water in water, they supply water to the collector. It would not seem difficult to block the taps on them if it had not been for the collapsed passages and … the old acquaintance is a ghost.
Fortunately, he still cannot touch Daniel until he concerns water. As soon as all three valves are blocked, you need to get out of the inhospitable stone tank. At the pipe on the left of this, a hinged bridge will prevent this. It can be lowered by throwing any heavy object. And on the way to the pipe on the right, Daniel will meet three jets of an escaping hot steam.
Management room
The water level dropped, but it is still not possible to go through the collector: mushrooms overgrown on stone walls exude poison. Alexander mentioned antidote; Perhaps it will be found in the morgue.
To lower the bridge to the morgue, you need to configure the mechanisms in the same way as the mechanisms of the bridge to the tank are configured. First we suspend the sinker, and then set the levers of the piston. There is no part of the pipes in the last room. The fragments are lying everywhere, it is necessary to place them so as to block the same holes as on the other side.
The handle of the mobile door will fly away on the way back. Well, for sure something can be found next to the mechanisms.
Morgue
The bridge was earned in the morgue room, but something jammed and he did not fall to the end. Something heavy-for example, a stone-will finish what has begun.
In the room on the right, Daniel finds Alexander's entries. The baron introduced its servants and prisoners a vaccine from mushroom poison. Daniel found no servants except terrible monsters, so there was the only way out – to use the blood of the dead. Fortunately, a suitable corpse lay on the table.
In the room to the left of the entrance, we find a copper tube and connect it to the needle. The resulting home -made syringe is inserted into the head of the dead man, having previously drilled a hole in it with a hand drill. It remains only to prick – and go down to the collector.
Collector
The passage further blocks – well, where are these eternal obstacles?! – A spinning drum. Perhaps somewhere there is a control mechanism. It is, the passage on the left leads to the right room. Two handles set different gears per mechanism. If you put the left handle to the smallest, and the right one on the largest gear, then the mechanism will slow down the most.
However, this is still not enough. We search the tunnel to the right of the entrance, one of the pipes rusted there. A piece of pipe is perfect to jam rotating blades.
Moving further, Daniel will come to a dead end – the passage blocks the gratings. And if Daniel himself is unable to break them, then perhaps someone else will be able to do it. Only one “but”: the monster stands right in the aisle. However, there are full of improvised means around, you can attract the attention of this creature with a throw of stone from the other side and, while it wanders in search of a noise source, quietly slip to the door.
Nave
Daniel examines the rooms on the top floor, in one of which he notices two levers. What they open or run is still unclear – they do not work. But Daniel finds another fragment of his diary. And he finds out with horror that Alexander forced him to conduct a ritual – and Daniel had to kill a man. Did he really go to it? Alien life in exchange for their? Although it was a criminal ..
But most of all Daniel was surprised, descending into the depths of the nave. It was chained to the wall … a half -dead agrippa! In a conversation with this person, Daniel recalls his fall and understands what about him should be done. First find fragments of the sphere that will open the entrance to the sanctuary. And if it turns out, find the notes of Weier, a student of Agrippa.
Six sphere fragments should be in torture chambers. The doors are closed to them – that's why two levers are needed at the top. To make it earned, you need to open the hatch in the ceiling above the torture table.
In front of the entrance to Chros, in the passage that opened on the right, Daniel discovered a small room. On the table is a note. It seems that now the hero can save Agrippu, but first you need to find three components: paralyzing the mushroom venom, an elixir of life from the blood of the newly killed and the discharge of some creature living in the water.
This is interesting: If you go to the altar now, before the sphere is collected, the underground temple will not be destroyed by the shadow. The bridge on the right leads to the personal chambers of the baron – there is no practical benefit, but you will read another diary of Alexander.
Choir
Red twilight everywhere, you can see nothing at a distance of ten steps, but occasionally heard the steps of monsters. You need to find three torture chambers and pick up the sphere fragments. You can get to the first if you turn left and go along the wall.
Daniel will reach the second if it goes directly from the entrance to the sketch. To the third and most distant will help to bring the pipe over the head. Before entering this torture camera, a large mushroom grows. The first ingredient is.
Cross the main hall of the clergy. You just need to bend down and move close to the wall. If even Daniel will meet the monster, he is unlikely to notice him until he burns his nose. But they don't walk at the walls.
Transept
In the next passage, which opened after the repair of the doors mechanism, Daniel sees the well. Alexander mentioned that the well would be an excellent habitat for the creature, the remains of which are needed to create an elixir.
On the second tier of prison cameras nearby, Daniel finds a piece of meat. What is needed. We tie the meat to the rope, lower it into the well. The remains are not the remains, but the bone exactly contains the necessary discharge.
Transept – a huge empty hall with three doors at the far end. In the middle of a spiral staircase, she leads to the Baron's office. On the table is a rope.
The door on the right leads to the camera, where Daniel and Alexander once sawed the "rapist". The grate on the floor hides the drain hole into which the victim's blood flowed. We tie the rope to the bank, lower it into the hole and fill it with blood. The third ingredient was found. Having searched the remaining two cameras, Daniel collects all the fragments of the sphere. Where to glue the sphere now and prepare a potion for Agrippa? Maybe in the altar room?
Bad thought. Daniel could not escape from the dead people attacked by him ..
Dungeons
The hero woke up in the dungeon. The door, of course, is locked. Suddenly, a brown mass began to fill the camera – Daniel overtook a shadow. You need to look for the path to salvation.
The masonry of the left wall was fragile. Hammer with a bite (fortunately, the monsters did not guess to search him) will help to make a hole in her. Through it, Daniel will reach the cracked beam and bring her down on the wall.
Exit from prison is locked. Exploring the cameras, the hero finds a note with the last words of one of the prisoners: the key stuck in the sewer pipe. You can get it in two ways: fill the bucket with water from the well and “wash” or break off the rod from the rusted grate and push. The path to salvation is open.
An unobtrusive surprise
Many developers like to leave any "Easter" in their games, hidden or not very surprises for curious players. People from Frictional Games came with truly Swedish humor.
Why look for something in the game? Moreover, in "Amnesia" players are only busy with the fact that they are looking for something. All the most interesting – in sight.
Right in the root catalog of the game (but whoever looks there at all?) The archive with the name "Super_Secret.Rar ". This is so that no one can guess, yes. Everything would be nothing, but the archive is protected by password. The password is long, but very simple.
The game implies three endings: good, bad and ordinary. After all the credits (or by pressing the button), the player will see the inscription "end". And in large font, almost more than the “end” itself – so that they certainly do not miss – the code. Not a password yet, but only part of it.
But if you connect the codes from all three endings, the combined combination will be a password to the archive. And in it-no less-early art and drawings, the detailed passage of the first chapter of the game, design document, description of the capabilities of the new “engine” (all in great and mighty English) and several videos from the alpha versions of the game.
Nave
Daniel again in the nave. The castle collapses, a brown mass forms everywhere, it wounds an archaeologist. The blockage opened access to the laboratory, previously boarded up with boards. Well, you need to help the poor agric.
First of all, prophylly blood. In the same vessel, then squeeze the secret of the poisonous gland. Then, in the distillation cube, evaporate the tamper extract from the bone.
Agrippa is still chained to the wall. Daniel gives him the potion, after which the old man asks him to saw off his head and throw her into the portal that Alexander opens. Daniel has nothing against it, since the saw is very close, in the room on the left. Now he must connect the sphere and penetrate the inner sanctuary.
Altar
Daniel is in a spacious underground temple. The bridge crosses the abyss and leads to a sanctuary and a room with mechanisms. The passage to the sanctuary blocks the magic field. Daniel tries to fold the sphere of fragments on a special pedestal, but nothing comes out-we need some adhesive mass.
A bucket of resin in the premises of the mechanisms is very useful. But this does not help: the sphere itself cannot remove the magic field, it is necessary to turn off the mechanisms. The stone breaks the gears – you have to rush.
Inner sanctuary
Massive gates block Daniel the way. He pulls the lever on one of the columns, but the gates remain in place – but the passages on both sides of the hall open. There is nothing in the rooms, except for some ritual drawings on the floor and sacrificial altars.
Daniel has no other choice but to shed his blood on both altars and start the ritual. Daniel's mind refuses to obey him, his legs are swinging. The shadow breathes in the back of the head, the lock is changing in the eyes.
But the ritual has already begun, and the gate into the sphere room opened.
Sphere room
And now – a denouement. Alexander is ready to finish the ritual and go through the portal to another world. What to do Daniel? Leave everything as it is? Stir the baron and kill him? Fulfill the will of Agrippa?
Who is to blame for all these murders? Alexander? Daniel? Both? Strange, Daniel achieved his goal, but never received answers ..