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If you die reloading saves DOES NOT work!! I've done two speedruns first dying only once, the second, dying in every way I could and not only did I not get the achievement for not dying, the second time I got the achievement for dying in 5 different ways!! I do not know if quitting to dashboard and clearing local saves works (yet) This glitch appears to true ONLY for death sequences, reloading for other reasons seems to be okay - just be sure to recollect all collectibles and items UPUANT EXPEDITION BASEThe game begins with you in an underwater dream-like state. Walk forward until you meet Dr. Faust and 'wake up' in a room with a resonating machine at its center. After the headache sequence interact with it, turn to the right and pick up the torch, which auto equips itself.
Hit to toggle the light on/off. On the desk with the lamp, pick up our first Document 1/25 (Dr. De Witte's medical records 1). Pressing will bring up the journal and documents list while pressing will show you the collectibles and inventory screens.
To figure out how to complete some of the puzzles and conquer the game. Conarium Gameplay - Part 1 - Walkthrough (No Commentary). To knock the boxes over and there's a key inside of the red cabinet to your left. Conarium - Part 1 - No Commentary - Head Puzzle Solved! A quick look at how concept artist, Marek Madej from CD Projekt Red, went. EFG takes a look inside Nine Dots Studios' quest to make Outward the next big.
From the middle draw inspect the c ompass and open the cabinet directly above for the book Antedivluvian Shamanism. Back to the desk on the left is the book Upuant Expedition Handbook. Continue out the door into a small dark room then open the door which takes you into a dark hallway.
Just to the right on the left-hand wall interact with five items pinned there, Weather Notice, three postcards and a small note. Interact with the Radio Room door directly in front of you to discover that the doors have electronic locks (did they have those in 1948?) and will not open until you restore the power Journal 1. Turn left and left again, open the door then the panel on the right, read the Auxiliary Power note inside. Turn around and walk down the hallway, looking at the three papers on the right-hand wall, Weather Notice, H ealth Notice Journal 2, Stop Those Bloody Sessions, then interact with the door at the end, taking you outside the facility.
OUTSIDETurn around and look at the s potlight. Before we fix the generator lets get a simple achievement done. Walk down the steps and directly forward into the storm, keep the driving snow going right to left until Frank says, 'It's not safe to go further.' Turn around and walk back the way you came.
Walk by the building on the right and past the fence on the right, keeping the fence to your left. Keeping going until Frank says, 'It is easy to get lost in this weather.' And you will unlock. 1 guideWalk back to the front of the starting building and now we're headed to the left, between the series of flags. The building you'll soon see has a generator inside, so that's where we'll go. Ignore the circuit breakers on the left and go through the door ahead which has been purposed blocked from the other side.
Continue to push on the door until it opens. Turn left and interact with the screen gate in front of the generator, then the generator itself. Once it rolls forward, check out the fuel cap and the tampered hose to its left. A can of fuel is on the floor to the right of the generator and repair tape is in the toolbox behind you. Interact with the generator again to slide it away and then close the screen gate once you've made repairs and filled the tank. On the wall above where the fuel can was, is a medical box holding a key, take it and use it on the only locked door in the room where you'll pick up Collectable 1/20 (At the Mountains of Madness). Return through the open door and interact with both circuit breakers (lights will turn from red to green) to restore power and unlock.
1 guideThe power is restored and the electronic door locks will be open now. Retrace your way back up the steps and back into the building on the right.
UPUANT EXPEDITION BASEOnce inside take the hallway on the left and after the memory/vision 1 take the left door into the radio room. Look at the board on the right wall and read three notices, Report of Snowstorm, a map, Morse Code Table, then take the walkie-talkie from the desk and in the middle desk drawer Document 2/25 (Radio Office Hansen's journal 1). Click on the desk radio to try to call out but some electrical condition in the air prevents proper communication.
Now that you have the walkie-talkie you'll need to use it in every available location to get the achievement. Access your inventory and use the walkie-talkie with for Wireless Operator 1/5. Inspect the binoculars and the camera on the desk and shelves respectively. Leave the radio room and inspect the goggles on the right-hand wall as you exit.
In the hallway, turn left, then right and go into the Living Quarters.Turn left into the locker room and open locker H. Anderson for the book Nikolai Gogol The Portrait, look at the jacket. Hansen's locker has a wooden idol and a jacket. Leave and go into the private rooms directly ahead. Go into the first door on the left, MC Blake. On the right side near the desk is a map pinned to the wall, interact with it for Document 3/25 (Location of the Upuaut Antarctic Base), also look at the items pinned next to it, 3,8?, Generated Voice, then below and to the right Document 4/25 (Dr. Faust's Expedition Purpose Note).
Pick up the handle from the right side of the desk. On the left side of the desk the book Hidden Plants of Great Antiquity, then open the top cabinet for Collectable 2/20 (World's History & Myths). Directly below this, you can see the corner of a note to the right of the lower cabinet, Document 5/25 (Dr. James Barlow's journal 1). With these collectible done lets open that silver dome on the desk.Click on the purple electrical box with the two flashing red lights, this powers the now beeping box. We'll need to dial in the signal until both lights on the face are green.
Use to adjust the waves, do not use as its too easy to make the wrong adjustment. The aim of this puzzle is to match the top of the green waves to the size and pace of the red waves, do this twice to unlock the silver dome. Moves the lever up and makes the waves smaller, opposite for. Or rotates the dial, adjusting the speed. I found it easier to match the speed, then the size.
Here's my clip. Once that's done click on the flashing yellow light and then the face, exhaust all dialogue options to discover Secrets 1/7 (Self-Operating Machine - Conarionaut Frank). Track your secrets in the menu with.
Leave and click on your door to the left, Frank Gilman to discover it's locked and you don't have the keys. Leave the Living Quarters by turning right at the door and right in the Crew Rooms.There are no names on the doors.
Open the first door on the left and in the middle draw find Document 6/25 Radio Officer Hansen's journal 2, which in turn unlocks Secrets 2/7 (Radio Office Hansen's carvings). Inspect the f ramed picture before going into the next room. Open the second door on the left and look at a framed picture on the draws. Take J ohan De Witte's key out of the middle draw.
Another framed picture is to the left. At the end of the bunk bed on the far right end on the shelf is Document 7/25 (Dr. James Barlow's journal 2). Leave and go to the room directly across, examine the framed picture on the set of draws. Open the top drawer and examine (the very 1970's looking) framed picture and on top of the shelves to the right is Document 8/25 Ferguson's note on his dream. Leave and head for the crew rooms exit, stopping in the last room on the left first. Examine the goggles on the left (probably a duplicate), the butterfly figurine on the set of drawers, the framed picture in the top drawer and Collectable 3/20 (Upuant Expedition Sketch Book - Vol.
1) in the second drawer. Leave this room and return to the locker area, use the key we found on Johan De Witte's locker. Examine the top shelf for Secrets 3/7 (Notes on the dual personality problem) and click on the jacket. Leave this area and head back into the hallway and all the way through the door at the end. Turn left into the Infirmary.In the wastebasket near the wall refrigerator on the left is Document 9/25 (Note about my momentary death and suspension). You will have to crouch with to reach it.
On the bed is Statement of Consent, and on the desk to right is J. De Witte, On psychoactive plants, Sahe-ti and D'vershe. In the top drawer of the desk find Document 10/25 (Dr. De Witte's medical records 2).
Head out of the Infimiary going down the hall and turn left, following the hall into the elevator. Interact with the elevator controls. BASE UNDERGROUNDLeave the elevator and since we're in a new area lets use the walkie-talkie (, select walkie-talkie them to use) for Wireless Operator 2/5. Follow the path around to the left and take the first left to the Link Elevator where you'll have a memory/vision 2.
In the elevator at the end you'll find a note, Link Elevator has been set up, but when you click on the elevator controls it doesn't work. Back out and turn left at the end of the hall, take the next left towards Bio Lab 1. Examine the book UpUant Antarctic Expedition on the right before going into the lab. Going around the room clockwise you'll find Document 11/25 (A note about the nature of the seasons) on the desk, a p honograph cylinder in the middle drawer, seven items to inspect pinned above the next desk. A soon as you click on the postcard a black cat will jump up in front of a lamp, causing you to turn and look. Check the postcard again and don't forget to inspect the remainder of the items pinned here.
Below the postcard click on the phonograph player, which will play the cylinder, removing it from your inventory Journal 3. Turn around and interact with the metallic blue segmented box from the side closest to the freezers. Examine the strange blue plant. Something tells me this is not going to end well?
All the doors are now locked. To advance you need to walk over and look at the phonograph player again, at which point the cat will make a sick, something's wrong sound. After the cat disappears the door it was facing will unlock; enter this area.
The plant will grow behind you and when you move you'll get a resonating 'headache; again. This room is filled with cryogenic type chambers, inspect any of them as they all say the same thing, then examine the body on the ground, giving you a key and Document 12/25 (Anonymous note). Leave this chamber and open the door to your right, Bio Lab 2 (the key will be removed from your inventory). Your vision will be slightly altered in this room. Examine the map on the board. Look at the green statue on the table and things get worse. Move closer to the statue and look closely at it to 'wake up' in a different room.Examine the green statue, the f our papers pinned to the board, the skull and finally the door.
Go through and into a derelict house. Go through the door on the right and continue until you see a gaslamp on a wooden crate. Behind and inside the carte is Collectable 5/20 (Timebore), crouch to get it from the right side. Turn around and go through the last door on the left. Walk on until the darkness encroaches and you'll return to 'reality.'
Examine the green statue and Journal 4. To the right is a book Antarctica, and below it in the cabinet Document 13/25 (Dr. J Barlow's note on the D'versahe mixture). In the upper cabinet is Collectable 6/20 (Upuant Expedition Sketch Book - Vol. To the right on the desk is Pronunciation of the Zeisses, and on the shelves to the right a lever. Examine the two maps on the board on your way out. Continue through the room and out into the circular hallway.
Walk left a very short distance until you see two yellow lights and a hatch with CAUTION on it. Inside the cardboard box closest this hatch is Document 14/25 (A note on degrading mental stability). You'll have to crouch and be in just the right spot to collect this. Continue on a clockwise direction around the central structure and to the next left, headed to the Depot. On the left is a wooden crate on the right-hand side, open it for Collectable 6/20 (Octopian Statue). On the immediate left examine the papers (X) Temple? Back out and continue clockwise and take the second left and head to the Link Elevator.
You will receive a radio transmission, reply with and your Journal 5will be updated. Back out to the circular hallway, turn right and right again to the floor elevator.
Close the door behind you and use it. UPUANT EXPEDITION BASEOpen the gate and follow the hallway, turn right and then left and through the door. Once through turn right and take the door to the radio room on the right. Once you arrive in front of the radio you'll hear morse code, it's -.-. On the radio tuner push the MF button and put the top slider on 2, the lower on 5. You'll unlock Secrets 4/7 (Strange message from VHF radio) and also. 1 guide BASE UNDERGROUND - TOWER AREAWalk forward picking up the heavy metallic 'key' on the left next to the lamp.
Walk forward to trigger another memory/vision 3, press forward toward the shape to fully activate the vision, Journal 7. Continue forward into the next chamber. Interacting with the bright white opening reveals that it is the source of the light that appeared to be a lighthouse when we first went outside to activate the generator.
We can't do more here yet so let's go back down. Once the elevator stops, go down again to a new area. BENEATH THE BASEStep out of the elevator and as with all new areas (that require a load screen) use the walkie-talkie Wireless Operator 3/5. Just ahead on the right are the Camping Axe and under it Document 15/25 (Poisonous Plants and the Dangers of Cutting Them). Turn left and very shortly interact with the ivy-like plants blocking the way.
Backtrack a little and on the left, you'll find a spiked switch, interact with it and the metallic key you just picked up will be inserted. Turn the key twice, the central orb will rotate, burning the ivy away.Using the camping axe to clear the ivy will release poison and kill you. Do not do that as we're saving it for the second playthrough where there are multiple opportunities to achieve this death. In the next area, I'll be instructing you to make a save where we'll begin our second (partial) playthrough.
EDIT: I'LL SAVE THE SAVE NOTATION BUT STRIKE IT THROUGH IN HOPES THE SAVE GLITCH WILL BE CORRECTED.Take the newly cleared path all the way down, arriving in another circular central chamber. In the middle is a large statue with a wooden ramp around it. Take this ramp to trigger another memory/vision 4. Keep moving to end the vision. Take the path that the statue is facing. Directly opposite the third blue crystal outcropping is a breakable wall.
Keep chopping until you have enough room to enter. Notification will pop that you've found a secret but it will not be recorded in your secrets tab.
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This is one of the three secrets that doesn't seem to count for the achievement. At the base of the statue is Collectable 7/20 (Object with Pinecone in the Centre). Exit this room and continue straight up the short stairs to another statue, open the base and pick up Five Pieces of Stone with Different Glyphs on Them to add to your inventory. Leave this area and turn left to continue downwards. When you reach the chamber at the bottom turn left heading towards the wall lit by spotlights.
On a crate, there is another camping ax that you cannot pick up and in the cardboard box next to it Document 16/25 (Dr. Blakes notes on the initial discoveries). Approach the wall for another memory/vision 5. Walk towards the fuzzy figure for a Journal 8. Continue forward keeping the wall on the left close for another memory/vision 6. Turn and look up at the shaft of light coming through the ceiling, head to the structure (it's a tree) that this light falls on. It's on a small island and the path is to the left.
When you see a circular opening with two burning braziers go through it. At the base of the tree is a stone sarcophagus, open it.
Take out the Curious Metallic Object and you'll trigger a memory/vision 7 (what the hell was that!). Behind the tree and up the stairs will be another memory/vision 8. Examine the glyph wall for Drawing 1/3 (Five Glyphs). Around the base of the tree are three more sarcophagi, one has Collectable 8/20 (Elder Sign Tablet). Take the only path back and turn right, head towards the large circular spotlit doorway.
There is a pressure switch at the base but stepping on it does nothing, so turn to the right and approach the small blue-lit circle. Interact with the box on the left and the handle will be inserted automatically. Behind you, the five glyphs need to inserted into place. Number the holes 1-5 starting from the top and the same with the glyphs, top to bottom, or follow the map from your drawings notes for placement. First glyph goes in 1.
Second glyph in 5. Third glyph in 4. Fourth glyph in 2. Fifth glyph in 3Now turn to the handle and interact with it; the pressure plate in the front of the large circular door will now work properly. So step on that and proceed through the opening on over the narrow wooden path up to the mirror. Touch the mirror a total of four times to get all responses. Then leave back over the wooden bridge and take a right towards the water.
Follow the path and you'll receive a call on the walkie-talkie, responses are automatic and after a note will be added to your J ournal 9. Continue walking and go past the tent to the left. Inside the first pillar on the right is Collectable 9/20 (Cryptic Statue). Now go back into the tent for a large drawing on the left, Document 17/25 (About the climate of the cavern), another camping axe, Document 18/25 (About the nature of underwater caverns), another wired plant statue and Document 19/25 (Dr. Blakes notes on the initial discoveries).
Leave the tent and head left up the wooden dock and straight to the submarine for. 1 guide UNDERWATER CAVESYou can die on the submarine so make a save here just in case.Look to the right for a note about the submarine Dolphine. This is a new area but we're unable to use the walkie-talkie here.My advice is don't use the as its useless and confusing. Steer straight and down to the left a little and you'll begin to pass through stone arches. If you find yourself disoriented find and follow the lights and you'll get headed the correct way. Go through the first large arch then negotiate the fallen rocks in front.
Up over or down under both work. You'll pass through a circular opening. Your course is basically straight ahead and a little left and you'll come upon a second circular opening. You'll be temporarily stopped for a giant squid flyby. SECOND PLAYTHROUGH. Ram any wall at any speed 3-4 times until the glass gives way. Death 1/5Continue through the third circle and a series of large arches.
The giant squid makes another appearance and takes you away from your time as a submariner, taking you to FAUST'S ROOMNo walkie-talkie is available here so go into the light and continue forward. This area resembles the living quarters from the expedition base. Check all the rooms. MC Blake's room has the book Hidden Plants of Great Antiquity, two items pinned to the notice board, 3.8? And Generated voice., and a book with no title next to the radio.
Check the top cabinet on the way out to find our bodyless friend is not so talkative now. Fausts's room to see a memory/vision 8 of him? Sitting at his desk. Interact with the phonograph to receive Collectable 10/20 Phonograph Cylinder with a song. Sweep the room for, the book Unaussprechliche Kulte, another untitled book (in the box), an alarm clock at which point I received. Open the lower cabinet on the way out to find Document 20/25 (Dr. Faust's note on the stopping of my heart).
He must know my ex. The other two rooms are locked. Leave this area and you'll wake up in THE ENTRANCEUse the walkie-talkie Wireless Operator 4/5. Walking forward will trigger a long walkie-talkie conversation. And will update your journal.
After it's over, make a U-turn to the right and go up that pathway. A M emory/vision 8 will trigger in the first chamber, updating your Journal 11. Continuie into the next snow-swept room and examine the white opening in front.
You'll need to free the spherical focusing lens from the ice. Select the axe from your inventory and clear all the ice, front and rear.
Touch the sphere once it's clear to move it into place. Rotate the sphere anti-clockwise. With the blue beam redirected it has lit dormant blue obelisk lights in the main chamber, driving back the ivy that was obstructing our path. Return to the main chamber below and turn following the cave wall, you'll find a breakable wall next to a clump of blue crystals, its a very short distance. Entering the first small room will tell you you've found a secret but will not add it to the secrets tab. Break the second wall to pick up Collectible 11/20 (Elder Stone). There are also four carved stone idols in this room.
Leave this chamber and walk out through the spike/pillar wrapped alter on the right, head to the blue obelisk light you'll see ahead. Go thought and take out the ornamental object therein.
This object is a type of portable obelisk light and when charged will remove ivy. It depletes fairly quickly so keep it charged. Equip this object from your inventory and walk out. Hold it near a blue obelisk light and it will charge automatically. It's fully charged when it stays solid blue and stays charged for 60 seconds whether you're holding it or its stashed in your inventory. Don't forget the run button is if you need it. Turn around, head left in the main chamber and follow the path to the end.
Place the ornament in the raised holder to light the surrounding lights and clear the ivy. Its charge will not deplete while in the holder.SECOND PLAYTHOUUGH - Do not put the ornament in the holder but walk up to the ivy with it equipped. Walk into the ivy but not out, and wait for the charge to deplete. The ivy will regrow and you'll get DEATH 2/5Leave the ornament in place and walk through and see a memory/vision 9 of five imposing reptilians walking. Follow them and you'll get another memory/vision 10 and update your Journal 12. The room you're in has five sets of cubical type shelf boxes with intermittently placed orange crystals.
The crystal you want is in the panel directly ahead, second row, third column from the top left. Return to the hallway, turn right and go into the last right-hand entrance (at the blue light). Break down the wall and once inside turn right at the first blue light for Collectable 12/20 (Feathered Mask). Return into the hallway and follow the path to the right. You'll emerge in a chamber with a mummified reptilian figure at the end, approach it for a memory/vision 11 and J ournal 13. Before we leave this area notice the ivy-covered entrance to the left of the mummy.
We'll be heading through that soon, but not yet. Backtrack to the hallway, turn left and leave this area, walking past the ornamental light in the holder, leave it there for now.
Continue through the circular arch and stay to the left, taking the first available left turn. Enter the room with the curved golden device at its center. On the opposite side of the room interact with the wall lever, then place the orange crystal in the holder on the golden device. Interacting with the wall lever again triggers a cut scene and gives us the glyph symbol we need to continue. Examine the glyph wall projection for Drawing 2/4 (A diagram consisting of several symbols), we'll need this symbol shortly and it is safely recorded in the drawings tab, so no need to write it down. Look up at the yellow/orange circle on the ceiling for Secret 5/7(The dot glowing a different color).
Now, let's head back through the blocked ivy entrance I mentioned earlier and use the glyph we just discovered.Before you go though make a save here. The next section has an achievement that requires solving a (simple) puzzle on the first attempt. I encountered a glitch where no matter how many times I solved it the achievement didn't pop and the puzzle wouldn't solve.
I'd made a save right before and reloading this didn't help. It wasn't until I loaded the next closest save this one we just made here that I was able to advance and unlock the achievement.Leave this room, turn right when you must and continue to the ornament we left in the holder.
Take it out of the holder and with it equipped we can safely pass through any ivy in our path. Remember to stop and give it a quick charge every so often. Continue straight to the very end and turn right.
Break down the wall and follow this path into the mummy chamber again, where you'll have a memory/vision 12. And Journal 14. Equip the now depleted ornament and return to the closest blue obelisk light to charge it. Return to the mummy wall and through the ivy-covered entrance on the left. Follow this linear path through the second set of ivy until you arrive at the end. A small room with a black bowl.
Interacting with it retracts the cover exposing a black liquid mass inside. Examining this mass lights a series of red dots. You'll need to connect the dots to recreate the projected glyph image. SAVE HERE as this has to be done correctly the first time.
Reload if you make a mistake. You have to click on the starting and ending points for EVERY line. Meaning if you end on a line you just drew you'll have to select that spot again to begin a new line. ALSO, IT IS IMPERATIVE THAT YOU DRAW THE SYMBOL IN EXACTLY THE CORRECT WAY. If you look at the drawing of the glyph, you can see the way the brush strokes were drawn, fatter at the start and thinner at the end. This is the pattern you MUST FOLLOW.
If you draw the shape but do not follow this pattern it WILL NOT WORK. 1 guideFollow the linear path until you see stairs on the left and a breakable wall on the right. Break that wall where you'll find another secret that does not add to your secrets tab. Pick up Collectable 13/20 (Reptillian Mask) on the far side of the room. Leave this area and turn right, do not continue up the stairs in front. On the landing of the next set of stairs (where the group of blue/purple crystals lay on the ground), turn left, then take the first right. Stay on this path until the route splits into three, take any path as they all join up again anyway.
Where they join together is a path leading upwards toward a lighted archway. Take that up for a memory/vision 13 and Journal 15.
In the next room you'll recognize the sphere, so interact with it and rotate in once anti-clockwise.Make a save here, there is an achievement ahead that might need a reload spot. Head out the way you came in and you'll afterward have another memory/vision 14. Choose any path to leave this area. Soon you'll have another memory/vision 15 but this one is different, now you've got mummies chasing you and you are blocking your path ahead. Get to the exit without being caught for the achievement. Turn and run, but this time when you reach the three-way split, choose one of the outer paths, lure the mummies towards you and loop around until you are clear to make it to the exit. One loop should be enough.
When you get to the exit it's blocked by black fog and you'll get caught, which at this point is ok. SECOND PLAYTHROUGH - stand still and allow yourself to be caught without running for Death 3/5. 1 guideCharge the ornamental object the turnaround and leave this room. Turn left and then right, you should be facing stairs going up towards reptilian guards on either side. Clear the ivy revealing a type of shrine, at the end of which is a large winged statue. SECOND PLAYTHROUGH - stand still and allow the ivy to regrow around you for Death 4/5. Collectible 14/20 (An Ancient Winged Instrument) is on the floor up the stairs to the left.
Go behind the statue and follow the path down. You'll receive a walkie-talkie transmission and Journal 16. Faust doesn't sound too good. Continue down, turning right at the end.
Follow the path until you pass under four low hanging bells, then take the path to the right. Towards the end, you'll have a memory/vision 16, walk completely forward to the laid-out body.
After, pick up Collectable 15/20 (Sacrificial Dagger) from the alter. Turn around and at the junction turn right and follow the linear path. You'll have another memory/vision 17, then touch the man at the end, you'll be taken to THE MANSIONand receive. On the right is Document 21/25 (Dr. Faust's journal entry 1) and a flashlight on the left, this will replace the torch you had earlier.
Go forward into the next room for another memory/vision 17.At this point, we're going to knock an accidentally missable achievement out and then return to examine everything. We're going to open the cellar door without clues. You can very easily pick up a clue (calendar on the desk downstairs) and have no idea that its a clue until you've voided the achievement. It's quick and easy to get it out of the way now so let's do it.SAVE here in case you make a mistake.Head downstairs, picking up the crowbar at the foot of the stairs to the right, then take the second door on the left, then the door on the right. Walk passed the machine in the middle and examine the floor near the chair. Take out the object with eight pointy shapes on the right and head downstairs through the door directly next to the stairs you just came down.
Interact with the metal door which will insert the object you just picked up. Examine it again and you will see a small central circle with symbols on buttons you can press. Number the buttons 1-8 starting from the top.
Select the buttons using. Press button 1, button 7, button 4. The door will click, hit to back out the interact with the door to open it. 1 guideWith that out of the way, backtrack upstairs to the room you had the last vision in to start a full walkthrough of this area.Examine the (awesome) preserved heads on the left., the stuffed Nile crocodile, the sacrificial mask Mask 1/8 and finally the medicine man mask Mask 2/8 all of which are added to Journal 17.
Exit by the door to the right leading down the stairs. Examine the bag on the table and the two relics in cases. The right-hand case has Ur-hanal-di and will update Journal 17.
The staff/relic on the left has no name and does not update the journal but check it anyway. For accuracy, whichever of these two relics you examine first will add to the journal then the other will do nothing. Go through the door between the relic cases.
Turn left and in the drawer is Document 22/25 (Letter about Necromantic means of data inquiry. An urn is on the mantlepiece and Collectible 16/20 (Emperor Penguin Figurine) is found on the adjacent wall in the central cabinet. Examine both drums to the right, both will add to Journal 17. Examine all four drawings on the notice board and the calendar to the right on the desk.
Exit and turn right through the door. In this room you'll find Mask 3/8, Mask 4/8, Mask 5/8 and Mask 6/8, creating Journal 18, and skulls form New Guinea. Take the door on the right-hand wall and enter the next room. In the drawer under the phonograph, on the left, is Document 23/XX (The Place Buried Under the Sands in the Arabian Desert. The final two masks, Mask 7/8 and Mask 8/8 are in the cabinet, completing Journal 18. You'll receive. Play the cylinder on the player behind you, Journal 19.
While it's playing walk out of the room and into the room with the two blue-lit windows, then return. On the floor is a newly appeared ornate box; open it for a letter and Secret 6/7 (A letter about the polishing of the initial Conarium). We've ignored the mechanical contraption in the center of the room. The last part we need to work it is downstairs, so lets head there.Backtrack to the stairs and open the door to the right and go down. On the crate is the final Document 25/25 (Dr. Faust's journal entry 3), unlocking. Go through the previously opened door and pick up the phonograph cylinder from the box on the left; play it on the phonograph in the room, J ournal 20.
In the second large wooden crate, you'll find Collectable 17/20 (Curious Wooden Mask). Climb down the long ladder. Upon entering this area you'll have a memory/vision 18; approach the body on the table for it to end. Interact with the spinning electrical sphere.
From the shelf on the right pick up a key, and from the ornate box next to it, a phonograph cylinder and a circular metallic object. Play the cylinder on the crate behind the printer - wut?! On the desk examine the (printer?) paper. Max payne 3 gameplay. We have the last part we need for the machine upstairs to work so head back up the ladder. Before we activate the device go back up the stairs to the top and go in the leftmost room (where we started this level).
On the tall dirty mirror is Collectable 18/20 (Darkness Within). Travel back downstairs and approach the device in the middle of the floor. Examine the door and it will insert the circular metallic object. Interact with the lever above to activate the star projector. Examine the image on the ceiling for Secret 7/7,. Collect the half-rusted metallic object from the base and proceed through the now open door. Enter the next room and examine the large circular plate on the floor, doing this will insert the handle.
Interact with this handle to raise the projection light. Examine the wall mural.
SAVE here in case you need a reload. Backtrack out and you'll experience a violent earth tremor, and decide to leave this place. The exit is to the left. Before long you'll experience another smaller tremor but now you're being chased and if caught you'll die. Simply run straight ahead until you can go no further. The floor will give way and you'll drop down, out of danger.
SECOND PLAYTHROUGH - stand still and allow yourself to get caught for Death 5/5. Walk forward into the light for a familiar location FRANK'S ROOMYour room, Frank Gilman's room, is the only one unlocked so let's go in. Examine the mirror on the far wall for a cut scene. Walk forward into the light to end up in ENDINGand. Walk forward and soon you'll come upon a rather ill-looking Dr. After the (totally excellent) scene, make a SAVE and make a note of it. We will be reloading it soon for the second ending.Look at but chose to NOT CONSUME the D'versahe potion beside poor old Faust.
Continue onwards, up the rocky path until you reach a type of shrine on a plateau. Make a right-hand U-turn down the other path.
In front of you will be a building with two pillars on either side. Walk to the right edge of the building and the last pillar and walk to the edge. Just down there on a rock, you'll find the last Collectable 20/20 (Necronomicon). Now its a simple matter of matching the symbols on the drawing to the symbols on the pillars around the central building. Approach any pillar and look at the symbol at its peak, then look at the drawing. Look for that symbol on the inner ring.
The larger outer symbol is the one that you must now select on the middle portion of the pillar. Close the menu and turn the middle symbol until you find the one that matches the drawing. Do this for all six pillars to solve this puzzle. Then interact with the carved stone symbol again, which now emits a bright yellow light.
Turn all the pillars so they form a continuous light beam around the central shrine, then approach the pillar closest to the carved stone diagram again. This will send a new beam into the top of the shrine. Once that's done go to the front of the shrine and approach the ivy-covered golem to release it.My video shows five of the six already correct, then I match the last symbol and complete the sequence.
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To see previous AMAs,. Please use this thread to discuss whatever you've been playing lately (old or new, any platform, AAA or indie). As usual, please don't just list the names of games as your entire post, make sure to elaborate with your thoughts on the games.
Writing the names of the games in bold is nice, to make it easier for people skimming the thread to pick out the names.Please also make sure to use spoiler tags if you're posting anything about a game's plot that might significantly hurt the experience of others that haven't played the game yet (no matter how old or new the game is).Since this thread is likely to fill up quickly, consider sorting the comments by 'new' (instead of 'best' or 'top') to see the newest posts.For a subreddit devoted to this type of discussion during the rest of the week, please check out.has a Discord server! Join it and say hi!. Last month - suffering from lack of time.
Thus I played only 2 games:NfS Payback - returned to this one after 6 months. I must say that it is not that bad racing game. IMO its better that Forza Horizon in terms of action and fun. Forza is more about cars and atmosphere but this one is more about racing. Great game if you want to switch your brain off. Just after those 6 months it took me 30mins to get used to the controls and car handling.
Unfortunately I had to stop it after 40 minutes and I am not sure when will I be able to return to it. What a shame, this game deserves some time.Destiny 2 - I played only two missions last month but the less I play it the more I enjoy it. After some time, Destiny becomes quite repetitive. It is best to be played slowly (1 mission a week). I am somewhere halfway through the main campaign and I love the gunplay as well as the weapons diversity (reminds me of Borderlands). The areas you visit are beautiful and rich of details.
I would prefer the story to be more dense but I understand that its mainly a multiplayer game.During Christmas I will be home alone so I believe that I will have more time for games - I am looking forward to try my first ever strike in the Destiny 2 as well as finish the AC:Origins that I´ve been playing since July. I also would like to spend some more time with the Payback and then finish Yakuza Kiwami that I played in September lastly. After this my list of 'started but unfinished' games will shrink a lot so I might be able to finally start some new games like Uncharted 4, God of War, Batman Arkham Knight, Detroit Become Human, Quantum Break, Watch Dogs 2 or Vampyr. Just not sure which one to choose. In addition I will probably gift myself Switch for Christmas (not sure yet, have not decided if I want to spend that much for a console that barely has any games that I am interested in) cause I would be able to find some game-time during commuting. Just the game supply is not that interesting (only Pokemon and Zelda right now). We will see, I still have 5 days for decision.
Path of Exile - Some friends and I have been playing through the game, just reached Act 2 last night. We all have experience with Diablo and so we are enjoying PoE a lot so far.
This is our first league and we are enjoying the syndicate content, even though it took us a good little bit before we fully understood what was happening with the members we fought. We are around 18 levels in on our first characters and can already see the amount of customization that is possible and it has me excited for different builds that will be possible, as of now I am working towards some kind of molten strike Marauder build, but since its my first character I don't really know where I am going with it just yet and am sure it will be terrible.
As of now I could certainly see myself putting in dozens of hours in every league in the future.War Thunder - Finally unlocked a rank II plane for US (Been playing the game about 10 hours) and have had some good matches with it so far. At some point I want to put some time into all of the other countries to see the 1-2 that I really like and want to stick with. Need to do the same for boats and tanks, soooooo much time I can myself putting into this before I decide yet I am really enjoying it so far so not worried about it. I restarted my World of Warcraft sub this week, but still haven't bought the expansion. Having fun leveling a priest through dungeon finder and leveling my main Hunter through Legion content. Who knows how long I'll continue.I haven't played WoW since I got Super Smash Bros: Ultimate though!
I haven't played since Brawl, so it's almost a new experience for me. I've just been playing the Adventure mode 'World of Light'. It has some tough fights, but I've settled on a main (Lucario) and haven't had too much trouble the past couple of days. Loads of fun!. Killing Floor 2This game has a simple premise and can be a little one-note at times, but it is fun to kill a few hours. Plus the game has multiple seasonal events throughout the year that add enough new content to keep me coming back for more.
The monetization model is all the worst parts of CSGO, TF2, and Overwatch combined, but the game is so dark and the cosmetics so bland that I've never felt the urge to buy a new weapon skin or hat. That doesn't excuse the crumby monetization in KF2, but it doesn't have the same addictive qualities as Overwatch's skins or black tar heroine.Plus they got Gary Busey to voice Badass Santa in the Christmas event going on right now. I reached a point that seems to be a 'final stint'. I am on level 32 and instead of dense atmosphere the game told me to do tons of side stuff cause (i) the next mission has recommended level 36, (ii) getting to 36 will take me like 10 side quests cause each quest means +-3500 XP but to level up, you need approx 16000XP, and (iii) in fact, the game literally informed you to do some side stuff (when I finished last quest, Bayek told for himself 'now its the best time to do some other things').I would like to kill the guy who came up with this stupid system. Why cant a player just decide what to do? If you just want to do the main quests, then do so. But NO, the game does not allow you to.
Firstly you have to spend 5+ hours just by wandering around and doing boring suff. Finally decided to start The Witcher 3: Wild Hunt about a month ago. I've owned the game since launch and had played most of the starting area twice, but it never gripped me.So, I made the decision to start playing it on stream in an effort to force myself through the game. Well, here I am a month later with nearly 30 hours put into my first full playthrough. My plan for public accountability worked, and boy am I happy that it did.There is so much about this game that I love and almost nothing that I hate (except for the effing horse and swimming controls). The story is shaping nicely and the game has very little in the way of pacing issues.
The side quests feel organic within the world and the main quest has excellent conversations with excellent writing and performances. The role that decision making has in this game is so good, it might make similar systems pointless going forward. So yeah, graphics, music, mechanics, narrative, and fun factor are all there for me.There are so few things that miss the mark for me that I'm pretty confident this is objectively the best video game that I've ever played. Hell, I'm enjoying it so much that I started listening to the audio books, and those are equally as compelling as the game.I'm sad it took me this long to buckle down and play it through, but I'm on this wild ride now, and I don't want it to end. I'm LOVING the level of difficulty with unlocking characters on Super Smash Brothers Ultimate.
I read that bots were developed in assistance with Japanese professional players and it shows, AI does very weirdly specific stuff that makes you stay on your toes and punish every rookie mistake you make. I don't know if they scale with the intensity you get on Classic Mode, but I usually finish Classic on 7-8 and those fights can be brutal. I've been one-combo killed more than once without even doing 1% of damage and while the first times I wanted to throw my switch in frustration, it's been getting exciting.Kingdom Hearts 2 Final Mix.I played KH1 and KHCoM this time last year after getting the 1.5&2.5 set for cheap. My pS2 died when I was only partway through KH1 back in the day, and CoM was one of my first GBA games even though I could never beat it, so it was great to play through them.Now that I’m playing KH2, i just feel like I’m doing something wrong.
The combat seems repetitive and unintuitive- mash x and sometimes triangle until enemies are dead, not being able to dodge, and bosses that juggle you into corners.The story is ridiculous, but kinda fun all the same. I’m probably about 2/3 through now and want to finish, but I could easily end up taking a break again to continue the story in RDR2. It is, as developer says, 'A Real Time Strategy Roguelike Survival Defense Town Management game with a twist!' I discovered it a week ago, but didn't have much time to play. So far I loved what I've experienced: you build base, manage resource gathering, defend versus enemies that come at night.
Goal is to survive as long as you can. You collect experience that persists in different playthroughs. Pixel graphics look, in my opinion, very pleasing to the eye, internal game mechanics are well made. As developer says, it has high learning curve, and I can assure that.I am software engineering student and what fascinates me about this game the most is made by one person that pushes updates constantly.
If you die reloading saves DOES NOT work!! I\'ve done two speedruns first dying only once, the second, dying in every way I could and not only did I not get the achievement for not dying, the second time I got the achievement for dying in 5 different ways!! I do not know if quitting to dashboard and clearing local saves works (yet) This glitch appears to true ONLY for death sequences, reloading for other reasons seems to be okay - just be sure to recollect all collectibles and items UPUANT EXPEDITION BASEThe game begins with you in an underwater dream-like state. Walk forward until you meet Dr. Faust and \'wake up\' in a room with a resonating machine at its center. After the headache sequence interact with it, turn to the right and pick up the torch, which auto equips itself.
Hit to toggle the light on/off. On the desk with the lamp, pick up our first Document 1/25 (Dr. De Witte\'s medical records 1). Pressing will bring up the journal and documents list while pressing will show you the collectibles and inventory screens.
To figure out how to complete some of the puzzles and conquer the game. Conarium Gameplay - Part 1 - Walkthrough (No Commentary). To knock the boxes over and there\'s a key inside of the red cabinet to your left. Conarium - Part 1 - No Commentary - Head Puzzle Solved! A quick look at how concept artist, Marek Madej from CD Projekt Red, went. EFG takes a look inside Nine Dots Studios\' quest to make Outward the next big.
From the middle draw inspect the c ompass and open the cabinet directly above for the book Antedivluvian Shamanism. Back to the desk on the left is the book Upuant Expedition Handbook. Continue out the door into a small dark room then open the door which takes you into a dark hallway.
Just to the right on the left-hand wall interact with five items pinned there, Weather Notice, three postcards and a small note. Interact with the Radio Room door directly in front of you to discover that the doors have electronic locks (did they have those in 1948?) and will not open until you restore the power Journal 1. Turn left and left again, open the door then the panel on the right, read the Auxiliary Power note inside. Turn around and walk down the hallway, looking at the three papers on the right-hand wall, Weather Notice, H ealth Notice Journal 2, Stop Those Bloody Sessions, then interact with the door at the end, taking you outside the facility.
OUTSIDETurn around and look at the s potlight. Before we fix the generator lets get a simple achievement done. Walk down the steps and directly forward into the storm, keep the driving snow going right to left until Frank says, \'It\'s not safe to go further.\' Turn around and walk back the way you came.
Walk by the building on the right and past the fence on the right, keeping the fence to your left. Keeping going until Frank says, \'It is easy to get lost in this weather.\' And you will unlock. 1 guideWalk back to the front of the starting building and now we\'re headed to the left, between the series of flags. The building you\'ll soon see has a generator inside, so that\'s where we\'ll go. Ignore the circuit breakers on the left and go through the door ahead which has been purposed blocked from the other side.
Continue to push on the door until it opens. Turn left and interact with the screen gate in front of the generator, then the generator itself. Once it rolls forward, check out the fuel cap and the tampered hose to its left. A can of fuel is on the floor to the right of the generator and repair tape is in the toolbox behind you. Interact with the generator again to slide it away and then close the screen gate once you\'ve made repairs and filled the tank. On the wall above where the fuel can was, is a medical box holding a key, take it and use it on the only locked door in the room where you\'ll pick up Collectable 1/20 (At the Mountains of Madness). Return through the open door and interact with both circuit breakers (lights will turn from red to green) to restore power and unlock.
1 guideThe power is restored and the electronic door locks will be open now. Retrace your way back up the steps and back into the building on the right.
UPUANT EXPEDITION BASEOnce inside take the hallway on the left and after the memory/vision 1 take the left door into the radio room. Look at the board on the right wall and read three notices, Report of Snowstorm, a map, Morse Code Table, then take the walkie-talkie from the desk and in the middle desk drawer Document 2/25 (Radio Office Hansen\'s journal 1). Click on the desk radio to try to call out but some electrical condition in the air prevents proper communication.
Now that you have the walkie-talkie you\'ll need to use it in every available location to get the achievement. Access your inventory and use the walkie-talkie with for Wireless Operator 1/5. Inspect the binoculars and the camera on the desk and shelves respectively. Leave the radio room and inspect the goggles on the right-hand wall as you exit.
In the hallway, turn left, then right and go into the Living Quarters.Turn left into the locker room and open locker H. Anderson for the book Nikolai Gogol The Portrait, look at the jacket. Hansen\'s locker has a wooden idol and a jacket. Leave and go into the private rooms directly ahead. Go into the first door on the left, MC Blake. On the right side near the desk is a map pinned to the wall, interact with it for Document 3/25 (Location of the Upuaut Antarctic Base), also look at the items pinned next to it, 3,8?, Generated Voice, then below and to the right Document 4/25 (Dr. Faust\'s Expedition Purpose Note).
Pick up the handle from the right side of the desk. On the left side of the desk the book Hidden Plants of Great Antiquity, then open the top cabinet for Collectable 2/20 (World\'s History & Myths). Directly below this, you can see the corner of a note to the right of the lower cabinet, Document 5/25 (Dr. James Barlow\'s journal 1). With these collectible done lets open that silver dome on the desk.Click on the purple electrical box with the two flashing red lights, this powers the now beeping box. We\'ll need to dial in the signal until both lights on the face are green.
Use to adjust the waves, do not use as its too easy to make the wrong adjustment. The aim of this puzzle is to match the top of the green waves to the size and pace of the red waves, do this twice to unlock the silver dome. Moves the lever up and makes the waves smaller, opposite for. Or rotates the dial, adjusting the speed. I found it easier to match the speed, then the size.
Here\'s my clip. Once that\'s done click on the flashing yellow light and then the face, exhaust all dialogue options to discover Secrets 1/7 (Self-Operating Machine - Conarionaut Frank). Track your secrets in the menu with.
Leave and click on your door to the left, Frank Gilman to discover it\'s locked and you don\'t have the keys. Leave the Living Quarters by turning right at the door and right in the Crew Rooms.There are no names on the doors.
Open the first door on the left and in the middle draw find Document 6/25 Radio Officer Hansen\'s journal 2, which in turn unlocks Secrets 2/7 (Radio Office Hansen\'s carvings). Inspect the f ramed picture before going into the next room. Open the second door on the left and look at a framed picture on the draws. Take J ohan De Witte\'s key out of the middle draw.
Another framed picture is to the left. At the end of the bunk bed on the far right end on the shelf is Document 7/25 (Dr. James Barlow\'s journal 2). Leave and go to the room directly across, examine the framed picture on the set of draws. Open the top drawer and examine (the very 1970\'s looking) framed picture and on top of the shelves to the right is Document 8/25 Ferguson\'s note on his dream. Leave and head for the crew rooms exit, stopping in the last room on the left first. Examine the goggles on the left (probably a duplicate), the butterfly figurine on the set of drawers, the framed picture in the top drawer and Collectable 3/20 (Upuant Expedition Sketch Book - Vol.
1) in the second drawer. Leave this room and return to the locker area, use the key we found on Johan De Witte\'s locker. Examine the top shelf for Secrets 3/7 (Notes on the dual personality problem) and click on the jacket. Leave this area and head back into the hallway and all the way through the door at the end. Turn left into the Infirmary.In the wastebasket near the wall refrigerator on the left is Document 9/25 (Note about my momentary death and suspension). You will have to crouch with to reach it.
On the bed is Statement of Consent, and on the desk to right is J. De Witte, On psychoactive plants, Sahe-ti and D\'vershe. In the top drawer of the desk find Document 10/25 (Dr. De Witte\'s medical records 2).
Head out of the Infimiary going down the hall and turn left, following the hall into the elevator. Interact with the elevator controls. BASE UNDERGROUNDLeave the elevator and since we\'re in a new area lets use the walkie-talkie (, select walkie-talkie them to use) for Wireless Operator 2/5. Follow the path around to the left and take the first left to the Link Elevator where you\'ll have a memory/vision 2.
In the elevator at the end you\'ll find a note, Link Elevator has been set up, but when you click on the elevator controls it doesn\'t work. Back out and turn left at the end of the hall, take the next left towards Bio Lab 1. Examine the book UpUant Antarctic Expedition on the right before going into the lab. Going around the room clockwise you\'ll find Document 11/25 (A note about the nature of the seasons) on the desk, a p honograph cylinder in the middle drawer, seven items to inspect pinned above the next desk. A soon as you click on the postcard a black cat will jump up in front of a lamp, causing you to turn and look. Check the postcard again and don\'t forget to inspect the remainder of the items pinned here.
Below the postcard click on the phonograph player, which will play the cylinder, removing it from your inventory Journal 3. Turn around and interact with the metallic blue segmented box from the side closest to the freezers. Examine the strange blue plant. Something tells me this is not going to end well?
All the doors are now locked. To advance you need to walk over and look at the phonograph player again, at which point the cat will make a sick, something\'s wrong sound. After the cat disappears the door it was facing will unlock; enter this area.
The plant will grow behind you and when you move you\'ll get a resonating \'headache; again. This room is filled with cryogenic type chambers, inspect any of them as they all say the same thing, then examine the body on the ground, giving you a key and Document 12/25 (Anonymous note). Leave this chamber and open the door to your right, Bio Lab 2 (the key will be removed from your inventory). Your vision will be slightly altered in this room. Examine the map on the board. Look at the green statue on the table and things get worse. Move closer to the statue and look closely at it to \'wake up\' in a different room.Examine the green statue, the f our papers pinned to the board, the skull and finally the door.
Go through and into a derelict house. Go through the door on the right and continue until you see a gaslamp on a wooden crate. Behind and inside the carte is Collectable 5/20 (Timebore), crouch to get it from the right side. Turn around and go through the last door on the left. Walk on until the darkness encroaches and you\'ll return to \'reality.\'
Examine the green statue and Journal 4. To the right is a book Antarctica, and below it in the cabinet Document 13/25 (Dr. J Barlow\'s note on the D\'versahe mixture). In the upper cabinet is Collectable 6/20 (Upuant Expedition Sketch Book - Vol. To the right on the desk is Pronunciation of the Zeisses, and on the shelves to the right a lever. Examine the two maps on the board on your way out. Continue through the room and out into the circular hallway.
Walk left a very short distance until you see two yellow lights and a hatch with CAUTION on it. Inside the cardboard box closest this hatch is Document 14/25 (A note on degrading mental stability). You\'ll have to crouch and be in just the right spot to collect this. Continue on a clockwise direction around the central structure and to the next left, headed to the Depot. On the left is a wooden crate on the right-hand side, open it for Collectable 6/20 (Octopian Statue). On the immediate left examine the papers (X) Temple? Back out and continue clockwise and take the second left and head to the Link Elevator.
You will receive a radio transmission, reply with and your Journal 5will be updated. Back out to the circular hallway, turn right and right again to the floor elevator.
Close the door behind you and use it. UPUANT EXPEDITION BASEOpen the gate and follow the hallway, turn right and then left and through the door. Once through turn right and take the door to the radio room on the right. Once you arrive in front of the radio you\'ll hear morse code, it\'s -.-. On the radio tuner push the MF button and put the top slider on 2, the lower on 5. You\'ll unlock Secrets 4/7 (Strange message from VHF radio) and also. 1 guide BASE UNDERGROUND - TOWER AREAWalk forward picking up the heavy metallic \'key\' on the left next to the lamp.
Walk forward to trigger another memory/vision 3, press forward toward the shape to fully activate the vision, Journal 7. Continue forward into the next chamber. Interacting with the bright white opening reveals that it is the source of the light that appeared to be a lighthouse when we first went outside to activate the generator.
We can\'t do more here yet so let\'s go back down. Once the elevator stops, go down again to a new area. BENEATH THE BASEStep out of the elevator and as with all new areas (that require a load screen) use the walkie-talkie Wireless Operator 3/5. Just ahead on the right are the Camping Axe and under it Document 15/25 (Poisonous Plants and the Dangers of Cutting Them). Turn left and very shortly interact with the ivy-like plants blocking the way.
Backtrack a little and on the left, you\'ll find a spiked switch, interact with it and the metallic key you just picked up will be inserted. Turn the key twice, the central orb will rotate, burning the ivy away.Using the camping axe to clear the ivy will release poison and kill you. Do not do that as we\'re saving it for the second playthrough where there are multiple opportunities to achieve this death. In the next area, I\'ll be instructing you to make a save where we\'ll begin our second (partial) playthrough.
EDIT: I\'LL SAVE THE SAVE NOTATION BUT STRIKE IT THROUGH IN HOPES THE SAVE GLITCH WILL BE CORRECTED.Take the newly cleared path all the way down, arriving in another circular central chamber. In the middle is a large statue with a wooden ramp around it. Take this ramp to trigger another memory/vision 4. Keep moving to end the vision. Take the path that the statue is facing. Directly opposite the third blue crystal outcropping is a breakable wall.
Keep chopping until you have enough room to enter. Notification will pop that you\'ve found a secret but it will not be recorded in your secrets tab.
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This is one of the three secrets that doesn\'t seem to count for the achievement. At the base of the statue is Collectable 7/20 (Object with Pinecone in the Centre). Exit this room and continue straight up the short stairs to another statue, open the base and pick up Five Pieces of Stone with Different Glyphs on Them to add to your inventory. Leave this area and turn left to continue downwards. When you reach the chamber at the bottom turn left heading towards the wall lit by spotlights.
On a crate, there is another camping ax that you cannot pick up and in the cardboard box next to it Document 16/25 (Dr. Blakes notes on the initial discoveries). Approach the wall for another memory/vision 5. Walk towards the fuzzy figure for a Journal 8. Continue forward keeping the wall on the left close for another memory/vision 6. Turn and look up at the shaft of light coming through the ceiling, head to the structure (it\'s a tree) that this light falls on. It\'s on a small island and the path is to the left.
When you see a circular opening with two burning braziers go through it. At the base of the tree is a stone sarcophagus, open it.
Take out the Curious Metallic Object and you\'ll trigger a memory/vision 7 (what the hell was that!). Behind the tree and up the stairs will be another memory/vision 8. Examine the glyph wall for Drawing 1/3 (Five Glyphs). Around the base of the tree are three more sarcophagi, one has Collectable 8/20 (Elder Sign Tablet). Take the only path back and turn right, head towards the large circular spotlit doorway.
There is a pressure switch at the base but stepping on it does nothing, so turn to the right and approach the small blue-lit circle. Interact with the box on the left and the handle will be inserted automatically. Behind you, the five glyphs need to inserted into place. Number the holes 1-5 starting from the top and the same with the glyphs, top to bottom, or follow the map from your drawings notes for placement. First glyph goes in 1.
Second glyph in 5. Third glyph in 4. Fourth glyph in 2. Fifth glyph in 3Now turn to the handle and interact with it; the pressure plate in the front of the large circular door will now work properly. So step on that and proceed through the opening on over the narrow wooden path up to the mirror. Touch the mirror a total of four times to get all responses. Then leave back over the wooden bridge and take a right towards the water.
Follow the path and you\'ll receive a call on the walkie-talkie, responses are automatic and after a note will be added to your J ournal 9. Continue walking and go past the tent to the left. Inside the first pillar on the right is Collectable 9/20 (Cryptic Statue). Now go back into the tent for a large drawing on the left, Document 17/25 (About the climate of the cavern), another camping axe, Document 18/25 (About the nature of underwater caverns), another wired plant statue and Document 19/25 (Dr. Blakes notes on the initial discoveries).
Leave the tent and head left up the wooden dock and straight to the submarine for. 1 guide UNDERWATER CAVESYou can die on the submarine so make a save here just in case.Look to the right for a note about the submarine Dolphine. This is a new area but we\'re unable to use the walkie-talkie here.My advice is don\'t use the as its useless and confusing. Steer straight and down to the left a little and you\'ll begin to pass through stone arches. If you find yourself disoriented find and follow the lights and you\'ll get headed the correct way. Go through the first large arch then negotiate the fallen rocks in front.
Up over or down under both work. You\'ll pass through a circular opening. Your course is basically straight ahead and a little left and you\'ll come upon a second circular opening. You\'ll be temporarily stopped for a giant squid flyby. SECOND PLAYTHROUGH. Ram any wall at any speed 3-4 times until the glass gives way. Death 1/5Continue through the third circle and a series of large arches.
The giant squid makes another appearance and takes you away from your time as a submariner, taking you to FAUST\'S ROOMNo walkie-talkie is available here so go into the light and continue forward. This area resembles the living quarters from the expedition base. Check all the rooms. MC Blake\'s room has the book Hidden Plants of Great Antiquity, two items pinned to the notice board, 3.8? And Generated voice., and a book with no title next to the radio.
Check the top cabinet on the way out to find our bodyless friend is not so talkative now. Fausts\'s room to see a memory/vision 8 of him? Sitting at his desk. Interact with the phonograph to receive Collectable 10/20 Phonograph Cylinder with a song. Sweep the room for, the book Unaussprechliche Kulte, another untitled book (in the box), an alarm clock at which point I received. Open the lower cabinet on the way out to find Document 20/25 (Dr. Faust\'s note on the stopping of my heart).
He must know my ex. The other two rooms are locked. Leave this area and you\'ll wake up in THE ENTRANCEUse the walkie-talkie Wireless Operator 4/5. Walking forward will trigger a long walkie-talkie conversation. And will update your journal.
After it\'s over, make a U-turn to the right and go up that pathway. A M emory/vision 8 will trigger in the first chamber, updating your Journal 11. Continuie into the next snow-swept room and examine the white opening in front.
You\'ll need to free the spherical focusing lens from the ice. Select the axe from your inventory and clear all the ice, front and rear.
Touch the sphere once it\'s clear to move it into place. Rotate the sphere anti-clockwise. With the blue beam redirected it has lit dormant blue obelisk lights in the main chamber, driving back the ivy that was obstructing our path. Return to the main chamber below and turn following the cave wall, you\'ll find a breakable wall next to a clump of blue crystals, its a very short distance. Entering the first small room will tell you you\'ve found a secret but will not add it to the secrets tab. Break the second wall to pick up Collectible 11/20 (Elder Stone). There are also four carved stone idols in this room.
Leave this chamber and walk out through the spike/pillar wrapped alter on the right, head to the blue obelisk light you\'ll see ahead. Go thought and take out the ornamental object therein.
This object is a type of portable obelisk light and when charged will remove ivy. It depletes fairly quickly so keep it charged. Equip this object from your inventory and walk out. Hold it near a blue obelisk light and it will charge automatically. It\'s fully charged when it stays solid blue and stays charged for 60 seconds whether you\'re holding it or its stashed in your inventory. Don\'t forget the run button is if you need it. Turn around, head left in the main chamber and follow the path to the end.
Place the ornament in the raised holder to light the surrounding lights and clear the ivy. Its charge will not deplete while in the holder.SECOND PLAYTHOUUGH - Do not put the ornament in the holder but walk up to the ivy with it equipped. Walk into the ivy but not out, and wait for the charge to deplete. The ivy will regrow and you\'ll get DEATH 2/5Leave the ornament in place and walk through and see a memory/vision 9 of five imposing reptilians walking. Follow them and you\'ll get another memory/vision 10 and update your Journal 12. The room you\'re in has five sets of cubical type shelf boxes with intermittently placed orange crystals.
The crystal you want is in the panel directly ahead, second row, third column from the top left. Return to the hallway, turn right and go into the last right-hand entrance (at the blue light). Break down the wall and once inside turn right at the first blue light for Collectable 12/20 (Feathered Mask). Return into the hallway and follow the path to the right. You\'ll emerge in a chamber with a mummified reptilian figure at the end, approach it for a memory/vision 11 and J ournal 13. Before we leave this area notice the ivy-covered entrance to the left of the mummy.
We\'ll be heading through that soon, but not yet. Backtrack to the hallway, turn left and leave this area, walking past the ornamental light in the holder, leave it there for now.
Continue through the circular arch and stay to the left, taking the first available left turn. Enter the room with the curved golden device at its center. On the opposite side of the room interact with the wall lever, then place the orange crystal in the holder on the golden device. Interacting with the wall lever again triggers a cut scene and gives us the glyph symbol we need to continue. Examine the glyph wall projection for Drawing 2/4 (A diagram consisting of several symbols), we\'ll need this symbol shortly and it is safely recorded in the drawings tab, so no need to write it down. Look up at the yellow/orange circle on the ceiling for Secret 5/7(The dot glowing a different color).
Now, let\'s head back through the blocked ivy entrance I mentioned earlier and use the glyph we just discovered.Before you go though make a save here. The next section has an achievement that requires solving a (simple) puzzle on the first attempt. I encountered a glitch where no matter how many times I solved it the achievement didn\'t pop and the puzzle wouldn\'t solve.
I\'d made a save right before and reloading this didn\'t help. It wasn\'t until I loaded the next closest save this one we just made here that I was able to advance and unlock the achievement.Leave this room, turn right when you must and continue to the ornament we left in the holder.
Take it out of the holder and with it equipped we can safely pass through any ivy in our path. Remember to stop and give it a quick charge every so often. Continue straight to the very end and turn right.
Break down the wall and follow this path into the mummy chamber again, where you\'ll have a memory/vision 12. And Journal 14. Equip the now depleted ornament and return to the closest blue obelisk light to charge it. Return to the mummy wall and through the ivy-covered entrance on the left. Follow this linear path through the second set of ivy until you arrive at the end. A small room with a black bowl.
Interacting with it retracts the cover exposing a black liquid mass inside. Examining this mass lights a series of red dots. You\'ll need to connect the dots to recreate the projected glyph image. SAVE HERE as this has to be done correctly the first time.
Reload if you make a mistake. You have to click on the starting and ending points for EVERY line. Meaning if you end on a line you just drew you\'ll have to select that spot again to begin a new line. ALSO, IT IS IMPERATIVE THAT YOU DRAW THE SYMBOL IN EXACTLY THE CORRECT WAY. If you look at the drawing of the glyph, you can see the way the brush strokes were drawn, fatter at the start and thinner at the end. This is the pattern you MUST FOLLOW.
If you draw the shape but do not follow this pattern it WILL NOT WORK. 1 guideFollow the linear path until you see stairs on the left and a breakable wall on the right. Break that wall where you\'ll find another secret that does not add to your secrets tab. Pick up Collectable 13/20 (Reptillian Mask) on the far side of the room. Leave this area and turn right, do not continue up the stairs in front. On the landing of the next set of stairs (where the group of blue/purple crystals lay on the ground), turn left, then take the first right. Stay on this path until the route splits into three, take any path as they all join up again anyway.
Where they join together is a path leading upwards toward a lighted archway. Take that up for a memory/vision 13 and Journal 15.
In the next room you\'ll recognize the sphere, so interact with it and rotate in once anti-clockwise.Make a save here, there is an achievement ahead that might need a reload spot. Head out the way you came in and you\'ll afterward have another memory/vision 14. Choose any path to leave this area. Soon you\'ll have another memory/vision 15 but this one is different, now you\'ve got mummies chasing you and you are blocking your path ahead. Get to the exit without being caught for the achievement. Turn and run, but this time when you reach the three-way split, choose one of the outer paths, lure the mummies towards you and loop around until you are clear to make it to the exit. One loop should be enough.
When you get to the exit it\'s blocked by black fog and you\'ll get caught, which at this point is ok. SECOND PLAYTHROUGH - stand still and allow yourself to be caught without running for Death 3/5. 1 guideCharge the ornamental object the turnaround and leave this room. Turn left and then right, you should be facing stairs going up towards reptilian guards on either side. Clear the ivy revealing a type of shrine, at the end of which is a large winged statue. SECOND PLAYTHROUGH - stand still and allow the ivy to regrow around you for Death 4/5. Collectible 14/20 (An Ancient Winged Instrument) is on the floor up the stairs to the left.
Go behind the statue and follow the path down. You\'ll receive a walkie-talkie transmission and Journal 16. Faust doesn\'t sound too good. Continue down, turning right at the end.
Follow the path until you pass under four low hanging bells, then take the path to the right. Towards the end, you\'ll have a memory/vision 16, walk completely forward to the laid-out body.
After, pick up Collectable 15/20 (Sacrificial Dagger) from the alter. Turn around and at the junction turn right and follow the linear path. You\'ll have another memory/vision 17, then touch the man at the end, you\'ll be taken to THE MANSIONand receive. On the right is Document 21/25 (Dr. Faust\'s journal entry 1) and a flashlight on the left, this will replace the torch you had earlier.
Go forward into the next room for another memory/vision 17.At this point, we\'re going to knock an accidentally missable achievement out and then return to examine everything. We\'re going to open the cellar door without clues. You can very easily pick up a clue (calendar on the desk downstairs) and have no idea that its a clue until you\'ve voided the achievement. It\'s quick and easy to get it out of the way now so let\'s do it.SAVE here in case you make a mistake.Head downstairs, picking up the crowbar at the foot of the stairs to the right, then take the second door on the left, then the door on the right. Walk passed the machine in the middle and examine the floor near the chair. Take out the object with eight pointy shapes on the right and head downstairs through the door directly next to the stairs you just came down.
Interact with the metal door which will insert the object you just picked up. Examine it again and you will see a small central circle with symbols on buttons you can press. Number the buttons 1-8 starting from the top.
Select the buttons using. Press button 1, button 7, button 4. The door will click, hit to back out the interact with the door to open it. 1 guideWith that out of the way, backtrack upstairs to the room you had the last vision in to start a full walkthrough of this area.Examine the (awesome) preserved heads on the left., the stuffed Nile crocodile, the sacrificial mask Mask 1/8 and finally the medicine man mask Mask 2/8 all of which are added to Journal 17.
Exit by the door to the right leading down the stairs. Examine the bag on the table and the two relics in cases. The right-hand case has Ur-hanal-di and will update Journal 17.
The staff/relic on the left has no name and does not update the journal but check it anyway. For accuracy, whichever of these two relics you examine first will add to the journal then the other will do nothing. Go through the door between the relic cases.
Turn left and in the drawer is Document 22/25 (Letter about Necromantic means of data inquiry. An urn is on the mantlepiece and Collectible 16/20 (Emperor Penguin Figurine) is found on the adjacent wall in the central cabinet. Examine both drums to the right, both will add to Journal 17. Examine all four drawings on the notice board and the calendar to the right on the desk.
Exit and turn right through the door. In this room you\'ll find Mask 3/8, Mask 4/8, Mask 5/8 and Mask 6/8, creating Journal 18, and skulls form New Guinea. Take the door on the right-hand wall and enter the next room. In the drawer under the phonograph, on the left, is Document 23/XX (The Place Buried Under the Sands in the Arabian Desert. The final two masks, Mask 7/8 and Mask 8/8 are in the cabinet, completing Journal 18. You\'ll receive. Play the cylinder on the player behind you, Journal 19.
While it\'s playing walk out of the room and into the room with the two blue-lit windows, then return. On the floor is a newly appeared ornate box; open it for a letter and Secret 6/7 (A letter about the polishing of the initial Conarium). We\'ve ignored the mechanical contraption in the center of the room. The last part we need to work it is downstairs, so lets head there.Backtrack to the stairs and open the door to the right and go down. On the crate is the final Document 25/25 (Dr. Faust\'s journal entry 3), unlocking. Go through the previously opened door and pick up the phonograph cylinder from the box on the left; play it on the phonograph in the room, J ournal 20.
In the second large wooden crate, you\'ll find Collectable 17/20 (Curious Wooden Mask). Climb down the long ladder. Upon entering this area you\'ll have a memory/vision 18; approach the body on the table for it to end. Interact with the spinning electrical sphere.
From the shelf on the right pick up a key, and from the ornate box next to it, a phonograph cylinder and a circular metallic object. Play the cylinder on the crate behind the printer - wut?! On the desk examine the (printer?) paper. Max payne 3 gameplay. We have the last part we need for the machine upstairs to work so head back up the ladder. Before we activate the device go back up the stairs to the top and go in the leftmost room (where we started this level).
On the tall dirty mirror is Collectable 18/20 (Darkness Within). Travel back downstairs and approach the device in the middle of the floor. Examine the door and it will insert the circular metallic object. Interact with the lever above to activate the star projector. Examine the image on the ceiling for Secret 7/7,. Collect the half-rusted metallic object from the base and proceed through the now open door. Enter the next room and examine the large circular plate on the floor, doing this will insert the handle.
Interact with this handle to raise the projection light. Examine the wall mural.
SAVE here in case you need a reload. Backtrack out and you\'ll experience a violent earth tremor, and decide to leave this place. The exit is to the left. Before long you\'ll experience another smaller tremor but now you\'re being chased and if caught you\'ll die. Simply run straight ahead until you can go no further. The floor will give way and you\'ll drop down, out of danger.
SECOND PLAYTHROUGH - stand still and allow yourself to get caught for Death 5/5. Walk forward into the light for a familiar location FRANK\'S ROOMYour room, Frank Gilman\'s room, is the only one unlocked so let\'s go in. Examine the mirror on the far wall for a cut scene. Walk forward into the light to end up in ENDINGand. Walk forward and soon you\'ll come upon a rather ill-looking Dr. After the (totally excellent) scene, make a SAVE and make a note of it. We will be reloading it soon for the second ending.Look at but chose to NOT CONSUME the D\'versahe potion beside poor old Faust.
Continue onwards, up the rocky path until you reach a type of shrine on a plateau. Make a right-hand U-turn down the other path.
In front of you will be a building with two pillars on either side. Walk to the right edge of the building and the last pillar and walk to the edge. Just down there on a rock, you\'ll find the last Collectable 20/20 (Necronomicon). Now its a simple matter of matching the symbols on the drawing to the symbols on the pillars around the central building. Approach any pillar and look at the symbol at its peak, then look at the drawing. Look for that symbol on the inner ring.
The larger outer symbol is the one that you must now select on the middle portion of the pillar. Close the menu and turn the middle symbol until you find the one that matches the drawing. Do this for all six pillars to solve this puzzle. Then interact with the carved stone symbol again, which now emits a bright yellow light.
Turn all the pillars so they form a continuous light beam around the central shrine, then approach the pillar closest to the carved stone diagram again. This will send a new beam into the top of the shrine. Once that\'s done go to the front of the shrine and approach the ivy-covered golem to release it.My video shows five of the six already correct, then I match the last symbol and complete the sequence.
Is for informative and interesting gaming content and discussions. Please look over our and before posting. If you\'re looking for \'lighter\' gaming-related entertainment, try!The goal of is to provide a place for informative and interesting gaming content and discussions. Submissions should be for the purpose of informing or initiating a discussion, not just with the goal of entertaining viewers.For an in-depth explanation of our rules don\'t forget to check our andSubreddit CalendarWant to schedule an AMA with us? Read our for more information!
To see previous AMAs,. Please use this thread to discuss whatever you\'ve been playing lately (old or new, any platform, AAA or indie). As usual, please don\'t just list the names of games as your entire post, make sure to elaborate with your thoughts on the games.
Writing the names of the games in bold is nice, to make it easier for people skimming the thread to pick out the names.Please also make sure to use spoiler tags if you\'re posting anything about a game\'s plot that might significantly hurt the experience of others that haven\'t played the game yet (no matter how old or new the game is).Since this thread is likely to fill up quickly, consider sorting the comments by \'new\' (instead of \'best\' or \'top\') to see the newest posts.For a subreddit devoted to this type of discussion during the rest of the week, please check out.has a Discord server! Join it and say hi!. Last month - suffering from lack of time.
Thus I played only 2 games:NfS Payback - returned to this one after 6 months. I must say that it is not that bad racing game. IMO its better that Forza Horizon in terms of action and fun. Forza is more about cars and atmosphere but this one is more about racing. Great game if you want to switch your brain off. Just after those 6 months it took me 30mins to get used to the controls and car handling.
Unfortunately I had to stop it after 40 minutes and I am not sure when will I be able to return to it. What a shame, this game deserves some time.Destiny 2 - I played only two missions last month but the less I play it the more I enjoy it. After some time, Destiny becomes quite repetitive. It is best to be played slowly (1 mission a week). I am somewhere halfway through the main campaign and I love the gunplay as well as the weapons diversity (reminds me of Borderlands). The areas you visit are beautiful and rich of details.
I would prefer the story to be more dense but I understand that its mainly a multiplayer game.During Christmas I will be home alone so I believe that I will have more time for games - I am looking forward to try my first ever strike in the Destiny 2 as well as finish the AC:Origins that I´ve been playing since July. I also would like to spend some more time with the Payback and then finish Yakuza Kiwami that I played in September lastly. After this my list of \'started but unfinished\' games will shrink a lot so I might be able to finally start some new games like Uncharted 4, God of War, Batman Arkham Knight, Detroit Become Human, Quantum Break, Watch Dogs 2 or Vampyr. Just not sure which one to choose. In addition I will probably gift myself Switch for Christmas (not sure yet, have not decided if I want to spend that much for a console that barely has any games that I am interested in) cause I would be able to find some game-time during commuting. Just the game supply is not that interesting (only Pokemon and Zelda right now). We will see, I still have 5 days for decision.
Path of Exile - Some friends and I have been playing through the game, just reached Act 2 last night. We all have experience with Diablo and so we are enjoying PoE a lot so far.
This is our first league and we are enjoying the syndicate content, even though it took us a good little bit before we fully understood what was happening with the members we fought. We are around 18 levels in on our first characters and can already see the amount of customization that is possible and it has me excited for different builds that will be possible, as of now I am working towards some kind of molten strike Marauder build, but since its my first character I don\'t really know where I am going with it just yet and am sure it will be terrible.
As of now I could certainly see myself putting in dozens of hours in every league in the future.War Thunder - Finally unlocked a rank II plane for US (Been playing the game about 10 hours) and have had some good matches with it so far. At some point I want to put some time into all of the other countries to see the 1-2 that I really like and want to stick with. Need to do the same for boats and tanks, soooooo much time I can myself putting into this before I decide yet I am really enjoying it so far so not worried about it. I restarted my World of Warcraft sub this week, but still haven\'t bought the expansion. Having fun leveling a priest through dungeon finder and leveling my main Hunter through Legion content. Who knows how long I\'ll continue.I haven\'t played WoW since I got Super Smash Bros: Ultimate though!
I haven\'t played since Brawl, so it\'s almost a new experience for me. I\'ve just been playing the Adventure mode \'World of Light\'. It has some tough fights, but I\'ve settled on a main (Lucario) and haven\'t had too much trouble the past couple of days. Loads of fun!. Killing Floor 2This game has a simple premise and can be a little one-note at times, but it is fun to kill a few hours. Plus the game has multiple seasonal events throughout the year that add enough new content to keep me coming back for more.
The monetization model is all the worst parts of CSGO, TF2, and Overwatch combined, but the game is so dark and the cosmetics so bland that I\'ve never felt the urge to buy a new weapon skin or hat. That doesn\'t excuse the crumby monetization in KF2, but it doesn\'t have the same addictive qualities as Overwatch\'s skins or black tar heroine.Plus they got Gary Busey to voice Badass Santa in the Christmas event going on right now. I reached a point that seems to be a \'final stint\'. I am on level 32 and instead of dense atmosphere the game told me to do tons of side stuff cause (i) the next mission has recommended level 36, (ii) getting to 36 will take me like 10 side quests cause each quest means +-3500 XP but to level up, you need approx 16000XP, and (iii) in fact, the game literally informed you to do some side stuff (when I finished last quest, Bayek told for himself \'now its the best time to do some other things\').I would like to kill the guy who came up with this stupid system. Why cant a player just decide what to do? If you just want to do the main quests, then do so. But NO, the game does not allow you to.
Firstly you have to spend 5+ hours just by wandering around and doing boring suff. Finally decided to start The Witcher 3: Wild Hunt about a month ago. I\'ve owned the game since launch and had played most of the starting area twice, but it never gripped me.So, I made the decision to start playing it on stream in an effort to force myself through the game. Well, here I am a month later with nearly 30 hours put into my first full playthrough. My plan for public accountability worked, and boy am I happy that it did.There is so much about this game that I love and almost nothing that I hate (except for the effing horse and swimming controls). The story is shaping nicely and the game has very little in the way of pacing issues.
The side quests feel organic within the world and the main quest has excellent conversations with excellent writing and performances. The role that decision making has in this game is so good, it might make similar systems pointless going forward. So yeah, graphics, music, mechanics, narrative, and fun factor are all there for me.There are so few things that miss the mark for me that I\'m pretty confident this is objectively the best video game that I\'ve ever played. Hell, I\'m enjoying it so much that I started listening to the audio books, and those are equally as compelling as the game.I\'m sad it took me this long to buckle down and play it through, but I\'m on this wild ride now, and I don\'t want it to end. I\'m LOVING the level of difficulty with unlocking characters on Super Smash Brothers Ultimate.
I read that bots were developed in assistance with Japanese professional players and it shows, AI does very weirdly specific stuff that makes you stay on your toes and punish every rookie mistake you make. I don\'t know if they scale with the intensity you get on Classic Mode, but I usually finish Classic on 7-8 and those fights can be brutal. I\'ve been one-combo killed more than once without even doing 1% of damage and while the first times I wanted to throw my switch in frustration, it\'s been getting exciting.Kingdom Hearts 2 Final Mix.I played KH1 and KHCoM this time last year after getting the 1.5&2.5 set for cheap. My pS2 died when I was only partway through KH1 back in the day, and CoM was one of my first GBA games even though I could never beat it, so it was great to play through them.Now that I’m playing KH2, i just feel like I’m doing something wrong.
The combat seems repetitive and unintuitive- mash x and sometimes triangle until enemies are dead, not being able to dodge, and bosses that juggle you into corners.The story is ridiculous, but kinda fun all the same. I’m probably about 2/3 through now and want to finish, but I could easily end up taking a break again to continue the story in RDR2. It is, as developer says, \'A Real Time Strategy Roguelike Survival Defense Town Management game with a twist!\' I discovered it a week ago, but didn\'t have much time to play. So far I loved what I\'ve experienced: you build base, manage resource gathering, defend versus enemies that come at night.
Goal is to survive as long as you can. You collect experience that persists in different playthroughs. Pixel graphics look, in my opinion, very pleasing to the eye, internal game mechanics are well made. As developer says, it has high learning curve, and I can assure that.I am software engineering student and what fascinates me about this game the most is made by one person that pushes updates constantly.
...'>Conarium Red Dot Puzzle(01.04.2020)If you die reloading saves DOES NOT work!! I\'ve done two speedruns first dying only once, the second, dying in every way I could and not only did I not get the achievement for not dying, the second time I got the achievement for dying in 5 different ways!! I do not know if quitting to dashboard and clearing local saves works (yet) This glitch appears to true ONLY for death sequences, reloading for other reasons seems to be okay - just be sure to recollect all collectibles and items UPUANT EXPEDITION BASEThe game begins with you in an underwater dream-like state. Walk forward until you meet Dr. Faust and \'wake up\' in a room with a resonating machine at its center. After the headache sequence interact with it, turn to the right and pick up the torch, which auto equips itself.
Hit to toggle the light on/off. On the desk with the lamp, pick up our first Document 1/25 (Dr. De Witte\'s medical records 1). Pressing will bring up the journal and documents list while pressing will show you the collectibles and inventory screens.
To figure out how to complete some of the puzzles and conquer the game. Conarium Gameplay - Part 1 - Walkthrough (No Commentary). To knock the boxes over and there\'s a key inside of the red cabinet to your left. Conarium - Part 1 - No Commentary - Head Puzzle Solved! A quick look at how concept artist, Marek Madej from CD Projekt Red, went. EFG takes a look inside Nine Dots Studios\' quest to make Outward the next big.
From the middle draw inspect the c ompass and open the cabinet directly above for the book Antedivluvian Shamanism. Back to the desk on the left is the book Upuant Expedition Handbook. Continue out the door into a small dark room then open the door which takes you into a dark hallway.
Just to the right on the left-hand wall interact with five items pinned there, Weather Notice, three postcards and a small note. Interact with the Radio Room door directly in front of you to discover that the doors have electronic locks (did they have those in 1948?) and will not open until you restore the power Journal 1. Turn left and left again, open the door then the panel on the right, read the Auxiliary Power note inside. Turn around and walk down the hallway, looking at the three papers on the right-hand wall, Weather Notice, H ealth Notice Journal 2, Stop Those Bloody Sessions, then interact with the door at the end, taking you outside the facility.
OUTSIDETurn around and look at the s potlight. Before we fix the generator lets get a simple achievement done. Walk down the steps and directly forward into the storm, keep the driving snow going right to left until Frank says, \'It\'s not safe to go further.\' Turn around and walk back the way you came.
Walk by the building on the right and past the fence on the right, keeping the fence to your left. Keeping going until Frank says, \'It is easy to get lost in this weather.\' And you will unlock. 1 guideWalk back to the front of the starting building and now we\'re headed to the left, between the series of flags. The building you\'ll soon see has a generator inside, so that\'s where we\'ll go. Ignore the circuit breakers on the left and go through the door ahead which has been purposed blocked from the other side.
Continue to push on the door until it opens. Turn left and interact with the screen gate in front of the generator, then the generator itself. Once it rolls forward, check out the fuel cap and the tampered hose to its left. A can of fuel is on the floor to the right of the generator and repair tape is in the toolbox behind you. Interact with the generator again to slide it away and then close the screen gate once you\'ve made repairs and filled the tank. On the wall above where the fuel can was, is a medical box holding a key, take it and use it on the only locked door in the room where you\'ll pick up Collectable 1/20 (At the Mountains of Madness). Return through the open door and interact with both circuit breakers (lights will turn from red to green) to restore power and unlock.
1 guideThe power is restored and the electronic door locks will be open now. Retrace your way back up the steps and back into the building on the right.
UPUANT EXPEDITION BASEOnce inside take the hallway on the left and after the memory/vision 1 take the left door into the radio room. Look at the board on the right wall and read three notices, Report of Snowstorm, a map, Morse Code Table, then take the walkie-talkie from the desk and in the middle desk drawer Document 2/25 (Radio Office Hansen\'s journal 1). Click on the desk radio to try to call out but some electrical condition in the air prevents proper communication.
Now that you have the walkie-talkie you\'ll need to use it in every available location to get the achievement. Access your inventory and use the walkie-talkie with for Wireless Operator 1/5. Inspect the binoculars and the camera on the desk and shelves respectively. Leave the radio room and inspect the goggles on the right-hand wall as you exit.
In the hallway, turn left, then right and go into the Living Quarters.Turn left into the locker room and open locker H. Anderson for the book Nikolai Gogol The Portrait, look at the jacket. Hansen\'s locker has a wooden idol and a jacket. Leave and go into the private rooms directly ahead. Go into the first door on the left, MC Blake. On the right side near the desk is a map pinned to the wall, interact with it for Document 3/25 (Location of the Upuaut Antarctic Base), also look at the items pinned next to it, 3,8?, Generated Voice, then below and to the right Document 4/25 (Dr. Faust\'s Expedition Purpose Note).
Pick up the handle from the right side of the desk. On the left side of the desk the book Hidden Plants of Great Antiquity, then open the top cabinet for Collectable 2/20 (World\'s History & Myths). Directly below this, you can see the corner of a note to the right of the lower cabinet, Document 5/25 (Dr. James Barlow\'s journal 1). With these collectible done lets open that silver dome on the desk.Click on the purple electrical box with the two flashing red lights, this powers the now beeping box. We\'ll need to dial in the signal until both lights on the face are green.
Use to adjust the waves, do not use as its too easy to make the wrong adjustment. The aim of this puzzle is to match the top of the green waves to the size and pace of the red waves, do this twice to unlock the silver dome. Moves the lever up and makes the waves smaller, opposite for. Or rotates the dial, adjusting the speed. I found it easier to match the speed, then the size.
Here\'s my clip. Once that\'s done click on the flashing yellow light and then the face, exhaust all dialogue options to discover Secrets 1/7 (Self-Operating Machine - Conarionaut Frank). Track your secrets in the menu with.
Leave and click on your door to the left, Frank Gilman to discover it\'s locked and you don\'t have the keys. Leave the Living Quarters by turning right at the door and right in the Crew Rooms.There are no names on the doors.
Open the first door on the left and in the middle draw find Document 6/25 Radio Officer Hansen\'s journal 2, which in turn unlocks Secrets 2/7 (Radio Office Hansen\'s carvings). Inspect the f ramed picture before going into the next room. Open the second door on the left and look at a framed picture on the draws. Take J ohan De Witte\'s key out of the middle draw.
Another framed picture is to the left. At the end of the bunk bed on the far right end on the shelf is Document 7/25 (Dr. James Barlow\'s journal 2). Leave and go to the room directly across, examine the framed picture on the set of draws. Open the top drawer and examine (the very 1970\'s looking) framed picture and on top of the shelves to the right is Document 8/25 Ferguson\'s note on his dream. Leave and head for the crew rooms exit, stopping in the last room on the left first. Examine the goggles on the left (probably a duplicate), the butterfly figurine on the set of drawers, the framed picture in the top drawer and Collectable 3/20 (Upuant Expedition Sketch Book - Vol.
1) in the second drawer. Leave this room and return to the locker area, use the key we found on Johan De Witte\'s locker. Examine the top shelf for Secrets 3/7 (Notes on the dual personality problem) and click on the jacket. Leave this area and head back into the hallway and all the way through the door at the end. Turn left into the Infirmary.In the wastebasket near the wall refrigerator on the left is Document 9/25 (Note about my momentary death and suspension). You will have to crouch with to reach it.
On the bed is Statement of Consent, and on the desk to right is J. De Witte, On psychoactive plants, Sahe-ti and D\'vershe. In the top drawer of the desk find Document 10/25 (Dr. De Witte\'s medical records 2).
Head out of the Infimiary going down the hall and turn left, following the hall into the elevator. Interact with the elevator controls. BASE UNDERGROUNDLeave the elevator and since we\'re in a new area lets use the walkie-talkie (, select walkie-talkie them to use) for Wireless Operator 2/5. Follow the path around to the left and take the first left to the Link Elevator where you\'ll have a memory/vision 2.
In the elevator at the end you\'ll find a note, Link Elevator has been set up, but when you click on the elevator controls it doesn\'t work. Back out and turn left at the end of the hall, take the next left towards Bio Lab 1. Examine the book UpUant Antarctic Expedition on the right before going into the lab. Going around the room clockwise you\'ll find Document 11/25 (A note about the nature of the seasons) on the desk, a p honograph cylinder in the middle drawer, seven items to inspect pinned above the next desk. A soon as you click on the postcard a black cat will jump up in front of a lamp, causing you to turn and look. Check the postcard again and don\'t forget to inspect the remainder of the items pinned here.
Below the postcard click on the phonograph player, which will play the cylinder, removing it from your inventory Journal 3. Turn around and interact with the metallic blue segmented box from the side closest to the freezers. Examine the strange blue plant. Something tells me this is not going to end well?
All the doors are now locked. To advance you need to walk over and look at the phonograph player again, at which point the cat will make a sick, something\'s wrong sound. After the cat disappears the door it was facing will unlock; enter this area.
The plant will grow behind you and when you move you\'ll get a resonating \'headache; again. This room is filled with cryogenic type chambers, inspect any of them as they all say the same thing, then examine the body on the ground, giving you a key and Document 12/25 (Anonymous note). Leave this chamber and open the door to your right, Bio Lab 2 (the key will be removed from your inventory). Your vision will be slightly altered in this room. Examine the map on the board. Look at the green statue on the table and things get worse. Move closer to the statue and look closely at it to \'wake up\' in a different room.Examine the green statue, the f our papers pinned to the board, the skull and finally the door.
Go through and into a derelict house. Go through the door on the right and continue until you see a gaslamp on a wooden crate. Behind and inside the carte is Collectable 5/20 (Timebore), crouch to get it from the right side. Turn around and go through the last door on the left. Walk on until the darkness encroaches and you\'ll return to \'reality.\'
Examine the green statue and Journal 4. To the right is a book Antarctica, and below it in the cabinet Document 13/25 (Dr. J Barlow\'s note on the D\'versahe mixture). In the upper cabinet is Collectable 6/20 (Upuant Expedition Sketch Book - Vol. To the right on the desk is Pronunciation of the Zeisses, and on the shelves to the right a lever. Examine the two maps on the board on your way out. Continue through the room and out into the circular hallway.
Walk left a very short distance until you see two yellow lights and a hatch with CAUTION on it. Inside the cardboard box closest this hatch is Document 14/25 (A note on degrading mental stability). You\'ll have to crouch and be in just the right spot to collect this. Continue on a clockwise direction around the central structure and to the next left, headed to the Depot. On the left is a wooden crate on the right-hand side, open it for Collectable 6/20 (Octopian Statue). On the immediate left examine the papers (X) Temple? Back out and continue clockwise and take the second left and head to the Link Elevator.
You will receive a radio transmission, reply with and your Journal 5will be updated. Back out to the circular hallway, turn right and right again to the floor elevator.
Close the door behind you and use it. UPUANT EXPEDITION BASEOpen the gate and follow the hallway, turn right and then left and through the door. Once through turn right and take the door to the radio room on the right. Once you arrive in front of the radio you\'ll hear morse code, it\'s -.-. On the radio tuner push the MF button and put the top slider on 2, the lower on 5. You\'ll unlock Secrets 4/7 (Strange message from VHF radio) and also. 1 guide BASE UNDERGROUND - TOWER AREAWalk forward picking up the heavy metallic \'key\' on the left next to the lamp.
Walk forward to trigger another memory/vision 3, press forward toward the shape to fully activate the vision, Journal 7. Continue forward into the next chamber. Interacting with the bright white opening reveals that it is the source of the light that appeared to be a lighthouse when we first went outside to activate the generator.
We can\'t do more here yet so let\'s go back down. Once the elevator stops, go down again to a new area. BENEATH THE BASEStep out of the elevator and as with all new areas (that require a load screen) use the walkie-talkie Wireless Operator 3/5. Just ahead on the right are the Camping Axe and under it Document 15/25 (Poisonous Plants and the Dangers of Cutting Them). Turn left and very shortly interact with the ivy-like plants blocking the way.
Backtrack a little and on the left, you\'ll find a spiked switch, interact with it and the metallic key you just picked up will be inserted. Turn the key twice, the central orb will rotate, burning the ivy away.Using the camping axe to clear the ivy will release poison and kill you. Do not do that as we\'re saving it for the second playthrough where there are multiple opportunities to achieve this death. In the next area, I\'ll be instructing you to make a save where we\'ll begin our second (partial) playthrough.
EDIT: I\'LL SAVE THE SAVE NOTATION BUT STRIKE IT THROUGH IN HOPES THE SAVE GLITCH WILL BE CORRECTED.Take the newly cleared path all the way down, arriving in another circular central chamber. In the middle is a large statue with a wooden ramp around it. Take this ramp to trigger another memory/vision 4. Keep moving to end the vision. Take the path that the statue is facing. Directly opposite the third blue crystal outcropping is a breakable wall.
Keep chopping until you have enough room to enter. Notification will pop that you\'ve found a secret but it will not be recorded in your secrets tab.
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This is one of the three secrets that doesn\'t seem to count for the achievement. At the base of the statue is Collectable 7/20 (Object with Pinecone in the Centre). Exit this room and continue straight up the short stairs to another statue, open the base and pick up Five Pieces of Stone with Different Glyphs on Them to add to your inventory. Leave this area and turn left to continue downwards. When you reach the chamber at the bottom turn left heading towards the wall lit by spotlights.
On a crate, there is another camping ax that you cannot pick up and in the cardboard box next to it Document 16/25 (Dr. Blakes notes on the initial discoveries). Approach the wall for another memory/vision 5. Walk towards the fuzzy figure for a Journal 8. Continue forward keeping the wall on the left close for another memory/vision 6. Turn and look up at the shaft of light coming through the ceiling, head to the structure (it\'s a tree) that this light falls on. It\'s on a small island and the path is to the left.
When you see a circular opening with two burning braziers go through it. At the base of the tree is a stone sarcophagus, open it.
Take out the Curious Metallic Object and you\'ll trigger a memory/vision 7 (what the hell was that!). Behind the tree and up the stairs will be another memory/vision 8. Examine the glyph wall for Drawing 1/3 (Five Glyphs). Around the base of the tree are three more sarcophagi, one has Collectable 8/20 (Elder Sign Tablet). Take the only path back and turn right, head towards the large circular spotlit doorway.
There is a pressure switch at the base but stepping on it does nothing, so turn to the right and approach the small blue-lit circle. Interact with the box on the left and the handle will be inserted automatically. Behind you, the five glyphs need to inserted into place. Number the holes 1-5 starting from the top and the same with the glyphs, top to bottom, or follow the map from your drawings notes for placement. First glyph goes in 1.
Second glyph in 5. Third glyph in 4. Fourth glyph in 2. Fifth glyph in 3Now turn to the handle and interact with it; the pressure plate in the front of the large circular door will now work properly. So step on that and proceed through the opening on over the narrow wooden path up to the mirror. Touch the mirror a total of four times to get all responses. Then leave back over the wooden bridge and take a right towards the water.
Follow the path and you\'ll receive a call on the walkie-talkie, responses are automatic and after a note will be added to your J ournal 9. Continue walking and go past the tent to the left. Inside the first pillar on the right is Collectable 9/20 (Cryptic Statue). Now go back into the tent for a large drawing on the left, Document 17/25 (About the climate of the cavern), another camping axe, Document 18/25 (About the nature of underwater caverns), another wired plant statue and Document 19/25 (Dr. Blakes notes on the initial discoveries).
Leave the tent and head left up the wooden dock and straight to the submarine for. 1 guide UNDERWATER CAVESYou can die on the submarine so make a save here just in case.Look to the right for a note about the submarine Dolphine. This is a new area but we\'re unable to use the walkie-talkie here.My advice is don\'t use the as its useless and confusing. Steer straight and down to the left a little and you\'ll begin to pass through stone arches. If you find yourself disoriented find and follow the lights and you\'ll get headed the correct way. Go through the first large arch then negotiate the fallen rocks in front.
Up over or down under both work. You\'ll pass through a circular opening. Your course is basically straight ahead and a little left and you\'ll come upon a second circular opening. You\'ll be temporarily stopped for a giant squid flyby. SECOND PLAYTHROUGH. Ram any wall at any speed 3-4 times until the glass gives way. Death 1/5Continue through the third circle and a series of large arches.
The giant squid makes another appearance and takes you away from your time as a submariner, taking you to FAUST\'S ROOMNo walkie-talkie is available here so go into the light and continue forward. This area resembles the living quarters from the expedition base. Check all the rooms. MC Blake\'s room has the book Hidden Plants of Great Antiquity, two items pinned to the notice board, 3.8? And Generated voice., and a book with no title next to the radio.
Check the top cabinet on the way out to find our bodyless friend is not so talkative now. Fausts\'s room to see a memory/vision 8 of him? Sitting at his desk. Interact with the phonograph to receive Collectable 10/20 Phonograph Cylinder with a song. Sweep the room for, the book Unaussprechliche Kulte, another untitled book (in the box), an alarm clock at which point I received. Open the lower cabinet on the way out to find Document 20/25 (Dr. Faust\'s note on the stopping of my heart).
He must know my ex. The other two rooms are locked. Leave this area and you\'ll wake up in THE ENTRANCEUse the walkie-talkie Wireless Operator 4/5. Walking forward will trigger a long walkie-talkie conversation. And will update your journal.
After it\'s over, make a U-turn to the right and go up that pathway. A M emory/vision 8 will trigger in the first chamber, updating your Journal 11. Continuie into the next snow-swept room and examine the white opening in front.
You\'ll need to free the spherical focusing lens from the ice. Select the axe from your inventory and clear all the ice, front and rear.
Touch the sphere once it\'s clear to move it into place. Rotate the sphere anti-clockwise. With the blue beam redirected it has lit dormant blue obelisk lights in the main chamber, driving back the ivy that was obstructing our path. Return to the main chamber below and turn following the cave wall, you\'ll find a breakable wall next to a clump of blue crystals, its a very short distance. Entering the first small room will tell you you\'ve found a secret but will not add it to the secrets tab. Break the second wall to pick up Collectible 11/20 (Elder Stone). There are also four carved stone idols in this room.
Leave this chamber and walk out through the spike/pillar wrapped alter on the right, head to the blue obelisk light you\'ll see ahead. Go thought and take out the ornamental object therein.
This object is a type of portable obelisk light and when charged will remove ivy. It depletes fairly quickly so keep it charged. Equip this object from your inventory and walk out. Hold it near a blue obelisk light and it will charge automatically. It\'s fully charged when it stays solid blue and stays charged for 60 seconds whether you\'re holding it or its stashed in your inventory. Don\'t forget the run button is if you need it. Turn around, head left in the main chamber and follow the path to the end.
Place the ornament in the raised holder to light the surrounding lights and clear the ivy. Its charge will not deplete while in the holder.SECOND PLAYTHOUUGH - Do not put the ornament in the holder but walk up to the ivy with it equipped. Walk into the ivy but not out, and wait for the charge to deplete. The ivy will regrow and you\'ll get DEATH 2/5Leave the ornament in place and walk through and see a memory/vision 9 of five imposing reptilians walking. Follow them and you\'ll get another memory/vision 10 and update your Journal 12. The room you\'re in has five sets of cubical type shelf boxes with intermittently placed orange crystals.
The crystal you want is in the panel directly ahead, second row, third column from the top left. Return to the hallway, turn right and go into the last right-hand entrance (at the blue light). Break down the wall and once inside turn right at the first blue light for Collectable 12/20 (Feathered Mask). Return into the hallway and follow the path to the right. You\'ll emerge in a chamber with a mummified reptilian figure at the end, approach it for a memory/vision 11 and J ournal 13. Before we leave this area notice the ivy-covered entrance to the left of the mummy.
We\'ll be heading through that soon, but not yet. Backtrack to the hallway, turn left and leave this area, walking past the ornamental light in the holder, leave it there for now.
Continue through the circular arch and stay to the left, taking the first available left turn. Enter the room with the curved golden device at its center. On the opposite side of the room interact with the wall lever, then place the orange crystal in the holder on the golden device. Interacting with the wall lever again triggers a cut scene and gives us the glyph symbol we need to continue. Examine the glyph wall projection for Drawing 2/4 (A diagram consisting of several symbols), we\'ll need this symbol shortly and it is safely recorded in the drawings tab, so no need to write it down. Look up at the yellow/orange circle on the ceiling for Secret 5/7(The dot glowing a different color).
Now, let\'s head back through the blocked ivy entrance I mentioned earlier and use the glyph we just discovered.Before you go though make a save here. The next section has an achievement that requires solving a (simple) puzzle on the first attempt. I encountered a glitch where no matter how many times I solved it the achievement didn\'t pop and the puzzle wouldn\'t solve.
I\'d made a save right before and reloading this didn\'t help. It wasn\'t until I loaded the next closest save this one we just made here that I was able to advance and unlock the achievement.Leave this room, turn right when you must and continue to the ornament we left in the holder.
Take it out of the holder and with it equipped we can safely pass through any ivy in our path. Remember to stop and give it a quick charge every so often. Continue straight to the very end and turn right.
Break down the wall and follow this path into the mummy chamber again, where you\'ll have a memory/vision 12. And Journal 14. Equip the now depleted ornament and return to the closest blue obelisk light to charge it. Return to the mummy wall and through the ivy-covered entrance on the left. Follow this linear path through the second set of ivy until you arrive at the end. A small room with a black bowl.
Interacting with it retracts the cover exposing a black liquid mass inside. Examining this mass lights a series of red dots. You\'ll need to connect the dots to recreate the projected glyph image. SAVE HERE as this has to be done correctly the first time.
Reload if you make a mistake. You have to click on the starting and ending points for EVERY line. Meaning if you end on a line you just drew you\'ll have to select that spot again to begin a new line. ALSO, IT IS IMPERATIVE THAT YOU DRAW THE SYMBOL IN EXACTLY THE CORRECT WAY. If you look at the drawing of the glyph, you can see the way the brush strokes were drawn, fatter at the start and thinner at the end. This is the pattern you MUST FOLLOW.
If you draw the shape but do not follow this pattern it WILL NOT WORK. 1 guideFollow the linear path until you see stairs on the left and a breakable wall on the right. Break that wall where you\'ll find another secret that does not add to your secrets tab. Pick up Collectable 13/20 (Reptillian Mask) on the far side of the room. Leave this area and turn right, do not continue up the stairs in front. On the landing of the next set of stairs (where the group of blue/purple crystals lay on the ground), turn left, then take the first right. Stay on this path until the route splits into three, take any path as they all join up again anyway.
Where they join together is a path leading upwards toward a lighted archway. Take that up for a memory/vision 13 and Journal 15.
In the next room you\'ll recognize the sphere, so interact with it and rotate in once anti-clockwise.Make a save here, there is an achievement ahead that might need a reload spot. Head out the way you came in and you\'ll afterward have another memory/vision 14. Choose any path to leave this area. Soon you\'ll have another memory/vision 15 but this one is different, now you\'ve got mummies chasing you and you are blocking your path ahead. Get to the exit without being caught for the achievement. Turn and run, but this time when you reach the three-way split, choose one of the outer paths, lure the mummies towards you and loop around until you are clear to make it to the exit. One loop should be enough.
When you get to the exit it\'s blocked by black fog and you\'ll get caught, which at this point is ok. SECOND PLAYTHROUGH - stand still and allow yourself to be caught without running for Death 3/5. 1 guideCharge the ornamental object the turnaround and leave this room. Turn left and then right, you should be facing stairs going up towards reptilian guards on either side. Clear the ivy revealing a type of shrine, at the end of which is a large winged statue. SECOND PLAYTHROUGH - stand still and allow the ivy to regrow around you for Death 4/5. Collectible 14/20 (An Ancient Winged Instrument) is on the floor up the stairs to the left.
Go behind the statue and follow the path down. You\'ll receive a walkie-talkie transmission and Journal 16. Faust doesn\'t sound too good. Continue down, turning right at the end.
Follow the path until you pass under four low hanging bells, then take the path to the right. Towards the end, you\'ll have a memory/vision 16, walk completely forward to the laid-out body.
After, pick up Collectable 15/20 (Sacrificial Dagger) from the alter. Turn around and at the junction turn right and follow the linear path. You\'ll have another memory/vision 17, then touch the man at the end, you\'ll be taken to THE MANSIONand receive. On the right is Document 21/25 (Dr. Faust\'s journal entry 1) and a flashlight on the left, this will replace the torch you had earlier.
Go forward into the next room for another memory/vision 17.At this point, we\'re going to knock an accidentally missable achievement out and then return to examine everything. We\'re going to open the cellar door without clues. You can very easily pick up a clue (calendar on the desk downstairs) and have no idea that its a clue until you\'ve voided the achievement. It\'s quick and easy to get it out of the way now so let\'s do it.SAVE here in case you make a mistake.Head downstairs, picking up the crowbar at the foot of the stairs to the right, then take the second door on the left, then the door on the right. Walk passed the machine in the middle and examine the floor near the chair. Take out the object with eight pointy shapes on the right and head downstairs through the door directly next to the stairs you just came down.
Interact with the metal door which will insert the object you just picked up. Examine it again and you will see a small central circle with symbols on buttons you can press. Number the buttons 1-8 starting from the top.
Select the buttons using. Press button 1, button 7, button 4. The door will click, hit to back out the interact with the door to open it. 1 guideWith that out of the way, backtrack upstairs to the room you had the last vision in to start a full walkthrough of this area.Examine the (awesome) preserved heads on the left., the stuffed Nile crocodile, the sacrificial mask Mask 1/8 and finally the medicine man mask Mask 2/8 all of which are added to Journal 17.
Exit by the door to the right leading down the stairs. Examine the bag on the table and the two relics in cases. The right-hand case has Ur-hanal-di and will update Journal 17.
The staff/relic on the left has no name and does not update the journal but check it anyway. For accuracy, whichever of these two relics you examine first will add to the journal then the other will do nothing. Go through the door between the relic cases.
Turn left and in the drawer is Document 22/25 (Letter about Necromantic means of data inquiry. An urn is on the mantlepiece and Collectible 16/20 (Emperor Penguin Figurine) is found on the adjacent wall in the central cabinet. Examine both drums to the right, both will add to Journal 17. Examine all four drawings on the notice board and the calendar to the right on the desk.
Exit and turn right through the door. In this room you\'ll find Mask 3/8, Mask 4/8, Mask 5/8 and Mask 6/8, creating Journal 18, and skulls form New Guinea. Take the door on the right-hand wall and enter the next room. In the drawer under the phonograph, on the left, is Document 23/XX (The Place Buried Under the Sands in the Arabian Desert. The final two masks, Mask 7/8 and Mask 8/8 are in the cabinet, completing Journal 18. You\'ll receive. Play the cylinder on the player behind you, Journal 19.
While it\'s playing walk out of the room and into the room with the two blue-lit windows, then return. On the floor is a newly appeared ornate box; open it for a letter and Secret 6/7 (A letter about the polishing of the initial Conarium). We\'ve ignored the mechanical contraption in the center of the room. The last part we need to work it is downstairs, so lets head there.Backtrack to the stairs and open the door to the right and go down. On the crate is the final Document 25/25 (Dr. Faust\'s journal entry 3), unlocking. Go through the previously opened door and pick up the phonograph cylinder from the box on the left; play it on the phonograph in the room, J ournal 20.
In the second large wooden crate, you\'ll find Collectable 17/20 (Curious Wooden Mask). Climb down the long ladder. Upon entering this area you\'ll have a memory/vision 18; approach the body on the table for it to end. Interact with the spinning electrical sphere.
From the shelf on the right pick up a key, and from the ornate box next to it, a phonograph cylinder and a circular metallic object. Play the cylinder on the crate behind the printer - wut?! On the desk examine the (printer?) paper. Max payne 3 gameplay. We have the last part we need for the machine upstairs to work so head back up the ladder. Before we activate the device go back up the stairs to the top and go in the leftmost room (where we started this level).
On the tall dirty mirror is Collectable 18/20 (Darkness Within). Travel back downstairs and approach the device in the middle of the floor. Examine the door and it will insert the circular metallic object. Interact with the lever above to activate the star projector. Examine the image on the ceiling for Secret 7/7,. Collect the half-rusted metallic object from the base and proceed through the now open door. Enter the next room and examine the large circular plate on the floor, doing this will insert the handle.
Interact with this handle to raise the projection light. Examine the wall mural.
SAVE here in case you need a reload. Backtrack out and you\'ll experience a violent earth tremor, and decide to leave this place. The exit is to the left. Before long you\'ll experience another smaller tremor but now you\'re being chased and if caught you\'ll die. Simply run straight ahead until you can go no further. The floor will give way and you\'ll drop down, out of danger.
SECOND PLAYTHROUGH - stand still and allow yourself to get caught for Death 5/5. Walk forward into the light for a familiar location FRANK\'S ROOMYour room, Frank Gilman\'s room, is the only one unlocked so let\'s go in. Examine the mirror on the far wall for a cut scene. Walk forward into the light to end up in ENDINGand. Walk forward and soon you\'ll come upon a rather ill-looking Dr. After the (totally excellent) scene, make a SAVE and make a note of it. We will be reloading it soon for the second ending.Look at but chose to NOT CONSUME the D\'versahe potion beside poor old Faust.
Continue onwards, up the rocky path until you reach a type of shrine on a plateau. Make a right-hand U-turn down the other path.
In front of you will be a building with two pillars on either side. Walk to the right edge of the building and the last pillar and walk to the edge. Just down there on a rock, you\'ll find the last Collectable 20/20 (Necronomicon). Now its a simple matter of matching the symbols on the drawing to the symbols on the pillars around the central building. Approach any pillar and look at the symbol at its peak, then look at the drawing. Look for that symbol on the inner ring.
The larger outer symbol is the one that you must now select on the middle portion of the pillar. Close the menu and turn the middle symbol until you find the one that matches the drawing. Do this for all six pillars to solve this puzzle. Then interact with the carved stone symbol again, which now emits a bright yellow light.
Turn all the pillars so they form a continuous light beam around the central shrine, then approach the pillar closest to the carved stone diagram again. This will send a new beam into the top of the shrine. Once that\'s done go to the front of the shrine and approach the ivy-covered golem to release it.My video shows five of the six already correct, then I match the last symbol and complete the sequence.
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To see previous AMAs,. Please use this thread to discuss whatever you\'ve been playing lately (old or new, any platform, AAA or indie). As usual, please don\'t just list the names of games as your entire post, make sure to elaborate with your thoughts on the games.
Writing the names of the games in bold is nice, to make it easier for people skimming the thread to pick out the names.Please also make sure to use spoiler tags if you\'re posting anything about a game\'s plot that might significantly hurt the experience of others that haven\'t played the game yet (no matter how old or new the game is).Since this thread is likely to fill up quickly, consider sorting the comments by \'new\' (instead of \'best\' or \'top\') to see the newest posts.For a subreddit devoted to this type of discussion during the rest of the week, please check out.has a Discord server! Join it and say hi!. Last month - suffering from lack of time.
Thus I played only 2 games:NfS Payback - returned to this one after 6 months. I must say that it is not that bad racing game. IMO its better that Forza Horizon in terms of action and fun. Forza is more about cars and atmosphere but this one is more about racing. Great game if you want to switch your brain off. Just after those 6 months it took me 30mins to get used to the controls and car handling.
Unfortunately I had to stop it after 40 minutes and I am not sure when will I be able to return to it. What a shame, this game deserves some time.Destiny 2 - I played only two missions last month but the less I play it the more I enjoy it. After some time, Destiny becomes quite repetitive. It is best to be played slowly (1 mission a week). I am somewhere halfway through the main campaign and I love the gunplay as well as the weapons diversity (reminds me of Borderlands). The areas you visit are beautiful and rich of details.
I would prefer the story to be more dense but I understand that its mainly a multiplayer game.During Christmas I will be home alone so I believe that I will have more time for games - I am looking forward to try my first ever strike in the Destiny 2 as well as finish the AC:Origins that I´ve been playing since July. I also would like to spend some more time with the Payback and then finish Yakuza Kiwami that I played in September lastly. After this my list of \'started but unfinished\' games will shrink a lot so I might be able to finally start some new games like Uncharted 4, God of War, Batman Arkham Knight, Detroit Become Human, Quantum Break, Watch Dogs 2 or Vampyr. Just not sure which one to choose. In addition I will probably gift myself Switch for Christmas (not sure yet, have not decided if I want to spend that much for a console that barely has any games that I am interested in) cause I would be able to find some game-time during commuting. Just the game supply is not that interesting (only Pokemon and Zelda right now). We will see, I still have 5 days for decision.
Path of Exile - Some friends and I have been playing through the game, just reached Act 2 last night. We all have experience with Diablo and so we are enjoying PoE a lot so far.
This is our first league and we are enjoying the syndicate content, even though it took us a good little bit before we fully understood what was happening with the members we fought. We are around 18 levels in on our first characters and can already see the amount of customization that is possible and it has me excited for different builds that will be possible, as of now I am working towards some kind of molten strike Marauder build, but since its my first character I don\'t really know where I am going with it just yet and am sure it will be terrible.
As of now I could certainly see myself putting in dozens of hours in every league in the future.War Thunder - Finally unlocked a rank II plane for US (Been playing the game about 10 hours) and have had some good matches with it so far. At some point I want to put some time into all of the other countries to see the 1-2 that I really like and want to stick with. Need to do the same for boats and tanks, soooooo much time I can myself putting into this before I decide yet I am really enjoying it so far so not worried about it. I restarted my World of Warcraft sub this week, but still haven\'t bought the expansion. Having fun leveling a priest through dungeon finder and leveling my main Hunter through Legion content. Who knows how long I\'ll continue.I haven\'t played WoW since I got Super Smash Bros: Ultimate though!
I haven\'t played since Brawl, so it\'s almost a new experience for me. I\'ve just been playing the Adventure mode \'World of Light\'. It has some tough fights, but I\'ve settled on a main (Lucario) and haven\'t had too much trouble the past couple of days. Loads of fun!. Killing Floor 2This game has a simple premise and can be a little one-note at times, but it is fun to kill a few hours. Plus the game has multiple seasonal events throughout the year that add enough new content to keep me coming back for more.
The monetization model is all the worst parts of CSGO, TF2, and Overwatch combined, but the game is so dark and the cosmetics so bland that I\'ve never felt the urge to buy a new weapon skin or hat. That doesn\'t excuse the crumby monetization in KF2, but it doesn\'t have the same addictive qualities as Overwatch\'s skins or black tar heroine.Plus they got Gary Busey to voice Badass Santa in the Christmas event going on right now. I reached a point that seems to be a \'final stint\'. I am on level 32 and instead of dense atmosphere the game told me to do tons of side stuff cause (i) the next mission has recommended level 36, (ii) getting to 36 will take me like 10 side quests cause each quest means +-3500 XP but to level up, you need approx 16000XP, and (iii) in fact, the game literally informed you to do some side stuff (when I finished last quest, Bayek told for himself \'now its the best time to do some other things\').I would like to kill the guy who came up with this stupid system. Why cant a player just decide what to do? If you just want to do the main quests, then do so. But NO, the game does not allow you to.
Firstly you have to spend 5+ hours just by wandering around and doing boring suff. Finally decided to start The Witcher 3: Wild Hunt about a month ago. I\'ve owned the game since launch and had played most of the starting area twice, but it never gripped me.So, I made the decision to start playing it on stream in an effort to force myself through the game. Well, here I am a month later with nearly 30 hours put into my first full playthrough. My plan for public accountability worked, and boy am I happy that it did.There is so much about this game that I love and almost nothing that I hate (except for the effing horse and swimming controls). The story is shaping nicely and the game has very little in the way of pacing issues.
The side quests feel organic within the world and the main quest has excellent conversations with excellent writing and performances. The role that decision making has in this game is so good, it might make similar systems pointless going forward. So yeah, graphics, music, mechanics, narrative, and fun factor are all there for me.There are so few things that miss the mark for me that I\'m pretty confident this is objectively the best video game that I\'ve ever played. Hell, I\'m enjoying it so much that I started listening to the audio books, and those are equally as compelling as the game.I\'m sad it took me this long to buckle down and play it through, but I\'m on this wild ride now, and I don\'t want it to end. I\'m LOVING the level of difficulty with unlocking characters on Super Smash Brothers Ultimate.
I read that bots were developed in assistance with Japanese professional players and it shows, AI does very weirdly specific stuff that makes you stay on your toes and punish every rookie mistake you make. I don\'t know if they scale with the intensity you get on Classic Mode, but I usually finish Classic on 7-8 and those fights can be brutal. I\'ve been one-combo killed more than once without even doing 1% of damage and while the first times I wanted to throw my switch in frustration, it\'s been getting exciting.Kingdom Hearts 2 Final Mix.I played KH1 and KHCoM this time last year after getting the 1.5&2.5 set for cheap. My pS2 died when I was only partway through KH1 back in the day, and CoM was one of my first GBA games even though I could never beat it, so it was great to play through them.Now that I’m playing KH2, i just feel like I’m doing something wrong.
The combat seems repetitive and unintuitive- mash x and sometimes triangle until enemies are dead, not being able to dodge, and bosses that juggle you into corners.The story is ridiculous, but kinda fun all the same. I’m probably about 2/3 through now and want to finish, but I could easily end up taking a break again to continue the story in RDR2. It is, as developer says, \'A Real Time Strategy Roguelike Survival Defense Town Management game with a twist!\' I discovered it a week ago, but didn\'t have much time to play. So far I loved what I\'ve experienced: you build base, manage resource gathering, defend versus enemies that come at night.
Goal is to survive as long as you can. You collect experience that persists in different playthroughs. Pixel graphics look, in my opinion, very pleasing to the eye, internal game mechanics are well made. As developer says, it has high learning curve, and I can assure that.I am software engineering student and what fascinates me about this game the most is made by one person that pushes updates constantly.
...'>Conarium Red Dot Puzzle(01.04.2020)