Friday, October 22, 2021

Alone in the Dark 3: Just like the Original

The room with the creepy monster proved easier to solve than expected. I had shot at the target in there, but it turns out I wasn't shooting it right. For hitting it right I get a flask and a war stick. A new musical sting plays when I pick it up, in addition to whenever I reload. What do I do with it? I don't know, it doesn't do anything in here though. Further, I don't exactly have a path down.

This is real hard to capture properly
How do I advance? Why, I use the completed flash on the film on the floor. I knew something was on the floor, but it was never clear it was film. Which is something I realize I'm harping on. Anyway, the monster releases an agonizing scream, and then the happy music resumes. Doing, doing-doing, doing-doing.
The bats are much easier to see in motion
Going down the hole loses me several items, mostly ammo, and I have to reload the lamp, light it and then use it. Where upon I am accosted by bats. Might be invincible, might not be, they do attack me before I can attack them, and that's really what's important. I run away.
I hate this so much
To the next screen, where I there are pillars. They brought back the jumping. They brought back the jumping. God damn, I hate survival horror jumping. I have ever since I was a youth and played the Men in Black PC game. But here, somehow despite having fairly chunky platforms, its very much a crapshoot. Naturally, I bite it.
There's something bizarre about this

New death screen, featuring random undead just hammering Carnby with a shovel again and again. Brutal, yet comical. The platforming in this particular game is a special form of hell, there's no way around it. You barely have the space on the opening platform to get to the second one, and while it does get easier there, its a stretch to say it gets good. This isn't like Tomb Raider, which despite being criticized for its controls has very precise platforming, and a good camera. Well, good-ish camera. Platforming in a fixed camera game is a bit awkward, since in addition to the usual navigation, you have to think about it in an arc. And Alone in the Dark already has issues with the edges of things, making me do things precisely in that situation is not good.

At least in situations like this its obvious its a puzzle
I eventually make it to an Indian, he's blocking my path. Well, a good old-fashioned use item situation, no? Amulet doesn't work, but the war stick does. He walks out of my way and a platform raises up.
Whereas here its not
A few more jumps later and I'm stuck. Takes me a while to figure out this isn't just a case where I have to make a precision jump or something. No, I have to use an item. I try the amulet, and another Indian appears, and moves me across. Huh. The platform raises up.
The barrel there contains silver salts, something I don't need...I hope
This takes me right in front of a gambler-type, who attacks me. Using the last of my Winchester ammo, I take him out. But I still hear footsteps, another undead charges me, but I manage to take him out with a few punches. That melee combat is still awkward. This nets me a top hat and a key. This opens a nearby door. This is the big bank-looking building I saw near the beginning, where the dude was watching Carnby get blown up. There's an upstairs, but the only thing I can deal with yet is that key door. It all feels a little pointless.
The hotspots here are not at all obvious
The unlocked room is a library. Its got a bunch of books, one locked and one without writing on it, both no doubt puzzles for me to figure out. There's also a printing plate and a watch, which upon getting changed the music. The one book I can read reveals that the watch is some kind of unlocking tool.
Adjust the picture so we're looking at Lincoln, and you got yourself a strange fighting game
It requires some precision in location, like everything to use, but I get another door unlocked. As I enter, it sounds like Carnby is knocked out and the screen goes black. Is Carnby captured? No, Morrison, the blacksmith is alive. He tells me not to shoot. Showing I don't mean him any harm I walk towards him and a get a story-board. It shows a train station blowing up. I think I get the message.
The animation makes things look so much better
He walks towards the entrance and holds out a gun. I can't get past him, but quickly enough he shoots something, something undead appears in front of a curtain, and moves it, showing a window. He disappears and another one appears close to the blacksmith. I can't do anything to stop him killing the blacksmith, as I'm immobile until he does. He's not that tough to kill, and neither are his two compatriots that just showed up. The watch doesn't work on any more doors so for now I'm stuck here. For some reason Carnby feels like he's much slower than before. I can't go up to the window since Carnby says its too evil.
Their rage cannot be contained
The solution is far simpler than I thought, just shoot the window. Now Carnby can go up, and he automatically goes through it, leading to a graveyard. Where the gameover was not too long ago. It doesn't take long before the two grave diggers with shovels come out...but the funny thing is after briefly trying to kill one, I run away, and they start hammering the crap out of each other. Once again it seems I have to figure out a puzzle, as the way forward is too small for Carnby to enter. The central pillar has nothing I can fit in.
At this point, I decide to check the walkthrough again, not to see the solution here, but to make sure I didn't miss something earlier. I went to some trouble to get that bag of gold and it disappeared. Nope...hang on, I missed ammo and a key? Damn it. More platforming later, and I have the key to the locked book. Its about the traditions of the Navajo. The first page tells of Pregzt, the pirate from the first game, as the author of "White Book", which is the one without writing on it. Invisible ink. "...firelight Pregzt chanted impious incantations..." Yeah, got it.
There's a lot of strange in this situation
Putting the war stick in the central pillar, properly, causes the grave diggers to die...and something to shoot out at a tomb with something 3D on it. At first I ignore it, but then I realize nothing else has changed. I don't know, use the ace of diamonds on it...? It works, Carnby enters, gets a message, and a pillar rises to the second floor of the bank. What's on the message? I'll be back. That's a helpful message...wait, its from One-Eyed Jack? From the last game?
An actual survival game in this style might be cool
The room is seemingly unreachable, but it has plenty of stuff in it. An oil can, some pemmican, and a roll of film. What I do with the oil can is simple enough, there's a fireplace in here that needs oiling...which opens up a wall.
Note the faded colors next to the pillars, that's a solid wall
Inside its...something. Happy music plays, I guess its some kind of theme museum? The tacky kind that's kind of popular in American. Animatronic musicians, that sort of thing. Lots of items in here, a hammer, some more ammo, and at the end, a guitar string, musical sheet and the key to a safe. Upon getting that a nearby statue comes to life and tries to shoot me. After dealing with him I hear a persistent whirling sound in the background. There's another one just rotating endlessly, no doubt to hurt me. And of course as I approach another one near the end starts shooting at me. Neither can be killed, so I just run past into the original room.
Who designs a building this way?
In the original room its not obvious where to go, but I do know that Carnby said the sideboard looks strange. I got the pemmican from it, so I start pushing it. Nothing from the left or forward...and as I do so from the right, the view changes to show there's a hallway behind it. I have to wonder if that was always in there or it got added in after testing. You never know in this game.
The more I think about this room, the less it makes sense
This takes me back to the upstairs hallway, with the locked and walled off doors. Its not obvious what I'm supposed to do, but by process of elimination, I use the 30-30 bullet on the only door I haven't entered and then use the hammer on it. That unlocks it and allows me inside. This is a...model store/clothing store/bank. Isn't it whole building a bank? Oh, well. From the model section I get a blasting cap, a map showing me where to use it, and a light bulb. In the clothing store, I use the string on a mounting device, followed by a light bulb and the film.
I can't wait to see Begotten done in Alone in the Dark style CGI
This, curiously, starts up a film, showing someone, I think Emily, getting put in a creepy-looking circle by an undead outlaw. "I'll get you Carnby", is added in intertitles. So this is a taunting message from Stone...who took the time to make this. That's a lot of effort for not much reward, especially considering I didn't discover this the first couple of times I went through this room.

In the bank, there's an astronomy book, not sure how its relevant, but it mentions something about a pearl. I have a pearl. I also notice a painting that seems to be 3D. Using it opens it, and changes the music. It seems to want a code, but I'm concerned that someone is about to shoot me. Wouldn't you know it, I walk to the entrance, and I get shot by someone off-screen and die. Or...wait, that's just a trap. It seems the safe is the only way forward for now, and I'll have to figure that out somehow. Its just spitting out 201, what I should do with that info...I don't know. Still, this game can't be much longer.

This Session: 1 hour 10 minutes

Total Time: 4 hours 50 minutes

 

As an aside, I've started rewriting some of my older reviews. New content may come out slower because of this.

Thursday, October 21, 2021

Ad Mortem

For the Halloween season TheLordThyGod and I did a survival horror RPG called Ad Mortem. Its about a cop in a zombie outbreak.

There's not much more I can talk about without spoiling, it, so try it out here.

Wednesday, October 20, 2021

Alone in the Dark 3: Unexpected Returns

Naturally, Carnby loses it
It occurred to me after last time that I never used the whip directly on the machine, just from a distance where I thought it was originally. That works. No new enemies. It leads to a room with a flask and some more Winchester bullets. No way forward, except a board in the air. Doesn't lead anywhere, but I guess I go down. Seems like this could be hairy, better save.
This looks much worse in pictures than it does in motion

Oh, Carnby leaps across using the board. Cool. Glad I don't have to do anymore jumping puzzles. That was the worst aspect of the first game. And I'm in a new place. The upper floor of the saloon. Naturally, the doors are locked. There is a map here, but I don't really need that.

If that is Emily, I see she's headed for a Calamity Jane kind of role

A zombie? Umm...is that Emily? And this door is locked too...and I can't cross that, can I? There's a costume jewelry ring here. I can use it, but that just gets me the ring and the jewelry. I try everything I've discovered from before. The gatling gun is jammed, but the rest of my guns work. They don't open the doors, and neither does punching, searching or pushing them. The pit trap is a death scene and there's nothing to walk over. But wait a minute...what about these lamps? Maybe I push them? No, I light them. And wouldn't you know it, one of the doors open up.

In case you're just joining the franchise, this is what taking an item looks like

A news article about the Arizona Kid, who was shot in the back by Fast Jarrett. Apparently he haunts where he died during the vulture's song. And then the ghost enters a painting of him in blood, and he can be followed. Flavor, or hint?

Its exactly as crazy as it looks

After continuing deeper, I am accosted by someone I presume to be the Kid. Ah, the clock has a vulture alarm. Only, the picture isn't in blood, and I have no way of making it bloody. I missed a lamp and a door last time, so I better reload.

The other end of the portrait
A shadowy figure appears and Carnby can't move. Another instakill? No, its a hint, the amulet allows me to survive death. Or the amulet allows one to survive death, maybe it isn't the amulet I have. If it is, its only going to activate in a cutscene. I try the Kid again. But I notice something is in him. So I pick it up. Its a night valet. What is a night valet? Its something you put clothes on while you dress. Which leaves another question. WHAT? Is this a troll move?

Mirror, mirror, upon the wall...
Anyway, after some time, I figure out that the solution is to try feeding the vulture. Doesn't really make any sense, but trying to shoot the Kid in the back doesn't work. This causes the vulture to slump over and the Kid to return to his painting. I also get a token. I follow. The room the painting leads to is a seemingly normal but nice room. Some exploring grants me a 30/30 bullet, a bulb and a pearl. Bringing me up to 19 items. I don't have a bullet, but one of the wanted posters said the kung fu prisoner escaped by punching a 30/30 bullet in a lock.

I feel like there's an album with this cover somewhere
This leads directly into the room I couldn't reach thanks to the hole in the floor. Unfortunately it seems there's not much there. The items in the last room do nothing on this door and my previous items have no effect either. After extensively looking around here and in the last room, I don't discover anything. So I once again resort to a walkthrough. Wouldn't you know it, but I have to push the mirror, after searching it, and search the exact right spot on the bed to get an arrow and then use it somewhere else. That gets me the picture I walked out of changing into another picture. This unlocks the door that locked when I went into the vulture room. Yeah, that makes sense.

Carnby, feeding his raging alcoholism
The key opens a door back in the main hallway. I'm hating this section because the pit is really easy to fall down, from either end of it. Inside, another healing flask (now I'm up to 98 HP) and a diary. Written by Emily, if I'm not mistaken. A source of humor if not hints. Emily's costar, Billy Silver, demanded to be paid in gold ingots. Which if you know your classic Hollywood, is not unusual. And my complaint about the crack is apparently pointless...since an earthquake produced it. Which ties into some said off-hand on the radio in the intro.
The diary implies that whatever ghosts were around got summoned when the earthquake happened. She and a gunsmith named Morrison are the only survivors. What happened? Who knows. But I do know its kind of hard to take Emily seriously since her accent is bizarre. Originally she had a southern one in the original, but here it sounds like someone trying to affect a midwestern accent and failing horribly.
Well, its cool-looking at least

The next part continues to elude me. From here I can go out unto the balcony, and there are many closed shutters here. None of which I can enter. I get shot at whenever I cross one. Nothing I do seems to work once again. The usual methods, pushing, opening, shooting. Walkthrough says put diamond in dragon's eye...in Emily's room. There's no indication you can do anything with that, unless you walk right against it. That just gets me a box of ammo. Now what? Use clothes horse [night valet] near shutter and a monster will walk out.

I suppose the cover on the ground is a hint
After some considerable fiddling, and getting shot at, I put it down where the game wants me to. Guy fires a couple of times, walks out, falls down. I push over the shutter to walk over it. Now, this is a clever puzzle, using an item that is in theory completely useless. It makes sense, since he thinks he's still attacking you. But, I can't see how you'd ever figure that out. With the game's fiddly detection and the sheer off-the-wall nature of the puzzle it seems unreasonably hard.
What is it with '20s games and their obsession with photography equipment?
The room he was guarding has some interesting items in it. I'm apparently going to bit a camera, as I now have the stuff to build a flash. Why do I need this? I'm sure there's going to be some inane reason. I get another key too. Lots of things for essentially opening another locked door. Curiously, there's a photo of the gangsters from last game.
What, Alone in the Dark's actually going for scary now?
The door it opens leads me to this thing. Umm...wasn't expecting that. This is pretty creepy. What isn't creepy is running around the room trying to make sure you aren't missing something. There's an oil can, which I can use on the lamp I have...but nothing else. But then I remember there was a piano earlier, and I could use a token on that.
And every rhyme is worse than the last/I'll be glad when this part's in the past
More backstory, there's something better than gold underneath the town, so they bring in a bunch of prisoners to dig into the town. The game doesn't tell me what just yet, but its pretty clear it isn't anything good, since they're all ghosts...and that thing. I can't kill it, and I don't really see anything that the piano opened. Which means more fun exploring around for me.

This Session: 1 hour 10 minutes

Total Time: 3 hours 40 minutes

Monday, October 18, 2021

Dungeon Master: Dwindling Supplies

Level 10, which is just about where you'd think the game would end. Its business as usual from a playing perspective, another message on the wall saying turn back. In a room with no doors or anything, just a hallway around a central pillar and the stairs back up. So I have to check the walls...only, no, the puzzle is considerably different than that. Moving around in the room teleports you to a similar, but different room. I don't really know the specifics of it, but I have to use two keys in two different versions of the room. This opens a secret wall. I know this even before seeing it, since the wasp enemies suddenly start appearing.

I get a panicked moment, trying to find someplace safe on this level to rest. The wasps aren't hard so long as I can throw a fireball at them. Actually fighting them in physical combat is a losing proposition, since they dodge well and I don't seem to deal much damage. Oh, and the poison. I luckily find a sealable room soon enough. With a new sword. Well, the Vorpal Blade is nice, but I don't think I'll need that one anymore. I continue exploring, encountering another gremlin item-stealing monster. It startles me, and I in a panic slap Z twice...which with my new sword summons a fireball.
The north area leads to a cross hallway with three locked doors. There's a key there that might open one of the doors, but I decide to chance it and go to the southern area first. One I avoided the first time, owing to the suspicious design of it. At the end of the hallway with these suspicious holes, is a sword. Its not that hard to figure this is a trap, but it turns out to be just a poison trap. So I take it and walk out, until my game crashes near the door. That's a sign for me that this sword is not worth it.
 
Back at the crossroads, I chose the west door. This leads to a throng of blue goblin-like monsters. Holy crap, just so many monsters. It practically turns into your standard hack and slash, except there's this blob creature roaming around. He automatically dodges ranged attacks, and after several fireballs shows no signs of being hurt. I have no idea if its even possible to hit him. The door trick doesn't even do anything to him. The damn thing puts me in an awkward position should I have to return this way.
Unlike on previous floors, it seems the choice of door is exclusive, as I reach the area I think connects the three back together. Must be some kind of treasure there. The whole floor has been a letdown since that opening section. And it doesn't get any better, as behind two gates I see more wasps. They're just so annoying, I opened up the gate to take one group out and in the femtosecond they were in they poisoned my two fighters. And then there's just the stairs down. There's still more on the level, but it feels really disappointing. There's a room containing copper coin slots. From those I get bomb potions, which are yet more items I'm saving for boss fights.
But there is one more area. A hallway with "Enlarge my view", written on it. Pressure plates that teleport me back block my path. At first I think there's some walkable wall here, and there is, but that only leads to Boots of Speed, which I assume increase speed. But soon enough I find something on the wall to press, revealing the whole thing to be a fairly mundane puzzle giving me another key.

Level 11, after the last floor, I hope there's something more interesting here. There's this thing, which is another creature that can't be hit by physical attacks and dodges all ranged attacks. Only this one casts fireball and poison cloud. Good...just what I needed. And I left behind the Vorpal Blade somewhere and I haven't a clue on how to find it again. And when you cast the destroy non-material creatures spell they need to be in a specific state or it won't do anything.

Continuing inward, the level gets...interesting. I bit it to a combination of some weird spider things and the non-material one. So I reload, and the spider thing is alone. Interesting...kind of. There are an extensive amount of safe areas too, in which I can safely hide myself in to recharge mana. They have food in them, but my more pressing concerns are towards water. Still I continue exploring until I have tried every key on every locked door I can find, and tried to bash down every door that didn't have any way of opening it. Took a bit of searching the walls to find something and even then it was just some silly staff.

My thoughts turn to the pressure plate I stepped over as I walked into this floor. Aha, I think, this must activate something, like a door. As I begin walking around to see what it changed, I fall down a floor. Yes, I went to all this trouble just to accidentally reactivate a pit trap. Invisible one too, meaning this was especially devilish. The way back up is guarded by some sort of flame creature. It stays in place, and doesn't hit me with ranged attacks, unlike so many other characters. So, that's out.

It takes some time, but I eventually find a switch on the wall that I missed. What does that open? A door inside a big chamber, which reveals a walking suit of armor. He's pretty tough, shrugging off physical attacks quite well. He drops a complete suit of plate armor when I eventually manage to kill him. He was guarding a key...but wait, it opens a room with another suit of armor. So instead of fighting him, I cleverly have the armor fall down a level. Then I check where he was guarding. Nothing. Oh, don't tell me he had something in his inventory? One long fight later, and I have another key.

The section that key unlocks seems innocent enough...at first. Long corridors with nothing much inside. But then there's another spider-thing. And then there are two suits of armor. Which turns out to be the hardest, most annoying part of the game. Because they just eat up damage and it seems like they can hit me in melee before I can hit them. I was already running low on water, but this section just hit the oh crap threshold. Out of water, and the nearest known water fountain is many floors higher.
And then it gets worse. The spider-things respawn, constantly. But I manage to finally kill them all and break through. The empty hallway afterward doesn't make me feel any better. There's a fork in the hallway that doesn't matter much right now. To the south, three doors, with a thing on the wall saying something about cowards. Walking into a room and then out causes all the doors to open, but you can close them pretty quickly. To the west, a pair of non-material beasts. They kill me the first time, which is just great. But I manage to make my way past them eventually.

The wonderful situation my party finds itself in is compounded by a...rotating pit, I guess. And those non-material things can get past the closed door, which just increases my problems. There's another key, and another fork, one of the paths lead directly downstairs. And after a brief jaunt downstairs I know that's not yet for me. And the other path leads to nothing. And I check to make sure of that. Which puts me in a bad position. Okay, time to look at someone else's map. Where downstairs is there a water fountain? Nowhere. Somewhere I missed on this floor? Nope. The nearest water fountain is a few floors back, and certain death fighting my way back there. I may be screwed here.

This Session: 3 hours

Total Time: 13 hours 40 minutes

Friday, October 15, 2021

Alone in the Dark 3: Jailhouse Blues

The other barrel has a big snake for some reason

It was clear from the hint I got on the poster that I was supposed to enter the jail through one of these three doors. But the question was, what would open it? I tried many things, everything that seemed logical or possibly logical from a developers standpoint. Most of my items, pushing the door, but no dice. They remained locked. After a good chunk of time I noticed there was something moving behind one of the doors, and I thought, maybe I should try opening it? Of course that wouldn't work. It worked. So now I had to get past these snakes. I gradually try items, until AHA! the maraca, which works like the drum did back in Jack in the Dark.

We've all been there before
After climbing up the ladder, with a sound I recognize from Iron Blood, I'm in a cell. And soon enough I'm not alone in that cell, an outlaw pops up. After punching him out and getting nothing, I'm alone once again...and he comes back again. Between defeating him, again, I try to get out. The door is locked, but there's a key. I can't get it, but I have a cane that can help me get it.
Possibly the most sedate scene we're going to see with another character
In the next room over, there's the guy I was supposed to give the alcohol to. Dropping the alcohol near him gives me another flask, a healing item in case you forgot. Once again I had hit a wall. There was another path, but there's a symbol covering that area's floor and moving over it kills me. I can't go back, that also kills me. On a hunch I search the cell with the respawning outlaw and find a stone. Aha, I think, I throw this to destroy something. No, its the same old trick we've seen already, throw the stone and get a different item. An Indian amulet that allows me to advance.

Will we ever know who this is? Probably not
This opens up three paths. The first leading to a Frankenstein-like monster I can't fight in melee. The second leads to some interesting stuff. Ammo for a Winchester, which I suspect is locked in the cabinet next to me. Some wanted posters, including one for a martial artist. I wonder if that's going to be an incredibly obvious reuse of the circus performer from AitD 2? The gun cabinet I thought wasn't accessible yet, but I just had to use my key in the right spot. At least its mildly obvious. Now I have a Winchester, its already loaded, and something tells me it isn't with golden bullets.
As if this is a puzzle!
Taking the one remaining path sets the speed up considerably. At first the entrance room looks empty, but soon enough something tries to break in from the front door. There's a cabinet, blocking a ladder even, near the door. You have more people than the original game working, and you reuse this much. Jees. The cabinet at least has a shotgun, an empty one, but nevertheless another weapon.
Wrong game.
On the roof there are quite a few items, the use of which are not yet clear. There's also another outlaw, invincible, but not instakilling like the other guys. He's not really guarding anything either. He's guarding some more items, including a gatling gun and a fuse, for dynamite. Since I have no other idea of what I should do, I load the Winchester (wasting the ten bullets in there) with a golden bullet and he dies. And he drops a bag of scorpions. Or a bag full "for" scorpions. That's...somehow random and not. This is where I get stuck, again. None of my items could be used to open a door outside of dream logic. That monster can be killed, but he drops nothing. The second hole down just takes me to the monster's room and insta-kills me. How do I advance? Why, I use a gatling gun to destroy a door. Have to admit, that never would have occurred to me...probably because I didn't think they'd have to skills to accomplish that. It doesn't even make any sense since the door is a sliding one, and it slides upwards.
You don't get a good look at this when its happening
Inside, its dark, and the door closes behind me. Once I use my lamp I see a hanged undead outlaw and a hanged skeleton. Carnby is slowly dying in here. It doesn't seem like I can do anything but use items. Aha, that must me what this voodoo hangman's noose is for. Which causes the duo to fall off whatever is hanging them. Trying to follow them gets Carnby instakilled. The lever nearby is jammed and I can't get out. Okay, so the game is expecting me to pay attention to the way they designed these angles, and they did some clever things with the engine.
By this logic, shoot everything with every gun. Nope. Use the whip on anything that looks like it can be used on. And everything it can't. Nope. Maybe one of the items is used on the lever? Still nope. Maybe the death scene after falling down the hole is a fakeout? No, but it is a pretty sweet ending tune. The music's good, but for the most part it hasn't been as good as the previous two games.
Can you see the items here?
So I decide once again to look it up. And wouldn't you know it, but what I had to do was drop the bag of scorpions into the pit, then use the lever. Fair enough, I guess the idea is that its a weight. "Then pick up the dynamite and jerky". What? I don't see any, and what's even better I also see I should have used the whip on the dude I shot with the golden bullet. I need to do that to get a bag of gold. After doing that, and extensive searching, I do find the dynamite and the jerky. But I have to search a very specific spot. You would have to have incredible luck in order to get that right, because if you don't you'd just assume nothing was there. Which hurts more than if the game was straight-up like AitD 2.
Carnby either searching or setting up some explosives
After finally getting out, I figure that I'm supposed to use the dynamite in a crack near a barrel I saw after killing the gold holding outlaw. My suspicions are confirmed as I advance there. First, by two new outlaws who appear in the area, and secondly, when I'm locked inside that room. Like usual, it takes a while to figure out where to put it and how to escape from the blast afterwards, but I do turn out to be right.
Does gatling gun fire beat undead immortality? Yes
At first this new area isn't much. A puzzle consisting of not walking into another big dude's path and instead walking on a bow insignia pressure plate. Then another outlaw and before you know it I'm stuck in another room. There is a seemingly open wall, which just leads to my death. This game's really happy to throw instakilling situations at you. What now, I think. Guess I better search the floor constantly. Only, it turns out there's a way forward, the background just didn't look like I could advance that way. Its a machine missing a gear. I don't have a gear but I do have a sheriff's badge. Aha...uh...now what? Now I have to walk back to the door that closed on me. And nothing seems to strike out to me as something changed, the area looks the exact same. I have no new items, so clearly I've missed something in that new area, but what isn't clear.

This Session: 1 hour 30 minutes

Total Time: 2 hours 30 minutes