Posted October 17, 2013
Game mechanics (with some spoilers!)
I've completed 2/3 of the game, but I already realise it's a suboptimal playthrough that probably won't result in the best ending. SO I've been wondering how to perform better in the game. Here's what I've learned about it just from playing, along with some of my questions:
- The game alternates between "safe levels" (house) and "ghost levels" (eye). In the safe levels there are no ghost, and you are required to reach the clock and activate it, then exit the house through the front door. Fixing light in all rooms yields some optional journal fragments.
- In the forest, is it generally best to reach the house as quickly as possible (there's even a timer in the second half of the game) or to look for ghost girls?
- Ghost levels: the objective is to survive until dawn. The night can be significantly shortened using clocks that you can find and activate. Whenever you fix a light in a room, remain in it for several seconds while the Lodger has his eyes closed, and you'll see either the clock or some furniture materialise.
- The Lodger speaks of the importance of remembering rooms as they are in reality; is it therefore necessary to materialise ALL furniture in a given level? Does it have any effect on the ending?
- One helpful tip: lights can be fixed from ANY point in the room, not just from below the ligth bulb itself. As soon as you cross the threshold, you can hold spacebar to fix the light.
- Important for survival: ocassionally you'll hear a thunderclap and your the game will zoom on a particular room. Go to that room immediately and fix the light. Leave it on, otherwise an eye will appear there, along with some ghosts. If you're quick enough prevent eyes from appearing, ghosts will not trouble you.
- Eyes can be entered; this teleports you to a long hallway with some doors. Entering a door causes the level to restart. Is there any benefit to this?
- Ghosts can go through walls, but they cannot move between levels, nor can they climb ladders. The whispering voice is a good indication when a ghost is very near.
- Ghosts disappear when you turn on the light, but I guess they're still there, only you can't see them, nor can they harm you.
- Is it better to leave lights on or off when leaving the room? The Lodger advises the latter. Lit bulbs have a higher probability of going out (what causes this?), but deactivated lights sometimes break down as well.
- What are pieces of reality and where can they be found? I suppose they're important for the best ending.
- The white lightning bar that appears when you see the huge monster – what causes it to expire? I've noticed being caught by ghosts reduces it, but sometimes it gets shorter regardless of that.
Please answer my questions if you can, and add some tips and discoveries of your own!
I've completed 2/3 of the game, but I already realise it's a suboptimal playthrough that probably won't result in the best ending. SO I've been wondering how to perform better in the game. Here's what I've learned about it just from playing, along with some of my questions:
- The game alternates between "safe levels" (house) and "ghost levels" (eye). In the safe levels there are no ghost, and you are required to reach the clock and activate it, then exit the house through the front door. Fixing light in all rooms yields some optional journal fragments.
- In the forest, is it generally best to reach the house as quickly as possible (there's even a timer in the second half of the game) or to look for ghost girls?
- Ghost levels: the objective is to survive until dawn. The night can be significantly shortened using clocks that you can find and activate. Whenever you fix a light in a room, remain in it for several seconds while the Lodger has his eyes closed, and you'll see either the clock or some furniture materialise.
- The Lodger speaks of the importance of remembering rooms as they are in reality; is it therefore necessary to materialise ALL furniture in a given level? Does it have any effect on the ending?
- One helpful tip: lights can be fixed from ANY point in the room, not just from below the ligth bulb itself. As soon as you cross the threshold, you can hold spacebar to fix the light.
- Important for survival: ocassionally you'll hear a thunderclap and your the game will zoom on a particular room. Go to that room immediately and fix the light. Leave it on, otherwise an eye will appear there, along with some ghosts. If you're quick enough prevent eyes from appearing, ghosts will not trouble you.
- Eyes can be entered; this teleports you to a long hallway with some doors. Entering a door causes the level to restart. Is there any benefit to this?
- Ghosts can go through walls, but they cannot move between levels, nor can they climb ladders. The whispering voice is a good indication when a ghost is very near.
- Ghosts disappear when you turn on the light, but I guess they're still there, only you can't see them, nor can they harm you.
- Is it better to leave lights on or off when leaving the room? The Lodger advises the latter. Lit bulbs have a higher probability of going out (what causes this?), but deactivated lights sometimes break down as well.
- What are pieces of reality and where can they be found? I suppose they're important for the best ending.
- The white lightning bar that appears when you see the huge monster – what causes it to expire? I've noticed being caught by ghosts reduces it, but sometimes it gets shorter regardless of that.
Please answer my questions if you can, and add some tips and discoveries of your own!