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What to do with the FEMA Notice in No, I’m not a Human
What to do with the FEMA Notice in No, I’m not a Human Unlike most No, I'm not a Human items that are available for a fee through the ForRest mobile service, the FEMA Notice is a free and rare item you shouldn't ignore. Strategic thinking is needed for the times when a FEMA Notice ends up in your hands. Similar to the mystical cat, the FEMA Notice can help you in more ways than one, but what exactly are its uses? Here's everything you need to know about the FEMA Notice in No, I'm not a Human . What is a FEMA Notice in No, I'm not a Human? Screenshot by Destructoid It's scripted for the FEMA Notice to appear twice in a single No, I'm not a Human playthrough. First delivered by a FEMA Officer after taking a tenant off your hands, its instructions aren't particularly clear if you're not paying close attention to the Officer's words. While you can't inspect the Notice, its usage becomes apparent when you interact with your tenants. The purpose of the Notice is to show FEMA who should be taken to quarantine next. It's not an item you have to use, but it's particularly helpful when you're after the more complicated endings . How to use the FEMA Notice Screenshot by Destructoid You'll get the FEMA Notice in your second encounter with a FEMA Officer. The only other scripted way to get one is by letting the burnt fireman in. This tenant almost always appears towards the middle-to-end portion of the game (day six onwards). You could get lucky and be offered a FEMA Notice by a guest you initially rejected at the door, but this isn't a guarantee. You shouldn't haphazardly use the Notice  unless you're certain who you're sending away is a Visitor;  this way, you're a step closer to having only humans in the house by the 14th day. An easy target to use the Notice on is the Cat Lady, who must be let in on the fourth day if you want to unlock the basement and get the cat's help to ensure your tenants' survival each night. Screenshot by Destructoid The most important use for the FEMA Notice is when you need particular tenants not to be taken by FEMA (as Officers visit often). The cultists will drop by on the eighth day, where you're forced to babysit them. FEMA will demand two tenants leave with them on the 10th and 11th nights, making it difficult to keep the cultists around without being taken. You then need a different Visitor in the house on both nights so that you can hand them a Notice (in the morning prior to FEMA's visit). It's risky to send away two Visitors in one go, as losing too many tenants to death or FEMA means the Super Imposter kills you if you're alone by the time he knocks. Therefore, two tenants who are always human should complete the Visitor-Human pair. The best picks for these are the thin man, burnt fireman, little girl, or sewn mouth (if they weren't previously taken by FEMA). Successfully protecting the cultists opens one of the 10 endings, making the FEMA Notice one of the most useful items in No, I'm not a Human . Like our content? Set Destructoid as  a Preferred Source on Google  in just one step to ensure you see us more frequently in your Google searches! The post What to do with the FEMA Notice in No, I’m not a Human appeared first on Destructoid .
Indie Archives – DestructoidSep 17
All No, I’m not a Human Visitors and how to identify them
All No, I’m not a Human Visitors and how to identify them We all know the signs of No, I'm not a Human Visitors: Perfect white teeth, bloody gums, dirty fingernails, bloodshot eyes, rapid eye movement, clean armpits, skin irritation, and an unclean aura. Visitors cannot kill unless there are two or more of them present at once. Some tenants won't come in unless you kick someone out. This is because their lore overlaps with them, and where they choose to sit is the same place as the tenant they want kicked out. While the order of guests who knock on your door is (to an extent) randomized, there is a pattern to knowing who is and isn't a Visitor. So, if you want the best ending or are trying to complete the steps needed for a particular conclusion, then here are all No, I'm not a Human Visitors. Table of contents All Visitors in No, I'm not a Human Guaranteed Visitor Potential Visitor Always Human All Visitors in No, I'm not a Human Screenshot by Destructoid From the 57 characters we've met in No, I'm not a Human , 44 of them could be Visitors. It's a larger number if I count each pair or set of guests individually (e.g., the twins, cultists, married couple, and mom and child duo). What I've learnt through repeated trials is that there's a handful of tenants that may or may not be a Visitor. Their identity is randomized, likely based on who you let in before they knocked at the door, and whether there's a Visitor already staying at your house. The signs and dialogue remain the same, making it hard to tell whether members of this group are truly human or presenting genuine signs of a Visitor. Because of this, we've added a section of "Potential Visitor," where I recommend you avoid letting them in unless you need the numbers up for when FEMA comes knocking. Below, we've separated our sections into "Guaranteed Visitor" (guests that are always Visitors), "Potential Visitor" (guests that could be a Visitor), and "Always Human." No character is named aside from the Prophet and Super Imposter. Therefore, we've added our own based on their appearance and included an image so you know who we're talking about. I will also add the telltale sign you should refer to when identifying a Guaranteed Visitor. Guaranteed Visitor These are the 15 Visitors that always fail the test and will always be an imposter. The cat lady is as important as the Super Imposter, as she gives you the cat . She's a Visitor you should always let in when going for most endings as the cat can help. You need to get the delivery number from the television or radio broadcasts and order cat food, feeding it to the animal so no deaths happen that night. Character Given name Sign Hunched woman Teeth Cold lady Hands Old lady Eyes Cat lady EVERYTHING Short fringe Hands Man in wheelchair Hands Fortune teller Teeth Immortal man Dialogue Wounded man Dialogue Mysterious woman Dialogue Best son Dialogue Red shirt Eyes Hooded man Dialogue Nun Armpits Bowtie Dialogue Potential Visitor This list of 20 more so includes tenants who are a danger to society. You won't know if they're a Visitor until you shoot them, as the signs are always the same when you test them. It's best to leave them outside to avoid any deaths, but some sacrifices are unfortunately needed if RNG isn't on your side. What makes them dangerous is not only that they could be a Visitor, but that they speak violently in their dialogue and have links to other tenants (who they want kicked out). These are the same characters that'll also try to bribe you if you turn them away at the door. A good way of knowing if they're a Visitor is to let them in and stand next to the room they're staying in. If you hear whispering, groaning, or any suspicious activity, then someone staying in that room is a Visitor. Don't confuse this with the little girl crying over her father (the neighbor). You could end the game with these characters in your house and still get the No, I'm not Alone ending. Character Given name Sign Gravedigger Teeth Teen Eyes Surgeon Teeth Twins One will kill the other and become guilt-ridden Mom and child Dialogue Married couple Photo Cabbie Dialogue Turtleneck Eyes Crop top Eyes Beer guy Teeth Suited man Dialogue Aggressive man Dialogue Polo shirt Teeth Large man Eyes Widow Whispers FEMA wife Eyes Stoner Hands Bearded man Dialogue Headband Dialogue Conspiracy theorist Dialogue Always Human I found these nine characters are always human, and it helps to let them in whenever they appear, giving suspected Visitors a FEMA slip so they're taken away instead. Character Given name Tall man Sewn mouth Little girl Burnt fireman Cultists Amogus guy Blinded man Homeless man FEMA imposter Like our content? Set Destructoid as  a Preferred Source on Google  in just one step to ensure you see us more frequently in your Google searches! The post All No, I’m not a Human Visitors and how to identify them appeared first on Destructoid .
Indie Archives – DestructoidSep 17
All No, I’m not a Human endings and how to unlock them
All No, I’m not a Human endings and how to unlock them No, I'm not a Human is here and its endings may leave you with more questions than answers. Are Visitors real, or has the world truly gone mad from the sun's rays? Here is how to get all No, I'm not a Human endings. Table of contents No, I'm not a Human endings guide Yes, I'm Alone ending (worst) No, I'm not Alone ending (bad) Yes, I'm a Murderer ending (bad) Wrath of the Vigilante ending (bad) Shroom or Doom ending (bad) May Death Cleanse us of Our Sins! ending (ok) Embrace the Inevitable ending (ok) Child of Doom ending (ok?) Welcome to FEMA (good) The End? (best) No, I'm not a Human endings guide There are 10 endings in No, I'm not a Human . You may see some similarities in the endings from the Anthology version and demo, but most conclusions are brand new. As who approaches your door every night is randomized—mostly due to who you let in and shoot—some endings are significantly more difficult to get than others. Yes, I'm Alone ending (worst) Screenshot by Destructoid Let the Super Imposter in either by telling him you're alone when he asks or by having no tenants in the house when he appears. The Super Imposter will break in and take you into the night. The house falls into ruin now that its owner is gone. No, I'm not Alone ending (bad) Screenshot by Destructoid You have to have at least one Visitor in the house when the time comes to board up the windows. Paranoia spreads when you move into the basement as the group counts the days on the brick walls surrounding them. Strangers-turned-friends-turned-Visitors, you're taken in the night by figures who now resemble the Super Imposter. Yes, I'm a Murderer ending (bad) Screenshot by Destructoid The easiest way to get this ending is to reach the 12th day and kill every tenant, regardless of their status. Even if you know there are only Visitors left, killing them and leaving you alone will bring the Prophet to your doorstep. This conclusion focuses on how paranoia spread and your fear of death grew, consuming the protagonist's mind. Wrath of the Vigilante ending (bad) Screenshot by Destructoid All you have to do is fail the Vigilante's test to get this ending. This happens on his second or third visit. Pick any of these options to fail the test: Teeth, Armpit, or Photo. Suffering a gunshot wound, you take out the madman, but lose your mind in the process. Leaving your safety blanket, you take arms and go out into the night, ridding the world of anyone who's armed. Replacing what you just killed, you became yet another Visitor in a way. Shroom or Doom ending (bad) Screenshot by Destructoid After beating No, I'm not a Human at least once, play through the game to night six to meet the mushroom man. Take his Book of Smiles page and follow these steps: Make sure you let in the cat lady to unlock the basement on night four. Take the Book of Smiles page on night six. Go into the basement to pick up the mushroom on day seven. Eat the mushroom. Complete night seven. Find the apple on the shelf inside the Hall on the 8th. Complete night eight. Click on the clock on the wall of the Bedroom on the 9th. Talk to the mushroom man at night. Follow the mushroom man into Mushroom Land on the 10th night. Screenshot by Destructoid In an attempt to stop the Mushroom Festival, the protagonist and mushroom man get lost trying to complete their ritual. A gigantic mushroom grows in the center of town—inviting the residents to a new kind of cosmic horror. May Death Cleanse us of Our Sins! ending (ok) Screenshot by Destructoid When the cult leader knocks on your door, forcing you to take in his followers, you must ensure all three survive over the next few days. Their presence is helpful as it puts the numbers up, but you cannot risk FEMA taking them away. You will fail if even one cultist is taken away. The best way to avoid this is to send away any guest who wants to sit where a cultist resides (e.g., a woman wearing glasses and a turtleneck). You can also get a FEMA Notice when they take someone away for the second time, and another off the burnt fireman. Give these to two guests outside of the cultist bubble and try to keep the Visitor list to one tenant so that a cult member isn't killed. Screenshot by Destructoid The cult leader will return and invite you to join if his members survive. Accept his offer to get this ending, leaving the cosmos once and for all. Embrace the Inevitable ending (ok) Screenshot by Destructoid Screenshot by Destructoid Screenshot by Destructoid Screenshot by Destructoid This is one of the most complex endings to get, as you need to work for it. The goal is to dig a hole in the basement. But there are multiple steps to reach this point. Here's everything you need to do: Watch the television during the day to get the ForRest phone number. Order x2 EnerJeka cans from ForRest on the telephone (during the day). Every number aside from FEMA's hotline is randomly generated. Make sure you let the cat lady in so the basement door unlocks. Reach the ninth night to talk to the Prophet. Go into the basement and dig on the tenth day. Show the Vigilante your eyes on the tenth night. Dig on the 11th day. Dig one more time on the 12th day and go inside the tunnel, turning right to talk to a miner. Drink an EnerJeka on the 12th. Go to the bathroom and interact with the mirror. Test your hands and clean them. Show the Vigilante your hands on the 12th night. Speak to the Prophet. Explore the tunnels under the basement and jump down into the hole the miner found. Screenshot by Destructoid The ending reveals the cultists were right—Death was underneath you all along. Child of Doom ending (ok?) Screenshot by Destructoid This is a strange one. I'm not entirely sure what I did to get the mysterious woman to approach the door (it's not confirmed, but she might be the Visitor version of the protagonist's passed wife). I've only ever seen her twice, making her one of the rarest tenants in the game. The mysterious woman stays in the protagonist's bed. Make sure you keep talking to her during the day and spare her life if you decide to test her. You will notice she's pregnant...but only at night. Question this and remain sure of what you saw. The following morning, she will have given birth and pass in the night. Click on the right-side curtain in the bedroom, then the ceiling fan in the office, the bowl under the bathtub, and finally, look outside the window closest to the bedroom door the following night. You are on the hunt for the baby she birthed (I'm taking responsibility, right?). Screenshot by Destructoid Find the baby four times and look out of every window that same night to activate this ending. The protagonist is seen as a martyr, sacrificed to stop the child of doom from destroying the Earth. Welcome to FEMA (good) Screenshot by Destructoid Screenshot by Destructoid This challenging ending is achieved by being as proactive as possible. What I mean by this is to take out at least one Visitor per day. The easiest way to do this is to let everyone in, pay attention to who gets killed, and follow FEMA's telltale signs to shoot down any Visitors. Fake humans can only kill if two or more are present at once. If you suspect someone but cannot be sure, use the FEMA Notice to send them away. Screenshot by Destructoid Cooperate with FEMA whenever you encounter them, tell the Super Imposter "he's just doing his job" (regarding an Officer), and call the FEMA hotline whenever you learn a new sign via 000-451. It's okay if you make a couple mistakes when interrogating the tenants, but make sure you're taking out one Visitor every day so FEMA notice you. You will be reached out between night six and 10 with a job offer, locking the protagonist into a life he wasn't supposed to live. The End? (best) My GOATS. Screenshot by Destructoid The hardest ending to get in No, I'm not a Human is by reaching the 14th with only humans as your tenants. I got lucky with one of my playthroughs which gave me a FEMA Notice as a bribe from one of the Visitors. I then used this to send him packing, ensuring that humans stayed behind. The best guests to let in and keep around to the very end are: tall man (hardest to keep around without him dying or FEMA taking him), little girl, amogus guy, and burnt fireman. You need to use the FEMA Notices when you can, strategically letting in the occasional Visitor or suspicious guest so that you don't lose one of the tenants I just listed. Screenshot by Destructoid Every playthrough to reach this ending will likely be different, but I handed Notices to gravedigger, cat lady, and large man, and only invited in a guest I suspected/ knew was a Visitor when FEMA was coming. This meant I had at least one human in the house who I was constantly protecting. FEMA appear on nights: four (takes one), five (takes one), eight (takes two), and ten (takes two), totalling to six quarantined guests. I ended the game with amogus guy and the little girl (AKA the neighbor's daughter, which is fitting considering the lore). It's a challenge to reach the end with only humans, but boarding up the windows on the 14th day means you will get the best ending in No, I'm not a Human as you survived the apocalypse (even though the protagonist isn't that thrilled about it). You can also reach this ending by finishing the game by yourself, as long as you don't kill anyone on the 13th day. This ensures that no Visitor is with you when you board-up the windows. Like our content? Set Destructoid as  a Preferred Source on Google  in just one step to ensure you see us more frequently in your Google searches! The post All No, I’m not a Human endings and how to unlock them appeared first on Destructoid .
Indie Archives – DestructoidSep 17
Destructoid’s Indie Gems – Edition 10: Explore the cursed tape that makes Sadako look friendly
Destructoid’s Indie Gems – Edition 10: Explore the cursed tape that makes Sadako look friendly A life brutally taken on-air inevitably led to the cancellation of the infamous show, TELEFORUM . What sits outside of an evidence locker is a mysterious tape that may have had a hand in the tragedy. But how could a VHS tape carry such power? Moving from one hand to another, the curse passes like a chain email, but are you superstitious enough to keep the line moving? A troubling mix of journalistic curiosity and fulfilling your own selfish desires, you head to the grieving widow, assuming she's now in possession of said tape. In a classic tale of curiosity killed the cat, you put your life in jeopardy just to get that killer story. You might actually get the scoop you've been after—but as the face of the headline. Fill in the blanks, understand why you're really here, and uncover the mystery of that cursed tape. Was it all planned from the start? Did something draw me here outside of my own curiosity? There's something on that tape This is TELEFORUM , a free-to-play, bite-sized horror game. The Ring meets Videodrome , TELEFORUM hooks you in for its mystery and clever execution of its found-footage subgenre. A point-and-click first-person experience that's packed full of dread, this title is a surprising gem that I think about often. Playing as a cameraman working alongside his eager colleague, looking for her next juicy story, we traverse across the line of right and wrong in a desperate attempt to make it big. We're interviewing the grieving widow, who only recently lost her husband. But we really want to see what's on that curious tape. Has it only been in the hands of those who have taken their own lives? Could its contents have something to do with it? How could something so wicked and evil be captured and immortalized through a VHS tape? There's something cosmic about it, borderline biblical. It's as if there's something living and breathing, consuming the eyes of those who sought it out. The itch that demands to be scratched by your curiosity is so tormenting that you have to satiate it. So you say the real reason you're here and hesitantly press play. Don't let it consume you Everything about this title is unnerving and uncomfortable. From the liminal space corridors of the seemingly empty apartment building, to the ominous lighting that casts shadows against the widow's face, almost granting her anonymity. There's the sinking feeling that you may have walked into a trap. But you don't know if it's because of her or that build-up over asking about that tape. Every moment in TELEFORUM felt like something was wrong. The widow's behavior, her words not matching our account of events, the perpetual feeling of a presence in the room. It's as if the apartment walls are whispering the truth written in the static. "Get out," and "don't watch the tape," it says, yet you don't have a choice. There's a lot of subtlety in its horror, and it's one you have to pay close attention to. Forced to replay the game again, you wonder if something's broken or if this is how the game's intended. TELEFORUM seems the same on the surface, yet there are small differences that confirm your fears—you're not playing the game from the beginning. It's easy to feel as though you and the contents on the tape are linked, like every second recorded on your camcorder is only strengthening—feeding whatever evil hides inside. You won't ever forget it TELEFORUM is mysterious and eerie. It captures your attention with its still camera work, each shot lasting ever so slightly too long. It's suffocating and claustrophobic as you cannot make much sense of what's around you. This horror often dips into the uncanny valley, perfectly accompanying the liminal space design of the environment, raising the question whether what you're experiencing is the game's reality. It's as if you've no-clipped into the backrooms, yet you don't know when it happened. TELEFORUM pulls you in much like Videodrome does; it's addictive and makes you feel wrong for wanting to see more. An impressive title that succeeds in creating a tense atmosphere and keeping its mystery alive in the shadows, taking a peek at TELEFORUM might leave you wanting more from future indie horror games. It certainly had that effect on me. TELEFORUM is available for free on Steam . Will you press play? Like our content? Set Destructoid as  a Preferred Source on Google  in just one step to ensure you see us more frequently in your Google searches! The post Destructoid’s Indie Gems – Edition 10: Explore the cursed tape that makes Sadako look friendly appeared first on Destructoid .
Indie Archives – DestructoidSep 8
Destructoid’s Indie Gems – Edition 7: Isolation has never looked so beautiful
Destructoid’s Indie Gems – Edition 7: Isolation has never looked so beautiful The daily stresses of life are full of countless hardships, and it feels tougher and tougher each passing year to deal with the crushing inevitability that affects everyone. Yet this is life, and Garrett wants to get away from it all. He's had enough. The world doesn't need him back home. So he's packed his things and headed to the middle of nowhere in hopes of life inside a quiet sanctuary. But something's followed him there. Are chopping trees, watering crops, feeding the stray cat, and selling whatever goods you can scrounge up enough of a distraction to keep you from thinking about why you left in the first place? There's something in the woods, and you brought it here. A farming sim for the lost soul This is We Harvest Shadows , a first-person farming simulator with a dark twist. A true passion project from David Wehle, creator of The First Tree , invites you into a life of solitude. A cabin in the middle of nowhere, surrounded by acres of forest that house their own secrets, Garrett must come to terms with his own trauma if he ever wishes for a peaceful life. Moving away from the rest of the world simply won't cut it. Anxiety, depression, fear, love, and loss will follow you anywhere. There is something incredibly powerful in We Harvest Shadows that I haven't seen in a video game in an awfully long time. Its simplistic game design makes it an easy one to sink hours into, using the cozy sim formula of a simpler life, away from the mundanity and stresses of our day-to-day. I'm not a big farming sim fan, but I respect it enough to always give them a go. I understand their USP and why games like Stardew Valley and Animal Crossing became a staple in peoples' lives during lockdown. We Harvest Shadows fills a similar void as it provides a calming escape—a means to get away from reality—if only for a little while. But unlike the most popular farming sims (stemming all the way back to Harvest Moon ), We Harvest Shadows handles dark and very personal themes that make it incredibly profound as it feels as though you're playing through a person's history, their soul in show for the world to see. I feel more and more drawn to the simplicity of We Harvest Shadows and the sentimental, dark story that encompasses Garrett as I (and I imagine many others) can relate to what he's going through. The suffocating comfort of loneliness The setting is gorgeous and the gameplay has that satisfying loop that offers replayability with its exploration. You're welcome to do whatever you want or stick purely to completing Garrett's daily to-do list to move through the narrative as you unravel the mystery of Garrett's past. While there will be the option to play We Harvest Shadows as a pure farming sim, free from the terror that awakens every time the sun goes down, this title shines like tenebrescence because of its psychological horror elements. I've played countless horror games that repeat the same psychological horror ideas. Rare instances of masterfully-crafted horror with psychological themes are Silent Hill 2 , OMORI , Who's Lila? , SOMA , P.T. , Eternal Darkness , and Luto . But I have high hopes that We Harvest Shadows will join the list for capturing the struggles of a spiralling human psyche and the internal journey every human goes through at least once in their life. The darkness which surrounds Garrett is brilliantly portrayed through a Layers of Fear -style painting in his lonely home, showcasing his current psyche and telling us if it's safe to go outside. It's an interesting way of handling the sanity meter and immediately creates tension for you don't know what's waiting for you outside. But are you the curious type to go have a look? The mundanity of life has its horrors We Harvest Shadows brings the darkness we all try to hide ourselves from out into the beautiful open, forcing Garrett to confront it. Like James Sunderland traversing through his Fog World, the hauntings that plague Garrett are desperately trying to remind him of something he just won't reason with. The setting and clever use of horror create mystery and invite you to explore the surrounding land. You're actively changing Garrett's reclusive nature by looking at the horrors that keep trying to invade his home—his thoughts—his memories. I'm a huge fan of media that doesn't view or sell itself purely as a horror experience. Games that implement horror elements where the nightmare is brewing in the background, waiting for its moment to hit you, are significantly more impactful and realistic than any jumpscare. It's a slow-burning horror that takes its time to jump out at you, and even when it does, you just might miss its entire point. The loneliness of Garrett's setting is enough to create paranoia, for something could be lurking in the woods at any time. Are you truly ever alone, or do you just think you are? While the scenery is enough to lose yourself in, you can't let it distract you—for you never know when something might reach out and touch. We Harvest Shadows has a demo on Steam , but there's no release date at the time of writing. The post Destructoid’s Indie Gems – Edition 7: Isolation has never looked so beautiful appeared first on Destructoid .
Indie Archives – DestructoidAug 16
How to survive an Antlion attack in PEAK
How to survive an Antlion attack in PEAK If you were feeling short of formidable foes in PEAK , think again. The Antlion can jeopardize your escape plans in a moment. The bug, which appears quite ferocious when you see it for the first time, is part of the new update. The creature can lure you into its nest, but thankfully for players, there are ways to survive its attacks. You'll have to strategize properly, and having a friend will help. However, you can still survive its attack and earn the Megaentomology Badge. How to get the Megaentomology Badge in PEAK? The official description of the Megaentomology Badge makes it fairly clear what you have to do: Survive an Antlion attack. The first task is to locate its nest in the Mesa biome . It's very easy to identify if you're careful, as the Antlion lives in a pit. To lure you in, there will be luggage in the middle. The moment you come close to its mouth, the Antlion will emerge and bite you. Just a few bites will make you faint. Here's where having a friend is crucial (and practically makes the task easier). Your friend can jump in and pull you out of the pit. If you faint, they can use a suitable item to bring you back. Your attempt will still count towards unlocking the Megaentomology Badge. Screenshot by Destructoid What if you're alone? In that case, you'll have to pay extra attention to the Antlion's nest. Once you locate the spot, don't go in. Make sure you have a full stamina bar and a rope in your inventory. Use the rope, and use extra pitons if they're available in the nest. This setup will make it easier for you to escape the pit when you're playing alone. But do not escape before the Antlion manages to land an attack. If you do that, your attempt won't qualify towards completing the badge. As long as you have received one bit, it will be enough for you to unlock the Megaentomology badge. Of course, the Antlion isn't the only pesky element in PEAK that has been added as part of the Mesa update. The biome also has small cactuses that can get stuck on your body. Once you remove all of them successfully, it will unlock the Needlepoint badge for you. The post How to survive an Antlion attack in PEAK appeared first on Destructoid .
Indie Archives – DestructoidAug 11
How to achieve flight in PEAK
How to achieve flight in PEAK Achieve flight is one of several new objectives in PEAK , and it's linked with one of the latest items added in the Mesa update. To complete the objective, you'll have to use balloons, which can be found all around the island. However, the job isn't as easy as you might think. Simply finding and using a balloon won't help you complete the quest and unlock the badge. Let's find out exactly how to complete and earn the Achieve Flight badge in PEAK . Table of contents How to get the Aeronautics badge in PEAK? How to get balloons in PEAK? How to get the Aeronautics badge in PEAK? The basic task is to find and use a balloon and equip it from the inventory. The trick is to equip five balloons at the same time. You'll have to add them to your inventory first. Then, equip them (can be equipped separately) to complete the achievement. To wrap up, you'll need to find and equip five balloons on your trek to get the badge. Here's how you can find balloons on your journey. Screenshot by Destructoid How to get balloons in PEAK? Finding balloons in PEAK is relatively easy, but it will take you time to find all five for the badge. They're not found in the open. Instead, you'll have to scour through the luggage boxes. If you're lucky, you could find your first balloon at the crash site. They can be present as a solitary piece or in a bunch. However, don't expect to find all five of them together in one spot. If you keep looking in all the luggage you can, you should eventually be able to find the required number of balloons. Aside from completing the badge, balloons can save you from accidental fall damage when they're equipped. Having just a few balloons won't save you from all fall damage, but the more you have, the less damage you'll take from a tumble. Once equipped, they will pop up above your character's head. The post How to achieve flight in PEAK appeared first on Destructoid .
Indie Archives – DestructoidAug 11
Can you save Jackie in Static Dread: The Lighthouse?
Can you save Jackie in Static Dread: The Lighthouse? Jackie followed the rules of the sea, yet Static Dread still punished him. A lesson in the cosmic horror you need to deal with over the next 15 days, deciding what happens to Jackie is just one of the many moral dilemmas you'll have to face. Here's everything you need to know about saving Jackie in Static Dread . Table of contents Should you let Jackie into the lighthouse? Where to send Jackie in Static Dread: Mystic Point or Outsmouth? What happens to Jackie? Should you let Jackie into the lighthouse? Screenshot by Destructoid Jackie is the first NPC you meet that you can invite into the lighthouse. About to embark on his own endeavor with his crew, you learn of a new island that's appeared from nowhere. This island is deeply connected to the underwater horrors and is a place Jackie may visit again (depending on your actions). Son of the Village Elder (who has ties to the Old Keeper); Jackie provides a bit of exposition on what happened prior to your arrival. As you're told by Chief not to let anyone into the lighthouse as it's Blackfort property, the choice to let Jackie in or not is your first real moral dilemma. What's worse is that if you already played the demo like we did, you already know how one of his routes ends. It's tradition for Jackie to look out into the sea before setting sail, so you'd think leaving him outside would set his demise. The truth is, whether you let him in or send him away, Jackie's crew will die and he will get badly hurt . The cosmic entity punishes his curiosity regardless. If it's your first time playing, though, you will learn far more about Static Dread by letting Jackie in and speaking to him at the top of the lighthouse. Where to send Jackie in Static Dread: Mystic Point or Outsmouth? Screenshot by Destructoid Jackie returns at the end of night three, and this choice is a big 'un. Ambushed by the Village Elder, who broke into the lighthouse upon hearing Jackie's voice on the radio, you must decide whether to listen to his pleas or follow Misty's request. Do you send Jackie to Mystic Point, where he'll be reunited with Misty, or Outsmouth to be with his father? Now, Jackie doesn't seem to remember much, and he's confused when you ask if he'd like to be with the Village Elder or Misty. It's only upon making your selection that you get what he truly wants: to see Misty one more time. There's no right or wrong answer here, for neither has a good ending . One choice will save his life, but at a cost of his humanity. Because of this, we recommend choosing Mystic Point for Jackie and Misty's sake. What happens to Jackie? Screenshot by Destructoid Screenshot by Destructoid Sending Jackie to Mystic Point means he dies at the research station . Misty couldn't save him, for his injuries were too severe. He did, however, get to have his final moments with the woman he loves. Now, if you chose this first, you likely want to head back in to try and save him, but there's a catch. If Jackie goes to Outsmouth to be with his father, he will die and be resurrected. This sounds much better on paper until Jackie shows up at the lighthouse door, his body transformed by some kind of ritual. Although Jackie was alive once more, he'll never be the same again. Missing Misty and having his body and mind fighting against one another, he's forced by his father to give in to The Great Old One. His flesh slowly transforming into scales and gills, Jackie becomes part-man-part-fish . He didn't want this, but the cosmic force overwhelmed him, manipulating Jackie into a blind sense of worship. This means that you either send Jackie to die in Misty's arms or prevent his death, only to turn him into a fishman. Which fate would you rather see? The post Can you save Jackie in Static Dread: The Lighthouse? appeared first on Destructoid .
Indie Archives – DestructoidAug 11
PEAK Mesa update release countdown: Exact start time and date
PEAK Mesa update release countdown: Exact start time and date PEAK 's first major content expansion, Mesa, is almost upon us, and it could have plenty of exciting content for the fans. Developers Landfall and Aggro Crab have already revealed a mini trailer for the expansion, along with the release date. While the developers have been tight-lipped about what to expect, we got some interesting reveals in the trailer. Let's first find out when the update goes live. Table of contents PEAK Mesa update release countdown All changes coming in the PEAK Mesa update PEAK Mesa update release countdown We already had confirmation about the release date when the update trailer was disclosed to the audience. We all get to enjoy the first major content expansion for the popular co-op survival adventure on Aug. 11. Incidentally, we don't have any confirmed information about when the update will go live. That said, certain speculation can be made based on how we receive updates in PEAK . While all the updates so far have been minor, the Cannibalism update went live at 2 pm CT. The countdown below is set to that time for now, to at least give us a ballpark figure of when we get to play. [hurrytimer id="1102805"] 1pm PT 2pm CT 4pm ET 8pm UTC 9pm BST Once again, these times are based on when PEAK typically receives updates. https://www.youtube.com/watch?v=xXqfn1i6RYU All changes coming in the PEAK Mesa update Again, the developers haven't shared much on new content in the new update. Here are some key things we expect as part of the upcoming patch. Potential new natural disaster, like a Tornado. New biome, potentially a desert. New achievements (already visible on the database, but exact details haven't been disclosed) Plenty of bug fixes (as that has been a common trend so far). Surprise drops like Cannibalism (not sure, but it will be cool). Once we have confirmed details about the update, we will make sure to keep you up to date on the key changes. The post PEAK Mesa update release countdown: Exact start time and date appeared first on Destructoid .
Indie Archives – DestructoidAug 11
All Static Dread: The Lighthouse endings and how to get them
All Static Dread: The Lighthouse endings and how to get them 15 days at the lighthouse can feel like an eternity when you're away from family. You feel as though the whole world rests upon your shoulders, and in Static Dread , it literally does. A slow build with a catastrophic climax, there are so many ways this adventure can go. What reality can you trust, and who will you leave to succumb to the darkness, wasting away on the all-consuming ocean floor? In true cosmic fashion, it's not very clear just how many endings Static Dread has. As the entire game moves into a new branch every time you make an important choice. There's also no obvious default or canon ending, as your first playthrough will likely look different from mine. To add to the confusion, there's only really one achievement tied to all but two endings. "The End?" achievement is unlocked when you beat the game, regardless of your outcome. While there's a lot of variety, there are very strict paths you traverse down that lock you into smaller branches, and all of them bring you to the same place: the Necronomicon. Static Dread starts rather open-ended and gets increasingly narrower in its design because of the choices you've made throughout. Table of contents Static Dread: All endings guide No Way ending Darkness ending Nuclear codes ending Klaatu Barada Nikto ending Family ending Selfless ending Sacrifice ending Destruction ending Static Dread: All endings guide Screenshot by Destructoid We have exhausted all options on the fifteenth day, so we can confidently tell you that there's nothing else you can do but talk to The Darkness and choose what you're willing to sacrifice. While you can either attack The Great Old One or strengthen it, both lead to the same path, where you must release what the Old Keeper lost his mind protecting. You can only use the lighthouse beam three times against or for the benefit of the otherworldly entity. The dialogue repeats until you're locked out of using the radio, where (after talking to the Village Elder) you're forced to touch the Necronomicon. If you choose to empower The Great Old One, the cultists will take over Blackfort when Darkness is released from the lighthouse (so long as the city remains intact). No Way ending Screenshot by Destructoid The Unknown (Old Keeper) will speak to you on night one, commanding you to leave the lighthouse. Listen to its words and go into the bedroom, clicking on and confirming the " Give up " prompt on the bed. The Lightkeeper quits before anything truly begins. But what kind of home will he return to? A place of denial and loneliness isn't much different than the isolation of working in that very lighthouse. With no Keeper to fill his shoes, Blackfort succumbed to the very darkness you could have fought against. Darkness ending Screenshot by Destructoid We recommend loading into day two to get this ending, as it gets harder for the Darkness to consume you the stronger the Great Old One gets. Turn off all lights (including your flashlight) after starting the night shift and wait for the darkness to overwhelm you (red brain icon shows when you're about to lose consciousness). Then keep choosing dialogue options that favor the wife and daughter so the Lightkeeper falls asleep to the sound of their voices. Reality becomes a mere concept to the Lightkeeper as he descends into the abyss, unable to pull himself away from his past. Nuclear codes ending Screenshot by Destructoid This is the hardest ending to unlock, as you need to collect information as you play. The most important note you need for this ending is found on the tenth day. I sided with Blackfort and the soldiers throughout my playthrough to get this ending. The fax page for the nuclear codes is distorted, borderline unreadable. Colonel Edwards thinks the launch codes were destroyed, but the three-digit set is just about legible on the fax you were sent. Directly underneath and slightly overlapping the words "Top Secret" at the center of the page is 74 20 73 . You will receive the Aircraft Carrier Tempest frequency by playing, but you don't need to activate the nuclear warheads yet. Screenshot by Destructoid Receive the Commander's instructions by playing through the fifteenth day and siding with the soldiers throughout your playthrough so that they successfully make it to the old village. Set the frequency to 18.9 between attacking The Great Old One's eyes and setting course for nearby ships. Follow these dialogue prompts to destroy the deity: Apply Military Encryption Activate Voice Control 357 - Alpha - 57 Activate emergency control 800 - 15 - 32 Launch torpedoes Turn off the pump 357 - Omega - 32 Disable torpedo launchers Supply power to strategic weapon systems 800 - 15 - 57 Enter Launch Codes 74 - 20 - 73 Activate nuclear warheads Klaatu Barada Nikto ending Screenshot by Destructoid Either let in or scare away the Fisherman's dog on night seven to get the basement key. Find the two glowing pieces near the rotation device at the top of the lighthouse and under the wooden floorboard in the bedroom (needs the crowbar from the generator room). Place the glowing pieces on the basement door (which activates only at night). Reach the fifteenth night. On the final night, play until you speak to the Village Elder. Enter the basement to release the Darkness and make one last wish. The Keeper will automatically insert the Cthulhu-looking mark onto the door. Select "Touch the Necronomicon," "Let go of the darkness, banishing it from the lighthouse," and "Dispel the barrier protecting the lighthouse" to achieve this ending. The cultists win, transforming what remains of Blackfort into mutants who worship The Great Old One. A new world has begun. Note: this ending achievement will unlock the very first time you choose to touch the Necronomicon, whether you made a final wish or not. Family ending Screenshot by Destructoid Following the same route as the previous ending, touch the Necronomicon but select "I want to ask the darkness for one last wish." This is where the remaining endings in Static Dread await. In this instance, choose "I will sacrifice the Old Keeper " to " be with my family ." Much like the Darkness ending, the Keeper succumbs to this greater evil to be with his family, as he was unable to move on and come to terms with his own mortality. An alternative to getting this ending is to sacrifice the city to save your family . This results in the same cutscene as sacrificing the Old Keeper for your family, but at the cost of wiping out Blackfort. Selfless ending Screenshot by Destructoid Touch the Necronomicon to sacrifice yourself to save your family . You haven't put an end to the nightmare, but your family is alive. Having traded places, they must now learn to move on without you. Sacrifice ending Screenshot by Destructoid Touch the Necronomicon, but choose " sacrifice myself ." Choose either " I want this monster to disappear " or " Bring back the old world " to get this ending. The events repeat as the world reverts back to how it was, but this time, a new Keeper has to replace you. Both options result in the darkness becoming stronger than The Great Old One. Alternatively, you can sacrifice the Old Keeper and choose either dialogue option for your wish. The darkness will still win, but bringing everything back to the old world means you will wake up at the start of the game, realizing that the cosmic nightmare will always happen no matter what. Human prevention cannot do much against concepts far greater than our understanding. Destruction ending Screenshot by Destructoid The last ending we obtained was to sacrifice Blackfort so that The Great Old One could be destroyed . This leaves the Lightkeeper by himself, knowing that the Darkness still escaped, and took an entire city with it. No more cultists, mutants, and the acceptance that his family is gone, the Lightkeeper has to find a new meaning to life now that his duties are over. The post All Static Dread: The Lighthouse endings and how to get them appeared first on Destructoid .
Indie Archives – DestructoidAug 11