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Amanda the Adventurer lore: Full timeline and story, explained
Amanda the Adventurer lore: Full timeline and story, explained With the Amanda the Adventurer trilogy now complete, there's a lot to ponder over when it comes to Hameln's intentions, the Anomaly's purpose, and understanding what happened to the show's creator, Sam Colton. No longer are theories needed, for (almost) everything has been answered in the world of Amanda the Adventurer . But if you need a refresher or are looking for a rundown on what we've learned across this indie horror trilogy, here's the answers to the biggest questions in Amanda the Adventurer . Table of contents The entire Amanda the Adventurer story, summarized What is Hameln? What happened to Sam and Rebecca Colton? What is the Anomaly? Who is Wooly? What is Shepherd? Who is Chicken Scratch? Amanda the Adventurer timeline, summarized The entire Amanda the Adventurer story, summarized Image by MANGLEDmaw Games Riley Park inherits her aunt Kate's house and with it came recordings of the Amanda the Adventurer show that was cancelled years prior. Riley's involvement continues Kate's legacy to find and rescue star of the show, Rebecca Colton. The first game ends with Riley destroying the television and Kate's house being burnt down, but that was only the beginning. A masked figure, later confirmed to be Joanne Cook (friend of Kate), leads Riley to Kensdale Public Library. The goal shifts from understanding what's going on to the destruction of all Amanda the Adventurer tapes. Similar to Kate's goal, Joanne wants to figure out what happened to her brother who mysteriously disappeared, like other children in Kensdale. Image by MANGLEDmaw Games While the community grew concerned over the strange and otherworldly effects the show had on their kids, Hameln continued to push their safe narrative. The missing children were being lured into their arms by Amanda's words. Their goal? To build a bridge from the Darkness into our reality, using children as the guiding vessel. Hameln is long gone by the time Riley comes in, yet someone had a hand in Kate's mysterious accident. Joanne destroys a tape but angers Shepherd, Wooly's monstrous form. Riley retreats into the secret hatch behind Kate's office. Image by MANGLEDmaw Games The shocking thing is that the missing children weren't taken very far. Hidden directly underneath the Kensdale Library was a maximum-security facility for Hameln employees to experiment on the stolen children, implanting the entity in Rebecca which would fuse with her, later spawning the Colton Anomaly. Riley works at restoring Rebecca's memories by reminding Amanda of her childhood. Rebecca remembers her father and best friend, Maggie. Riley is then allowed to enter the chamber to free Rebecca after two decades of captivity. By breaking the last tape , both Rebecca and the Anomaly are whole again. What is Hameln? Image via Amanda the Adventurer Wiki Hameln is a façade. On the surface, Hameln appears as a Media Company, but their true intentions are far more nefarious than corporate greed. A cultist background, Hameln are a group called the Curtain. Obsessed with the Unseen, the Curtain wanted to "return to Darkness," bringing the Unseen into the Light. Hameln's name and logo is a direct reference to the Pied Piper, luring children away to punish their parents. But, the Curtain's true intentions was to harbor entities inside malleable children so that they may control said entities. Screenshot by Destructoid Only Amanda and Wooly have blatant links to the entities, where sigils (Kate called this "energy transfers") were used to both summon and entrap the Unseen, much like demonic possession. However, the child's mind had to be trapped too, where Rebecca was purposely experimented on and placed into an induced coma. Her body aged while her mind stayed childlike. All child subjects were tested on and placed inside the show, their bodies fed with their favorite food to ensure neither avatar or child died. The googly eyes that represent the show's mise en scène are the missing kids, breathing and reacting to Amanda's words. What happened to Sam and Rebecca Colton? Screenshot by Destructoid We finally got confirmation on what happened to Sam and Rebecca Colton. Sam breaks out of his prison disguised a kid's bedroom after hearing the authorization code to this room. He tries to take Rebecca with him, but his escape attempt backfired. The Anomaly broke through Rebecca's neuropsychic system (the connection between the mind and nervous system), appearing like a twisted form of the Amanda avatar from the show. Sam Colton is killed in the blast, where the Anomaly disappeared into the facility's infrastructure, wreaking havoc on any Hameln employee that upset Amanda. Screenshot by Destructoid The leading star of the show, Rebecca, was taken, experimented on, and tricked into harboring an entity to do Hameln's bidding. But her avatar, Amanda, wasn't controllable. The Anomaly attacked if Amanda perceived any action towards her as harmful, resulting in injuries and deaths in Hameln's facility. Hameln then swapped the plan to destroying the tapes, so to sever the link between Rebecca and the Anomaly. What is the Anomaly? Screenshot by Destructoid The Anomaly is an unnamed entity, perhaps one of the mentioned names in the games: Bael, Paimon, Baalam, Belial, Mara, or Iblis. The Anomaly existed exclusively in Rebecca's mind, having being placed there in a summoning ritual when she was only seven years old. It wasn't until Sam tried to save his daughter that the Anomaly managed to escape from Rebecca's mind, taking a physical form in the real world. We assume this is what Hameln wanted, but the connection between host and parasite was far too strong. Hameln didn't predict that the Anomaly would react as if it was Rebecca. Who is Wooly? Screenshot by Destructoid Wooly is a Hameln employee called Marcus Moutman. Hired onto the Pneumatransference Department, Marcus signed his death wish incredibly early on in his career. Rather than being manipulated at a young age like Rebecca, Marcus actively chose to hand over his mind, body, and soul to Hameln. It seems like Marcus didn't fully know what he was signing up to or that he wasn't an active member of the Curtain. Rather, Marcus came across as a man that wanted to do big things and be remembered for it. While many thought (and rightly so) that Wooly was a wolf in sheep's clothing, the man behind the avatar was more of a placid people-pleaser. But much like Rebecca, Marcus would soon forget who he was and fall victim to the more aggressive, short-tempered side of the Shepherd. Marcus eventually let the Shepherd fully take over as he probably realized he wasted his years, got left behind, and is just as trapped as Rebecca. He destroys his avatar, and in turn, himself. What is Shepherd? Screenshot by Destructoid Shepherd was an experiment conducted by Hameln scientists to create a more controllable setting inside Amanda the Adventurer. The goal was to destroy all tapes that featured the Amanda avatar so that the Anomaly no longer acted as if itself and Rebecca were one and the same. I believe Shepherd was single-handedly the reason behind Kate's car crash. What I can't work out is how Kate's final words recorded on cassette ended up inside the TV show and why there's a secret hatch to Hameln's facility behind her office. Unless this was all an attempt to get Riley and Joanne here so that Shepherd could destroy the remaining tapes? Who is Chicken Scratch? Screenshot by Destructoid Chicken Scratch is the name given to the Opossum character in Amanda the Adventurer. Neither Amanda or Wooly recognize him, hinting that his appearance is unexpected. The Opossum is Jordan Cook, Joanne's missing younger brother. We learnt about Joanne in the first game, who sent a letter to Kate, looking for help with finding Jordan. The strongest evidence that Jordan is Chicken Scratch is in Amanda the Adventurer 2 's secret cutscene for the true ending. This short scene shows that the Opossum recognizes Joanne's voice on the walkie-talkie and calls out to her. I assume the reason he can't talk well is so Jordan cannot reach out to Joanne as she was trying to find him. Hameln knew about Kate's investigations and took out anyone who got close to the truth. A question that remains is why Jordan has the animated character of the Opossum, where other children present as mere googly eyes, unable to talk or move. The monitors near the pod room in Hameln's facility indicate that staff were observing the integrity of a subject. If they were able to adjust these like video game modifiers, it could explain why Jordan cannot talk and only appears on a handful of tapes. Screenshot by Destructoid Both Wooly and Amanda had monster versions of their avatar, demonstrated by the recurring sigils on pods and inside the Chapel. Jordan's pod was in the same room as the other subjects, so how did he have a physical avatar in the show? Screenshot by Destructoid We theorize the only reason Chicken Scratch (AKA Opossum/Jordan Cook) had an avatar while the other kids appeared as eyes fixed onto inanimate objects was because they weren't as obedient as Jordan. Hameln likely reduced their avatars to eyes only. Surely Amanda the Adventurer would have had other characters when the show was most popular, meaning other children should have had avatars. We know children like Lauren and Jordan were subjects and that Hameln could terminate the life support whenever they wanted, as Shepherd's attack in the pod room sucked the life out of Chicken Scratch and all eyes (including on all future tapes) became empty. Amanda the Adventurer timeline, summarized Screenshot by Destructoid 1999 - Sam Colton creates the live-action show of Amanda the Adventurer, starring his adopted daughter, Rebecca as Amanda. It's a hit in Kensdale, with Sam appearing on local news and at Kensdale Public Library to promote it. 2000 - Hameln buys the rights to Amanda the Adventurer and turns it into an animated programme. 2001 - Sam Colton goes missing. 2001-2002 - Jordan Cook goes missing. 4th November, 2002 - Karla Aldeli goes missing. 8th March, 2002 - Rebecca signs a contract with Hameln without a guardian present, resulting in her losing autonomy. Mid 2002 - Rebecca is infected with the Anomaly at age seven, courtesy of the Meatman/Butcher (Hameln surgeon). 4th April, 2003 - Colton Anomaly incident . Sam Colton escapes his room in the Hameln maximum-security facility in an attempt to rescue Rebecca. Because the avatar of Amanda already existed and Rebecca was likely already in a comatose state, Sam's interference caused a surge of energy, manifesting the physical form of the Anomaly (Amanda's monster). Sam dies from the impact. Mid 2003 - Hameln goes bankrupt, a result of the increasing concerns from the community over the missing children. A representative does damage control, claiming the adverse reactions from the show are in a select few of children and asks parents to return any recordings of Amanda the Adventurer (so that they can destroy them). 12th June, 2003 - Lauren Matthews goes missing. 2003 - Kate starts her investigation into Hameln. Joanne Cook reaches out about her missing brother, Jordan. Kate, Caroline, and David start Occult Research Meetings to discuss their findings. 10th October, 2003 - Shepherd is created with Marcus Moutman as the experiment subject. Wooly is added to Amanda the Adventurer. 2013 - Unnamed protagonist (presumably David) breaks into Hameln facility and is shot. 2017 - Kate, Caroline, and Peter's supposed final Occult Research Meeting. Kate heavily implied on her car crash audio recording that Caroline and Peter were killed too. February 2023 - Kate leaves a goodbye letter for Riley. 2023 - Riley inherits Kate's house and finds an Amanda the Adventurer tape in the attic. She follows Joanne Cook to Kensdale Public Library and discovers Hameln's underground facility behind Kate's office. Joanne is killed by Shepherd. Riley restores Rebecca's memories and opens her pod where she frees herself from the Anomaly by breaking the last tape. Based on the timeline, Rebecca should be approximately 27 years old in Amanda the Adventurer 3 . The post Amanda the Adventurer lore: Full timeline and story, explained appeared first on Destructoid .
Indie Archives – DestructoidNov 12
All Amanda the Adventurer 3 secret tapes and where to find them
All Amanda the Adventurer 3 secret tapes and where to find them Being a part of Amanda the Adventurer 's world means you're already used to hunting down its secret tapes. Just like Amanda's scavenger hunt, we're back searching for the final secret tapes to help make sense of what exactly happened to Rebecca Colton. The final piece to solving the grand Amanda the Adventurer puzzle is to find those four colorful secret tapes. Dotted across the two chapters, the secret tapes help provide answers in the ongoing mystery that centers around the nefarious Hameln. But now we're at the end of the line and with Rebecca's rescue in sight, here's where to find all secret tapes in Amanda the Adventurer 3 . Table of contents Amanda the Adventurer 3: Secret tape locations First tape Second tape Third tape Fourth tape Amanda the Adventurer 3: Secret tape locations There are four secret tapes in Amanda the Adventurer 3 . The game kindly keeps track of your progress in the main menu, but doesn't tell you how many you need to get the true ending. You can refer to the credits and count the redacted sections to tell you how many tapes are left to find. First tape Screenshot by Destructoid This tape is the same one we saw the unnamed protagonist in the prologue place in a folder box. But the box is no longer in the pod room. Now directly next to the television when Riley enters the facility, you must restore Rebecca's memory of the amusement park to get the code 75820. Input this five digit code into Blabbo Bot. The audio log left by Hameln employee Cara reveals the folder box code is 4307 . Use it to get the first tape and learn what happened to Sam Colton. Second tape Screenshot by Destructoid The next tape is obtained inside the pod room. You have to match the subjects' favorite food by referring to the Workstation Memo on the corkboard outside of Sam Colton's room. Assign the food from inside the fridge to the correct pod based on the last two digits listed on the right-hand side of said pod. It should go as follows: Chocolate cake - 01 (Error pod) Ham and cheese sandwich - 02 (Power line) Sashimi - 03 (Sun/Circle) Hamburger - 04 (House) Mint Chocolate Chip Icecream - 05 (Flower) Milk - 06 (Cloud) Pizza - 07 (Tree) Salad - 08 (Bin) Return to the fridge to get this secret tape and watch the news broadcast on how Amanda the Adventurer got cancelled. Third tape Screenshot by Destructoid Find Marcus Moutman's Access Card on the bench next to Blabbo Bot when you're inside the Chapel. Input his ID number 61318 into Blabbo. The clearest hint that this is Wooly is the emphasis placed on the word "bad" (like a sheep baaing) as Blabbo offers a clue towards getting the next tape. Insert the When I'm Grown Up tape and answer " MARCUS " when Amanda asks " What do you want to be if you grow up? " The secret tape then spawns on the bench. We finally have the real name and face of the mysterious Wooly. Fourth tape Screenshot by Destructoid The final tape is obtained inside the Chapel, where you must find and place the four candles on the matching podiums that's surrounding the television set and monitors. First, complete When I'm Grown Up tape by clicking on the mirrors in the hallway when they show the correct reflection of Maggie. The mirrors shatter at the end of the tape if completed correctly, rewarding you with the code: 4739 . This unlocks the Chapel, where you get the remaining candles you need to unlock the fourth and final tape. The final piece of lore is the Hameln press conference, where a representative does damage control over the adverse side effects Amanda the Adventurer has had on children and asks parents to hand over any tapes of the show (to destroy them). The post All Amanda the Adventurer 3 secret tapes and where to find them appeared first on Destructoid .
Indie Archives – DestructoidNov 10
Amanda the Adventurer 3 story and endings, explained
Amanda the Adventurer 3 story and endings, explained With only one place to go in Amanda the Adventurer 3 , Riley descends into Hameln's facility, located directly underneath the Kensdale Public Library. Why Kate Park (Riley's aunt) had a secret hatch that led straight here—I don't know—but we're on the home stretch to finding Rebecca Colton. While I still have questions regarding Hameln's true intentions, many Amanda the Adventurer mysteries are now answered, with theories both confirmed and denied. So, let's get into everything we learned from playing Amanda the Adventurer 3 . Warning for spoilers throughout. Table of contents Amanda the Adventurer 3 story, explained Prologue Subjects Shepherd Memories Amanda the Adventurer 3 endings, explained Default ending True ending Amanda the Adventurer 3 story, explained Prologue Image by MANGLEDmaw Games Amanda the Adventurer 3 takes a surprising turn as we move away from Riley in the prologue. Taking place 10 years prior to Riley's story, we follow a nameless intruder breaking into Hameln's maximum security facility. After randomly stumbling upon a Level 4 Clearance Access Card, he discovers the pod room. This room houses eight pods, each holding a "subject" inside. It's unknown whether more of these exist as the facility has multiple floors, accessible via the elevator, which is separate to the hatch Riley used to reach Hameln at the end of Amanda the Adventurer 2 . The pods are clearly active, with levers lining the walls, and a control room used to create backups. It seems this room is used to make copies of Amanda the Adventurer show, which in theory would replicate Rebecca's mind over and over again, spreading her soul across tapes. Strangely, there are more googly eyes than ever (presumably captured children) in these older recordings of the show. Image by MANGLEDmaw Games I believe the unnamed protagonist here is David, a member of Kate's group who went missing during their investigation into Hameln Entertainment. The group started looking into Hameln in 2003 and had their last meeting in 2017. As the series takes place in 2023, this would place the prologue's event in 2013. If correct, David's disappearance is explained inside the prologue, where he was shot three times by Hameln Happiness Protectors. The prologue happened 10 years after the Colton Anomaly incident. This incident inspired Hameln to create Shepherd in October 2003, where details were mentioned on the monitors during Amanda's scavenger hunt in the prologue. We can then assume Hameln vanished because of the Anomaly, who injured and killed staff whenever Amanda felt threatened. Hameln tried to contain Shepherd near Kensdale water treatment infrastructure, but he escaped and must be the reason for Kate's car crash. Subjects Screenshot by Destructoid We re-join Riley exploring the facility, finding the same pods from the prologue. Solving Amanda's usual puzzles and finding those mysterious secret tapes, we uncover the cult-y underbelly of Hameln. Wanting to go back to Darkness, Hameln called themselves the Curtain. They wanted to unlock the powers of the Unseen, using the innocent, malleable, and susceptible minds of children to harbor entities within their thoughts so the Curtain may safely guide them into reality. Screenshot by Destructoid The facility captured children and called them subjects. A child would initially be kept in rooms, where we can see drawings sprawled across the office cubicles and plushies atop employee desks. Hameln attached personality traits to each subject to help them determine whether one was easier to control than others. While I strongly believe two of these subjects were Lauren Matthews (disappeared 6/12/03, I also believe this is subject XF582KB-02) and Karla Aldeli (disappeared 11/04/02), the pod with an error message on it has to be Jordan Cook, Joanne's younger brother. He went missing two years prior to Kate's investigation, likely placing his disappearance in 2002. Screenshot by Destructoid It's a wonder how Jordan had a physical form in the tapes as he wasn't around prior to Riley's Kensdale Public Library visit (and neither Amanda or Wooly recognize him). Perhaps Jordan appeared because his sister was near, or maybe he only features on the tapes closest to Hameln's facility. The awful truth is Jordan was likely XF582KB-01, a subject trapped inside a pod which Shepherd came in and destroyed. Now all googly eyes in the show are vacant, lifeless, and unmoving, no longer breathing and reacting to Amanda and Wooly's words. A small piece of lore that ties the games together is by finding Sam Colton's room. You can open it using the authorization code that was on a secret tape from Amanda the Adventurer 2 . This tape shows Sam being recorded and forced to read off a script that Hameln created to trick Rebecca into thinking she's safe and to explain why her father isn't around anymore. The script, camcorder, and purple elephant plushie are inside this room, confirming this is where Sam was held captive. This goes hand-in-hand with the first tape in this game, where Sam escaped to find Rebecca, resulting in the Colton Anomaly. Screenshot by Destructoid The Anomaly incident occurred on April 8, 2003. Sam Colton used the authorization code of an employee to escape his room in the facility. He attempted to rescue Rebecca but the bond between herself and the Anomaly was too strong. Sam's interference caused tremors, followed by the Anomaly's first appearance. Sam suffered fatal injuries and died at the scene. Hameln believed an energy surge from Rebecca's neuropsychic system (the link between brain and nervous system) created the Anomaly. Instead of containing the Anomaly, Hameln prioritized keeping the Colton Asset (Rebecca) contained through Shepherd. Shepherd Screenshot by Destructoid A huge part of Amanda the Adventurer 3 's story is learning who Wooly is. We finally get the reveal and I couldn't have been more wrong. Wooly is a Hameln employee called Marcus Moutman. A devoted employee who transferred to Hameln's Pneumatransference Department, Marcus spent 19 years keeping Amanda contained. Hameln theorized that the destruction of the tapes would be needed to regain control over the Anomaly and to sever the connection between it and the Colton Asset (Rebecca). But Hameln didn't foresee how the Anomaly would become a part of Rebecca. Hameln replicated the Anomaly successfully with the Shepherd program, where Marcus became Wooly with the singular goal to destroy any tape that had Amanda on it. No longer recognizing himself, Marcus would come to hate his ghoulish reflection as he was left behind by the company to do the Curtain's bidding forever. Screenshot by Destructoid Shepherd became just as much as a problem as the Anomaly, both being incredibly aggressive and dangerous. While Marcus was sent in to control Amanda as Hameln worked towards destroying the tapes, it would soon backfire as time went on, for Amanda had to keep Wooly calm so Shepherd didn't harm others. Memories Screenshot by Destructoid The main goal in Amanda the Adventurer 3 is to help Rebecca regain her memories, to restore who she was. This is the exact opposite of what Wooly and Hameln wanted, choosing instead to destroy all tapes while keeping Rebecca confined. The destruction of all tapes wasn't feasible for years because Kate made her own recordings. It’s only when Rebecca remembers her father and her best friend that Wooly's grip begins to loosen. Having forgotten himself after the years of being Hameln's puppet, Wooly loses control and erases everything that made him Marcus. Marcus Moutman is gone, leaving the uncontrollable and vengeful Shepherd behind. Amanda the Adventurer 3 endings, explained Default ending Screenshot by Destructoid By restoring Rebecca's memory, Amanda brings Riley directly to her chamber to free Rebecca. Sigils are sprawled across her pod, the same markings we saw inside the Chapel. Rebecca is saved, but it's too late for Marcus. Having failed his mission, Shepherd enters the room to take Rebecca out once and for all. But the Anomaly appears and battled with Shepherd. Both fall (presumably to their death) as Rebecca tells us she'll never be whole again. True ending Screenshot by Destructoid The only difference in this ending is to find all four secret tapes. This alters the last cutscene where Riley rescues Rebecca. Rather than a dramatic showdown between Anomaly and Shepherd, the Anomaly enters the room covered in blood and has lost an arm. The Shepherd is nowhere to be seen. Rebecca takes the final tape off Riley and snaps it in half, sending the Anomaly back to whatever dimension it came from. Rebecca is whole again and the Anomaly surely returned to its true form, no longer affected by Rebecca's consciousness. The post Amanda the Adventurer 3 story and endings, explained appeared first on Destructoid .
Indie Archives – DestructoidNov 10
How to cure a zombie bite in PEAK and get the Undead Encounter badge
How to cure a zombie bite in PEAK and get the Undead Encounter badge It appears the Halloween wishes of PEAK players have borne fruit as the new Roots update has added zombies into the mix. Zombies in PEAK are essentially undead scouts who got infected with spores and lost their lives. They're going to make your life very difficult as you try to ascend to the top. To make matters worse, getting a zombie bite will prove to be deadly and end your run prematurely. That said, you'll have to get bitten and also cure yourself if you're aiming to complete the Undead Encounter badge. How to complete the Undead Encounter badge in PEAK The Undead Encounter badge in PEAK involves you getting bitten by a zombie and then curing the bite. Zombies appear to be typically located in level 02 of the Roots biome. They're not present in any other biome (which is a relief). To find them, you'll also have to cross the first level. Zombies always lie on the ground, and they will appear to be inactive. They only come to life (of sorts) when you're close to them. Of course, it's impossible to avoid them at all times. If they get close enough, they will bite, and you'll become infected. Image via Aggro Crab If you stay infected for long, you'll become an undead yourself. What you need to do is to cure yourself. Cure-All is a great item to use, as it instantly heals all your negative afflictions, which include a zombie bite. Antidote seems to work as well. This probably has to do with the fact that a zombie bite works as a toxin on your body. The Roots update has added something called Shroomberries . These berries have effects based on their colours, which cycle out with maps. As of writing, the Red Shroomberry can cure you from a zombie bite. However, this could change later on depending on what the developers have planned. Once you cure the zombie bite and finish your run, you'll be able to complete the Undead Encounter badge in PEAK . The Roots update has certainly added some formidable challenges for the players, and earning the Applied Esoterica badge can be a true challenge. The post How to cure a zombie bite in PEAK and get the Undead Encounter badge appeared first on Destructoid .
Indie Archives – DestructoidNov 5
All Escape the Backrooms endings and how to get them
All Escape the Backrooms endings and how to get them We can now safely say that Level The End is far from it in Escape the Backrooms . If you want to get all endings in this co-op adventure, then stock up on Almond Water and get ready for a ton of running. There are endings to achieve, and most don't have a happy conclusion. Rather surprisingly, the 1.0 update (on Oct. 23, 2025) for Escape the Backrooms full release added a few new monsters, but repeats a fair bit of content we've seen before. 1.0 has new endings and lore that nicely tie into what we've spent hours playing through for every big update. Table of contents Escape the Backrooms: Endings guide WRONG DOOR ending EMPTY CITY ending THE SUBURBS ending THE PINK HOUSE ending FINAL ESCAPE ending Escape the Backrooms: Endings guide There are five endings in Escape the Backrooms . Four of these are brand new, either hidden inside levels you've previously played through in early access or added into content beyond Level 3999. WRONG DOOR ending Screenshot by Destructoid This is the default ending and one we should have all seen before, as it was the only ending available in early access. This is the ending you will get by playing all Backrooms levels available in Story Mode order, and appears in Level 55.1. There isn't a particular order to get these alternate endings in, as the game kindly brings you to the Bunker that's seemingly out of bounds from any level we've previously visited. It offers direct access to the Hub within the Story Mode via the Bunker elevator, allowing you to jump to any level and hunt for the alternate endings. Wrong Door sees all our hard work gone as we plummet to the ground. Yes, we've escaped, but the cost is far too dear. The last thing we see is the town below growing nearer and nearer as we fall back down to reality. EMPTY CITY ending Screenshot by Destructoid This ending is found in one of the new levels titled Grassrooms. You can enter this secret level by unlocking the M.E.G. door in the Bunker after beating the game at least once. Complete Overgrowth to enter the Grassrooms. All you have to do is finish this level and reach the elevator, taking it down to the 11th floor, where you'll walk out into an empty city, implying you're still in the Backrooms. Liminal space just got a hell of a lot bigger in Level 11 . THE SUBURBS ending Screenshot by Destructoid Return to the Hub and go into Level 1 (Habitable Zone). Head upstairs and find the M.E.G. door, using your ID card to access it. This will take you straight to Level 92233, where you want to climb to floor 94 and jump off, falling to the very bottom to activate The Suburbs ending. You awake from a hospital bed, peering outside the window in the hopes that you've returned to reality. But the world outside is that of the Level 94. Endless hills, each with a singular yellow house atop, waves of green greet you, and you know that once the sun sets, you'll have to spend every waking minute hiding in terror from the monsters that come out at night. THE PINK HOUSE ending Screenshot by Destructoid Go to the Hub and back into Level 6 (Lights Out). Use the Lidar machine to beat this level, but don't press onto the next. Instead, use your ID on the M.E.G. door to unlock another pitch black maze. Navigate with the Lidar machine once more, finding the Pink House on the other side. Complete this section by finding 12 teddy bear toys scattered around the map (randomly generated every time). You're not the first person to end up here. The ending concludes with you as the new resident of the Pink House, where the level's entity watches over you, ensuring you can never leave this place. FINAL ESCAPE ending Screenshot by Destructoid The only way to get this ending is to get all four other endings. Then, after waking up for the fourth and final time near the Bucker elevator, press the Level 3999 button inside. This will take you to a secret area of the arcade, where you can approach the mysterious game titled after this level and start playing. Doing so activates this final ending, where Fancy (dev) speaks to us. This is the best ending in the game as we've actually escaped the Backrooms, getting back to reality unscathed, implying we spent the entire time gaming inside an arcade. 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 Escape the Backrooms endings and how to get them appeared first on Destructoid .
Indie Archives – DestructoidOct 27
All Welcome To The Dark Place endings and how to get them
All Welcome To The Dark Place endings and how to get them Welcome To The Dark Place throws you into the deep end, hoping you'll come out the other side a little more clued-up on what's happening around you. Through paying attention to The Dark Place's six rules, alongside continuous trial and error, you will quickly learn what not to do so you have a fighting chance to exit through the Cloud and leave the darkness behind—for good. But purposely doing things wrong gives you one of the many Welcome To The Dark Place endings, and that's exactly what we want. If you're wondering just how many endings there are in Welcome To The Dark Place, well, we are too. It wasn't until I randomly got ending 106 that I realized The Dark Place could kill me in hundreds of ways. So, here are all Welcome To The Dark Place endings we've got so far. Every Welcome To The Dark Place ending we've got and their unlock requirements Screenshot by Destructoid The easiest way to get an ending is to purposely do everything you're not supposed to. Ignore The Dark Place's six rules and choose the option that'll most likely kill you. Most endings are game-over screens, which reset your progress back to the moment you fell from the Cloud and crash-landed into The Dark Place. But key and main endings will feature a pixelated cutscene and offer intriguing new lore at the main menu, right before you head into a new playthrough. This can point you to an untaken path or provide a bit more info on a location you might have visited before . So be sure you pay attention. We recommend gathering these endings when you're not in the middle of collecting the parts needed to fix the Dragon at the Cement Tower. This article is a work in progress and will be updated as we find more endings. Ending number Unlock description 1 Reach the Horizon by going through the Dusk (perimeter of The Dark Place). 9 Try to drive the car in the Abandoned House (requires Car Keys). 11 Descend the well or try to pull coins out from it. 22 Steal chocolate from the Supermarket. 23 Touch the bubbles after picking up the Shed Key from the Dock. 26 Fail to escape from the Mango Village cannibal. 40 Put your arm in the Hole Tree and close your eyes. 42 Step on a mine. 43 Open the door past the cabinet under the hatch inside the DP Library. 47 Fail the encounter against the Oak Tree on the path towards the Lighthouse. 49 Fail to defuse the bomb inside the Mail Box. 53 Fall victim to the Undergoing by failing to escape in 53 seconds. 67 Fail the encounter against the doctor on F4 of the Tall Office Building. 71 Take the Gold Key off the Mansion dining table. 77 Fail to crawl through the vents under the hatch inside the DP Library. 79 Trust the chair in the middle of the Forest. 81 Stop the boy moving the wagon. 82 Fall down the Chasm. 84 Get lost in Dimlose. 106 Stumble onto a bear trap. The post All Welcome To The Dark Place endings and how to get them appeared first on Destructoid .
Indie Archives – DestructoidOct 27
Welcome To The Dark Place map: All key locations and items
Welcome To The Dark Place map: All key locations and items With only compass directions to use, you may find yourself going in circles in Welcome To The Dark Place . If you ever want to leave whatever hellscape you've accidentally landed in, then you've got to pay attention to where you're going. With only words and audio to make sense of your surroundings, understanding the layout of the Dark Place will help you activate the Dragon and return to the Cloud in no time. Here is our map of Welcome To The Dark Place . We hope it helps. Welcome To The Dark Place: Locations and key items Image by Destructoid Unless you've got an excellent memory that can recall every step and direction you take in Welcome To The Dark Place's complicated Forest, it's almost guaranteed that you'll forget where key locations are. Thankfully, the Dark Place actually holds its shape, almost in a grid-like design woven into the Forest trees. No matter how many times you fall from the Cloud, everything you read and hear will appear in the same exact position. Some locations must be visited in a particular order, especially if you want to see everything (or more accurately, read everything). Below, we'll detail where you can find all locations in Welcome To The Dark Place , if there are puzzles/riddles, what key items you can pick up there, and whether that particular location houses an ending. This article is a work in progress. We're looking to fill in the gaps on our map and table as we discover more. Join us in our journey through The Dark Place and let us know in the comments about any exciting locations you've found that we may have missed. Place Location (direction) Key items/puzzles/riddles The Cloud Starting point Rules of The Dark Place. Tree with hole North of starting point Ending. Bleeding tree East then north of starting point - Stream Northwest - Telephone Booth Northwest Puzzle (requires Coin). Church North from Telephone Booth (follow the cable) Coin Grave North of Church Shovel Lamp Northeast Puzzle. Docks West Shed Key. Shine Lake West - Tall building West then south Medicine. Hole South then east The Undergoing. Abandoned Home East, on Cracked Road - House East, on Cracked Road Basement Key and Car Key. Manhole Far east on Cracked Road, north of Small Neighborhood The Undergoing. Dog House East from Rainforest and then south Black button. Lawnmower South (near Mailbox) - Mailbox South Vacuum Tube or ending. Swing South (near Mailbox) Undergoing. Chair Southeast Don't trust chair (ending). Telephone line Southwest - Cement Tower Four east from start point Dragon and Fuses. Factory Southwest perimeter - Craggy Maze Southern perimeter - Mango village East from Corn Field Ending. Corn field East - Diner West of north Corn Field and north of Cracked Road - Parking lot South of Diner - Post Office South of Parking lot - Dagger Southeast from Rainforest Ending. Paper House South of Dagger (follow Train Tracks) - Cottage East of Dagger - Spike field Far northeast - Rainforest Northeast perimeter - Savanna and Desert Spanning across the north-eastern perimeter, above Rainforest - Dusk/Horizon Perimeter of Dark Place Ending. Dimlose West of Savanna and east of Chasm Ending. Bench Between Dimlose and Savanna - Waterfall West of Bench - Tunnel Northeast Requires key item to navigate (Lighter?) Mine field Northeast Sudden ending. Bear trap Southeast Sudden ending. Toy Box Southwest Ending. Blood Northwest Sudden ending (if you fail the encounter). Chasm Far north Endings. Library (red brick building) Northwest of Chasm Shotgun and ending. Train Platform Northwest perimeter - Cave Across Chasm bridge Puzzle. Lighthouse Southwest from Chasm Ending and code: 23411. Wagon West from Chasm Ending. Campsite Northwest (follow the smoke) - Mansion North off dirt path, west of Campsite Endings, Gloves, and Gold Key. Swamp Far west Ending and Log Cabin. Large Building Northwest from Swamp Rooftop access (needs Ladder Key). Supermarket South from Large Building Yellow Dice and Ladder Key. Millington Grove Southwest - Picnic Table Southwest - Factory Southern perimeter - Highway Southwest perimeter Ending. Fake picnic Southeast perimeter - 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 Welcome To The Dark Place map: All key locations and items appeared first on Destructoid .
Indie Archives – DestructoidOct 26
How to solve the Tormented Souls 2 bell tower puzzle
How to solve the Tormented Souls 2 bell tower puzzle I'm ashamed to say I felt safest in the tallest part of the Tormented Souls 2 Convent, where rusty cages and bird feces cover every inch of the once sacred and glorious bell tower. Unlike other  Tormented Souls 2  puzzles that have you searching high and low for key items and backtracking until you know the map like the back of your hand, the bell tower puzzle solution thankfully takes place in the same room—and the reward is an absolute game-changer. Why nuns have a Shotgun lying around is unfathomable. This weapon is a must-have, yet it's encased in glass that cannot be broken by hand, and has received better treatment than the Convent's Bibles. So what are the singers, and how do we make them sing? Table of contents Tormented Souls 2 bell tower puzzle solution How to get the Double-barrel Shotgun Tormented Souls 2 bell tower puzzle solution Screenshot by Destructoid We love the occasional puzzle where you don't have to go anywhere. All you need to do is ring the bells outlined by the inscription on the Shotgun case. The order to ring the bells is as follows: Victor: Medium bell, to the right of the ladder. Big Joe: Largest bell, to the left of the ladder. Little Claudio: Smallest bell. Elias: Large bell, opposite the ladder (slightly smaller than Big Joe's). With a new weapon in hand and a bell tower to descend, you best keep your eyes on the stairwell as monsters are heading your way. There's never been a better time to test out that new friend of yours. Video by Destructoid How to get the Double-barrel Shotgun Screenshot by Destructoid Screenshot by Destructoid You can pick the Shotgun up relatively early on in your playthrough, but you won't get the Metal Pipe until your first encounter with the Other Side. To get here, you must first find the Cursed Book in the Crypts via the Prison and deliver it to Joseph. This lets you access the Torture Museum, where you must light the candles on the mirror on the basement level, near a torture table that has a corpse and rusty wheel on it (this is relevant for the Double-barrel Shotgun). Light the candles surrounding the mirror with Caroline's Lighter: top left, bottom left, bottom right, and light the two candles above the bottom right candle. The Other Side is now open. Venture inside and turn the wheel at the torture table that now has a scarecrow atop. The scarecrow snaps, letting you return to the real world, where the corpse is split in half, offering the Metal Pipe for you to combine with the Shotgun. 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 How to solve the Tormented Souls 2 bell tower puzzle appeared first on Destructoid .
Indie Archives – DestructoidOct 26
Forget Balatro and CloverPit—I’ve found my new obsession and it’s spookily awesome
Forget Balatro and CloverPit—I’ve found my new obsession and it’s spookily awesome I'm not one to get engrossed in a virtual world unless the narrative and worldbuilding are extremely captivating. While I have my go-tos when it comes to indie horror, there's one dev in particular that always gets me excited. From the horrifying IT STEALS and the hilarious Lethal Company , Zeekerss has gone and done it again—and this time I'm all in. Released on Oct. 25, Welcome To The Dark Place is a text-based choose-your-own-adventure horror game. After falling from the Cloud following what I can only assume to be a devastating car crash, Welcome To The Dark Place literally throws you into the darkness, where you must get on a distant train that may never reach its destination. Image by Zeekerss I've welcomed the Dark Place as if it's my own internal struggle. The intro is effortlessly cool, like I'm looking directly into Zeekerss' mind. It wasn't until I landed repeatedly in the Dark Place that I started to believe something could change for me personally, that there is a way out, even though the game makes me repeatedly question whether escape is truly possible. At times, the main menu communicates as if some omniscient force is testing my knowledge or mocking my futile attempts. Welcome To The Dark Place is proof that Einstein's Theory of Insanity isn't true, that doing the same thing over and over again isn't madness, for trial and error makes this indie horror work so damn well. It's got to the point where I'm recording my gameplay, taking notes, and making a map of the Dark Place just to see which gaps need filling. The world is like a bestiary of creepypastas, where the darkness consumes the sanity of most caught brazenly traversing the forest until eventually losing sight of why they arrived, becoming just another shape against the sea of trees. Screenshot by Destructoid I honestly don't know how Zeekerss does it, but there are moments of genuine terror that penetrate my very soul and make me crave more like some twisted mind desperate for feeling. The effective use of spatial audio keeps me on edge, and the occasional but extremely creepy pixelated visuals of a door opening or when I plunge into the stressful Undergoing makes me hold my breath like submerging into water. You'd be surprised how creepy Welcome To The Dark Place actually is, and it's all because it has Zeekerss' signature pixelated aesthetic that worms its way into your mind. Lovecraftian both its narrative and design, my imagination runs wild to fill the black screen with images and color, just to try and make sense of this surreal and unforgiving world. The Dark Place feels equally full of life, hopelessness, and dread, where wandering around the seemingly infinite forest pulls you in with an investigative and curious eye. Screenshot by Destructoid Like listening to a Stephen King audiobook, the sound design makes me panic, squirm, and talk aloud as if I, too, fell into the Dark Place. There are rules to follow, yet curiosity had me often ignoring them—after all, over 100 endings await. Certain moments left me in awe, in disbelief that I could be this captivated by a black screen and directions. It's addicting to go back in and try something new, or revisit a location to pick up whatever dignity I had left behind from failed attempts—yeah, there might be something wrong with me. It's consuming my every thought like I'm transported back to SOMA , Funeralopolis , Who's Lila? , and SIGNALIS . I'm thankful Zeekerss dropped this passion project after eight years of development, and I would have gladly paid money because I'm having too much fun in this bizarre, terrifying world, and I know Welcome To The Dark Place will be one of those games I mourn when it's all over. The post Forget Balatro and CloverPit—I’ve found my new obsession and it’s spookily awesome appeared first on Destructoid .
Indie Archives – DestructoidOct 26
All monsters and levels in Escape the Backrooms (Entities guide)
All monsters and levels in Escape the Backrooms (Entities guide) Escape the Backrooms has finally released version 1.0, and it has added new monsters and levels to the existing content. Known as Entities , these monsters can be dangerous while trying to solve all the available levels. This guide will provide you with an overview of each level, what you can expect, and tips on how to deal with every monster in Escape the Backrooms . Escape the Backrooms: Level and Entity guide Here are all levels, shown in chronological order. Harmless levels, such as the Level 3999, The Snackrooms, Hub, M.E.G. Base, and Bunker aren't shown here as they act as bases to access other levels. Levels beyond 55.1 are secret and relevant to getting the alternate endings in Escape the Backrooms . Level 0 Image by Fancy Games Level summary Fluorescent lights buzz above you, corridors of endless yellow greet you as a monster made completely of wire patrols the level for any lost souls. Find the pieces and fix the ladder, gather the key, and escape through the one door in the entire level. Survival strategies Sprint in short bursts to conserve your stamina. Use the walls as cover and watch those corners. Run from Bacteria, ducking around corners so it loses track of you. Level 1 (Habitable Zone) Level summary Layers of a car park house multiple threats: the Skin-Stealer and Smiler. Thankfully, they don't attack at once. Figure out the elevator code by looking at the colorful cars, each corresponding to the elevator code sequence. Survival strategies Keep talking so you know who's who, as the Skin-Stealer will pretend to be one of you. Use doors as cover to keep the Skin-Stealer from killing you. There's an eight-second window for you to move in the Smiler's domain when it's lit. Level 2 (Pipe Dreams) Image by Fancy Games Level summary A chase ensues as you head to the station via this incredibly long corridor of pipes. Survival strategies It's simple, really, just RUN! Level 3 (Electrical Station) Level summary Find and flip the switches on each breaker, using the crawlspaces to access new areas while evading the persistent Hounder. Survival strategies Use the flashlight to stun and scare away the Hounder. It will either run or go forward to attack anything nearby after the third time you stun it with the flashlight. Level 4 (Abandoned Office) Level summary Get through this level without the cameras spotting you. Survival strategies Keep away from the windows. Level 5 (Terror Hotel) Image by Fancy Games Level summary A pristine hotel houses a familiar threat: the Skin-Stealer. Use the Bug Spray to kill moths and turn them into Moth Jelly. Offer it to get the keys you need to enter the next section, where the Skin-Stealer activates as you search for letters to reveal the code. Survival strategies Hide in hotel rooms if you're being pursued by the Skin-Stealer. This is more close-quarters so this monster will spend more time attacking than pretending to fit in with the group. Level Fun Level summary There's a lot of fun to be had here, but only for the Partygoers. They stand facing walls like something out of Blair Witch . Play slow and smart, get to the exit without being noticed. Survival strategies Crouch and move through the level slowly, avoiding the Partygoers' line of sight. When the music stops, run and hide underneath tables. Don't pop any balloons. Level 37 (The Poolrooms) Image by Fancy Games Level summary Find the exit. Survival strategies This level is relatively harmless. Walk only through clear water to avoid the Hydrolitis Plague, which darkens the pools. Level 1 (Run For Your Life!) Level summary Another chase sequence. Survival strategies Just do what the level says. The End Image by Fancy Games Level summary Gather the tapes on the bookshelves surrounding the desk and click on the television when you've got them all. Refer to the television for how many you've got left. Avoid the Scratcher's erratic pathing. Survival strategies This is harder to complete on your own. If with friends, run around and make as much noise as possible, using the tables if the Scratcher gets close. On your own, utilize the fire alarm to distract the Scratcher. Level 94 Level summary A personal favorite, endless green hills with a single yellow house atop it appears calming at first. But the sun sets quickly, and when it does, you have to get inside. Reach the floating castle at the back and ascend the rope to complete this level. Use the trucks to get to your destination quicker. In the castle, move the blocks to their correct positions and then survive 100 seconds as the Animated King attacks while you wait for the rollercoaster ride. Survival strategies Don't stay in trucks for too long. Immediately go to the nearest house as soon as the sun starts to go down. Turn off the lights and hide. Don't go outside at night, or Animation will get you. Keep looking around when the Animated King is active. He can only attack if your back is turned. Level 6 (Lights Out) Level summary Using the Lidar scanner, reach the end of this pitch black level. Survival strategies Keep an eye on the Wretch's red dot moving on the radar and hug the wall if it gets close. Level 7 (Thalassophobia) Level summary Row the boat to the lighthouse. Survival strategies Beware The Thing. Avoid swimming in the water or sticking around too long in an area. Aim directly for the lighthouse, passing submerged houses along the way. Sanity drains quickly here. Level 8 (Cave System) Level summary There are no puzzles or anything to figure out here. Just reach the other side of the caves, but go across the bridge one at a time. Survival strategies Deathmoths and Skin-Stealers appear here. Crouch and turn off the flashlight to avoid the moths. Play slow and conserve stamina, fleeing from the Skin-Stealer if you see it. Move before it sees you. Level 0.11 Level summary A more twisted version of Level 0 as Bacteria makes its return. Use the chainsaw to break open the wooden planks blocking the doors. Survival strategies Hide in crawlspaces so that Bacteria can't grab you. Level 9 (Darkened Suburbs) Image by Fancy Games Level summary Activate the three computers in the houses near the M.E.G. gate to unlock it. Refer to the screen by the gate for the computer locations. Survival strategies The Neighborhood Watch patrols the streets with its giant eye, looking out for anyone who shouldn't be wandering around. Keep a safe distance away from it, listening out for its footsteps. Go onto porches to avoid its grab. The Wretch lives inside the houses you need to enter to unlock the M.E.G. gate. The computer alerts it, so play slowly and wait until it's at the furthest point away before you use the terminal. They can't go outside. Keep track of the Wretch's position inside the square-like compact area of The Abandoned Outpost. Use the crawlspace and lockers if you're being chased. Level 10 Level summary Activate the towers in the corn field. Survival strategies Listen out for footsteps and a chainsaw revving up. Go in the opposite direction to avoid being seen. Never take the main road. Level 0.2 Level summary Use the Noclipping floor to find and turn on the breakers. Survival strategies Stay away from holes or the Bone Thief will have ya. Level 1~1 (Hotel Chase) Level summary The final chase. Survival strategies RUN! Level 188 Level summary Find the televisions. Survival strategies Stay away from the windows. Play slow and conserve sprint so you can run from the Aranea Membri. Level 37.2 (Dark Poolrooms) Level summary Find and turn the valves. Survival strategies Not that dangerous, but the Hydrolitis Plague appears again as a black substance in pools of water. Level Fun+ Level summary Find the keys to escape. Survival strategies Play slow and quiet, crouching to avoid the Partygoers. Attack the Party Host with Fireworks to kill it. Level 52 Level summary Follow the Partypooper while evading the Partygoers. Survival strategies Treat this like a Fun level. Level 55.1 Level summary Take photos based on what's already pictured on the camera. This is the last Story Mode level as it rewards you with the default ending. Survival strategies Bacteria, Smilers, and Skin-Stealers appear here. Use what you've learnt from previous levels to survive. Shine light to keep Smilers back. Conserve stamina to escape from Bacteria and Skin-Stealers, using cover so they lose track of you quicker. Overgrowth Level summary The first secret level following 55.1. Access this via the M.E.G. terminal in the Bunker. Find Wanderers and place them in the slides to deactivate their danger level. Survival strategies Bacteria is back, so use the walls as cover and conserve your energy. Steer clear of holes to avoid the Bone Thief. The Grassrooms Image by Fancy Games Level summary Following Overgrowth, find the knife and use platforming to reach the elevator. Survival strategies Don't stand still on the grass. Level 92233 Image by Fancy Games Level summary Find the M.E.G. terminal in the Habitable Zone to reach this secret level. Survival strategies Take a leap of faith. Level 974 Level summary Enter and complete Level 6 again, but enter the M.E.G. door before you leave to find the Pink House. Collect 12 toys and place them on the chairs at the entrance. Survival strategies Watch Kitty as it can't really move when you're looking at it. Level You Cheated Level summary Place the televisions to unlock the metal door in Level 188, and get past the Aranea Membri who's guarding this secret. Survival strategies That knock at the door is a tad creepy. Like our content? 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Indie Archives – DestructoidOct 25