Fortunately the puzzle wasn't hard to brute force, as it only needed three correct glyphs out of eight, taking roughly 5 minutes. This object was unrelated to the puzzle-more so than the many scribbled notes or other items nearby-so the leap of logic between the door and the object was too great. Acquiring the code to a locked door in the basement required examining a single object and linking it to other items. One of these trickier puzzles was found in the basement of a mansion, as part of the strange memories related to the Conarium device. There are occasionally puzzles that require logic, involving symbols or ancient mechanisms. Overall, the adventure elements are simple, requiring only a brief search and little thinking. Although items required to progress are rarely hidden, the propensity to obscure story content is a shame. Some objects, notes in particular, are found inside drawers that require perfect cursor accuracy before the open prompt appears. Much of the adventure is merely collecting items. Using an axe to smash through ancient stone, which has stood for eons, is a little weird and used a few too many times. The only time you need to equip an item is when stonework needs to be demolished with an axe. Merely having a crowbar in your inventory will allow you to pry open floorboards. ![]() You will need to collect items-keys, handles, fuel-and use them to access new areas. Somewhat like Penumbra, Conarium is a first-person horror game with lightweight adventure mechanics. The atmosphere of these ruins, and the base itself, is quite effective and the game draws encouraging comparisons to Penumbra: Overture. There is not much in the way of pure jump scares or danger in Conarium, but the few rudimentary chase sequences pale in comparison to the quieter moments of merely exploring an unusual place. Stumbling upon an animatronic head also set a bizarre mood that was never further exploited. One such example was when a cat appeared in front of a light, casting an odd shadow on a nearby wall, before scarily transforming into something unreal and vanishing. This ruin-diving experience is at its best when it tries to be subtle with horror. Even strange plants cover archways and may need to be bypassed. Statues, in various poses, are poised to come alive and provide general unease as you try to understand the culture of such beings. Murals on the stonework provide glimpses at the lives of these creatures lost to time. ![]() Exploring these ancient passageways and tombs is faithful to the original Lovecraft story that focused on stepping into similarly dark and unknown ruins. Underneath the base are tunnels that were once home to an ancient race of reptilian humanoid creatures. You need to find out what is going on, and that means delving deeper underground to find your scientist companions. This device has some side effects though, namely intrusive visions and breaks in reality. ![]() This could prove quite useful in an underground city containing mummified bodies of intelligent creatures. This machine, Conarium, transports a human consciousness into another realm of existence where it can share memories, travel great distances, experience things beyond comprehension, and communicate with the dead. After restoring power and finding some typical adventure-game notes, you discover that Frank was a willing participant in an experiment involving an otherworldly elixir and a strange machine that was built from descriptions in archaic lore. Your character, Frank Gilman, remembers arriving at the research base, but nothing more. You awake in the base alone, and there is no power. The base is situated above the preserved ruins of an unknown civilisation. Set in the middle of the 20th century, Conarium begins inside a research base located in Antarctica.
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