All Things Devours - missing puzzle (spoilers)

G

Guest

Guest
Archived from groups: rec.games.int-fiction (More info?)

When I saw the darkened rooms upstairs, I immediately thought that it was
going to be part of the game. Getting the lit flashlight upstairs is a
precise timing puzzle in itself. But when I got it up there, I found that I
couldn't shine it into the dark rooms. So how did I know which room the
papers were in anyway?

Any chance this was a planned puzzle for the full game that was removed from
the comp version?

(Of course there is no particular sense in explaining minor plot holes,
considering that the PC could have avoided the whole necessity of the game
by just bringing a friend and a flashlight along.)

Andrew
 
Archived from groups: rec.games.int-fiction (More info?)

On Fri, 26 Nov 2004 17:47:07 GMT, "Andrew Krywaniuk" <askrywan@hotmail.com>
wrote:

>When I saw the darkened rooms upstairs, I immediately thought that it was
>going to be part of the game. Getting the lit flashlight upstairs is a
>precise timing puzzle in itself. But when I got it up there, I found that I
>couldn't shine it into the dark rooms. So how did I know which room the
>papers were in anyway?

The flashlight is only useful for the lower darkened room. There isn't any
direct hints on how to tell which room has the papers, but there's only one
possible opening - and going through there brings you to the notes that you
can take and run away with.
>
>Any chance this was a planned puzzle for the full game that was removed from
>the comp version?
>
>(Of course there is no particular sense in explaining minor plot holes,
>considering that the PC could have avoided the whole necessity of the game
>by just bringing a friend and a flashlight along.)

Maybe - however, the saboteur might not like bringing someone else along as
it makes it easier to discover the culprit afterwards (larger profile).

Bringing along a flashlight would help the saboteur, but that would ruin
the puzzle, wouldn't it? :)