![]() Listen to what he says, ask all your questions. When the game opens, you’ll automatically walk to the clown. Noted again at the end, you cannot 100% in a single run, as two achievements are mutually exclusive. If you don't want that achievement, you may ignore some lines. With that said, this walkthrough is going to have the playthrough for all the achievements, including EVERY. It gives insight from the creators, and may help fill in gaps if your exploration didn't give you the depth you feel it should have. This guide is also MADE of spoilers.įinal recommendation: If you play through this, and feel like you missed something important, play it again with annotations and/or commentary enabled. What you find might surprise you.Īlso, standing warnings: themes of suicide, death, loss, depression, clowns, and other bleakness. Unless you’re in a sequence that needs tight timing, mouse around.Right-click first to examine, then actually click to interact however you can. I won’t mention this again in most cases, but towards the “every death” achievement, and whatnot? You need to do this. Some may be "UP/LEFT" to help find the sweet spot on the screen.ĭouble clicking on an exit to another screen will cut the walking animation, and simply load the next screen/cutscene. In isolated pockets, however, it's simply out of place.Walkthrough that will get you ALL OF THE achievements, notes at the END of the guide for some.ĭirections in this will be UP, DOWN, LEFT, RIGHT, etc. Had this been a regular occurrence, it might have worked as a comment on the strange and unpredictable ways that human beings react to trauma and tragedy. There are moments of dark humour, which are perfectly appropriate, but there are also a few examples of optional dialogue where the aim seems to be a more lighthearted laugh. I’ve avoided spoilers, but it's worth noting that Strangeland explores death, grief, and regret, as well as self-harm and suicide, and in quite explicit terms. Should you get stuck there's at least an in-game hint system via a payphone, where in typically odd fashion you receive hints from a hateful, angry version of yourself. ![]() Through a combination of skill and luck, it didn’t take me too long to get past, but it's a good example of how the puzzles lack the imagination of the worldbuilding. The most infuriating challenge in the game is one of those tiresome tile puzzles (or, here, a board of lights) where pressing one activates or deactivates those around it, until the board is complete. ![]() A carnival shooting gallery is simply a matter of clicking targets with your mouse, and in a world where I can talk to birds, a furnace, and a disembodied head, it's slightly disappointing to find myself making a grappling hook. (Image credit: Wormwood Studios/Wadjet Eye Games)įor a game that boldly carves out its own path in terms of subject matter and atmosphere, the puzzle design overall is rather disappointing. This is sometimes the greatest challenge that a puzzle presents, as most of them are otherwise pretty simple. The darkness means it can be hard to discern fine detail, though, which means that objects you can pick up or interact with are easy to miss. Anything that isn't run down or twisted is strangely organic the environments are flavoured with a hint of HR Giger. It's the 'game' bit where the experience wobbles. The atmosphere and storytelling are excellent. ![]() Never embarrassingly blunt nor pretentiously opaque, Strangeland balances its weirdness impressively well through its 4-5 hour runtime. But in this world that makes perfect sense. Characters that you try to speak with usually send the conversation into a dead end, refusing to give a straight answer. The dark heart of Strangeland, both for better and for worse, is a determination to stay true to its artistic vision. (Image credit: Wormwood Studios/Wadjet Eye Games) People are strange
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