Temporal Instability is Contagious!

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I actually had some fun with Slouching Towards Bedlam. I didn't find the puzzles that hard--most of the stuff just seemed obvious, though I'm still not sure what the point of every single detail was.

Your robot friend is sort of like a portable computer. At first, I thought it was the horrible thing the person on the phonograph (They've got AI's but not webcams? lol steampunk) was getting all worked up about, but the manual confirmed that it's just a handy puzzle-solver. Without it, I wouldn't have realized that the "rod" is actually a key. I tried to thank it for telling me that, but the game doesn't let you talk to it.

Some of the puzzles were a bit more tricky, but they all relied on things that had already been established in the game. In retrospect, a lot of the clues were fairly obvious. (When in doubt, point) Once you realize that everything in the game is there for a reason, it becomes a lot easier.

When I realized what the main point of the story was, when I finished reading the diary and the letters, I thought you were supposed to kill yourself and everyone else you've come in contact with to save the world from temporal instability, which is apparently contagious. I got a cutscene that detailed the public's reaction to the deaths. Since the world didn't end, I assume I saved us all. You're welcome.

I wanted to go back and try some other endings, but somehow I managed to lose my saved game and no way was I going through that whole thing again just to kill myself in different ways.

I hope you guys found some different endings to share.

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Jed Fetterman said:

I have found that all of these games are easy in retrospect. A lot of them involve doing simple, menial tasks that just take up time and try to confuse you. They also rely on overloading your sense with so much information that the important clues are hidden in there. That is why I hate these games; I always feel so stupid after I discover the answer.

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