S
Savior2006
Guest
The Consuming Shadow
This game is intense. You have to stop the apocalypse and have 72 hours to do so. Unlike Legend of Zelda, Majora's Mask, there's NO way to get those hours back. Spend wisely. Half of the time is spent going to places on the map. Simple stuff, but it WILL eat away your time. The other half is spent in dungeons. Time slows to a crawl here, but it still trickles away.
The ammo:
You have a gun. It fires 9mm ammo, hollowpoint rounds and armor piercing rounds.
9mm is what it is. Hollowpoints do more damage. AP travels through multiple enemies.
Spells: You can cast spells but the runes for them changes from game to game. They eat up your character's sanity, and "sanity gain" is hard to come by. Here they are and my opinion of them.
Open door: You can open locked doors. It's not that great early on, cause there aren't that many rooms, but is a BOON on the last level Stonehenge and late levels in general because you don't have to look for the key.
Strange Calm: Removes anxiety from your character. I had zero clue what this spell did for the longest time. I thought it reduced the chance of encountering monsters per level. It isn't nearly that awesome. Useful if you get the ailment early in the level, which screws up your accuracy. If not, it will go away after a couple hours.
Clairvoyance: Reveals the entire map. A great passive spell for that reason.
Dark Vision: The worst spell in the game, reveals the room in a red filter. Imagine nightvision but with a red filter and that's what you have here. Most players are going to recognize the monsters after a couple playthrough, the military light reveals most of the room anyway, and the duration is temporary. Once again, not that useful.
Healing touch: Raises the character's lifebar. Hard to argue with that.
Restoration: Removes the character's status ailments: broken arm, broken leg, bleeding, but NOT anxiety. Another good spell.
Circle of death: An attack spell that kills everyTHING within a certain radius of you. Good and useful for those big monsters in the game that soak up bullets, or when you have to clear a room.Don't know the range. Don't care to test it. Get close and hit the runes.
Mass death: The ultimate attack spell. Kills EVERYTHING in the room, doesn't matter what it is or how much health it has. Uses a LOT of sanity, as in 25 percent, so don't expect to use this spell more than once or twice per playthrough, if you are that lucky in the first place.
This game is intense. You have to stop the apocalypse and have 72 hours to do so. Unlike Legend of Zelda, Majora's Mask, there's NO way to get those hours back. Spend wisely. Half of the time is spent going to places on the map. Simple stuff, but it WILL eat away your time. The other half is spent in dungeons. Time slows to a crawl here, but it still trickles away.
The ammo:
You have a gun. It fires 9mm ammo, hollowpoint rounds and armor piercing rounds.
9mm is what it is. Hollowpoints do more damage. AP travels through multiple enemies.
Spells: You can cast spells but the runes for them changes from game to game. They eat up your character's sanity, and "sanity gain" is hard to come by. Here they are and my opinion of them.
Open door: You can open locked doors. It's not that great early on, cause there aren't that many rooms, but is a BOON on the last level Stonehenge and late levels in general because you don't have to look for the key.
Strange Calm: Removes anxiety from your character. I had zero clue what this spell did for the longest time. I thought it reduced the chance of encountering monsters per level. It isn't nearly that awesome. Useful if you get the ailment early in the level, which screws up your accuracy. If not, it will go away after a couple hours.
Clairvoyance: Reveals the entire map. A great passive spell for that reason.
Dark Vision: The worst spell in the game, reveals the room in a red filter. Imagine nightvision but with a red filter and that's what you have here. Most players are going to recognize the monsters after a couple playthrough, the military light reveals most of the room anyway, and the duration is temporary. Once again, not that useful.
Healing touch: Raises the character's lifebar. Hard to argue with that.
Restoration: Removes the character's status ailments: broken arm, broken leg, bleeding, but NOT anxiety. Another good spell.
Circle of death: An attack spell that kills everyTHING within a certain radius of you. Good and useful for those big monsters in the game that soak up bullets, or when you have to clear a room.Don't know the range. Don't care to test it. Get close and hit the runes.
Mass death: The ultimate attack spell. Kills EVERYTHING in the room, doesn't matter what it is or how much health it has. Uses a LOT of sanity, as in 25 percent, so don't expect to use this spell more than once or twice per playthrough, if you are that lucky in the first place.