Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Ty. Really a shame. The game keeps on hinting on different outcomes for your actions but the ending being the same is a bit meh :/
Ye maybe, but the dialogue was not the core for me. I had barely any idea what was happening till the very end, and I kind of figured out the mother plot twist. But the game shines in so many ways. Like when you get the infection (where you lose 25% health) and if you walk back to the hub, the npcs there get it too and can actually die. Its stuff like this i like, the outcome of your action rather than an a piecemeal story. They really tried to emulate the Dark souls formula and got it right at spots but also failed to realize that a narrative like these dialogue need to make more sense in the overall arc.
You can prevent their deaths. They are not just dying.
Green lizard dude killed them. Kill him and they will live.
And you start with 10 fear. You're supposed to lose 1 fear when you defeat each boss while mortal, but i had 4 fear when finished game... so which enemies are increasing the fear?
Thank you. Though litlle bit late for: i've already killed swordswoman by reviving her brother... that was kinda unexpected... logical though when you think about it.
* +1 point of fear everytime Sorun hears Thalamus speak to him (so entering and leaving journey's end
* +1 point for blocking or getting hit by the teal coloured magic from the specter guards aka the robed tentacle enemies (so their AoE and the teal skulls they throw increase fear)
* +1 point killing the first robed tentacle enemy in ylnoth (corpse city) causes a dragon/serpent head to spawn behind you
* +1 point from blocking or being hit by the purple orbs cast by the tentacled statue enemies (cthulhu statues)
* +1 point for blocking or being hit by one of 2 spells from the eldritch council boss. The first one is the fireball she casts that splits into 2 when it contacts the ground. The second spell is triggered when you smash the crystal on the far left, this crystal allows her to cast a dark green/blue orb that slowly descends to the ground, once it lands it has a huge AoE that takes up 2/3's of the screen. Its health dimishes over time so you have to keep hitting it upwards until it fades away.
If you tear up your contract right of the bat you won't have to worry about hearing Thalamus' voice in journey's end and as Sairus323 pointed out, you won't need to go to ylnoth. You also get to hear a few small extra lines of dialogue from othe npc's such as Grimgaud, Bast, Itone, Zuma, Vrael and Ash.
Hope this helps you out with a no fear ending if any wish to try it. I really love the concept of how when you're immortal you start to suffer same fate as the other immortals by losing your sanity.