For the sake of the player's sanity, this rule is suspended in the dreamlike sequences between rounds of the final boss battle: a single blow to one of the free-standing doors will return the player to Nightmare Six's lair. Normally it takes three blows with an axe to break through a rotting door.Similarly, in the School Six will never trigger the hidden floorboard traps set by the Bullies, always stopping just before or jumping over them with you. This first appears when the children are being sought by the Hunter: Six will duck under the muddy water, showing Mono how to avoid the Hunter's lantern. While Six will most of the time follow Mono's lead until she is needed, in certain sequences she will run ahead of him to demonstrate how to complete a series of jumps or an escape sequence. For completing the game, the player receives a fedora like the one the Thin Man wears. And Your Reward Is Clothes: One of the game's sets of collectible achievements takes the form of "hats" Mono can pick up in hidden locations and immediately wear. Why does Six betray Mono and let go of his hand? Does Mono turn into the next Thin Man, or is he stuck in a Stable Time Loop making him the Thin Man's younger self?
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