

I'm able to move from one room to the next and things happen, I just don't know whether the things that are happening are moving me toward my goals or away from them or are completely irrelevant. I'm not looking for a walkthrough, I'm not having trouble progressing. I get the distinct impression that you don't understand what I'm asking. You could try some of the things listed here, even though these are tailored for fixing the game crashing on startup, but there could be some overlap of fixes for that and fixes for this: If you absolutely need a goal, then I'd say just try to complete the map and find all the signs, but there aren't any "goals" in Antichamber.Īnd about the darkening thing (if it's like the picture that GeroTeX posted), then it shouldn't be doing that. What's the point? Like, I said before, you're not supposed to know what to do, just explore. What's my goal here? What am I supposed to be trying to do? Without a goal it's just walking around. No matter what I do, something happens but I can't tell if it's the right thing or not. There seems to be no feedback as to whether my actions are correct or not. I can't tell if anything I do is valuable progress or me failing to do something. The room displays map models of Three Paths In Sight, Finding The Seams, and Stuck in a Rut.Originally posted by Tiggum:As to the other thing, I'm not confused, I just don't know what to do. Look up at the circle while falling and arrive at the pictured location.

Exiting this this cube, there is a long shaft with a bounce pad at the bottom and a circle on the ceiling. From here it falls off into a grey cube with a sign in it. Falling down through the eye wall, use the green jump-pad to get up to the blue area above. Getting to the top, look down again and the floor is now an eye wall. Standing in the middle of the purple room, look up at the laser beam and jump again, causing the elevator to go up. This transporter window teleports to the purple room with an elevator on the bottom. After falling down into the green room, stand in the middle, look up, and jump. Walk around the outside and re-enter the cube from the front side again.

Spin around and walk out the back of the cube. Hitting A Wall Dev Room Many Different Angles įace in the direction of the circle on the wall and walk backwards. Upon closer inspection, this appears to represent an edge detection algorithm presumably this is the toon shader which gives the game its distinctive look. The Dev Room contains a flow chart which looks very similar to UDK kismet. You can even make the white cubes flow into the red disintegrator fields. If your timing is right you will move the white blocks outside the wall.

Now, as the wall is about to regenerate, drag a cube outside. Filling the floor with a layer of cubes can help preventing a missed jump to get through, since the riot balls rarely remove the bottom of the walls.Īlternatively, create some small holes by running, then place some cubes inside.Controlling the riot balls with movement speed is the key.Make sure to face the wall that regenerates slower.
#Antichamber walkthrough blue gun generator#
