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Return of the Obra Dinn

Summary:

An Insurance Adventure with Minimal Color:

In 1802, the merchant ship Obra Dinn set out from London for the Orient with over 200 tons of trade goods. Six months later it hadn’t met its rendezvous point at the Cape of Good Hope and was declared lost at sea. Early this morning of October 14th, 1807, the Obra Dinn drifted into port at Falmouth with damaged sails and no visible crew. As insurance investigator for the East India Company’s London Office, dispatch immediately to Falmouth, find means to board the ship, and prepare an assessment of damages. Return of the Obra Dinn is a first-person mystery adventure based on exploration and logical deduction.

Introduction:

Return of the Obra Dinn is set aboard a fictional East India Company ghost ship in the early 1800s whose crew and passengers have all mysteriously died or disappeared, with the game’s objective being to discover how. The player, as an agent of the shipping company assessing what happened, uses a combination of deductive reasoning and the use of a Memento Mortem stopwatch to return to the moment of a crew member’s death to determine the identity of each of the sixty crew members, how and where they died and, if killed by human hands, the name of their killer. The game, played from the first-person view, uses a 1-bit monochrome graphical style inspired by games on early Macintosh systems.

Game Type:

Return of the Obra Dinn is a puzzle video game.

Puzzle video games make up a unique genre of video games that emphasize puzzle solving. The types of puzzles can test many problem-solving skills including logic, pattern recognition, sequence solving, and word completion. The player may have unlimited time or infinite attempts to solve a puzzle, or there may be a time limit, or simpler puzzles may be made difficult by having to complete them in real-time, as in Tetris.

Game play:

In Return of the Obra Dinn, the player takes the role of an insurance adjuster for the London office East India Company in 1807. The Obra Dinn, insured by the East India Company, had previously gone missing in 1802 as it was to sail around the Cape of Good Hope, but since washed up in port with none of its sixty-man crew alive. The player is tasked to determine the fate of all of the crew members, including their names, where and how they met their fate, and if they were killed, and who their killer was.

List of main features of the game are as follow such as,

  1. Gettinng started with the game

  2. Gameplay structur

  3. Exploring of the ship

  4. Usage of vision and watch

  5. Usage of Watch

  6. Correct fates and locking in

  7. Ending of the game

Getting Started:

The game begins with a ferryman dropping the Investigator (you) off at the Obra Dinn. Press space while looking at the ladder to climb aboard. Use the WASD keys or arrow keys to move about the ship. When the ferryman shouts that the box you brought is too heavy, return and press space looking at the chest to get the book and pocket watch. You are then free to explore the ship.

Game play Structure:

The objective of Return Of The Obra Dinn is to identify the Fates of all 60 crew and passengers on the ship. A Fate consists of a name, the means by which they died, and potentially their killer’s name. Fates can be filled in at any time and derived from any information available to you, but the main means of obtaining information is through visions of the moments at which crew members died.

The game is played out from a first-person view, allowing the player to explore the Obra Dinn, using a monochromatic dithering style that mimics approaches that games on early home computers like the Macintosh had used to simulate shading and color. To help complete the task, the player is given a log book that includes a drawing of all the crew members, the crew roster, and layouts of the ship. They are also given the “Memento Mortem”, a pocket watch-like device that activates when the player encounters one of the corpses on the ship. The Memento Mortem plays back the audio of the moments before the person’s death, and then gives the player a few moments to explore the area around the frozen moment of death to identify who was present and other visual details. Once players have seen each moment, the log book automatically fills in some of the details of that event (such as the location, the visual identity of the crew members present at the event, and the dialog heard in the moments before death), allowing the player to cross reference this information with other information already learned. In some cases, the Memento Mortem will react following this process to reveal another related death, guiding the player to where that corpse lays before repeating the investigation process. Certain sections of the ship are not available until the player has observed all the death moments in a certain area. The player can review these memories at any time to observe any new clues they might have missed following later investigation.

Ultimately, Return of the Obra Dinn is a large logic puzzle requiring the player to use deductive reasoning to determine the fate of each crew member; fates are selected from a predefined list of verbs – because some of the deaths are visually ambiguous, the game allows for some leeway and accepts more than one solution. The game does not provide explicit clues for how each crew member died or towards their identity, requiring the player to narrow possibilities down by exclusion. The player can refine their guesses as they gain more information; the game is only over once the player has correctly identified the names and fates. When a player has properly established the names and reasons for death for any three, the game affirms this information to the player, locking those changes and effectively reducing the complexity of the puzzle.

Exploring the ship:

You can move about the ship freely and use the SPACE button or click to open doors. Doors where the keyhole appears as a line can be opened; doors where it appears as a cross cannot. A padlocked door cannot be opened, but you may find a way in at the end of the game. Press E or the right mouse button to zoom in.

As you have visions and fill in the book, the lower decks will become available to explore. If you have run out of leads, be sure to check the (smaller) stairwell hatches to see if they have opened. (The large hatches with square holes in their covers are cargo hatches, and will not open during exploration.)

Nothing on the Obra Dinn, or in any vision, can harm the Investigator. It is not possible to die and lose the game.

Use of watch and vision:

If you approach any corpse or other dead remains, the Investigator will automatically take out their watch. (Not all dead remains are obviously visible, but the Investigator will always automatically produce their watch when in range.) Clicking the mouse will enter the vision corresponding to that corpse. Clicking a second time while the vision entry animation is running will abort the process.

While in a vision, you can move freely around and zoom in and examine items. You cannot interact with doors or other items while in a vision. You cannot initially use the watch on corpses found in a vision. After a certain amount of time, the vision will fade out, and the corresponding page of the Book will be filled in with the information on the corpse and a slot for the two items of the Fate(s) connected to it. (A small number of visions do not have Fates connected with them in which case the text for the page will be filled in immediately.)

When you leave the book, you will return to the vision. To leave the vision and return to the real Obra Dinn, you must find and pass through an open doorway that appears to lead into empty space.Some visions, however, have follow-up visions where you can explore the death of a corpse who is only visible in the vision. If this is the case, then when you return to the vision, the characters in the vision will appear in white outline shadows and the watch will begin to shake. You must locate the one corpse that is solid white and use the watch on it. When you do, you will return to the real Obra Dinn and the watch will be shaking again; clicking will release a spirit. Follow the spirit and it will eventually cause the corpse seen in the vision to appear on the Obra Dinn; you can then use the watch on that corpse in the normal way. Visions with follow-ups typically do not have doorways and cannot be left until their follow-up has been unlocked.

There are two exceptions to this rule. First of all, some follow-up visions take place off the Obra Dinn. In these cases you will not be returned to the Obra Dinn after finding the corpse that triggers the vision; you will simply move directly to the follow-up vision.

You may enter any vision as many times as you like. If you enter a vision for the second time, the following rules change:

  1. Instead of the slow fade, you will enter the vision instantly with two string notes.

  2. The vision will not fade until you choose to leave. The page will already be filled in.

  3. The exit door will appear on all visions, even if they have follow-ups.

  4. Approaching a corpse with a follow-up vision will cause the watch to appear, and clicking on it will transport directly to that follow-up vision with a distinctive loud drum roll.

Usage of the book:

The book is the main method by which you will fill in Fates. Pressing TAB at any time opens the book, and the arrow keys or WASD can then be used to leaf through the pages. You can fill in Fates at any time by clicking on the relevant page of the book and selecting the crew member’s name and fate from the menus that appear. While zooming in on a person – living or dead – a white outline will surround them. Pressing TAB at this time will immediately open the book to their Fate, if it has been filled in. If it has not been filled in, it will open to the Life at Sea drawing with the person highlighted.

The pages of the book are filled in by seeing visions. Each time you see a vision for the first time, a new page will be filled in with gaps for the Fate(s) in question. When you see all of the visions that make up a chapter, a mark will be made on the first page of that chapter. In addition, if there are any characters whose corpses were not seen in visions (because they were destroyed or are not accessible to you), extra pages at the end of the chapter will appear to hold their Fates.

The book includes existing material such as a map of the ship and the ship’s route. These can provide valuable clues.

  1. Passengers are considered part of “the crew” although normally they would not be.

  2. Sometimes when moving between pages of the book, the mouse pointer will shake. This does not indicate anything of importance to the mystery. It is simply to make it easier to see the pointer when it has moved.

  3. If a character’s face is faded, it means that the game does not believe you have enough information to identify that person’s identity. You are allowed to choose to try anyway, but in most cases, if you are playing the game properly you will in fact not be able to identify them.

  4. When a character’s face becomes clear, you have seen the visions necessary to identify them. This does not necessarily mean you can identify them immediately as it may be necessary to identify others first.

  5. The number of triangles – one to three – next to the face indicates the difficulty of deducing that person’s identity. These are fixed by the author and do not change as you gain information. Identities with only one triangle generally imply that the person’s name is mentioned in dialogue at some point.

  6. The “life at sea” sketches show all faces on the ship when moused over. They also show the currently known name and fate of that person.

  7. The “the ship” maps are updated each time you find a corpse to indicate its location.

  8. On the page for a Fate, clicking on the dialog will show the dialog in text. This will not necessarily indicate all clues that can be gotten from the audio dialog (such as accents). However, an X next to a line of dialog indicates that the speaker is the person (or one of the people) in the Fate for that page, which may not be clear in the audio.

  9. When filling in a person’s identity, a line through the identity means that name is already assigned to another person, although possibly incorrectly. Choosing an identity with a line through it will mark the selected person as having that name, and the person previously assigned that identity as “unknown”.

  10. If a person’s identity has been found via a fate that has been locked in as correct (see below), it will not appear in the identity list at all.

  11. Changing the identity of someone who is named as a murderer on another page will not update the identity of the murderer on the other page. You must return to the other page and correct the murderer’s name by hand.

  12. To revisit the vision associated with a page, you must click on the location of the corpse to mark it on the map, and then walk there by hand.

Correct fates and locking in:

Whenever immediately after entering a fate, you have three correct Fates in the book that are not locked in yet, the game will immediately take over and identify the three correct Fates. They will change from handwritten in the book to printed to indicate that they are locked. They then cannot be changed.

  1. Identities in locked-in fates will not appear on the identity list and cannot be selected.

  2. A person’s murderer is part of their Fate, and their Fate will not be marked correct until their murderer is correctly named. A person’s role as a murderer is not part of their Fate, and a person’s Fate can be locked in when they are incorrectly named as someone else’s killer.

  3. In some cases there is more than one correct way to describe a cause of death. If you can’t tell whether you should say somebody “fell overboard” or “drowned,” it is likely that both will accepted.

  4. Correctly identifying Fates will fill in lines on the design on the back page of the book.

  5. While it is possible to achieve correct answers by “brute forcing” educated guesses when you are unsure which option is correct, especially when there are only a few options that are possible, it should be noted that there is enough information in the actual game to complete the book without a single “brute force” guess. 

Ending the game:

When you have seen all visions on the ship, it will begin to rain, and the Ferryman will call that a storm is coming. This is only a signal that you have seen all visions and can end the game. It does not create a time limit. The storm will not strike the ship during the game. Once it is raining, you can return to the Ferryman at any time to end the game. He will ask you to confirm that you want to end. You will return to your study, fill in your report, and then see a letter giving your benefactor’s opinion of your investigation. The more Fates you have correct, the better this will be. This will also give the Abandon Ship achievement. Your saved game will not be lost. Reloading your save will return you to the Obra Dinn just before your return to the ferryman.

It is possible to identify all 60 people, and 58 complete Fates, while on the Obra Dinn. When you have 58 Fates correct, the game will give the message “There is nothing more to do on board the Obra Dinn.” At that point, returning to the Ferryman will end the standard game immediately with no confirmation; however, a follow-up section will then be activated allowing you to complete the secret “Bargain” chapter and complete the last two Fates. After this, you will get the Obra Done achievement.

Tips:

  1. Make sure to explore the whole area of every vision. There may be large areas available apart from that where the victim died.

  2. The moment a victim died is not necessarily when they were killed (they may have been wounded and only succumbed later). Keep their death in mind when examining visions chronologically before them.

  3. The “life at sea” sketch is the single largest source of clues and confirmations in the game. People being near each other may indicate that they are related, that they work together, or that they are from the same place – amongst other things.

  4. Since the Obra Dinn is a military ship, people of rank wear uniforms. Learning the uniform code will help you identify people.

  5. Not all of the modes of death are used; many are decoys.


Storyline:

In 1802, the Obra Dinn has launched with a full crew and some passengers, including two royal Formosans, It-Beng Sia and Bun-Lan Lim, and their guards, Chioh Tan and Hok-Seng Lau. The Formosans carry a chest containing a shell, which they claim help repel the dangers of the sea. However, the voyage has started badly. Loose Cargo: The Obra Dinn is in Falmouth, taking on cargo under the supervision of the Danish seaman, Lars Linde. The rope carrying the cargo snaps, and the pallet crushes another seaman, Samuel Peters. Unknown to the crew, there is a stowaway hiding inside one of the barrels. The stowaway dies when the barrel falls over and hits the ground.

Many things happen in this game such as [according to the timeline you are in or you have started],

  1. Loose Cargo

  2. A bitter cold

  3. Murder

  4. The calling

  5. Unholy Captives

  6. Soldiers of the sea

  7. The Doom

  8. Bargain

  9. Escape

  10. The End

  11. Loose Cargo: The Obra Dinn is in Falmouth, taking on cargo under the supervision of the Danish seaman, Lars Linde. The rope carrying the cargo snaps, and the pallet crushes another seaman, Samuel Peters. Unknown to the crew, there is a stowaway hiding inside one of the barrels. The stowaway dies when the barrel falls over and hits the ground.

  12. A Bitter Cold: As the Obra Dinn sails by the coast of Portugal, two Indian seamen, Soloman Syed and Renfred Rajub, have contracted a fatal lung disease in the lascar house and eventually succumb to it. Meanwhile, the midshipmen: Thomas Lanke, Peter Milroy, and Charles Hershtik, assist the ship’s butcher, Emil O’Farrell, in slaughtering a cow for its meat. Murder: When the ship passes by the Canary Islands, Edward Nichols, the morally bankrupt second mate, slips into the cargo hold. He knocks Lau unconscious and breaks into the room containing the Formosan chest. As Nichols is about to take the shell inside the chest, an Italian passenger, Nunzio Pasqua, wanders into the cargo hold and catches him in the act. His theft thwarted, Nichols kills Pasqua to cover up his crimes and frames Lau for the murder. Some time later, Captain Robert Witterel sentences Lau to death by firing line. The Formosans protest Lau’s execution, but to no avail. Meanwhile, Edward Spratt, the ship’s artist, draws the execution scene. After the execution, Nichols forms a mutinous group and abducts the chest and the Formosan royals, incapacitating any crewman who attempts to intervene. One topman, Timothy Butement, attempts to stop the group, but Nichols quickly shoots him down.

  13. The Calling: Nichols leads his band of mutineers on a mutinous expedition to the Canary Islands when a group of mermaids attack the lifeboats. Nichols hides under his boat, and nearly everyone dies in the hands of the mermaids, including Bun-Lan Lim. In the middle of the fight, Sia uses a spear that has impaled a crewman to break free from his bonds, takes a knife from the bottom of the boat, and uses it to stab Samuel Galligan, Nichols’s steward. Sia takes the shell and places it inside the chest, creating columns of fire that stun the mermaids, but the action burns his arm to the bone and costs him his life. Nichols, now the only survivor, hauls the unconscious mermaids onto the boats. He catches sight of the Obra Dinn heading his way, but as he hails the ship, Chioh Tan, at this point the only surviving Formosan, shoots Nichols and kills him. Unholy Captives: While the captured mermaids are hauled on board, Captain Witterel has a seaman hold Tan for interrogation. With Huang Li, a Chinese topman, acting as translator, Captain Witterel interrogates Tan about the death of Nichols, the mermaids, the chest, and the dead Formosan. Tan is only able to say that the shell must be protected before a mermaid randomly spikes him and the seaman holding him for interrogation. The mermaids, even as they are taken to the lazarette, prove dangerous. One of them slaps the ship’s cook, and the crewmen carrying the mermaid to the lazarette fall down a flight of stairs, leading to one of them to break his neck. Fillip Dahl, Captain Witterel’s steward, witnesses this and immediately runs off to attack a seaman, cutting off his leg. Captain Witterel, suprised that his steward of twenty years would act out, brings Alfred Klestil and Charles Miner—the ship’s bosun and his “Frenchman” respectively—with him to interrogate Dahl on his actions. Dahl attempts to warn them that the mermaids are cursed and urges that they should be thrown back into the sea, but he gets hauled into the lazarette for his trouble.

  14. Soldiers of the Sea: The ship circles around because of the escalating number of tragedies afflicting the ship. A storm strikes the ship and Li gets struck by lightning. A pair of humanoid creatures mounted on giant crabs board the ship and kill more of the crew. Hershtik, one of the crewmen fighting the crab riders, manages to kill one by throwing a lantern at it, but he burns to death along with it. Winston Smith, the ship’s carpenter, retrieves a hand mortar from Klestil and shoots the other crab rider as it is spearing him to death. The Doom: Surviving the crab rider attack, three crewmen: Alexander Booth, Nathan Peters, and purser Duncan McKay, decide to escape. When Linde asks to join the group, Nathan refuses and clubs Linde for supposedly killing his brother Samuel, in spite of Linde and Booth’s protests that the death was accidental. West of Madeira, a Kraken attacks the ship, causing the deaths of sixteen further crewmen, including the captain’s wife, Abigail Hoscut Witterel, who has stepped out to look for her husband. The attack leaves only a skeleton crew.

  15. Bargain: Inside the lazarette, Dahl breaks free from the handcuff. He opens the chest and pulls out the shell from it, but he burns off his arm and dies. During the Kraken attack, Captain Witterel deduces that the mermaids are responsible, so he enters the lazarette and kills them off one by one, in the hopes that they call off the attack. He takes two shells and throws them overboard. This stops the Kraken attack and the storm. Later, Third Mate Martin Perrott and stewards Paul Moss and Davey James enter the lazarette and come across a third shell in Dahl’s hands. Perrott gets spiked before he could assure the mermaid that he has come to set it free. Mortally wounded, he orders the stewards to give the mermaid the shell, throw it overboard, and lock the door to the lazarette as they leave. He also asks the mermaid to see the Obra Dinn home. Later, Moss finds the ship’s surgeon, Henry Evans, attempting to enter the lazarette when the key to it has been disposed of. Aware of the functionality of a pocketwatch called the “Memento Mortem” and knowing that the East India Company will use the watch to investigate the ship, Evans ties his pet monkey to a rope, kills it in the lazarette, and keeps its paw before leaving.

  16. Escape: Now to the north of Madeira, Evans, James, Moss, and passengers Emily Jackson and Jane Birdattempt to leave the ship, but Leonid Volkov, a Russian topman, catches the group and attacks, getting into a sword fight with Moss. Despite the intervention of Captain Witterel, First Mate William Hoscut, seaman Henry Brennan, and topman Lewis Walker, Volkov stabs Moss, killing him. He proceeds to attack the others, but Jackson quickly shoots him down, killing him. Meanwhile, Fourth Mate John Davies helps a dying Klestil to a chair in the gun deck. Davies tells him that his “Frenchman” was torn apart and that the Kraken went away with the storm, thanks to Captain Witterel. Shortly after Klestil dies of blood loss, Gunner’s Mate Olus Wiater expresses doubts of Captain Witterel’s trustworthiness. He broaches the subject of mutiny with Davies, planning to take over the ship and sell the “wretched fish” and shells. Lanke, the only surviving midshipman at this point, overhears the conversation and panics, alerting the crewmen of mutiny. Wiater stabs Lanke in the back for his trouble, but Davies intervenes, reaching for Wiater’s gun. During the scuffle, the gun blows off Wiater’s face. The dust-up catches the attention of Hoscut, who rushes to the dying Lanke’s aid; and Brennan, who clubs Davies for supposedly killing Wiater with malice aforethought.

  17. The End: After an indeterminate amount of time has passed, Hoscut, Brennan, and Walker all turn on Captain Witterel and attempt to extort the shells, but he has long since thrown them overboard. The crewmen attack him anyway, and Captain Witterel is forced to kill them all in self-defense. Overcome with grief, Captain Witterel sits beside his wife’s body, laments the death of Hoscut, and asks for her forgiveness before shooting himself. When the Obra Dinn returns to its England port almost five years after going missing, the East India Company sends an insurance adjuster to determine what happened aboard the ship. Through the Memento Mortem and other clues, the adjuster works out the sequence of events since the ship’s launch.

The Obra Dinn had launched with a number of passengers, including two royal Formosans and their guards carrying an exquisite treasure chest, which they claim help to repel dangers from the ocean. Initial calamity struck after launch, with one crew member killed by falling cargo, and two others taken by pneumonia. However, a small group of the crew saw the potential of stealing the Formosan chest, and as they neared the Canary Islands, they abducted the royal Formosan and the chest via rowboat. As they rode away, mermaids attacked the boats and killed several of the group. The mermaids’ attack was quelled when a Formosan pulled a shell out of the chest, repelling the mermaids, but not before he was killed. The remaining crew returned to the Obra Dinn, along with the bodies of mermaids they captured and shells that they held. As they were brought aboard, the mermaids came to life, attacking and killing more of the crew before they were subdued and locked in the lazarette.

The Obra Dinn circled around to return to England due to the number of tragedies, but in the midst of their return, a terrible storm struck, and crab-like creatures boarded the ship with the intent to reach the lazarette, killing more of the crew. Even after dispelling that assault, the ship was attacked by a kraken, killing more crewmen and the captain’s wife. The captain killed two of the three mermaids in hopes to end the attack, took their shells and threw them overboard. Soon the kraken retreated, leaving only a skeleton crew on the ship. The surviving passengers and some of the crew decided to abandon the Obra Dinn and set off for the western coast of Africa, but not before negotiating with the surviving mermaid to help bring the Obra Dinn back to port in exchange with returning her shell and her freedom. The ship’s surgeon, knowing that the East India Company will investigate the ship via the Memento Mortem, purposely killed a monkey in the lazarette and kept its paw before he left with the others. The surviving crew turned on the captain, wanting to reclaim the chest and shells for all their hardships, but he had long since thrown them overboard. He killed the remaining crew, and then by his wife’s body, committed suicide.

The insurance adjuster learns of all but the bargain from exploring the ship. On return to land, they mail the completed book to the specified address. A year later, the book is mailed back along with the monkey’s paw, through which they use the Memento Mortem to complete the story of the Obra Dinn.


Features:

The amazing features of Return of the Obra Dinn can only be experienced after your first install on your OS.

  1. The end of a story, the end of a life, the end of a barrel of a gun.

  2. The best sort of anachronism, a 1-bit story rendered in the monochrome of a different time, a dithered love letter to the black-and-white Mac games of the 1980s.

  3. The horror of a tragedy in reverse, the horror of inevitability.

  4. Awesome action, adventure and role playing game.

  5. Raises the story of bravery, trust and courage.

  6. Set in the deep and huge world.

  7. Explore an awesome sprawling land.

  8. Need to cope with the racial tensions.

  9. Craft your character physically and psychologically.

  10. Got Questing, pet and NPC system.

  11. Ranges from bone age to stone age.

  12. Need to create your own army.

  13. Got awesome visuals and sound effects.

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System Requirements:

Minimum Requirements:

  1. OS: Windows 7 or better

  2. Processor: 2 GHz Intel i5 or better

  3. Memory: 4 GB RAM

  4. Graphics: Discrete GPU

  5. Storage: 2 GB available space

  6. Additional Notes: Requires 720p or higher resolution and outputs 16:9 aspect only, letter boxed if necessary.


Download size:

The size of the file is 868.94 MB.

Note:

If the links are broken then please use the Request page link or use the comments section for informing us about the problems you are facing so we could fix the problem as soon as possible. Regards Acme GamerPassword: http://www.acmegamingzone.wordpress.com

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