See how a blue hand points towards about twenty-five minutes and a red hand indicates seven o'clock? Your next job is to replicate the same time on the face of the clock tower. Before proceeding, click on the diagram and investigate it further. Then, remove a layer to reveal a panel with a briefcase and a clock tower in the distance. He will ponder a thought bubble of a diagram. Now that you are in the young man's home click on the young man himself. The two panels will connect, and a Rube Goldberg machine of sorts will initiate.Īfter zooming out from the young boy one more time, you will begin a new part of the young man's storyline. Now, place the shelf panel over the building panel. After that, you'll need to zoom out one more time to reveal a close-up view of the large building. Zoom in on the shelf one more time and then direct your attention to the young man's office again. A rock will fall out of the box of rocks on the shelf and drop to the floor. Then, click and zoom in on the shelf again. However, doing so requires some quick thinking on your part.įirst, undo the star and lantern overlap and return to the war-torn boy's room. Notice the moth trapped in the glass dome next to the lantern? Freeing that moth is the key to progressing the story further. It turns out acquiring the third star is not enough in this instance. If you made it this far, you're likely scratching your head asking why the story is not moving forward. The moth escapes and makes contact with a lantern in Chapter Three of Gorogoa. Move the panel to the lower-left-hand corner to uncover the third star. The constellation panel is another perspective-moving panel, similar to the green-eyed/red-pattern moment in Chapter Two. Click on the thought bubble to zoom in closer to them. The war-torn boy will ponder a thought bubble with constellations. To reveal the third star, you need to zoom out of the right panel and return to the war-torn boy's room once more. The young boy will walk from the right to the left panel and then out of the frame. Click on the thought bubble to return to the park and connect the two panels. Returning to the war-torn boy's room will reveal a new thought bubble that shows the young boy in the park. From there, you need to zoom out of each panel to display a large building and the war-torn boy's room, respectively. Removing a layer from this pattern will reveal a new location in the story. ![]() Click on the moth's wing to zoom into an intricate yellow pattern. The third star lantern in Chapter Three of Gorogoa. So let's start our quest for the third fruit! We will discuss how to find it as we work through this guide. You do not need to worry if you haven't found the lantern in the upper-right panel yet. So the panels will look something like the image below. You just received the second fruit after passing through the magic door into the garden. Here's a recap of the last chapter to get you up to speed. RELATED: Gorogoa: Chapter Three Walkthrough Primarily, this chapter emphasizes connected frames, so it's helpful to focus on this idea if you get lost. There are multiple challenges ahead, including time-sensitive challenges and tests of wits. However, getting to these pivotal lantern moments is not as simple as you think. ![]() In short, you will come across multiple lanterns that overlap with stars to progress through the chapter. This article was originally published in The Iterative Digest #82.Chapter three of Gorogoa takes the training wheels off and sends you on a journey of puzzles in the stars. It’s an interesting study in minimalist storytelling and a unique and unforgettable experience I highly recommend. ![]() I’ve found myself thinking of this game long after my first playthrough, despite the fact that there isn’t a single voice or clearly defined story point to call to mind. One writer said that “ Gorogoa’s overarching theme is curiosity.” It’s true, Gorogoa’s vignettes pull you in, even if you’re not quite sure exactly where you’re being pulled to, and you feel calm, curious, worried, and victorious at all the right moments. The game is beautiful and engaging, and its story is perplexing. We chase a gorgeous dragon-monster, try to find normalcy in a war-torn city, see our character broken, humbled, and seemingly desperate as he travels desolate landscapes to a destination that remains unclear. There’s a constant sensation of searching, of struggle, and dissatisfaction, even though the player’s achievements. What seems to be agreed upon, however, is the general sense of sadness expressed throughout the experience. Some people say it’s less of a game and more of an interactive painting, while others say that though they have no idea what any of it means, the experience was some of the most beautiful gameplay they’d ever had the opportunity to enjoy. Go rogoamanages to tell a story without a single word in the actual gameplay.
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