1938. A madman’s diary, a lost treasure, and a whole world of floors nobody should be stepping on.
Ludwig and Norbert find the diary of an explorer who died mad. The diary swears there is a lost treasure called Zatareth. They believe every word of it, which, between us, is its own kind of madness.
Off they go around the world, chasing clues through thick forests, deserts, ruins and forgotten temples. Along the way they meet Patrícia, a fearless Brazilian who can shoot, can track and, unlike the two of them, always knows exactly where she is stepping.
Because that is what the hunt is made of: ancient temples keeping their clues behind booby-trapped floors, where every number is a hint and every step is a decision. One minefield after another, all the way to Zatareth.
“UNCLE! UNCLE, DO SOMETHING!” Norbert, the Professor, maintaining his professionalism
A light-hearted story across almost 70 stages, powers to unlock along the way, and two classic modes for when you miss plain old minesweeping.
Almost 70 stages spread across dozens of sceneries: forests, painted caves, temples, deserts, mountains above the clouds and a few places the maps swear do not exist. Each scenery has its own blocks, its own traps and its own mood, no stage looks like the last.
Forget the rectangle: these boards have ragged outlines and open into paths and forks, with the exit hidden somewhere inside. Reaching it clears the stage. Sweeping the whole field clean earns a star, and stars become powers.
Stars turn into points, and points turn into abilities that help the crossing: reveal a square with certainty, mark traps from a distance, survive one mistake. Just enough to get through the floors that forgive nothing.
Between stages, the three of them talk in speech balloons, short scenes, no long cutscenes, with humour lovingly borrowed from Monkey Island: the danger is entirely real, the reactions not so much. And nobody holds you up: play, laugh, move on.
Straight from the PC build, a work in progress, traps included.
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