

Grab it and take it to the moon marker – shout, and the orb will explode with light! When the moon marker becomes a sun marker, the exit door will open. Past the debris, the fox will lead you to a strange ancient glowing blue orb. In the fountain room, follow the fox right and use the white chalk-marked ledges to get through the debris.

All that remains part 1 walkthrough full#
The mysterious room is full of watching shades, but let’s ignore them for now. Follow the water bubbles and swim to the surface. With the shades gone, you can now enter the next room and dive underwater. Use the fallen tree to reach the turntable and push it to redirect the light onto the shades. You’ll have to drive them off, and you can use light to do it. These creatures won’t run away like the ones in Chapter 2. In a dark chamber, you’ll encounter a new problem – shades. In the fountain hallway, you’ll find a wall will appear when you turn around the first time turn around again to find a statue room, then swim in the fountain (behind the statue) and follow the waterways, using the bubbles to lead you. This chapter is full of strange geometry and trickery, so be prepared to explore.

In the fountain hallway, run forward for a short time, then turn around. Go through three doors, and you’ll appear in an endless hallway filled with fountains. It doesn’t matter which doors you use – they’ll always lead back to the massive central chamber. The kid wakes up in a chamber full of identical doors and pathways. Get a helping hand with all the puzzle solutions in our walkthrough below, or use the gallery for a guiding tour through this beautiful location. There’s a lot to soak in during Chapter 3. As you travel into the temple, you’ll encounter strange walking contraptions, dangerous shadows, and weapons to fight against the dark. And the situations only get weirder from there.
All that remains part 1 walkthrough how to#
See how to overcome every puzzle room with this step-by-step guide for Chapter 3: Bargaining.Ĭhapter 3 begins with a giant chamber of doors that transport the boy to locations that make no logical sense. The longest chapter of RiME yet makes things confusing with tons of brain-twisting challenges.
