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Prelude of the Chambered


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Rating: 4.5/5 (131 votes)
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DoraPrelude of the Chambered48 hours may seem like just a little while, but if you're Markus Persson of Minecraft fame it's apparently more than enough time to craft one big dungeon-crawling adventure. In Prelude of the Chambered, a first-person game of exploration and puzzles made for the August 2011 Ludum Dare, you find yourself in a cell. And because you are, presumably, not some sort of boring cell-lover, you want to escape, and if you keep your eyes peeled you might just find a whole lot of secrets and treasure along the way. Use the [WASD] or [arrow] keys to move around, the [1] to [8] number keys to cycle through your inventory, and the [spacebar] to interact. In the beginning you can't do much except for break down weakened walls, but as you explore you'll soon discover all sorts of useful items hidden around, and before you know it, you'll be punching floating greenish eyeball thingers in the face with the best of them. Just keep your wits about you; your health is counted next to the heart at the bottom of the screen, and if that runs out, it's game over, and green health restoring potions are few and far between.

For a game made in such a relatively small window of time, Prelude of the Chambered is both simple in execution and surprisingly big. There's no story, no goal other than the typical hard-wired instincts that drive all players (find bling, get out, punch stuff), and as far as aesthetics go you might say the game... has a, uh, great personality, since it can be hard at times to tell what you're looking at or where you're going. Combine that with a lack of a map and an unforgiving death system that means starting all over from the beginning, and some players may find it a somewhat difficult bite to swallow. Still, considering the development time Prelude of the Chambered is actually pretty remarkable; there's something vaguely Zelda-ish to uncovering new items to aid you in your quest (although sadly without the doo-doo-doo-doo-doo! new item sound effect), and figuring out the various puzzles presented to you in each new area is oddly satisfyingly. Despite its shortcomings, Prelude of the Chambered is a great way to pass a coffee break or two, and is probably right up your alley if you've ever wanted to run up and start wildly swinging punches at a misshapen green monster spitting balls of corrosive green goo in your face.

Prelude of the Chambered

Thanks to Haikiba and Ixidorsbane for sending this one in!

Walkthrough Guide


(Please allow page to fully load for spoiler tags to be functional.)

Solution:
(I won't bother describing every corridor - just the tricky bits!)

The start:

Turn around and look for a section of wall that looks damaged. Punch it and it'll crumble away. There are lots of damaged walls in the game, often hiding goodies. Look out for them!

The four-switch room:

You can open the four doors at the far end of the room by punching boulders so that they come to rest on each of the four pressure plates. If you do it in a specific order, though (see below,) you can also get a potion and a pistol.

The bat boss:

Just stand in the doorway flailing your fist like a madman until all the bats wander into killing range.

The frost cave sliding puzzle:

Stand on the shore, one block up from the dooway, then go forward, left, right, then left so you get the trinket. Then turn around and go forward, right, and right again to get to the chest.

The eyeball boss:

Same as the bat boss, just stand in the doorway hammering space until he headbutts (eyebutts?) your fist to death.

The ghoul boss:

Best to use the pistol - you can either stay on the other side of the water from him and take pot-shots, but it's actually easier to dodge his attacks if you quickly swim over and fight him up close. Note that you have no more use for bullets after the Crypt is finished, so go all out.

The Temple:

The ghosts try to circle you, and will only hurt you if you walk into them. You need to lead them to the white blocks (gravestones?) which will vanish along with the ghost when they touch them. Behind each of the three blocks is a switch that opens the way forward.

The Ghost boss:

You can't hurt him with your attacks - you have to lead him back through the maze to the main temple, and make him touch the white block in the room just inside. When he touches it, he'll vanish and leave behind his key.

The Trinkets:

General hint:

There are exactly two in every location. Just look around and make sure you don't miss any breakable walls!)

Trinket 1:

The prison, in the cell next to yours, accessed via a broken wall in the tunnel behind.

Trinket 2:

The dungeon, behind a boulder near the start. You need to hit the boulder then step aside so it rebounds out into the corridor. This might take a couple of tries! (need the power glove)

Trinket 3:

The dungeon, behind a broken wall opposite the door leading to the first bat

Trinket 4:

The Ice Cave, across a little patch of ice in the first big room

Trinket 5:

The Ice Cave, in the room where you find the skates

Trinket 6:

The Island, behind the bars next to where you find the cutters (need the cutters)

Trinket 7:

The Prison, behind the bars in one of the other cells (need the cutters)

Trinket 8:

The Crypt, in the corridor opposite where you find the flippers

Trinket 9:

The Crypt, in a dead-end to the right of the entrance

Trinket 10:

The Island, hidden in a little tunnel next to the big cage, across the river (need the flippers)

Trinkets 11 and 12:

The Temple, behind broken walls to the left and right of the hole where you drop the boulder.

And the potions and pistols:

Potions:

The dungeon, in the corridor before the boss room (access by opening doors 1 and 2, but not 3 and 4)

The frost cave, behind a broken wall in a small room before you get to the room with the skates

The prison, in a chest in one of the cells (need the cutters)

The crypt, behind a broken wall on the right path after the water

Pistols

The dungeon, in the corridor before the boss room (access by opening doors 1, 2, and 3, but not 4)

The Frost Cave, in a chest behind some bars where the first trinket

The prison, in a chest in one of the cells (need the cutters)

The crypt, behind a broken wall in one of the dead ends (keep turning right from the entrance)

On the button puzzle:

There are four buttons, and six doors - the four that open in series to allow you into the bat boss's room, plus the two side doors. The first side door hides a potion, and the second holds a pistol and twenty rounds.

The best numbering of the buttons is to enter the button room, face the way you came in, then number the four buttons rotating clockwise. Thus.

Now, what does each button do? (Since it really doesn't matter, I'm going to assume that the side doors are closed until a button press opens (or re-closes) them.) Numbering the main doors 1-4 and the side doors 5 and 6 in order of appearance:

1: Open door 1.
2: Open doors 2 and 5.
3: Open doors 3 and 6, close door 5.
4: Open door 4, close door 6.

So, finally, assuming we want the extra items (if not then you can just activate all the buttons, in any order), the best solution is:

Activate buttons 1 and 2.
Retrieve potion.
Activate button 3.
Retrieve pistol/ammo.
Activate button 4.

This efficient solution might be useful for anyone attempting a 100% collection speedrun.

A map of the ghost maze, taken from the source code:

39 Comments

I'll agree that it is very well done, but my experience was crippled by the fact that, for unknown reasons, the game will sometimes stop responding to a specific key release; in effect, the key becomes "stuck". For example, you are turning left, you let go of the key to stop, and you keep turning anyways. Or you are backing up, and you let go, and you keep backing up). And I wasn't the only one to experience this.

Having tried to play this game three times, and having each time run into this bug after getting halfway through the game, I am no longer willing to run through it yet again if it means that it will just be a repeat of what happened before.

From what I saw though, it was fairly solid and complex, especially for something in Ludum Dare.

Reply
littlefish August 23, 2011 2:50 PM

Uurgh, motion-sickness... otherwise it might almost have got five stars.

Reply

I got a little motion-sick too but LOVED it. Those squidgy controls will annoy some people, I liked the challenge.

Reply

Okay, I'm kinda stuck. There's a door in the Island that I can't open, and another one in the Temple. I have the fist, skates, clippers, gun (with 0 bullets), flippers, 3 out of 4 keys, and no idea how to deal with those REALLY ANNOYING GHOSTS. Help?

Reply
hothotpot August 23, 2011 3:42 PM

Heeee! Reminds me so very much of Catacombs! So old school, I love it.

Reply
hothotpot August 23, 2011 3:52 PM

Alright well I was having fun until I died and had to start over from the very beginning. Ugh. No thanks.

Reply

Final boss is just too tough, I give up.

To kill ghosts you have to lure them into those white box things, no idea what they are supposed to be.

Reply

@hothotpot, That's the point of a dungeon crawler. You die multiple times and (hopefully) keep getting farther and farther with each attempt until you reach the end. Not like today's games that auto saves any time you take two steps. It forces you to actually plan and not to just jump in knowing you can always reload a previous save.

Reply

the ghosts circle around you (if you stay still, but dont hurt you), wat u do is walk up to the grey chest/tombstone/rock while a ghost is following you and then when the ghosttouches the it they're both destroyed.
also good job on the gold zombie, i havent beaten him yet.

Reply
baileydonk August 23, 2011 5:40 PM

Big Motion Sickness Warning! I may be a wimp, but I literally threw up after less than ten minutes.

Reply

Alright! I finished!

Thanks for the tips about how to kill ghosts... I ended up dying on the final boss once, but then was able to play through a second time and beat the game. 12/12 trophy things!

Also: Prelude of the Chambered? Does that mean we get a sequel sometime? Because that would be awesome. I'd love to see more stuff from Notch (aka Markus Persson).

PS: Am I the only one who found the visual style incredibly similar to that of Minecraft? (Not that that's a bad thing...)

Reply

@Tas: On Notch's website he mentions a project he's abandoned called Legend of the Chambered that's a similar (albeit better looking) first person adventure/rpg game. I have a feeling that's where the name comes from, but I doubt the 'sequel' will ever be completed.

Reply
Brettapod August 23, 2011 8:16 PM

@Kiata
About halfway through there is a puzzle where the point is to go only one way until you hit a wall. Eventually you can unlock skates which allow you to move freely on these blocks (these blocks are meant to be ice)

Reply
nerdypants August 23, 2011 9:10 PM

AUGH.

I was so close to the end, but that stupid ghost maze... I finally found the gold ghost, but then I couldn't find my way back.

It was very eerie when I first found all those ghosts, though. This is a really nice game.

Reply
baramburum August 23, 2011 9:59 PM

is any way i could save during the game ?

Reply

Mouse-look would be a significant improvement on this, maybe with left-clicking working like the use/interact key. (Leave the current controls in there, though, 'cause it's possible to play one-handed.)

Reply
wlangford August 23, 2011 11:18 PM

All I see is a blank page... I hear a boing sound when the page loads, but I don't see anything...

Reply
wlangford August 23, 2011 11:25 PM

Nevermind that. Rebooted Safari and all is well.

Reply

@Brettapod
It might be more helpful if you actually read my full comment. I wasn't talking about the ice, I was talking about a bug in which a key becomes virtually stuck, and the game things you are holding down a button when you aren't. If I recall, the ice bit you are talking about appears about a quarter to a third of the way through the game, and I mentioned that I got more than half (which naturally implies beating the second of four bosses). I am also not the first to have this happen - I found a few mentions on comments on reddit and a few other places.

Reply

@Kiata
Odd, in 3 full (consecutive) play-throughs I never got a problem like that. I'm running FF6 on Vista, you?

@Tas
Mind doing a walkthrough for the twelve trinkets? I seem to be finding the same 10 each time, never any more. ...There aren't any in the Temple, are there? If so, then that's where I've been missing them.

Maybe we can get the map images from the stream he recorded while making the game.

Reply
mouseonthemoon August 24, 2011 10:24 AM

@Kiata: Does the bug go away if you press the key that seems like it's "stuck" again? I've been having this problem not just on this game, but on others as well.

Reply

I don't want to be a jerk, and I really don't want to undermine Notch's awesomeness, but it's a bit aggravating to see people act like he's the only one who participated in Ludum Dare.

His game is very impressive, but there are almost 600 other entrants who made a game in 48 hours, many of which are just as, if not more, impressive than Notch's entry. It's a little insulting to see "48 hours may seem like just a little while, but if you're Markus Persson of Minecraft fame it's apparently more than enough time..." because you're glossing over all of the other entrants as if they don't exist.

Again, I don't want to whine or act like Notch's accomplishments are nothing, but the fact is that there are plenty of other equally talented indie developers who deserve just as much of the spotlight, but simply haven't been lucky enough to go mainstream yet.

And as an indie games site, isn't it your job/goal to cover the less mainstream entrants? There are hundreds of really awesome games made by really awesome people in just two days, and you're acting like Notch is the only one who did anything.

Full disclosure- Yeah, I'm one of the LD48 entrants, but I'm not really talking about my game. There are plenty of other developers who deserve just as much credit, especially on an indie games site.

[We are a review site, and this is not a review for the most recent Ludum Dare, it's a review for Prelude of the Chambered. What we do at JIG is review notable games that we have found to be fun to play. We have given plenty of coverage to lesser known games by non-mainstream developers over the years (in fact one could argue that that is what we primarily do here at JIG), and we will continue to do the same. Look for more coverage of notable games that we have found to be fun to play coming up soon. :) -Jay]

Reply
hothotpot August 24, 2011 11:59 AM

@Adam - I don't expect a game to auto-save for me every time I take two steps. I grew up playing these types of games and I found having to restart from the very beginning frustrating then, and I find it just as frustrating now. You can achieve the same effect of planning over running in guns blazing without forcing players to start completely over, simply by giving them a few spaced out check points. Making them few and far between (but still present) makes players think about their actions and the best way to tackle a new challenge, without being fearful that they will screw up and lose ALL of their progress. People (and developers) should remember that a lack of save points in the past was largely due to hardware limitations and does very little to actually increase the value of the game-play, at least in most player's minds.

Reply

@Jay- Fair enough, and I'm a big supporter of what this site does. I've just become so frustrated by the more mainstream sources covering Notch's entry to Ludum Dare as if he was the only participant. So when you guys, who are normally so cool about indie games, glossed over the other contestants, I had to complain. I'll be looking forward to you covering other Ludum Dare entries in the near future, because quite a few of them deserve a mention just as much as Notch's game! I can understand why he'd be the first LD entrant to be mentioned because so many mainstream sources are covering him, but I'll be really surprised if he's the only one mentioned.

[I hear and understand your frustration. If you feel there are particular entries we should cover, please help us find them by submitting them to us using our online submission form. 600 entries is a lot to sift through. Thank you for supporting what we do here. :) -Jay]

Reply

Solution:
(I won't bother describing every corridor - just the tricky bits!)

The start:

Turn around and look for a section of wall that looks damaged. Punch it and it'll crumble away. There are lots of damaged walls in the game, often hiding goodies. Look out for them!

The four-switch room:

You can open the four doors at the far end of the room by punching boulders so that they come to rest on each of the four pressure plates. If you do it in a specific order, though (see below,) you can also get a potion and a pistol.

The bat boss:

Just stand in the doorway flailing your fist like a madman until all the bats wander into killing range.

The frost cave sliding puzzle:

Stand on the shore, one block up from the dooway, then go forward, left, right, then left so you get the trinket. Then turn around and go forward, right, and right again to get to the chest.

The eyeball boss:

Same as the bat boss, just stand in the doorway hammering space until he headbutts (eyebutts?) your fist to death.

The ghoul boss:

Best to use the pistol - you can either stay on the other side of the water from him and take pot-shots, but it's actually easier to dodge his attacks if you quickly swim over and fight him up close. Note that you have no more use for bullets after the Crypt is finished, so go all out.

The Temple:

The ghosts try to circle you, and will only hurt you if you walk into them. You need to lead them to the white blocks (gravestones?) which will vanish along with the ghost when they touch them. Behind each of the three blocks is a switch that opens the way forward.

The Ghost boss:

You can't hurt him with your attacks - you have to lead him back through the maze to the main temple, and make him touch the white block in the room just inside. When he touches it, he'll vanish and leave behind his key.

The Trinkets:

General hint:

There are exactly two in every location. Just look around and make sure you don't miss any breakable walls!)

Trinket 1:

The prison, in the cell next to yours, accessed via a broken wall in the tunnel behind.

Trinket 2:

The dungeon, behind a boulder near the start. You need to hit the boulder then step aside so it rebounds out into the corridor. This might take a couple of tries! (need the power glove)

Trinket 3:

The dungeon, behind a broken wall opposite the door leading to the first bat

Trinket 4:

The Ice Cave, across a little patch of ice in the first big room

Trinket 5:

The Ice Cave, in the room where you find the skates

Trinket 6:

The Island, behind the bars next to where you find the cutters (need the cutters)

Trinket 7:

The Prison, behind the bars in one of the other cells (need the cutters)

Trinket 8:

The Crypt, in the corridor opposite where you find the flippers

Trinket 9:

The Crypt, in a dead-end to the right of the entrance

Trinket 10:

The Island, hidden in a little tunnel next to the big cage, across the river (need the flippers)

Trinkets 11 and 12:

The Temple, behind broken walls to the left and right of the hole where you drop the boulder.

And the potions and pistols:

Potions:

The dungeon, in the corridor before the boss room (access by opening doors 1 and 2, but not 3 and 4)

The frost cave, behind a broken wall in a small room before you get to the room with the skates

The prison, in a chest in one of the cells (need the cutters)

The crypt, behind a broken wall on the right path after the water

Pistols

The dungeon, in the corridor before the boss room (access by opening doors 1, 2, and 3, but not 4)

The Frost Cave, in a chest behind some bars where the first trinket

The prison, in a chest in one of the cells (need the cutters)

The crypt, behind a broken wall in one of the dead ends (keep turning right from the entrance)

Reply

@Aexis - FF6 on OSX or Win7 (I dual boot for work, and don't recall which OS I was on at the time)
@mouseonthemoon - no, that was the first thing I tried.

Anyhow, I managed to play through it all without having the bug occur, and it was quite fun. The world needs more quick dungeon explorers. In the vein of above comments, I hope to see other LD entries covered soon too.

Reply

On the button puzzle:

There are four buttons, and six doors - the four that open in series to allow you into the bat boss's room, plus the two side doors. The first side door hides a potion, and the second holds a pistol and twenty rounds.

The best numbering of the buttons is to enter the button room, face the way you came in, then number the four buttons rotating clockwise. Thus.

Now, what does each button do? (Since it really doesn't matter, I'm going to assume that the side doors are closed until a button press opens (or re-closes) them.) Numbering the main doors 1-4 and the side doors 5 and 6 in order of appearance:

1: Open door 1.
2: Open doors 2 and 5.
3: Open doors 3 and 6, close door 5.
4: Open door 4, close door 6.

So, finally, assuming we want the extra items (if not then you can just activate all the buttons, in any order), the best solution is:

Activate buttons 1 and 2.
Retrieve potion.
Activate button 3.
Retrieve pistol/ammo.
Activate button 4.

This efficient solution might be useful for anyone attempting a 100% collection speedrun.

Reply

Why are you criticizing the graphics? The thing was made in 2 days, the graphics are GREAT for the time it was made in. Graphics are some of the most time consuming things to make.

Reply
Crabbadon August 24, 2011 9:16 PM

@Adam Dungeon crawlers (/roguelikes) like Nethack and Stone Soup and POWDER have new, randomly generated stuff each time, plus a bewildering array of character types to play each time. That's why they're fun the 100th time you die. This is a single, linear game, and as such is boring as all get-out when you've died the 100th time.

Reply
insanejoeperson August 24, 2011 10:35 PM

It says I don't have java, but I do; minecraft runs fine.

Reply

Does anyone know EXACTLY how to navigate through the ghost maze? it is the one thing i cannot finish.

Reply

AGGGH! Stupid ghost boss.

That is all.

:(

I must admit, the things people manage in 48 hours always seems to impress me.

Reply

Stuck keys. Freelook action combat in mazes you have to remember your way around. Explore but die and start over.

Yeah, it's an impressive achievement in 48 hours but it's not a good game.

Reply

A map of the ghost maze, taken from the source code:

Reply

Dying to the last boss does not make me want to start from the very beginning, knowing that I still can't navigate the ghost maze while dodging his attacks. Neat game, but I'm not compelled to finish it.

Reply

Is there a download available? love the game!!!

Reply

@Hocktag: Here a link to the download for Windows https://s3.amazonaws.com/ld48/PoC.zip

Reply
Anonymous November 6, 2011 7:54 PM

I would really like it if you could use the mouse instead of the E&Q keys for turning. I also found switching items kind of awkward. Mouse control would be a lot more comfortable.

Reply

On the way back through the maze, I went so fast that the yellow ghost boss lost track of me.

Reply

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