Maere

Maere is a survival indie horror game that has a clear objective: to get out.



Warning: the following text may contain spoilers about the game

There are 21 corridors in the area altogether. These dimly-lit corridors are haunted by a nightmarish monster: Le Mange Lumière. To avoid this creature you must walk (since the player can't run) in the opposite direction as him. He will disappear after you've turned around enough corners, as he's significantly slower than the player.

The light eater passes right through the middle line of a corridor. If the screen goes wobbly and the you hear whispers saying "Le Mange Lumière", you are standing or walking about the horizontally same corridor with him (regardless how far away from him you are.) There won't be any actual danger until you hear light bulbs screwing and your flashlight starts to die out.

Beware! There will be a girl teleporting in your footsteps, but don't worry. She's said to be a guide that warns the player about the monster and the voices are said to belong to her. Hereby, she can't harm you in any way (but her sudden teleports might cause heart attacks for even some professional players). She first appears about one minute after the game has been launched.

THE QUICKEST ROUTE TO THE SECOND CHAIR: 

After starting the game in a well-lit, white room, the door will automatically open. It is recommended to go down the corridor ahead of the player (Corridor of Chamber) and turn left - while the painting falls down - and proceed to the next "junction". Now, you've reached the Main Hallway and you must turn right and walk until you come across a doorway without a door. Enter the doorway and MAKE SURE TO TURN RIGHT AS SOON AS POSSIBLE, as continuing down the hallway leads to a double dead end.

There'll be a wall writing that reads: SALLE A MANGER (dining hall) but you MUST NOT trust where the arrow tells you to go. Take a left turn and continue down this Empirical Corridor. Don't turn anywhere until you reach the wall far in front of you and then go right, then walk straight down the ''Nursery Corridor. ''There should be one door open alongside this walkway and you must explore it. You'll notice, there is another door opened on the other side of the nursery and that'll be the key for finding the goal. The last turn you make is to left in Corridor of Chair, past this event a light will be seen blinking ahead in the only room. Go there, sit down and enjoy - you're free! Well, almost...

Map of the game:

Black lines indicate accessible corridors

Light blue stands for bedrooms

Pink indicates the location of Salle à manger

Yellow boxes are ordinary rooms

Light (or lime) green tells you where Doctor's Office is being situated