Ev­ery­thing is not en­tirely with­out goals, and it even has one or two light puz­zles. Af­ter a while, you’ll be in­vited to re­turn to where you be­gan your jour­ney; af­ter de­scend­ing into a hell of bit­ter­ness and mis­ery, you’ll be tasked with find­ing a way to es­cape it. OReilly is keen not to hold you up for too long, how­ever. If you can’t work it out, you’ll soon be given some less-thancryp­tic clues to the so­lu­tion.

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