Compara los precios de Baobabs Mausoleum Ep.2: 1313 Barnabas Dead End Drive en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Celery Emblem™. Publicado por Celery Emblem™. Lanzado el 27/2/2018. Disponible en PC, Mac. Géneros: Adventure, Indie.

Flamingo's Creek is a nightmare town that appears every 25 years, and Watracio Walpurgis - vampire eggplant, FBI agent - is still stuck in it. Two hours of surrealist pixel weirdness await.

I have a soft spot for games that feel like they escaped from a fever dream someone had after watching too much Twin Peaks with a Zelda cartridge jammed under their pillow. This second episode in Celery Emblem's Baobabs Mausoleum series is exactly that kind of thing, and I mean it as genuine praise when I say almost nothing about it should work on paper. The setup picks up directly where Episode 1 left off. Watracio Walpurgis, a vampire eggplant FBI agent with the swagger of a man who has absolutely nothing to lose, wakes up in a hotel room in Flamingo's Creek and immediately blackmails the mayor for pocket money. From there the investigation spirals outward into a missing persons case that asks you to, among other things, wake a giant avocado dinosaur from its slumber, coax sardines out of a tree, infiltrate the local police station, and jam with what amounts to a pixel-art Ramones tribute band. The writing carries the translated-from-Spanish roughness of something like an old LucasArts localization that got slightly too close to a microwave, and honestly the broken idioms and accidental poetry are most of the charm. The town of Flamingo's Creek has a real day-and-night cycle synced to your system clock, and certain characters, items, and side threads only appear at specific hours. You can sleep at the hotel to advance time, which sounds minor but gives the open town structure a gentle pulse it badly needs. Compared to Episode 1, this chapter commits fully to a top-down adventure format rather than shifting between styles. That focus is both a strength and a small loss. The first episode had the unhinged energy of a game that didn't know what it was yet, hopping between first-person exploration, RPG combat, and point-and-click puzzling almost at random. Episode 2 strips most of that back and leans into inventory-based puzzle solving across an open map. The puzzles themselves are mostly light, though the logic follows the internal rules of a world that has its own surrealist consistency rather than any real-world one. At roughly two hours of play, the game knows its own length and mostly respects your time, though that cliffhanger ending will either feel earned or cruel depending on your patience for episodic structure. The cracks in the foundation are real, though. Collision detection is unreliable in spots, some interactive objects get buried in visual clutter, and at least one puzzle apparently required a code from the developer's own site (which went offline, though the Steam community preserved it). The final boss has been described by multiple players as a poorly-tuned slog, and certain areas feel genuinely empty rather than atmospherically sparse. These are not small issues in a two-hour game. The soundtrack, however, is the kind of low-budget psychedelic surf-horror composition that I want to listen to with headphones in a dark room, and the pixel art has genuine craft behind it, garish and intentional in equal measure. If you have not played Episode 1, do that first. This chapter assumes you know the world and its residents, and jumping in cold means a lot of the contextual jokes and callbacks land flat. For returning players who loved the strange atmosphere and can forgive a technically rough package, Episode 2 is a slightly more confident, slightly larger, and slightly more broken version of the thing you already liked. That is a fair trade for what it is. Kai, Scout Team

Baobabs Mausoleum Ep.2: 1313 Barnabas Dead End Drive

Baobabs Mausoleum Ep.2: 1313 Barnabas Dead End Drive

27 feb 2018Celery Emblem™
GamerScout opina

Flamingo's Creek is a nightmare town that appears every 25 years, and Watracio Walpurgis - vampire eggplant, FBI agent - is still stuck in it. Two hours of surrealist pixel weirdness await.

PCMac
Mejor precio disponible
3,33 €
en Gamivo
Mínimo registrado: 1,61 €
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Veredicto de GamerScout

Best for Episode 1 fans who accept janky collisions as part of the surrealist package and can live with a cliffhanger ending.

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3,34 €
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4,61 €
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Historial de precios

Mínimo registrado
1,61 €5 ago 2026
Mejor precio actual
3,33 €
Tiendas de claves
1,25 €2,49 €3,73 €4,97 €5 Jun23 Jun11 Jul28 Jul15 Aug
5 jun — 15 ago
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Capturas y multimedia

Acerca de Baobabs Mausoleum Ep.2: 1313 Barnabas Dead End Drive

I have a soft spot for games that feel like they escaped from a fever dream someone had after watching too much Twin Peaks with a Zelda cartridge jammed under their pillow. This second episode in Celery Emblem's Baobabs Mausoleum series is exactly that kind of thing, and I mean it as genuine praise when I say almost nothing about it should work on paper. The setup picks up directly where Episode 1 left off. Watracio Walpurgis, a vampire eggplant FBI agent with the swagger of a man who has absolutely nothing to lose, wakes up in a hotel room in Flamingo's Creek and immediately blackmails the mayor for pocket money. From there the investigation spirals outward into a missing persons case that asks you to, among other things, wake a giant avocado dinosaur from its slumber, coax sardines out of a tree, infiltrate the local police station, and jam with what amounts to a pixel-art Ramones tribute band. The writing carries the translated-from-Spanish roughness of something like an old LucasArts localization that got slightly too close to a microwave, and honestly the broken idioms and accidental poetry are most of the charm. The town of Flamingo's Creek has a real day-and-night cycle synced to your system clock, and certain characters, items, and side threads only appear at specific hours. You can sleep at the hotel to advance time, which sounds minor but gives the open town structure a gentle pulse it badly needs. Compared to Episode 1, this chapter commits fully to a top-down adventure format rather than shifting between styles. That focus is both a strength and a small loss. The first episode had the unhinged energy of a game that didn't know what it was yet, hopping between first-person exploration, RPG combat, and point-and-click puzzling almost at random. Episode 2 strips most of that back and leans into inventory-based puzzle solving across an open map. The puzzles themselves are mostly light, though the logic follows the internal rules of a world that has its own surrealist consistency rather than any real-world one. At roughly two hours of play, the game knows its own length and mostly respects your time, though that cliffhanger ending will either feel earned or cruel depending on your patience for episodic structure. The cracks in the foundation are real, though. Collision detection is unreliable in spots, some interactive objects get buried in visual clutter, and at least one puzzle apparently required a code from the developer's own site (which went offline, though the Steam community preserved it). The final boss has been described by multiple players as a poorly-tuned slog, and certain areas feel genuinely empty rather than atmospherically sparse. These are not small issues in a two-hour game. The soundtrack, however, is the kind of low-budget psychedelic surf-horror composition that I want to listen to with headphones in a dark room, and the pixel art has genuine craft behind it, garish and intentional in equal measure. If you have not played Episode 1, do that first. This chapter assumes you know the world and its residents, and jumping in cold means a lot of the contextual jokes and callbacks land flat. For returning players who loved the strange atmosphere and can forgive a technically rough package, Episode 2 is a slightly more confident, slightly larger, and slightly more broken version of the thing you already liked. That is a fair trade for what it is.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttier:sub-5EpisodicDay-Night CycleSurrealist HumorInventory PuzzlesOpen TownDark Comedy AdventureTranslation Charm

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
2 GB RAM
Storage
4 GB available space
Graphics
OpenGL 1.4 or better
Processor
1.5 GHz Core2Duo

Recomendados

OS
Microsoft Windows 8, 10
Memory
2 GB RAM
Storage
4 GB available space
Graphics
Dedicated with 128 MB RAM
Processor
Dual Core 2.4 GHz

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Información del juego

Desarrolladora
Celery Emblem™
Distribuidora
Celery Emblem™
Fecha de lanzamiento
27 feb 2018

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Preguntas frecuentes sobre Baobabs Mausoleum Ep.2: 1313 Barnabas Dead End Drive

¿Cuánto cuesta Baobabs Mausoleum Ep.2: 1313 Barnabas Dead End Drive?

A 15 de agosto de 2026, la oferta más barata disponible de Baobabs Mausoleum Ep.2: 1313 Barnabas Dead End Drive es €3.33 en Gamivo, de entre 3 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

¿Dónde puedo comprar Baobabs Mausoleum Ep.2: 1313 Barnabas Dead End Drive más barato?

El precio más bajo disponible que seguimos para Baobabs Mausoleum Ep.2: 1313 Barnabas Dead End Drive es €3.33 en Gamivo (15 de agosto de 2026). Comparamos 3 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible Baobabs Mausoleum Ep.2: 1313 Barnabas Dead End Drive?

Baobabs Mausoleum Ep.2: 1313 Barnabas Dead End Drive está disponible en PC, Mac.

¿Cuándo se lanzó Baobabs Mausoleum Ep.2: 1313 Barnabas Dead End Drive?

Baobabs Mausoleum Ep.2: 1313 Barnabas Dead End Drive se lanzó el 27 de febrero de 2018.

¿Quién desarrolló Baobabs Mausoleum Ep.2: 1313 Barnabas Dead End Drive?

Baobabs Mausoleum Ep.2: 1313 Barnabas Dead End Drive fue desarrollado por Celery Emblem™.