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Among vs Garten of Banban

Category: Adventure, Puzzle Plays: 45 Rating:
(0.0 / 0)

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Game Overview

I played this weird crossover where the Among Us characters end up in the Garten of Banban facility, and honestly it's a strange mix. The art style keeps the colorful, cartoony look from Among Us but plops those little bean characters into this creepy, almost abandoned daycare-looking place with unsettling monster things roaming around. You're not doing the usual tasks from Among Us though -- instead you're moving through over a hundred levels, and each room has puzzles to solve. Some puzzles are about collecting objects to unlock doors, others need keys hidden somewhere in the level, and you have to figure out where everything is while these Garten monsters patrol around. The vibe is tense because you can't just run past them; you need to hide in lockers or behind stuff until they pass, which feels a bit like a stealth game. The monsters themselves are these weird, misshapen creatures from the Garten series, and they just chase you if you're spotted. It's not super scary -- more like a jump-scare thing when you get caught. The learning curve is gentle at first but later levels get tricky with more monsters and tighter spaces. People who like puzzle games with some stealth elements might get hooked, especially if they enjoy the Among Us aesthetic or the Garten of Banban monster designs. Just don't expect a deep story -- it's mostly about getting through rooms and surviving.

About Among vs Garten of Banban

So you''re dropped into this weird hybrid where the Among Us crewmates have to survive the Garten of Banban. It''s basically a puzzle-stealth game. You control a little crewmate, and each level is a room from the Garten. The first few levels are gentle--you just grab a key, open a door, and walk to the exit. The monsters are slow and predictable. Opila Bird just patrols in a straight line. You can learn her pattern in ten seconds. Then things get nasty.

Around level 15, they throw in Jumbo Josh. He''s faster and he doesn''t follow a fixed route--he wanders semi-randomly. You have to hide in lockers or under desks. But hiding isn''t infinite; there''s a stamina meter that drains while you''re in a locker, and if it hits zero, you pop out and Josh gets you. So you have to time your dashes between objects. The core loop is: enter a room, scan for the key (it''s usually in one of three spots), figure out the monster patrols, grab the key while they''re looking away, unlock the door, then find the exit. But later levels add more steps.

Around level 40, you get the red key and the blue key, and you need both to open the exit, but they''re on opposite sides of the map. Stinger Flynn shows up--he can see through some hiding spots if you''re not in a specific type of locker. So you have to memorize which lockers are "safe" and which are fake. The game doesn''t tell you this; you just learn when you die. It''s annoying but satisfying once you get it.

There''s an upgrade system too. You earn coins from completing levels faster or without being spotted. Spend them on a faster walk speed, longer hiding stamina, or a "decoy" that you can toss to distract monsters. The decoy is crucial from level 60 onward because Nabnab and Zolphius both appear together, and they have different detection ranges. Zolphius is blind but hears footsteps, so you have to crouch-walk near him. Nabnab sees movement but is deaf. So you''re juggling two threat types in the same room while collecting three keys and a fuse.

The satisfying moments are when you execute a perfect run--no mistakes, no hiding, just fluent movement between patrol gaps. Level 73 is a standout: it''s a giant kitchen with multiple floors, and you have to climb vents while Banban himself stalks the main area. One wrong footstep and he charges. The first time I beat it, I actually punched the air. The difficulty spikes hard around level 85, where they add timed doors that close after ten seconds, so you have to sprint through a monster''s territory with a countdown in your face. It''s stressful but fair.

The game doesn''t explain half its mechanics. I found out by accident that you can slide under tables by pressing crouch while running--that saved me in level 92. Also, some monsters have a "rage" mode if you stare at them too long, so don''t just stand there planning your route. Keep moving. The last few levels are brutal, with four keys, two fuses, and three monsters all at once. You''ll die a lot, but each death teaches you something. The loop is tight: plan, execute, panic, adapt.

Tips & Tricks

The hiding spots aren't all equal. Those lockers near the puzzle stations? They're actually death traps if a monster is already patrolling that corridor -- you'll be spotted before the animation finishes. Instead, memorize which rooms have those half-open vents you can crawl into; they're slower to enter but monsters don't check them twice.

One mistake that cost me a lot of runs: grabbing a key before you've scouted the next door's location. The moment you pick one up, the nearest monster's patrol path shifts to cover that exit. Scope out the room's layout first, then commit.

Puzzles get layered in later levels -- don't waste time on the first part until you've identified all three components. I kept solving a color sequence only to realize I needed a crank from the opposite end of the room, and by then the monster had respawned behind me.

Sound cues matter more than visuals here. Each monster has a unique footstep rhythm or ambient whisper that tells you which one is approaching. The big meaty one stomps three times then pauses -- that pause is your window to move.

If you're stuck on a room with multiple doors, the order you open them affects monster spawns. Opening the left door first triggers a slower enemy that gives you more time; the right door always drops a faster one. Learned that after failing the same level seven times.

That one object you think is cosmetic? In level 47, the teddy bear with the missing button is actually a distraction item. Throw it down a hallway -- monsters investigate the noise, buying you thirty seconds of clear space.

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