Fahrenheit (Indigo Prophecy) - Review (PlayStation 2, Xbox and PC game)

Fahrenheit' was released in 2005 by Quantic Dream and was really a sort of early experimental game that would set the stage for their later games of 'Heavy Rain' and 'Beyond: Two Souls

Never Alone - Review (PC, Xbox One and PlayStation 4 game)

‘Never Alone’ is one of those games that test the traditional boundaries of what a video game should be as it really is a vehicle for telling a larger story, one of the Iñupiat people and it goes about this in such a heart-warming way that it’s difficult not to enjoy it.

Last Inua - Review (iOS and PC)

‘Last Inua’ is set in a frozen tundra and is an icy tale of a father and son’s journey to vanquish evil from the world in the form of a demon named Tonrar. The son, Hiko, is blessed with supernatural powers strong enough to defeat Tonrar but his frail, adolescent body is unable to handle these powers and as such he is too weak to embark on this quest alone.

Machinarium - Review (PC and Mobile game)

'Machinarium' is a point and click puzzle game where you take control of a small, unassuming robot in a robotic society that’s victim to a gang of antisocial thugs.

Harvest moon, A Wonderful Life, SE: Befriending villagers and receiving gifts

Friendship points can be acquired in the traditional, ‘gift-giving’ method but also by giving villagers discounts at your store. This means that if you give them three discounts a day (the maximum number) and one gift a day then you’ve acquired four friendship points.

Showing posts with label Spoilers. Show all posts
Showing posts with label Spoilers. Show all posts

Tuesday, July 8, 2014

Shadow of the Colossus (And some Ico) - Theories and story explanations (Spoilers!!)

Despite Ico being the first game to be released by ‘Team Ico’ it’s actually the second in the story’s chronological order, Shadow of the Colossus is essentially the prequel to Ico. Now, there are lots and lots of spoilers below so don’t read on unless you want to know everything about the game. There are a lot of questions about Shadow of the Colossus but I’ll only be covering several major ones as they are all rather complicated.


Short summary: When Wander finishes destroying all of the Colossi of the forbidden land he’s possessed by Dormin, a likely reference to the mythological king Nimrod, and turns into a horned baby, starting a long race of ‘cursed’ horned boys that Ico is descendent from. Wait, what?

Story explanations and some additional theories

Plot summary:

The game starts with Wander entering the Forbidden Lands carrying the body of Mono on the back of his horse. At some point prior to the game’s events Wander acquired an ancient sword, the only weapon capable of defeating the Colossi of these lands suggesting that Wander knows what he must do to bring Mono back. Mono was sacrificed due to having a cursed fate but her relationship with Wander and Lord Eamon is unknown, it is possible that Lord Eamon played a part in the ritual that ended her life but there is no direct evidence for this. Either way, Wander cares deeply for her and brings her to the Shrine of Worship, lays her body upon the altar and pulls away the sheet that was covering her lifeless form.



This disturbance within the Temple of Worship awakens Dormin and, initially to protect the sanctity of the land, several shadowy figures that rise from the ground to attack Wander. When Wander raises his sword to defend himself the shadows melt away and are instead replaced by the unseen voice of Dormin, speaking to Wander. Dormin and Wander discuss why Wander is there and what Wander must do to return Mono’s soul to her body, Dormin initially attempts to dissuade Wander into proceeding as it goes against natural law and will have dire consequences. Wander insists and states that he does not care what the consequences are and, giving in, Dormin agrees to assist Wander in his mission. Dormin explains that the sixteen idols of the temple must be destroyed and in order to do this all of the colossi who the idols represent must be slain using the specific sword that Wander has on his person. Only when all sixteen colossi are dead will Mono be resurrected. Once Wander agrees to this proposition, consequences or no, he sets out with his horse Agro to find and destroy the Colossi with Dormin’s voice helping him along the way



Once the final Colossus is slain Wander is teleported back to the Temple of Worship and, at this point, Lord Eamon arrives just in time to see this. Eamon is furious and shouts at Wander, asking him if he knows what he has done and reveals Dormin’s true identity to Wander, claiming that Wander has been manipulated. Eamon explains that Dormin has been simply using Wander to free themselves and return to their true form but, shortly after Eamon’s explanation, Wander is shot dead by one of Eamon’s men. As Wander dies his body is enveloped by darkness and Dormin comes forth from his new host, explaining how they were locked away and sealed in the colossi. Dormin moves to attack Eamon and his men but Wander’s spirit fights back for control, during this struggle between Dormin and Wander one of Eamon’s men steals the sword and, on the way out, Eamon thrusts the sword into the pool of water at the end of the room. Eamon does this to try and banish Dormin once and for all, a swirling vortex of light explodes from the depths of the pool and pulls Dormin into it but, as he fades, Wander’s form reappears. Wander struggles not to also be pulled into the vortex of light and reaches for Mono who is still lying lifeless on the altar, unfortunantly he too is pulled into the light which finally fades, revealing that the pool is now dried up. Silence falls over the temple once more. Close by, Mono’s soul is returned to her body and she awakens. Agro greets her and they appear to know one another.


The scene cuts to the sight of Eamon’s men fleeing the Forbidden Lands as the bridge collapses, whether this is initiated by him or Dormin is unknown. As Eamon looks out at the temple all you can see is destruction stewn across the lands before him which appears to be a representation of the path of destruction and death that Wander carved in an effort to bring back Mono. The scene returns to Mono who is now walking with Agro to the end of the temple. She finds a horned baby lying in the hole where the pool of water once was, the sword is no longer there. Mono gently picks up the child and, following Agro, walks to the sacred garden atop the Temple of Worship which is full and thriving with life. The camera pans away as it follows a hawk before returning to the screen that the game started on as every comes full circle.

What’s the relevance of the shadowy figures and the tentacles?


Each time a colossus is slain mysterious, black tendrils erupt from the final sigil on its body and seek out Wander before stabbing through him, rendering him unconscious. Somehow transported back into the temple you notice that shadowy figures, gradually increasing in number, collect around Wander’s lifeless body to look down at him. The dark tendrils are fragments of Dormin’s true form which have been locked into each and every of the sixteen colossi that you fight, by killing them Wander is releasing these fragments from their prison. But he’s not just releasing them; he’s physically taking the fragments into his own being which is why they appear to penetrate his chest. An additional bodily figure appears around Wander each time another colossus is killed and these too are representations of the fragments of Dormin’s true form. 



As you progress through the game Wander’s appearance changes ever so subtly; his hair darkens, his skin pales, he grows small horns and he develops a red, veiny appearance on his face. These changes to his outward appearance are reflective of the internal changes occurring from Dormin’s gradual possession of him. By the time the final colossus is felled Wander has absorbed every single fragment of Dormin, except one; the source of Dormin’s voice.

Who is Dormin?


The voice guiding Wander actually belongs to Dormin and the focus on the light in the top of the temple poses him as some sort of heavenly being, which is wrong. Dormin actually looks like this;
 


It should also be noted that Dormin refers to itself as ‘we’ and without gender pronouns, this is due to the fact that Dormin is a collection of powerful spirits and not an individual one. Now, Dormin doesn’t look particularly heavenly though not exactly evil either as, despite the fact that Western cultures commonly associate horns with the devil, that’s not a worldwide association. An interesting observation about the true nature of Dormin starts with their name which, backwards, spells ‘Nimrod’. Nimrod was a warrior king in mythology who killed a bull with his bare hands and, as a showcase of his strength and triumph, wore its horns upon his head as a crown. Nimrod was also responsible for the building of the Tower of Babel, a very tall tower that was built to reach the voice of God that also has connections with the Hanging Gardens of Babylon as they were both situated in Babylon; the city that Nimrod ruled. Take a look at the Tower of Babel next to the Temple of Worship and see what you think about it.  

Shadow of the colossus tower of babel temple of worship comparison

Remember that sacred garden at the top of the very Babel-esque Temple of Worship? The Hanging Gardens of Babylon, also situated where the Tower of Babel supposedly was, could very easily be represented by the hidden garden as both are wonders of the world. It’s also interesting to note that Babylon was apparently a polytheistic society and that, within the Temple of Worship, there are sixteen idols that are worshipped by whatever culture use to dwell in these sacred lands. Is this place a video game representation of the lost kingdom of Babylon? It’s not out of the question. 



The similarities between Dormin and Nimrod continue beyond Dormin inhabiting a lair similar to that built by Nimrod. After Nimrod dies his body was split into separate pieces and spread out throughout the Earth whereas in Shadow of the Colossus Dormin’s soul is also separated and spread out across the world in the form of the Colossi. Nimrod’s death also prompted his wife, Semiramis, to claim that Nimrod had become the Sun God and whenever Dormin is talking during the game the camera is focused solely on the large hole in the ceiling of the shrine where there is nothing to be seen except pure sunlight. Lastly, Semiramis had a son after the death of Dormin whom she claimed was a virgin birth and who was also, apparently, Nimrod reborn into the mortal world. At the end of the game we see a sort of virgin birth whereby there is a horned baby, most likely Dormin or Wander reincarnated, who is left with Mono to be raised. It’s definitely something to think about but there are more immediate questions to be asked in direction relation to the game, such as…

Is Dormin good or evil? 






Dormin is good:

Even though Dormin ended up possessing Wander they did warn him about the dire consequences of killing the colossi and they also did uphold their part of the bargain and brought Mono back to life. After Wander and Dormin’s combined form was destroyed by Emon, Wander was also brought back to life in baby form. Whether this is intentional or not is arguable but it’s likely Dormin could have simply saved themselves and not bothered with Wander.

Our only real indication that Dormin is evil stems from Emon’s reaction to finding out they had been freed and the implication it was Emon who banished Dormin in the first place. However, just because Emon thinks Dormin is evil does not make it so and, truthfully, it is likely Emon hailed from the same village that Wander and Mono did. Emon obviously knew of Wander’s intention to come to these Forbidden Lands and has likely been following him for a while, if this is the case then Emon could have a direct correlation with why Mono was sacrified due to her ‘cursed fate’. A fear of ‘Old Gods’ may be the reason why Emon is fearful of the Dormin as they are obviously powerful and ancient beings. It may simply be that Dormin is part of a religion that Emon follows that paints him as an evil being or, simply, Dormin could be an Old God that is no longer worshipped. When Dormin possesses Wander they use the word ‘borrow’ to describe what is happening, suggesting the possession is not permenant, it could be that Dormin was using this chance to exact revenge over Emon and his men for banishing Dormin. A little revenge after being split up and imprisoned in Colossi in a forgotten land is no indication of evil, I think everybody would try and find some way out of it, even if it included using the body of a wandering mortal.

Dormin is evil:

The very fact that Dormin is divided and sealed up in a forbidden land is fairly indicative of either extreme power or extreme evil, or both. Emon, or whomever banished Dormin to begin with, very likely trapped him due to the Dormin being too dangerous to be allowed freedom. Whilst the Dormin explicitly tells Wander there will be dire consequences to his actions they never fully disclosed what these consequences would be and this points towards the Dormin manipulating Wander. It may be that the Dormin were simply testing to see how ignorant and stubborn Wander was and, after Wander proved he was willing to do absolutely anything to bring Mono back, decided Wander would take it all the way and carve the Dormin a path back into the mortal realm.

Just because Mono was resurrected at the end does not indicate that Dormin is good and that it could have simply been a side effect of Dormin’s resurrection. For all we know, Dormin needed Mono to rid themselves of a part that was stopping them from taking on a physical form which follows onto my current favourite theory, that Dormin is a symbol of balance like Ying/Yang:

Dormin is neutral:

Dormin could very well be both good and evil which, as a potential deity, is not unlikely. Dormin could again have been sealed due to being an ancient being that mankind has feared but not exactly an evil one, simply one that consists of many spirits where some are good and some are bad.

An interesting observation about the Dormin is that they may become progressively evil or darker as the game goes on. As more and more Colossi are killed you’ll notice that doves appear around Mono who grows lighter and lighter whilst Wander darkens and collects shadows around him. This could be a symbol of Wander having to give up his life to save Mono’s in the form of human transmutation where, usually, bringing a life back requires you to give your own life in return. In this case, Wander has to give his life up to Dormin in order to provide Dormin with the necessary tools to do as Wander asks. Rather than possessing Wander Dormin is simply finishing up the process required of them to return Mono’s life back to her. Soul resurrection is, after all, no simple task.

Now, the Dormin’s voice at the beginning of the game is a mixture of several voices due to be a collection of spirits, not just one entity, these voices include male and female ones. However, these female voices appear to become less audible as the game goes on suggesting that some kind of ‘good’ or ‘pure’ part of the Dormin is leaving in order to bring back Mono leaving only only the darker side behind. If this is the case then the entity that takes over Wander’s body is the darker, more evil part of Dormin and not Dormin in its entirety whilst Mono is inhabited by the lighter, purer part of Dormin. What would have happened had Emon not killed the shadowy being of Dormin is unknown but Dormin again hints at only borrowing Wander’s body. Would this part of the Dormin just left, inhabited somewhere else, found another body? Who knows, but it’s interesting to think about.

How are the two games connected?

Shadow of the Colossus is an official prequel to the game of Ico and so previous theories such as Ico and Shadow of the Colossus being set in the same time have been rendered as impossible. The games are set in the same world as one another but whether or not it is the same location remains to be proven. It is perfectly likely that the Forbidden Land and the Temple could be changed to the degree we see it in Ico.



shadow of the colossus ico bridge comparison

The horned baby in the game started the line of cursed horned boys that you see in Ico, the horned baby is officially confirmed to be Wander so Ico and all the other horned children are descendants of Wander. As well as the horns it could be that some of Dormin’s power is passed on through the lineage that Wander creates and, if this is the case, then the evil Queen in Ico could very well be attempting to acquire this power. The Queen is interested in possessing her daughter’s body and, since Dormin had power over the dead and could transfer a living soul into a corpse, it is likely he would have the power to transfer a soul from one body to another.



ico yorda and the queen

At the end of Shadow of the colossus we see that Wander has developed horns due to the destruction he reigned down upon the sacred, forbidden lands. These horns are a punishment and at the end we hear the narrator saying that maybe one day Wander can atone for what he has done. This appears to have started the horned boy curse that we see in Ico yet, at the end of Ico, Ico loses his horns after rescuing Yorda and destroying the evil Queen. If this theory is correct then this indicates that Ico is the first of Wander’s descendants to finally break the curse and atone for the sins of his ancestor. 

ico and yorda

I haven’t gone into full detail about this game as I could probably write even more of an essay about it but feel free to add in your own additions, are Shadow of the Colosuss and Ico set in the same location? Those bridges look pretty similar to me… Is there a connection between Yorda and Shadow of the Colossus? Does Dormin exist in any form during Ico, why are the shadowy figures from Ico very similar in appearance to the ones in Shadow of the Colossus? So many questions!

Monday, June 9, 2014

The Last Door - Chapter 4 Walkthrough

The Last Door, Chapter 4, Ancient Shadows is a point and click horror game from The Game Kitchen, an indie company who brought this game to life through donations and kickstarter, and what a game it is. Ancient Shadows follows on from Chapter 3, the Four Witnesses, after the drama-tic (hah) events of the last chapter we find Devitt travelling to visit his old friend Alexandre in his home in the countryside. What could go wrong.

Before we begin, if you're interested you can also check out my full review of The Last Door here
Or... 
If you've come too far then you can find your way back to the walkthroughs for Chapter 3 here, Chapter 2 here, or Chapter 1 here.

Now that that's out the way, let's get on with the final segment of The Last Door, Season 1.


Chapter 4, Ancient Shadows


Hints without spoilers:

I don't know how to develop the envelope: There are instructions in the room on what order to do things, you'll also need a red bulb and cannot do it in darkness or white light. You'll need a way of tinting the pre-existing one, not fixing the shards on the floor.

I don't
know how to work out the clock puzzles: Read the notes around the house that relate to the clock and make sure to work out the time difference between the upstairs and downstairs clock. The upstairs one needs to read the time mentioned in the notes but only the grandfather clock can be changed.

I have a blue crystal thing, now what: Look around the house, inside and out, until you notice something different in somewhere you've been before. Follow the signs from there.

What do I do with the telescope: Have a good look through it and check in your inventory to see what the view may resemble then, looking through the telescope again, click the areas that are highlighted in the item you have.

What are the strange symbols for: The three important ones unlock a puzzle in the same room you're in, look around the room then match up the symbols with the positioning of the locks.

Full walkthrough for Chapter 4


Prologue:

Click on Devitt.
Click on the table.
Click on Devitt again.
Click through the dialogue and scenes.


Chapter 4:

Click through the conversations and go through all of the dialogue options.
When you regain control of Devitt, walk all the way left to the next screen.
Walk all the way left again before entering the house.
This is the foyer, go upstairs to begin with and enter the first room.
Talk to Alexandre and exhaust all dialogue options.
Leave the room and walk to the right into the next part of the corridor.
Open the chest and pick up a hook.
Go back downstairs and into the foyer.
Exit the room via the back archway to enter the parlor.
Cross the parlor and exit via the door on the far left.
Pick up the oil lamp on the table.
Walk to the far left of the room and read the note.
Go through the door on the far right to exit out into the back garden.
Pick up the rope beside the well.
Use the hook with the rope to get a grappling hook.
Use the grappling hook with the well to receive a brass bird.
Examine the grave then head to the gate at the back, unlock it and head through.
Walk to the far right and note the door to the greenhouse with the bar across it.
Remove the bar then open the door and head inside.
Walk to the far right until you see the statues, a bottle of Vitriol is between them. Pick it up.
Leave the greenhouse and head back into the house then upstairs again.
Walk down the corridor to the right, into the next part where the chest is, then enter the room on at the far end.
In the study examine the note and invoice on the table.
Examine the fireplace then pick up the black envelope from inside it.
Leave the room and enter the final door on the back wall.
This is a photographer's developing room, pick up the Cyanide on the back table and read the note on the floor.
Examine the light hanging from the ceiling then pick it up to receive a lightbulb.
Leave and go back downstairs then out the front door.
Walk to where the greenhouse is then look to the back where you'll see the exit to the forest.
Leave through these gates into the forest.
Walk along to the right until coming across a deer.

Use the lightbulb with the deer to get a red tinted lightbulb.
Go back to the house then the photographer's room.
Use the red tinted lightbulb in the hanging light.
Put the envelope in the sink, pour the Vitriol on it then the Cyanide, finally use the tap to rinse it off.
Click through the scene then leave the room and go into Alexandre's room.
Talk to him then pick up what he drops to receive a a clock hand.
Put the bird in the clock near Alexandre before examining the clock face.
Leave the room and go back downstairs to the foyer.
Use the clock hand in the grandfather clock.
Turn the hands of the grandfather clock until they read 3:00 (hold down mouse button)

Once the clock reads 3:00 click the switch beside the clock face.
Go back upstairs to Alexandre's room.
Pick up the blue object on the floor to receive the bird again.
Examine it then open it to get a key.
Go downstairs and out into the back garden.
Use the key with the trapdoor to the cellar.
Enter the cellar and move a little to the left to examine a set of drawers.
Open the drawers and take out the shovel.
Exit the cellar and use the shovel with the grave outside.
Use the Vitriol with the lock.
Pick up the blue object to receive a canvas.
Exit out of the screen then examine the canvas.
Walk back, via the front garden, to Alexandre's room.
Read the note on the wheelchair,
Exit out onto the balcony and pick up the object in the statue's hands to pick up a cristal.
Walk all the way back to the cellar only this time walk through to the far left.
In the laboratory, read the note then walk to the right until you see an opening in the wall.
Head inside into a makeshift observatory.
Use the telescope then use the canvas to note the positioning of the constallations. 
You need to click the stars that match up with the ones highlighted in the canvas.
Check out the image below if you're having trouble.


After the puzzle, put the cristal in the telescope then look through it again.
Note the symbols that match up with the three stars you just selected.
Open the cabinet in the room and enter the three symbols making sure the Altair symbol is at the bottom. (Far right is a U shape, bottom one is a sort of trident and the far left one is a vertical line with two wavy lines through it)
Examine then pick up a syringe from the desk.
Go down into the pit and use the syringe with Alexandre.
Sit in the chair.
Give the syringe to Alexandre.
Click through the dialogue and scenes.
Walk continually to the right.

End of Chapter 4.

And there we have it... the end of The Last Door and consequentially this walkthrough. Luckily, it's only the end of Season 1 as Season 2 is currently being developed; provided they get enough backers for it to be released of course! I hope you enjoyed the game and the ultimate cliffhanger it's left us all on again, if you also enjoyed this walkthrough don't forget to comment and +1 and so on and so forth :) I hope to see you all here next time when Season 2 makes its debut! Happy gaming!

The Last Door - Chapter 3 Walkthrough

The Last Door, Chapter 3,The Four Witnesses is a point and click horror game from The Game Kitchen, an indie company who managed to publish this game using Kickstarter. Following on from Chapter 2 we follow Devitt as he awakens in a strange place with no hope of getting home anytime soon. 

If you're interested you can also check out my full review of The Last Door here.
If you've come too far then you can find your way back to Chapter 2 here, or Chapter 1 here.

Housekeeping aside, let's get on with the game!


Chapter 3, The Four Witnesses


Hints without spoilers:

I need some way of seeing in the dark: Finding a working lightsource in this chapter requires a lot more steps. Start by finding an empty lamp then head to places where it's wet to find traces of oil. You'll need to seperate the oil before using it though.


I don't know how to navigate the fog: Unless you have the parchment you're not at the correct point in the story yet. The puzzle is heavily audio based so make sure to turn your sound all the way up and listen out for the correct sound, listed in order in the parchment, whilst searching for hidden exits.

How do I enter the green door behind the mausoleum: If it's still locked try walking a few steps and wait for a noise. Check the door and if nothing still happens try checking it again.

I have a feather but I don't know what it's for: Is there something in the house or garden that you have yet to collect? You don't need to use it outside of the house/garden so keep looking around and seeing what you can use it with.

I don't know what to do with the violin: You need to find her final resting place, are there any places where she seems close by? Try turning up your speakers and following the sound of her voice.

 

Full walkthrough for Chapter 3


Prologue:

After each line of dialogue click into the darkness.
After freeing yourself you'll experience a dream and a flashback.
During the dream in the snow covered forest keep walking to the right.


Chapter 3:

When you awaken examine the ticket in your inventory.
Exit the room to the left.
Keep walking to the right through the screens, including the market, until you see a man leave through an iron gate.
Walk through the doorway beside the woman then examine and use the water dripping from the pipe.
After drinking, walk back towards the exit.
When you awaken, leave the area and head back to the market.
Exit the street using the upper exit where the cart originally was.
Click through the dialogue.
Head up the stairs then talk to the gypsy lady by the fire if you want your fortune read.
Afterwards, pick up the lamp beside her to receive an empty lamp.
Follow the man through the various screens until reaching an area too dark to continue through.
Return to where you first were after the cutscene ended, where the stairs are.
Leave via the upper-left exit where you'll see a dead end and a street lamp.
Go through the door into the butcher's shop.
At the far right of the screen you'll see four bars on the wall that make up a puzzle, hit them in this order: 2, 1, 4, to open a passage.
Enter through the secret passage and pick up the empty bottle on the floor.
Exit the butcher's shop and the dead end to return to the street. Go up the stairs again.
Go through the large archway then into the sewer enterance at the right-hand side of the screen.
Use the empty bottle with the puddle of water to receive oily water.
Exit the sewer and backtrack to the butcher's shop before going back into the secret room again.
Use the bottle of oily water with the device beneath the small window.
After the water has been removed from the oil, use the empty lamp with the device to receive a lamp.
Return to the gypsy woman by going up the stairs in the street and light the lamp using the fire in front of her.
Return to the dark house where the man entered earlier.
Examine the coat on the back wall and take the gloves from the coat's pocket.
Go upstairs and enter the first room you encounter.
Examine the fireplace then use the gloves with the hot embers to retrieve a doorknob.
Talk to the old woman sat on the bed and go through all the dialogue options.
Stand by the fireplace and click through the game.
Afterwards, examine the heap of items in front of the fireplace to receive a broken porcelain mask.
Exit the bedroom and carry on down the corridor to the left. 
When you reach a ladder, climb it and play the piano.
Examine the stuck key then use it to receive a small key.
Leave the attic and walk to the left until you reach a door with a missing handle. 
Use the doorknob with it then enter the room.
Inside, draw back the curtain to the bathtub.
Examine what's inside it then take the wig.
Click on the record player to stop the laughter, then click on it again to notice a difference.
Leave the bathroom and carry on to the left before reaching a final door.
Enter it then talk to the violinist inside.
Go through all dialogue options then pick up the musical score on the table nearby.
Leave the room and return to the attic.
Use the score with the feather inside the large cage to grab the feather.
Return to the first bedroom and use the small key with the wardrobe.
Take the red dress from inside it.
Go back downstairs only this time go through the door on the right to enter the garden.
Move to the right and examine the tree stump before using the feather with it to collect some resin.
Use the resin with the broken porcelain mask to fix it.
Return to the violinist and put the dress, fixed mask, and wig on the mannequin by the window to receive a violin from the violinst.
Talk to the violinist and exhaust all dialogue to be given a black key also, this opens the mausoleum. 
Leave, and go back outside into the garden.
Continue to the far right and use the black key with the door at the end to enter the mausoleum.
Walk to the far right, following the dirt, and enter the hole in the wall.
Try to open the green door then walk away a little, you'll hear a noise.
Try to open it again, then when that fails, try once more.
Enter the door to find yourself in a bookshop.
Carry on through the store until you encounter a man reading in the next room.
Talk to him and go through all the dialogue, noting the name of the book he mentions.
Walk through the doorway to the left and keep going until you see a white page on the floor; read it then carry on to the left.
Note the missing book page stuck in the tree branch then read the book on the floor.
Walk back a little then go down the hole beside the tree.
Carry on through the next area and leave via the lefthand exit.
In this area you're in a deeper part of the sewers, walk to the right until coming across the bottom of the tree.
Use the violin with the huge crack in the tree trunk.
After the scene, walk all the way to the left, ignoring the way you came in, and exiting out onto the streets.
Leave via the upper-left exit then go down the stairs to see that the street has changed.
Pick up the parchment from the tree root and read it.
Afterwards, follow the man into the fog.
Examine the parchment again, the puzzle will require you to follow the sounds listed by leaving through hidden doors in the fog. Don't exit through any doors until the noises next to it matches the one in the note starting with wind, then birds, then sea, then silence. 
Walk along to the left until you hear wind, search for a door nearby and enter it. Do the same for birds and sea until finally you have to search for 'silence' which is a little trickier. Make sure you listen carefully and wait a moment before going through the door.
If you do accidentally pick the wrong door you'll end up at the beginning of the fog and will have to start over again.
When you solve the puzzle, click through to the right and enter the final room.
Walk down the middle of the aisle towards the stage before talking to the man.
Click through the dialogue and pick 'True Philosophy' when the option appears.
Take the mask from his hand and watch the ending scene.

End of Chapter 3.

So, everything's starting to come together... Hmm... Interesting... Anyway, I hope you enjoyed this walkthrough and Chapter 3 of The Last Door, the walkthrough for Chapter 4 can be found here so you can get right on with completing Season 1 of this awesome game. If you enjoyed this guide please comment or +1 or something so I know you didn’t hate it and so on and so forth :)



Tuesday, June 3, 2014

The Last Door - Chapter 2 Walkthrough

The Last Door, Chapter 2 Memories is a point and click horror game from The Game Kitchen, an indie company who managed to publish this game using Kickstarter. Following on from my Chapter 1 guide, found here, we follow Devitt to a new location with last Chapter’s disturbing revelations still ringing in our ears. Since we already know how to play the game and what The Last Door is all about let’s just jump straight into it this time with our spoiler free hints, the full walkthrough is found below that.

If you're interested you can also check out my full review of The Last Door here.


Chapter 2, Memories.


Hints without spoilers:

I don’t know how to get that shiny item in the bathroom: Since you can’t reach it you need a way of flushing it out without losing it entirely. Try to see if you can find where the pipe is upstairs. 


Devitt won’t touch the pipe because it’s sharp: You need to blunt it using something heavy. 

I don’t know what the music box is for: You use it near somebody to make them remember something. 

I don’t know how to open the coffin outside: Baldwin has a toolset that may be of use, but first you need to distract him somehow. 

The nun won’t leave the patient’s bedside: Listen to what she says about the Virgin Mary then check out that statue next to her. You’ll need a couple of items to play a trick on the nun using this statue. 

I can’t cut the tapestry: You need something sharp and something strong combined together, it may be a while until you find the right kind of sharp object.

 

Full walkthrough for Chapter 2


Prologue:

Click on the black whip on the table at the back. 

Click through all dialogue as it comes up between actions.
Click on the coat rack beside the door. 
Click on the altar beneath the crucifix and statue of Jesus. 
Click on the priest three times.


Chapter 2:

Keep walking to the right and click through all dialogue.
After the opening scene choose any dialogue options.
Once you gain control of Devitt, open the mailbox.
Take the postcard from inside the mailbox then walk to the left.
When you reach the fountain take the stone from in front of it.
Enter the hallway of the boarding school and speak to the nun.
Select any dialogue options, after the conversation Devitt will hang up his coat and hat.
Read the postcard.
Walk through the doorway to the left and give the postcard to the man in the first bed.
The woman in blue will take it instead and read a false version to him.
Whilst she is reading it aloud examine the letters behind her then take them.
Give the letters to the man in the bed, after the conversation you will receive a coin.
Walk along to the right and speak to the woman in the next bed.
Keep walking to the right and speak to the man, the nun will turn you away.
Continue walking to the right and enter the door at the end of the corridor.
Inside the classroom examine the shelf near the door to find a music box, pick it up.
Carry on to the far left of the room until you find a note on the desk.

Read it and note the photograph at the end.
Return to the hospital ward and exit through the door at the back to go outside.
Talk to Baldwin, the gravedigger and go through all dialogue options.
Walk all the way to the left until you start to see the beach, walk down to it.
Walk along the beach until you find a fishing net and a piece of log, pick both of them up.
Go back to where the graves were then around the building to the right to return to the front of the old school.
Enter the door to return to the enterance hall and talk to the nun at the front desk, exhaust all dialogue options.
Go upstairs and enter the first door to enter the nun's quarters.
Talk to the nun standing by the window and select any option.
Use the coin with the music box to make her leave.
Look out the window and note the pipe below you that's leaking water.
Clear the leaves from the pipe before blunting it with the rock.
Use the net with the pipe then exit the window and the nun's room.
Walk all the way to the right of the corridor and enter the door at the end.
You'll see a small object in the puddle of water at the bottom-right shower, examine it.
Use the shower to flush the object down the drain. 
Examine the mirror and take a mirror shard from its corner.
Return to the nun's room and look out the window, take the object from the pipe to receive a teardrop.
Return to the hospital ward downstairs and use the teardrop with the statue of the Virgin Mary.
Use the mirror shard on the statue.
The nun will leave, talk to the man in the bed and select any option.
Depending on what you pick you'll either have to talk to the nun at the front desk or find some morphine, the morphine is on the shelf in the nun's room upstairs. After you've done either task, go back to the man.
Read the note. 
Exit outside to where the graves are.
Examine the coffin and try to open it.
Walk to the right and examine Baldwin's toolbox before speaking to him.
Exhaust all dialogue options, when he starts talking about the hills use his toolbox to receive a nail tool.
Go back to the coffin and use the nail tool with it. 
Go to the enterance hall and find a gold key on the desk.
Use the gold key on the door directly to your right. 
In the flashback talk to each of the three boys and keep walking left.
Go through the dialogue with the priest to end the flashback.
Follow the same corridor all the way to the left and into the priest's quarters.
Talk to Father Ernest then kneel before the altar.
Examine Father Ernest.
After automatically exiting the room re-enter it.
Only move when Father Ernest is kneeling in prayer.
Examine the note and then the shelf by the door to pick up a razor blade.
Leave and head all the way back upstairs to the tapestry before the bathroom.
Use the razor blade with the log then use the cutting tool with the tapestry.
Click through the dialogue.
Walk all the way to the right and sleep in the bed at the back.
Follow the candles and read each note along the way until you reach a trapdoor, go down it.
Back in the real world, follow the path Devitt took to the old classroom.
Lift the rug and go down the trapdoor.
If you have the morphine, use it on the patient by the door, if you don't just leave him.
Walk to the right and through the doorway.
Click through all remaining dialogue then watch the ending scene.

End of Chapter 2.


I hope you enjoyed this walkthrough and playing through Chapter 2 of The Last Door. If you're still playing, and I wouldn't blame you, the walkthrough for Chapter 3 can be read here. If you enjoyed this guide or have any problems/questions/suggsetions please comment or +1 or something so I know what's going on :D Keep on gaming!

Monday, June 2, 2014

The Last Door - Chapter 1 Walkthrough

The Last Door, Chapter 1, The Letter is a point and click horror game from The Game Kitchen, an indie company who managed to publish this game using Kickstarter. The Last Door is split into four separate chapters and for each chapter I have written a guide for you to follow. Rather than paragraphs of information I’ve limited the instructions to simple sentences so everything is clear to read and with as few storyline spoilers as possible. If you’re not interested in a full blown walkthrough then maybe you want to read a few common problems and their hints that I’ve included below, still allowing you the task of figuring out what to do but by nudging you gently in the right direction. 

If you've not yet played the game feel free to check out my full review of it, here.

How to play the game:

To interact with objects in the game you need to move your cursor around the room until an object is highlighted with a magnifying glass, these objects can be looked at. Objects can only usually be picked up after they have been locked at, when something can be picked up the magnifying glass icon will change to a hand. The hand means you can pick it up. Objects you pick up will be moved to the bar at the bottom of the screen which you can then click and use with other objects or with the environment. When you are able to enter a doorway the hand will change to a pointing finger, if you double click you will automatically enter the room without the walking animation. 





Chapter 1, The Letter.


Hints without spoilers:

 
Upstairs is too dark, I can’t see anything: Find something to light your way, search everywhere downstairs for two items then combine them. You’ll use it automatically once in the dark.  


I cannot open any doors: One of the rooms contain a well hidden silver key that will open your first door. The room it opens will give you something to open another room.  

The window doesn’t stay open: Find the item mentioned in the note, search the upstairs corridor carefully.  

I can’t get those crows outside to move: You don’t interact with them directly, try doing something in the house to draw their attention.  

I don’t know what to do with the knife: You need to make something in the house look like how it does in one of the paintings upstairs, the knife is used for this.  

I don’t know where the cat is: You can’t get to him through the small hole, search rooms until Devitt mentions that the meowing is louder there.  

I have the hairpin but I can’t open any doors with it: The door that the hairpin opens is not one of the wooden ones, check the upstairs rooms.

Full Walkthrough for Chapter 1


Prologue:

Click on the rope to pick it up.

Click through the dialogue each time it comes up between actions. 
Click on the chair. 
Click on the rafter above the chair.
Click on the rope.
Click on the chair. 
Click on the chair again.


Chapter 1:

Once you gain control of Devitt enter the front door to the mansion.
Inside the foyer Devitt will automatically take his coat off. 
Click to the door on the far right to enter the parlour. 
Inside, examine the shelf at the back of the room to find a box of matches, pick up the matches
Exit the room using the back door to enter a corridor, follow this along past the paintings and enter the first door along the back wall. 
This is the servant’s quarters, examine the red lamp on the top of the wardrobe then take it.
Use your matches with the lamp to light it for later use. 
Read the note on the table then try to open the window, it will automatically close itself. 
Take note of the bowl beneath the window. 
Exit the room and go back down the corridor the way you came only this time, enter the door at the end. 
This is the kitchen, examine the stove at the back of the room by the door then pick up the old cloth
Open the other door in the room to unlock it then go outside, note the crows outside. 
Go back to the foyer, either the way you came or by walking to the left of the screen to return to the front of the manor. 
Go upstairs, your lantern will automatically light up the dark corridor. 
The first door is locked so carry on down the corridor, the next door is boarded up so keep going past. 
Enter the third door to enter the guest bedroom. 
Examine the nightstand beside the bed to find a silver key, pick it up.
Note the balcony door at the back of the room before leaving. 
Go back through the parlour and into the corridor, walk all the way to the right to the end door. 
Use the silver key on this locked door and head inside. 
This is the basement, walk through the dark room until you see a coloured object on the floor. 
Examine it then pick it up, it’s a record for a record player. 
Carry on walking left then pick up the crowbar that’s leaning against the boiler. 
At the far left of the basement, note the bricked up wall then leave. 
Return to the parlour and use the record with the record player on the back cabinet. 
Click the record player again to play it and listen to the music. 
Exit the room to the foyer, the music stops, so re-enter the parlour. 
Exit the parlour again and go through the kitchen to where the crows were.
Examine then pick up the crow on the ground. 
Re-enter the house and return to the downstairs corridor. 
Find the crooked painting, it’s the largest one in between two others. 
Click the painting until it falls then take the rosary beads that are hanging on the wall.
Re-enter the servant’s quarters and open the window. 
Use the rosary beads with the open window. 
Put the crow in the food bowl below the window then leave the room. 
Upon exiting, you’ll hear a cat meowing, go back inside to see what’s happened. 
Leave again then return to the upstairs corridor. 
Follow the corridor along until you get to the boarded up door, use your crowbar with it. 
Enter through this new doorway into the master bedroom. 
Examine the body on the bed. 
A hairpin will fall to the floor, pick it up after reading the note. 
Exit the master bedroom and return to the guest bedroom. 
Use the hairpin in the balcony door to enter a new area. 
This is the study, examine the paint thinner on the lower shelf then pick it up. 
Near to where the paint thinner was there’s a hammer, examine it then pick it up as well.
Take a note of the stuffed lynx in the foreground of the screen and the trapdoor overhead.
Leave the study via the door to the right then return to the basement. 
Down here the meowing is a lot louder. Go to where the bricked up wall at the end of the room is before using the hammer with it 
Take the knife from the chest inside then return to the master bedroom. 
Walk through the room to the door at the other end to enter the gallery.
Use the paint thinner with the cloth then use the wet cloth with the large painting below the window. 
You’ll see the original painting had the lynx with its mouth wide open. 
Leave the gallery and return to the study. 
Use the knife with the lynx to receive a gold key
Use the gold key with the trapdoor overhead then climb up into the attic. 
Examine Anthony’s corpse before you then click on him. 
Read the note then watch the final cutscene.  

End of Chapter 1.

I hope you not only enjoyed this walkthrough but Chapter 1 of The Last Door, even though that was one hell of a cliff-hanger. If you’re unable to tear yourself away from this game as I was feel free to check out the walkthrough for Chapter 2 which is available for you to read here. If you enjoyed this guide please comment or +1 or something so I know you didn’t hate it, thus encouraging me to write more stuffs. :D Happy gaming!