General
information
Memories
is the second chapter of TheGameKitchen’s
episodic horror point-and-click adventure The Last Door. If
you haven’t played the first chapter (The
Letter) yet, do it! You won’t understand most of the story
if you don’t. (And check out my
walkthrough of the first chapter if you get stuck.) Chapter 2
features a little more adventure game puzzle logic and a little less
backtracking. I try to do things in this walkthrough in an “ideal”
order to keep backtracking to a minimum. That’s why some actions
won’t make much sense at first.
Controls
Left-click
somewhere to make Jeremiah go there. Something has been done about
the slow walking: If you click an exit twice, you “fast-travel”
to the next room. If an object is usable, the cursor changes when you
move the mouse over the object. A magnifying glass mean you can look
at something, a hand means you can use it or pick it up. Most stuff
is only usable after you have examined it, so don’t forget to click
some things twice! Your inventory is displayed in the bottom of the
screen. This time, there are dialogues! Your icon changes to a speech
bubble when you can talk to someone. Your dialogue options appear in
the bottom of the screen, you click what you want to say. A speech
bubble appears over a character’s head to show you who is talking
at the moment.
Also, there are some “accessibility options”: To enable a
dyslexia-friendly font for in-game dialogue and descriptions, press
1. You can add written descriptions of sound to the game by pressing
2. To go in and out of fullscreen mode, simply press 3.
1.
Prologue
We start the
second chapter again controlling another character. But at least,
this time you don’t have to kill yourself. No, you are an old
priest who is about to flagellate himself with a whip.
Pick up the whip. It’s on
the small table in the middle of the room. Then click the coatrack to
the right to take off your robe. Kneel in front of the big crucifix
to the left by clicking the altar. Then click yourself a few times.
Amen.
After a short intro sequence, you control Jeremiah again. You find
yourself in a dark forest. Right now, you just have to keep going
right and be creeped out. One warning, though: When the psychiatrist
starts counting to wake you up from the hypnosis, there is a pretty
effective jump scare right after the “two”. You’re welcome.
2.
Outside the boarding school
Before
we enter the boarding school, we pick up their mail, because we are
just that nice. Examine the mailbox to the right, next to the
entrance gate. Read the letter and take the postcard
with you. Then go left to the fountain. One of the decorative stone
eagles broke off and lies on the ground. Pick it up. Don’t enter
the (former) school just yet. Instead, continue to walk left past the
building until you reach a graveyard. The person digging a grave is
the groundskeeper. You don’t have to talk to him, but doing so
reveals some details about the school-turned-asylum/hospital. Go left
to reach the shore. There is a net
lying in the sand and a log
a little further to the left. Pick up both. Now
you can go back to the front yard and enter the school’s lobby.
3.
The lobby
First,
talk to the nun at the reception desk to the right. She tells you a
little more about the former school and that Father Ernest, whom
Jeremiah remembers as his old theology teacher, leads it now. Sadly,
the old man doesn’t seem to leave his room nowadays, and you are
not allowed to enter it, so you will have to find another way to talk
to him. When the nun asks you about your reason for coming back, tell
her you “prefer not to talk about it”. You now have permission to
explore (most of) the building. Sadly, Jeremiah takes off his sweet
tophat now, but I guess all good things must pass. Especially in a
horror game. Go left and enter the hospital.
4.
The hospital
The
first people you come across here are Matthew Vinge (the guy in the
bed) and his sister (the woman by his side). Matthew’s wife left
him and doesn’t send him any letters, the sister tells you. But
wait! The postcard
you picked up earlier is from his wife. Give it to Matthew. His
sister snatches it and pretends it’s from their mother. While she
is reading the card, you can steal the packet of letters
from her bag. They are all from Matthew’s wife. Give the poor guy
his letters.
He chases his sister away and gives you his lucky coin
as a reward.
Now,
keep going right, and speak to the nun by the last bed. She doesn’t
let you talk to her patient, but she seems very interested in the
statue of the Virgin Mary behind her. We’ll use that to lure her
away later. For now, click the back door (next to the statue) to
unlock it. You don’t have to go through now; it’s just to make
backtracking later a little faster. Instead, go through the door to
the right to enter the classroom.
5.
The classroom
Examine
the bookshelves by the door. You’ll find a musicbox.
Now, read the letter on top of the far right desk. Keep going left,
then read the diary on the desk. You find a photograph of Jeremiah’s
graduating class. One face has been scratched out. Strange.
But
you can leave the classroom now. Go back to the lobby, climb the
stairs and go through the first door into the nuns’
room.
6.
The nuns’ room
There
is a dresser by the door, a syringe and a flask of morphine on top of
it. You can’t take it just now, but you just know
you will! Instead, talk to the nun by the window. The poor woman
seems to be really depressed, but nothing you can say will comfort
her. Choose either dialogue option, it doesn’t matter. But there is
something else you can do to cheer her up: Use the coin
to wind up the musicbox.
The melody reminds the nun of her youth, and she goes off to … do
whatever sad nuns does when they aren’t staring out windows. (You
can find out that she drowned herself in the sea, but there is no
other reason to go to the beach anymore, so take my word for it.)
Now, you
can stare out the window! Click it!
There
is a broken pipe under the window. Pull out the dry leaves, so they
don’t block the water stream anymore. The hole in the pipe has some
really sharp edges, so you can’t interact with the pipe without
cutting yourself. Hit it with the stone
to blunt the edges. Now, you can put the net
in the pipe, so it catches any objects floating in the water.
Enter
the corridor again and keep going right. Open the door and enter the
bathroom.
7.
The bathroom
There
is a broken mirror to your right. One piece is protruding from it.
Pick up that piece of the mirror.
There is a puddle in the lower right shower hole with something
shining under the grating. Turn on the water by clicking the tap and
flush the shiny object into the pipe.
Now,
you can go back into the nuns’
room
to search the net you put in the pipe for the shiny object. Voilà!
It’s a glass teardrop.
Go back downstairs and into the hospital
area.
8.
The hospital
Walk
to the right end of the room. Now it’s time to lure the nun away.
To do so, you just have to fake a miracle! Isn’t that great? Put
the teardrop
on the statue’s cheek. Now use the mirror
to reflect light onto the tear and make it shine. The nun thinks the
Virgin Mary is crying because of whatever has happened in this
institution and flees the room.
Now
you can talk to the patient she was tending to. He wants you to end
his suffering. Jeremiah can either agree to help him or say he
doesn’t want to kill someone and find another way to help him. You
have two dialogue options:
If
you choose the first option (“I don’t know if I’d have the
courage to do that.”), you have to go back to the lobby.
Talk to Mother Elizabeth. She will give you a bible
to pray for the patient. Great help.
If you choose
the second option (“I
guess I could find the courage to help you.”), you have to find
something to euthanize the patient with. Go upstairs and into the
nuns’ room. You can now pick up the syringe of morphine
on top of the dresser.
Whatever option
you choose, you have to return to the sick patient’s bed in the
hospital
now. But he’s gone and only left behind a note saying “Baldwin
lies” over and over and over again. Baldwin is the groundskeeper’s
name. Let’s check him out! Exit the scene through the door next to
the Virgin Mary and enter the graveyard.
9.
Outside the boarding school
There
are knocks coming from inside the closed coffin. Examine it. “What
the hell,” indeed, Jeremiah. You have to find a way to open it. Go
to the front yard. The groundskeeper’s toolbox looks interesting,
considering your little coffin problem. But the guy won’t let you
touch his stuff, so you have to distract him. Talk to him.
First,
ask him to tell you about “this place”, then select the dialogue
choice “Tell me about Aberdeen”. His eyes drift off as he begins
to tell you about his hometown of Aberdeen. Filthy scotsman! (These
dialogue options don’t show up unless you have actually examined
the toolbox and Jeremiah realized he has to distract the
groundskeeper.) While he is talking, take the nail
tool
from his toolbox. Now go back to the graveyard.
Use
the nail tool
to open the coffin. It’s the guy who wanted to be euthanized! Who
would have guessed? Mother Elizabeth comes running out of the former
boarding school to help the collapsed patient. Ooh, that means the
lobby
is unattended now! Go there.
10. The lobby
Search the desk. Then
click it again to take the key. (It’s a little hard to spot, it’s
on the right side of the desk.) Use the key to unlock the door
to your right. Go through this door, and you enter a hallway. Some
weird kind of dream/flashback to Jeremiah’s school days begins.
Keep walking left and speak to all three of the boys in the hall.
Open the door to the far left and enter Father Ernest’s room.
11. Father
Ernest’s room
Finally,
you meet your old teacher again! Talk to him. Jeremiah will pray with
the old man. Father Ernest asks you three questions. You can do it
again if you fail to give the answer he wants to hear. The correct
answers are, in order:
- “The sharp sword.”
- “The endless blame.”
- “The lost seaman.”
Father
Ernest still kicks you out. But you need something from his room. Go
back inside. He may be blind, but he can still hear you. You have to
move carefully to remain undetected. Wait until Father Ernest makes
noise before you move. When he walks, talks or cough, go to the
cabinet by the door. Search the cabinet to find a bloody razor.
Combine the razor
and the log
in your inventory into a cutting
tool.
Go
back through the corridor, into the lobby, and up the stairs. Walk
right until you reach a tapestry. Cut it open with your cutting
tool
and go through the once-hidden door to enter the dormitory.
12. The dormitory
After
a short cut scene, to to the right end of the room. The next thing
you have to do is, in my opinion, absolutely insane, but you have to
do it: Lie down in the bottom bunk of the bed agains the wall and go
to sleep. You will enter a genuinely spooky dream sequence.
There
are notes next to the flickering candles on the floor. You have to
read every one of them. Go out the door into the corridor and read
the notes here, too. Continue your way down the stairs and into the
lobby. Read the note here, then go left into the hospital area. Keep
going right and read all the notes on the floor. The door to your
right is coated in blood. That’s always a good sign! Open it and
walk through to enter the classroom. Read the last note. Prepare for
another jump scare. Go left, down the trapdoor. A cut scene plays
that some may find disturbing, some hilarious. Let’s just say: If
this is anything to go by, the groundskeeper/gravedigger seems to be
a little too into his work.
Jeremiah wakes up in the dormitory.
You didn’t notice that trapdoor before. So let’s go check it out
in the real world! Go back downstairs and into the classroom.
Move left to where the trapdoor was in the dream. Lift the rug in
front of the teacher’s desk to reveal ... a hidden trapdoor! Open
it and go down into the cellar.
13. The cellar
You
meet an old friend again: the patient who wanted you to kill him. His
situation looks even worse now. If you agreed to euthanize him, you
can use the morphine
on him now. If you refused to kill him, your bible
is pretty worthless now, and he’ll just die when you enter the
room. Oh, also there are a lot of dead bodies. Don’t stay here,
it’s creepy! Go right and through the opened doorway. Prepare for a
cutscene and to be knocked out.
Congratulations! You are now buried alive, but you
also got the badge Beyond The Veil.
Doesn’t that more than make up for it?
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