Solución
The Last Door: Chapter 1 – The Letter Walkthrough by Jillian Werner on Feb 23, 2014 http://www.gamezebo.com/ ============================================= Game Introduction – The Last Door: Chapter 1 – The Letter The Last Door: Chapter 1 – The Letter is a point-and-click horror game developed by The Game Kitchen. In this game, you take on the role of Jeremiah Devitt as he explores an abandoned mansion in search of clues to the fate of his childhood friend. Gamezebo’s walkthrough will provide you with detailed images, tips, information, and hints on how to play your best game. Prologue -------- Overview: You begin the game in control of Anthony Beechworth in the attic of his home. There are only a few actions available to you, which you must perform in order to proceed. Click on the rope to pick it up. Note: an object is interactive when your cursor changes to a hand with all five fingers extended, like this rope. Click on the chair. Click through the dialogue; Anthony sets the chair upright. Click on the rafter above the chair. Anthony ties the rope to the rafter. Click on the rope again. Anthony ties it into a noose. Click on the chair. Anthony stands on it and places his head in the noose. Click on the chair again. The credits roll. Chapter 1 --------- Overview: Jeremiah Devitt arrives at the mansion of his childhood friend, Anthony Beechworth. He has been called to Beechworth Manor by a mysterious letter that hints something is wrong. Devitt finds the mansion abandoned and must search for clues to Anthony’s fate. Click through the dialogue and the scenes of Devitt traveling to Beechworth Mansion. You will gain control of Devitt in front of the manor. Click on the open front door. Note: exits are indicated by a hand with only the index finger extended. You’ll be in the foyer. Devitt hangs his coat and hat up, and then begins the search for Anthony. Click on the archway to the right to enter the parlor. Click on the closed door in the parlor. Devitt will walk to and open it. Click on the open doorway to enter the downstairs hallway. Click on the door to your left. Devitt will walk to and open it. Click on the doorway to enter the kitchen. Examine the kitchen stove. There is a cloth hanging off it. Click on the stove to receive OLD CLOTH. Click on the closed door on the right side of the screen. Devitt unlocks the back door. Exit the kitchen back to the downstairs hallway. Note: clicking on an area you’ve already been to will display an exit hand with a yellow “>>” sign. Double-clicking with this type of cursor will send Devitt to that area immediately, without waiting for him to walk there. Walk to the right down the hallway. Keep clicking to the right, and the screen will scroll as Devitt walks. After a series of paintings, you’ll come to a closed door. Click on this to open it. Click the doorway to enter the servant’s quarters. Examine the red lamp on top of the chest of drawers. Take the lamp to receive UNLIT LAMP. Exit the servant’s quarters and walk back to the left, returning to the parlor. In the parlor, examine the shelf next to the record player. Devitt notes a box of matches are present. Click on the shelf again to receive MATCHES. In your inventory, use MATCHES on UNLIT LAMP to receive LIGHTED LAMP. Note: when you click on an item in your inventory, you will pick it up and your cursor changes to that item. Hovering the item-cursor over an interactive part of the screen—or another item in your inventory—highlights it with a yellow outline. This indicates you can try using the two items together. Exit the parlor through the right-hand door, back to the foyer. Click on the stairs on the left-hand side of the room to go upstairs. (There appears to be another room to the left, but there is not. Clicking anywhere in this region takes you upstairs.) It’s dark upstairs, but your LIGHTED LAMP allows you to see. The first door you come to is locked. Keep clicking to the left so Devitt walks down the hall. Just after a boarded up doorway is another closed door. Click it to open the door. Click on the doorway to enter the guest bedroom. Examine the nightstand near the door. Devitt notices a silver key. Click on the nightstand to receive SILVER KEY. Exit the guest bedroom and walk back right to the end of the hallway, and downstairs. Walk right into the parlor, then through the door to the downstairs hallway. Walk all the way to the right until you reach the door at the end of the hall. In your inventory, select SILVER KEY. Use SILVER KEY on this door. The door opens. Walk through the doorway to enter the cellar. Examine the colorful box just to the left of the cellar stairs. It is a record. Click on the record to receive RECORD. Keep walking left until you reach the boiler. There is a metal object leaning against the boiler; examine it to reveal it’s a crowbar. Click on the crowbar to receive CROWBAR. Walk back to the right and up the stairs to exit the cellar. Walk left down the hallway and back to the parlor. In your inventory, select RECORD. Use RECORD on the record player in the parlor. After you place the record, click on the record player again to play it. The music begins. Exit the parlor through the door to the right. When you enter the foyer, the music stops. Reenter the parlor. Enter the door to the downstairs hallway, then the door to the left leading to the kitchen. Exit the kitchen through the door to the right, leading outside. Examine the lone crow on the ground. Click on the crow to receive CROW. Go back inside the house through the kitchen door. Head back upstairs and walk down the upstairs hallway until you reach the boarded up doorway. In your inventory, select CROWBAR. Use CROWBAR on the boarded up doorway. Devitt tears down the boards. Enter the newly opened doorway. You’ll be in the master bedroom. Examine the body on the bed. You’ll read the note she is clutching, and then a small item falls out of her grasp onto the floor. Examine the item; it’s a hairpin. Pick it up to receive HAIRPIN. Exit the master bedroom back to the hallway and enter the room just to the left of it, the guest bedroom. In your inventory, select HAIRPIN. Use HAIRPIN on the glass balcony door near the chair. Exit through the balcony doorway and you’ll enter a workshop. Examine the can on the floor below the table. Pick it up to receive THINNER. Examine the hammer on the shelf near where the THINNER was. Pick it up to receive HAMMER. Click on the door on the right-hand side of the room to unlock it. Open the door and exit it to the upstairs hallway. Walk all the way to the right end of the hall and back downstairs. Enter the parlor again and then the downstairs hallway. Walk only slightly to the right, until you reach the “Mona Lisa” painting. Examine this painting. Devitt notes it’s crooked. Click on the painting to straighten it. Click it again to straighten it more. Click it a third time and the painting falls off the wall, revealing a hidden compartment. Examine the compartment to find a rosary. Pick it up to receive ROSARY. Walk to the right a bit more and enter the servant’s quarters again. In your inventory, select ROSARY. Use ROSARY on the window on the left-hand side of the room. Devitt props the window open. In your inventory, select CROW. Use CROW on the bowl just below the window. Devitt places the CROW in the bowl. Exit the room. Walk left down the hallway and back into the parlor. When you enter the parlor, you’ll hear a cat meowing. Go back through the doorway you just came from, into the downstairs hallway. Walk all the way to the far right end of the hall, and enter the cellar. The meowing grows louder. Walk to the far left end of the cellar. There’s a bricked up wall here. In your inventory, select HAMMER. Use HAMMER on the wall. Devitt tears down the wall to find an eyeless cat sitting on top of a box. The cat pounces at him and then runs off. Examine the box and then click on it to receive KNIFE. Walk all the way back to the right and exit the cellar. Head left down the hallway, back to the parlor, then the foyer, and back upstairs. Walk left down the upstairs hallway to the previously boarded up doorway. Enter the master bedroom and then go through the doorway within the bedroom. This leads to a gallery with many paintings on the walls and floor. Examine the painting closest to the window. It’s a picture of Anthony and his pet lynx. Devitt notes the paint is fresher around the lynx’s head. In your inventory, use THINNER on OLD CLOTH. You now have WET CLOTH. Use WET CLOTH on the painting of Anthony with the lynx. Devitt reveals that the painting previously showed the lynx with his mouth open, as if growling. Exit the gallery and the master bedroom. Walk left down the hallway to the doorway at the end which leads to the workshop. Enter the workshop. In your inventory, select KNIFE. Use KNIFE on the stuffed lynx near the window. Devitt pries open its mouth and notices a key inside. Click on the lynx to receive GOLDEN KEY. Use GOLDEN KEY on the trap door at the top of the ladder in the workshop. Devitt enters the attic and finds Anthony’s body hanging from the rafters. Examine Anthony. Click on Anthony. Devitt finds a letter addressed to himself in Anthony’s pocket. Click through the letter. The final scene unravels. Chapter 1 ends. The Last Door: Chapter 2 – Memories Walkthrough by Jillian Werner on Feb 26, 2014 ============================================= Prologue -------- Overview: You begin the game in control of an unnamed priest in his room. You’ll need to proceed through the steps of self-flagellation in order to progress. Click on the black whip lying on the table. Note: an object is interactive when your cursor changes to a hand with all five fingers extended, like this whip. Click on the coat rack near the door. The priest hangs up his robes. Click on the altar under the crucifix. The priest kneels. Click on the priest. He lashes himself. Click on the priest again. He lashes himself again. Click on the priest a third time. He lashes himself again. The credits roll. Chapter 2 --------- Overview: Haunted by what happened to his friend Anthony, Devitt has been seeing a therapist. He decides that returning to their old boarding school and searching for what really drove his friend to suicide may help quell the nightmares he’s been having and offer some peace. Chapter 2 begins in a black-and-white dream. You’ll be in control of Devitt in a forest. Click to the right to walk right. Devitt will encounter a few visions. Click through any dialogue and keep walking right. After the dream, Devitt awakens in his therapist’s office. Select either of the dialogue choices. Click through the dialogue and the scenes that follow, which depict Devitt visiting Anthony’s grave and passing time until deciding to revisit their old boarding school. You’ll gain control of Devitt as he arrives at the boarding school. Examine the mailbox behind Devitt. Click on the mailbox to open it. Click again to examine the inside of the mailbox. Click one more time to receive POSTCARD. Click to the left to walk left. Keep walking left until you reach a fountain. Examine the gray object at the ground in front of the fountain. It’s a broken piece of statue. Click on the piece of statue to receive STONE. Click on the open doorway of the boarding school (now a hospital) to walk inside. Note: exits are indicated by a hand with only the index finger extended. Speak to the nun sitting at the front desk. Click through the dialogue. Select any of the dialogue choices, although none will satisfy the nun. After the conversation, Devitt will hang up his coat and hat. Speak to the nun again. Exhaust all of the dialogue options and then exit the conversation. Walk through the doorway to the left. You’ll enter the patient wards. Examine the blue bag on the floor. Speak to the man lying in bed. In your inventory, select POSTCARD. Use POSTCARD on the man in bed. Note: when you click on an item in your inventory, you will pick it up and your cursor changes to that item. Hovering the item-cursor over an interactive part of the screen—or another item in your inventory—highlights it with a yellow outline. This indicates you can try using the two items together. The woman will take the POSTCARD and pretend to read it to the man (although her version is false). While she’s “reading,” click on the blue bag behind her. You will receive LETTERS. In your inventory, select LETTERS. Use LETTERS on the man in bed. The man learns the truth and sends his sister away; he gives you COIN as a thank you. Walk to the right and speak to the woman in the next bed. Walk farther to the right and speak to the man in bed near the nun. She says there’s nothing you can do, but perhaps pray to the statue of Mary. Continue walking to the right. Click on the door on the far right wall to open it. Click on the doorway to enter an old classroom. Examine the first shelf near the door. Devitt notices a music box. Click on the shelf to receive MUSICBOX. Walk to the left and examine the letter on the teacher’s desk. Click through the many entries until you see the photograph at the end. Walk back right and exit the classroom. Note: clicking on an area you’ve already been to will display an exit hand with a yellow “>>” sign. Double- clicking with this type of cursor will send Devitt to that area immediately, without waiting for him to walk there. Click on the closed door near the statue of Mary. Devitt will walk over and open it. Exit through the doorway; you’ll be outside. Walk to the left and speak to the grave digger. Exhaust all the dialogue options, and then exit the conversation. Continue walking to the left until you reach an exit. Take the exit down to the beach. Examine the gray item on the beach. It’s a piece of fishing net; click on it to receive NET. Continue walking left and examine the log near the water. Click on it to receive LOG. Walk back to the right and up the stairs. Continue walking right all the way to the end of the screen; exit and you’ll be at the front door again. Enter the front door. This time, head upstairs. Click on the first door you come to. Devitt will open it; click again to enter the nun’s room. Speak to the nun standing at the window. Choose either dialogue option. In your inventory, use COIN on MUSICBOX. Devitt winds the music box and it plays a soft melody. The music affects the nun and she leaves the room. You can now look out the window where she was previously standing. At the window, examine the drain pipe. Devitt notices it’s full of leaves. Click on the pipe to clear the leaves. In your inventory, select STONE. Use STONE on the drain pipe. Devitt smacks it to remove the sharp edges. In your inventory, select NET. Use NET on the drain pipe. Devitt puts the NET over the pipe so it will catch anything flowing downstream. Exit the window and the nun’s room. Continue walking right down the hallway until you reach the door at the end of the hall. Click on the door to open it; click again to enter the bathroom. Examine the mirror on the right-back wall. Devitt notices a broken piece. Click the mirror to receive MIRROR. Examine the bottom-right pool of water. There’s a shiny object below the grate. Examine the shower handle above this pool. Devitt notes that he should be able to turn the water on freely (since we put a net over the drain pipe). Click on the shower handle to turn the water on. The shiny object washes away. Exit the bathroom and return to the nun’s room. Look out the window again. Examine the net over the drain pipe. The shiny object is caught in the net. Click on the net/pipe to receive TEARDROP. Exit the window and the nun’s room. Head left down the hallway and back downstairs. Go through the left doorway, back to the patient wards. Walk to the far right, near the nun at the bedside. In your inventory, select TEARDROP. Use TEARDROP on the statue of Mary. Devitt places the TEARDROP in Mary’s eye. In your inventory, select MIRROR. Use MIRROR on the statue of Mary. Devitt flashes the mirror at the statue, making it appear as if she’s really crying. The nun notices and runs away. Speak to the patient in the bed near the statue, now that the nun is gone. The patient wants you to help end his suffering. Select “I guess I could find the courage to help you.” The patient requests morphine. There was some morphine in the nun’s bedroom upstairs… Walk left and exit the wards, then go back upstairs. Enter the nun’s bedroom. Examine the dresser near the door. There is a syringe and flask of morphine. Click on the dresser again to get MORPHINE. Exit the bedroom and go back downstairs. Head left into the wards again. Walk right to the patient near the statue. The patient is gone. Only a letter remains on his bed. Examine the letter. Click on the letter again to read it. Exit out the side door near the statue. Devitt hears a knocking sound. Walk to the left and examine the upright coffin. Click on the coffin to try and open it; Devitt notes it’s nailed shut. He needs a tool to open it. Walk to the right and take the exit that leads to the front of the hospital. The grave digger is repairing the porch. Examine his toolbox. Devitt notes there might be something useful inside, but he’ll need to distract the grave digger. Speak to the grave digger. Select “Tell me about this place.” Then select “Tell me about Aberdeen.” The grave digger will look at the hills and speak freely, exiting the conversation. Use this time to click on the toolbox. Devitt will take NAIL TOOL. The grave digger comments Devitt seems distracted. Exit the conversation. Walk back to the left, to the coffin that was making noise. In your inventory, select NAIL TOOL. Use NAIL TOOL on the coffin. Devitt opens the coffin to find the terror-stricken patient. The nun from the front desk appears to comfort him. Walk back to the front door and enter the hospital again. There’s no one at the front desk now. Examine the front desk. Devitt notices a key. Click on the desk to receive KEY. In your inventory, select KEY. Use KEY on the door near the front desk to open it. Click on the doorway to enter the downstairs hall. Devitt has a flashback upon entering. You’ll be in control of young Devitt. Speak to the boy near the door. Walk to the left and speak to the next two boys. Continue walking left. Click on the door to open it; click again to walk inside. Devitt enters the priest’s quarters. Click through the dialogue; the flashback ends and you’re in the same hallway in the present day. Walk to the end of the hallway and click on the door to open it. Click on the doorway to enter the priest’s quarters. Father Ernest is inside. Click through the dialogue; Devitt kneels next to him at the altar. Examine Father Ernest. Devitt notices he is completely blind. Speak to Ernest. Select any answers to the three questions he asks. Devitt will leave the room automatically. Enter the room again. We need to examine two objects in this room without Ernest noticing. Even though he is blind, he can sense you very easily. Click only when Ernest is distracted in prayer, kneeling at the altar. First, examine the shelf near the door. There is a bloody razor blade; click on the shelf to get RAZOR. Next, examine the letter in the middle of the room. Then click on it again to read it. After you’ve picked up the razor and read the letter, exit the room. Walk to the far right and exit the hallway, back to the front entrance. Head upstairs. Walk about halfway down the hallway, until you reach the tapestry that is obviously too long for the wall. In your inventory, use RAZOR on LOG. This creates CUTTING TOOL. In your inventory, select CUTTING TOOL. Use CUTTING TOOL on the tapestry. Devitt reveals a door behind the tapestry. Click on it to enter a flashback of his time at boarding school. Click through the dialogue of the flashback, and then you’ll have control of Devitt in the present day again. He’s in the dormitory. Walk to the right until you reach the second set of beds. Examine the top set of beds. Devitt recalls this was his bed. Click on the bed; Devitt lies down and dozes off. You’ll take control of Devitt in his dream. There are candles spread around the rooms with a piece of paper near each. Walk left and read the two pieces of paper in the first room. Exit through the left-hand door. Continue walking left in the next room. There are three more pieces of paper to read here. Walk downstairs. There is one piece of paper in the next room. Walk through the left doorway. You’ll walk right in the next room. There are four pieces of paper in this room. Exit through the right-most door. Walk left in this next room. There is only one piece of paper here. After reading it, walk left and exit through the trap door in the floor. Click through the “film” that follows. Devitt awakens from the dream and realizes that he was remembering a real place at the end. If you recognize the locations Devitt was walking, you’ll realize he walked from the dorm, down the hall, downstairs, through the wards, and into the classroom. The final room was hidden in the classroom. Return to the classroom. It’s just past the “crying” Mary statue in the patient wards downstairs. Walk to the far left end of the classroom. Examine the red rug near the chalkboard. Click on the rug to roll it back and reveal a trap door. Examine the trap door, and then click on it to open it. Click on the open trap door to enter. Examine the body near the entrance. It is the patient from upstairs. Devitt comments there’s only one way to end his suffering. In your inventory, select MORPHINE. Use MORPHINE on the patient. Walk to the right and enter the open doorway. Devitt has another flashback of his boarding school days; click through the dialogue. We then return to the same room in the present day; Devitt surveys the horrors inside and Father Ernest appears. Click through (and listen to) the final events. Chapter 2 ends. The Last Door: Chapter 3 – The Four Witnesses Walkthrough by Jillian Werner on Feb 28, 2014 ============================================= Prologue -------- Overview: You begin the game trapped in darkness. Devitt is stuck within the coffin that he was buried in at the end of Chapter 2 – Memories. Click after each line of dialogue. You’ll knock on the coffin door. After the final line of dialogue, you’ll have to click two times. A total of four clicks is the minimum number needed to escape. Devitt falls out of the coffin. The credits roll. Chapter 3 --------- Overview: Devitt has escaped the coffin but finds himself lost in a slum known as Old Nichols. He must find a way to escape not only the city but also the thick fog that has stranded everyone inside of it. Chapter 3 starts with a dream and flashback; Devitt is walking through a snowy forest when you gain control of him. Click to the right to walk right. Devitt will have flashbacks as you go along; click through the dialogue and when in the snowy forest, keep walking to the right. Once you’ve seen all the flashbacks and finished walking through the forest, Devitt awakens in a dark room next to the coffin he’s just escaped from. You have one item in your inventory, TICKET. In your inventory, click on the lens and then click on the TICKET to examine it. It’s a pass to see the play, “The Four Witnesses.” To stop using the lens, click any spot in your inventory without an item. Click on the doorway to the left to exit this room. Note: exits are indicated by a hand with only the index finger extended. As Devitt walks, he’ll complain of extreme thirst. Click the exit again to leave. The next room is also fairly empty, except for some pipes and high windows. Click to the right to make Devitt walk right. Keep clicking to the right until you come to a doorway. Click the doorway to exit to the outside. Devitt emerges outside and comments in surprise that he’s in a city. Click on the doorway to the right to exit to the street. You’ll emerge on a street with vendors and other citizens sitting around. Click to the right to walk down the street. Keep clicking and walking right until Devitt comes across a man that is watching him. Walk to the right slightly after Devitt notices the man; the man will run away and close an iron gate behind him. Click on the doorway just left of where the man was previously standing. You’ll be in a dirty back alleyway. Examine the dripping water on the left side of the screen. Click on the dripping pipe to use it. Devitt will walk over and drink the water. Note: an object is interactive when your cursor changes to a hand with all five fingers extended, like the water pipe. After Devitt drinks, click on the exit. He will walk towards it but collapse just before the doorway. Devitt awakens in the same spot, but many hours have passed and it is now nighttime. Click on the doorway to exit back to the street. Click to the left to walk left. Devitt’s walking speed is faster now that he’s had some water and rest. Walk left about halfway down the street, until you reach a foggy alley. This alley was previously blocked by a cart, but is now open. Click on the foggy alley to enter the street maze. There will be a brief cutscene between two doctors who seem to be searching for Devitt. Click through the dialogue and then you’ll return to Devitt who has been wandering the streets aimlessly. Click on the stairs to go upstairs first. The redheaded man that was watching Devitt earlier is standing here. Examine the brown object hanging from the gypsy woman’s cart. It’s a lamp and she comments that Devitt can have it. Click on the lamp to receive EMPTY LAMP. Click to the right and on the exit where the man is standing. He will walk out ahead of you to the next location. Walk towards the man again and follow him through the upper right exit. Walk towards the man one more time in the next scene; he enters a room. Follow him into this room; it is too dark inside for Devitt to proceed, but now we have a goal. Exit the room. Note: clicking on an area you’ve already been to will display an exit hand with a yellow “>>” sign. Double-clicking with this type of cursor will send Devitt to that area immediately, without waiting for him to walk there. Click on the exit on the far left side of the screen. Devitt will be back where you first started. This time, take the upper left exit. You’ll be at a dead end with a lone street lamp. Walk to the right and click on the closed door on the right side of the screen. Devitt will open it. Click on the open doorway to enter the butcher’s shop. Walk to the right. You will come to the end of the room, and a small gray door in the back wall. There are three white bars above this door. They form a sort of puzzle; you need to move these bars so they are all turned horizontal. Here’s how the bars work: Bar 1 moves 1 and 3. Bar 2 moves 2 and 1. Bar 3 moves 4. Bar 4 moves 4 and 1. Move the bars in this order: 2, 1, 4. When they are all horizontal, the door will open. Click on the now-open doorway to enter the back room. Examine the green bottle on the floor under the table. It’s an empty bottle of gin. Click on the bottle to receive EMPTY. Exit this room through the doorway you just came in. Exit the butcher shop through the left side of the screen. Exit the dead end to the left and emerge back at the street entrance. Go back up the stairs. Walk right and exit through the archway. You’ll be back in the area near the sewer entrance. This time, go in the sewer entrance. In your inventory, select EMPTY. Use EMPTY on the pool of black liquid in the sewer. You now have OILY WATER. Note: when you click on an item in your inventory, you will pick it up and your cursor changes to that item. Hovering the item-cursor over an interactive part of the screen—or another item in your inventory—highlights it with a yellow outline. This indicates you can try using the two items together. Exit the sewer. Return to the oil-refining room in the butcher shop: to get there go left, downstairs, then take the upper- left exit. In the oil-refining back room, walk to the far left. Use OILY WATER on the machine under the window. The machine drains the water off the OILY WATER and leaves only oil. In your inventory, select EMPTY LAMP. Use EMPTY LAMP on the oil machine. You now have LAMP. Exit the back room and the butcher shop. Leave the dead end and return to the entrance. Go back upstairs again, to the gypsy woman. She is warming her feet over some coals. In your inventory, select LAMP. Use LAMP on the gypsy’s coals. You’ll now have LAMP, but it’s lit. We can now explore the room the redheaded man disappeared into. Walk through the right-hand exit. Continue past the sewers, taking the upper-right exit. Walk in the doorway near the fog. Examine the coat hanging up near the entrance to this room. Devitt notices a pair of gloves. Click on the coat to get GLOVES. Walk to the right and click on the backdoor to open it. Don’t go outside yet; walk upstairs instead. Walk to the left slightly and click on the first door you come across. Devitt opens it; click on the doorway to enter the bedroom. There’s an old woman dressed as a young girl sitting in this room. Examine the fireplace. Devitt notices something in the embers. In your inventory, select GLOVES. Use GLOVES on the fireplace. Devitt retrieves DOORKNOB. Speak to the woman. Go through each of the dialogue options. At the end of the conversation, she asks you to play hide and seek with her and directs you to stand by the fireplace. Click on the right-hand side of the fireplace. There should be a hand icon to indicate it’s interactive. Devitt will count and open his eyes. The woman is still there. Click and Devitt will count again. The room has changed. Click and Devitt will count again. The room has changed yet again. Click and Devitt counts again. The room has changed again. Click and Devitt closes his eyes, then opens them to the room back to normal. The woman is gone. Examine the pile of items in front of the fireplace. Devitt finds a photograph and you will receive a broken porcelain mask, BROKEN. Exit the bedroom. Continue walking left down the hallway. The next door you come to is missing the doorknob. In your inventory, select DOORKNOB. Use DOORKNOB on the door. Devitt replaces the doorknob and opens the door. Walk inside. You’ll be in the bathroom. Laughter is coming from the bathtub. Examine the shower curtain. Click on the shower curtain again and Devitt will pull it back. Examine the figure in the bathtub. Click on it again to receive WIG. If you’d like, examine the record player and click it again to stop the laughter. Click it again for a surprise. Exit the bathroom. Continue walking left to the final door. Click on the door to open it and click again to walk inside. There’s a musician in this room. Speak to the musician and work through all of the dialogue options. Make sure you receive the option to ask about “The Mausoleum…” and ask it. The musician is distraught because his muse is gone. Examine the object just right of the man on the table. It’s a musical score. Click on it again to receive SCORE. Exit the bedroom and walk back to the right. At about the center of the hallway is a ladder leading up; take the ladder to the attic. Examine the piano. Click on the piano and Devitt will try playing it. But one of the keys won’t depress. Click on the piano again and Devitt finds a key hidden there. You’ll receive SMALL KEY. In your inventory, select SCORE. Use SCORE on the base of the birdcage on the right-hand side of the room. Devitt blows through the rolled-up score and makes the feather fly out of the cage. You’ll receive FEATHER. Exit the attic and keep walking right. Go back in the first bedroom where the woman was. In your inventory, select SMALL KEY. Use SMALL KEY on the wardrobe to open it. Examine the opened wardrobe. Devitt finds a party dress. Click on the wardrobe again to receive DRESS. Exit the bedroom and walk back downstairs. Walk to the right and outside to the backyard. Walk farther to the right and examine the tree stump. Devitt notes there’s a sticky resin on it. In your inventory, select FEATHER. Use FEATHER on the tree stump. You’ll now have RESIN. In your inventory, use RESIN on BROKEN. You’ll now have FIXED MASK. Walk back to the left and enter the house again. Go back upstairs, all the way to the bedroom at the far left where the musician is staying. There is a tailor’s mannequin near the window. In your inventory, select DRESS. Use DRESS on the mannequin. In your inventory, select WIG. Use WIG on the mannequin. In your inventory, select FIXED MASK. Use FIXED MASK on the mannequin. The mannequin now looks like Daphne. The musician is so thrilled that he gives you his violin and the key to the mausoleum. He speaks to Devitt again. Select “I need to get out of this place.” The musician mentions the Simurg. Select “What is the Simurg?” then exit the conversation. You now have VIOLIN and BLACK KEY. Exit the bedroom, walk all the way right down the hallway, and go back downstairs. Exit the house through the right-hand door to the backyard. Walk right through the yard to the mausoleum. In your inventory, select BLACK KEY. Use BLACK KEY on the mausoleum door to open it. Click on the open doorway to enter the mausoleum. Walk to the right and examine where the sarcophagus should be. Devitt notes it’s broken and appears to have been stolen. Follow the trail of dirt to the right and examine the hole in the wall. Click on the hole to exit through the back of the mausoleum. You’ll enter a back alley with a shop and a gated doorway. First, click on the gate to open it. This provides a shortcut back to the alley with the sewer entrance. Click on the green door to the shop. The trail of dirt leads here, but the door is locked. Examine the window near the door. Devitt can’t see anything through the dirt. Click on the open doorway on the right. Devitt will walk towards it but hear a noise on the other side of the green door. Examine the green door. Devitt will peek in the keyhole but see only darkness and exit the close-up. Examine the green door again. Devitt peeks in the keyhole again; this time he sees something and the door opens. Go in the now-open door. You’ll be in a cluttered bookstore. Walk to the far right and enter the doorway. You’ll be in the back room of the bookstore. A man is sitting here. Speak to the man. Exhaust all the dialogue options. Be sure to ask about the “man of weird appearance” and which book he perused. The bookstore owner tells you it was “Unexplored Places of the Empire.” Also ask about the “Simurg.” The owner says there’s a book of poetry about it somewhere in the store. Exit the conversation and walk to the left through the next doorway. You’ll be in the stacks. Walk to the left until you come across a page lying on the floor. Examine this; it’s from “Unexplored Places of the Empire.” Click the page to read it; it describes Zhai-La, or the Place of Eternal Fog. Keep walking to the left. You’ll come across a giant tree that has grown in the middle of the building. Walk left until you reach the wall. Examine the upper left branch of the tree; it’s stuck through the wall and appears to have part of a book sticking to it. Examine the book below the branch. The missing page (that is stuck to the tree) describes the Simurg. Walk back to the right slightly and enter the hole near the tree. You’ll be in an underground area. Walk to the left and exit. You’ll now be in a deeper part of the sewers. Walk to the right until you reach the base of the tree. In your inventory, select VIOLIN. Use VIOLIN on the crack in the tree. The trunk closes around the VIOLIN and Devitt hears the roots expanding. Walk all the way to the left, past the door you just came in. Exit the far left and you’ll be in the entrance to the sewers. Exit the sewers to the left. Take the upper-left exit and you’ll be back by the gypsy woman. Take the stairs down to the maze entrance. The entrance has changed: the giant tree has grown through the side of the building. Examine the tree root; there is a page stuck to it. Click on the page to receive PARCHMENT. There’s a poem on this paper. It is our key to navigating the fog and escaping the city. After Devitt reads the poem, the redheaded man appears and takes the upper-right exit. Follow him. Walk to the right. The man is standing here and will exit through the foggy doorway. Follow the man into the fog. The next puzzle is tricky and requires listening very carefully to the game’s sounds. You’ll need to use the poem in the PARCHMENT as a guide and also find the correct, corresponding sound. First, the poem: “First into the wind / They sought for the King / But lost were the birds / They wept in suffering / And flew to the sea / Compelled by a need / They found there silence / Their quest was complete.” There are hidden doorways in the fog. You won’t be able to see anything except Devitt and faint outlines of the background. You’ll need to walk right until you hear the correct noise. It’s recommended to use headphones for this part so you can hear clearly. You’ll need to listen for the correct noise on each screen. The poem tells you what sounds you’re listening for: first, wind. Second, birds cawing. Third, the sea / waves crashing. Fourth, silence. When you hear what you think it the correct noise, hover near Devitt until you see the cursor change to the exit hand. Click on the hidden exit and if you were correct, Devitt will move to the next fog screen. If you were wrong, you will end up back in Old Nichols near the fog exit. The sounds and doors are also randomized each time, so there’s no way to say which door you’ll need to select. You really need to rely on your hearing. On screen two, you’ll be walking left. On screen three, you will have to walk left and/or right to find the correct door. Once you’ve selected all four doors, you’ll be on the final fog screen, walking right. Walk all the way to the right until you see the redheaded man disappear into the fog. Exit where he just disappeared. Devitt finds a building in the fog and the redheaded man asks for his ticket. In your inventory, select TICKET. Use TICKET on the redheaded man. Walk inside the building. Walk to the right until you reach the end of the hallway and an exit (although it’s obscured by the windows). Click on the exit to enter the theater. Click on the red curtain and Devitt will walk up onto the stage. The man on the stage, Alexandre, speaks to Devitt. Click through the dialogue and then select “True philosophy.” Alexandre offers Devitt a mask. Click on the mask. Click on the letter that appears. Chapter 3 ends. The Last Door: Chapter 4 – Ancient Shadows Walkthrough by Jillian Werner on Feb 21, 2014 ============================================= Prologue -------- Overview: Chapter 4 begins in a small room, with Devitt sitting in a chair and a blonde man standing in the corner. You will be in control of the man. When text appears on the screen, whether in dialogue or standalone, you will need to click to progress forward. Click on Devitt. The man walks over and ties him to the chair. Click on the items on the table. The man picks one of the items up. Click on Devitt again. The man walks back over. Continue clicking through the dialogue and scenes as they appear. The credits will roll. Chapter 4 --------- Overview: Devitt has been beckoned to the home of his childhood friend, Alexandre. After arriving in the woods just outside Alexandre’s home, Devitt must search the grounds of the manor and find out exactly what Alexandre wants from him. After the credits finish, Devitt is standing on a balcony with Alexandre, looking up at the stars. Click through their conversation. You will see a cutscene of the two doctors on a train. Click through their conversation. You will be given a choice of three dialogue options. Select any choice you’d like, as you will have to go through all three to proceed. (You will choose a second option and then the doctor will ask the third automatically.) After their conversation ends, we will see Devitt overlooking a house and the title screen appears. You will now be in control of Devitt in the woods outside Alexandre’s home. Click the left side of the screen to walk left. Keep clicking the left side of the screen until you reach the end of the woods. The cursor will change to a hand to indicate the exit; click when it’s a hand to leave the woods. Note: exits are indicated by a hand with only the index finger extended. Devitt will be in the front yard of Alexandre’s house. Click on the left side of the screen until you reach the front door of the house. Click on the door to knock. Note: an object is interactive when your cursor changes to a hand with all five fingers extended, like this door. No one answers. Click on the door again to open it. Click on the doorway to walk inside. You’ll be in the foyer. Click on the open archway in the center of the screen. As Devitt steps inside, he hears footsteps. Click again to enter the parlor. Click on the door on the left side of the screen. Devitt will walk to the door and open it. Click on the doorway to enter the kitchen. You’ll enter a very dark part of the kitchen and be unable to see Devitt. Examine the item on the stove on the right side of the screen. Devitt will walk over and comment that it’s an oil lamp. Click on it and you will receive LAMP. Walk back to the left side of the room and examine the diary on the table. Walk back to the right side of the room and open the door. Click on the doorway to exit to the backyard. Click on the gate just to the left of the kitchen; Devitt will open it. This leads back to the front yard. Exit through the now-open gate and re-enter the house through the front door. Note: clicking on an area you’ve already been to will display an exit hand with a yellow “>>” sign. Double-clicking with this type of cursor will send Devitt to that area immediately, without waiting for him to walk there. You’re back in the foyer. This time, go upstairs. Walk in the open doorway to the right of the stairs. Devitt finds Alexandre in this room. Click on Alexandre to speak to him. Note: hovering over a character you can speak to will change your cursor to a speech bubble. You will be given three dialogue options. Select any of the three; you will have to go through all of them to proceed. Select another option and then Devitt will ask the third option automatically. Alexandre does not respond and the conversation ends. Exit the room. Continue walking down the hallway to the right, through an archway. The next section of hallway features a closed trunk. Examine the trunk, and then click on it to open it. Examine it again to look inside. Devitt finds an iron hook. Click the trunk to pick up the hook. You will read a diary entry and then receive HOOK. Continue walking to the far right end of the hallway. Enter the last door, which is open. You’ll be in a study. Examine the fireplace. Devitt finds a large, black envelope. Click on the fireplace again to receive ENVELOPE. Examine the orange piece of paper on the left side of the desk. It is an invoice for changes made to the clocks in the house: first, the cuckoo chimes at quarter past six. Second, all clocks in the house have been connected to each other. Keep this invoice in mind. Exit the room. Enter the other room in this hallway, next to the trunk. This is a photography dark room. Examine the light bulb hanging near the sink. Click on the light bulb again. Devitt removes it and you receive LIGHTBULB. Examine the gray bottle on the desk near where the light bulb was. It is cyanide. Click on the bottle again (it will be behind Devitt, so click when the hand appears) to receive CYANIDE. Examine the paper on the floor near where the cyanide was. It contains photography recipes. Keep this note in mind. Notice the red specks on the floor; if you examine them, Devitt comments it is some kind of red tinting. Keep this in mind. Exit the dark room. Walk left all the way down the hallway and go back downstairs. Walk out the front door. Exit the front yard and return to the woods where you first started. Walk to the right a few paces until Devitt comes across a dead deer. In your inventory, click on LIGHTBULB. Note: when you click on an item in your inventory, you will pick it up and your cursor changes to that item. Hovering the item-cursor over an interactive part of the screen—or another item in your inventory—highlights it with a yellow outline. This indicates you can try using the two items together. Use the LIGHTBULB on the pool of blood coming from the deer. Devitt dips it in the blood and you will have LIGHTBULB in your inventory again (but this time it’s red). Walk back to the left and enter the front yard of the manor again. Examine the pink door on the right side of the screen. Devitt comments that it’s barred by a bar. Click on the door again to remove the bar. Click on the door a third time to open it. Click on the doorway to enter the greenhouse. In the greenhouse, walk right until you reach the end of the screen. Examine the bottle sitting on the pedestal. Devitt notes it’s vitriol oil. Click on the bottle again to receive VITRIOL. Walk to the left and exit the greenhouse. Walk to the left and enter the gate to the backyard. In the backyard, walk to the left and examine the well. Click on the well again. Devitt pulls on the rope, but it breaks. You now have ROPE. In your inventory, use ROPE on HOOK. You now have HOOK (but it’s attached to the rope). Use HOOK on the well. Devitt pulls the bucket up and finds a brass bird inside. You now have BIRD. Go back inside the house and head upstairs. Walk down the hallway and enter the dark room (the second to last door). In your inventory, click on LIGHTBULB. Use LIGHTBULB on the empty light socket near the sink. Devitt screws the red bulb in and the room is now bathed in red light. We’re going to develop the black envelope. Remember the photography recipe we examined earlier? In your inventory, click on ENVELOPE. Use ENVELOPE on the sink. In your inventory, click on VITRIOL. Use VITRIOL on the ENVELOPE sitting on the sink. In your inventory, click on CYANIDE. Use CYANIDE on the ENVELOPE sitting on the sink. Devitt will comment that the chemicals have been applied correctly and need to be rinsed. Click on the sink faucet to turn it on and rinse the plate. You will finish developing the photo; it is a picture of Anthony and Alexandre. Exit the dark room and walk to the left down the hallway. Enter Alexandre’s room. Speak to Alexandre. Devitt asks him about the photograph. He doesn’t respond, but he does drop a small, golden item on the ground. Examine the item. It’s a clock hand. Pick it up to receive CLOCK HAND. In your inventory, select BIRD. Use BIRD on the cuckoo clock above Alexandre’s head. Devitt fits the bird into the clock. Examine the clock before you leave. Notice that its face is turned sideways. Exit the room and head back downstairs to the foyer. In your inventory, select CLOCK HAND. Use CLOCK HAND on the grandfather clock near the stairs. Devitt places the hand in the clock. Examine the clock. You will enter a close-up of the clock’s face. The clock is currently set at 8:00. You can change the time by clicking on either side of the clock: click the left side (by IX) to move time backward and the right side (by III) to move it forward. The clock will move 5 minutes for each click. Remember the invoice we found earlier? This clock is connected to the cuckoo clock upstairs. The cuckoo clock goes off at 6:15. However, the cuckoo clock’s face is turned, so 6:15 on this clock will not be 6:15 on the cuckoo clock. We need to set the grandfather clock to 3:00 in order for the cuckoo clock to be 6:15. Keep clicking the left side of the clock until the hands settle at 3:00. Once it’s set at 3:00, click on the switch on the right-hand side of the clock. The sound of the cuckoo will be heard and you’ll exit the close-up. Go back upstairs and enter Alexandre’s room. There will be a blue object on the floor behind Alexandre. Examine this: it’s the cuckoo bird. Pick up the bird to receive BIRD. In your inventory, examine BIRD. Devitt finds a key and you will now have KEY in place of BIRD. Go back downstairs, exit the house, and enter the backyard. In your inventory, click on KEY. Use KEY on the cellar door near the kitchen. Click on the open cellar door to enter. Walk to the left slightly and examine the chest of drawers. Click on the chest of drawers to open them. Devitt finds a SHOVEL inside. Go back upstairs to exit the cellar. In the backyard, walk to the left past the well. Examine the grave. Devitt has a flashback to being buried alive. In your inventory, click on SHOVEL. Use SHOVEL on the grave. Devitt will unearth a coffin. Examine the open grave. There is a box in the grave with an old lock. In your inventory, select VITRIOL. Use VITRIOL on the lock. Devitt has another flashback and the box opens. There’s an animal’s skeleton inside. Examine the blue item in its hand; it’s a rolled up canvas. Click on the canvas to receive CANVAS. It turns out to be a star map. Exit the close-up of the grave by clicking one of the upper corners of the screen. Walk back towards the kitchen door. Devitt will hear a scream coming from Alexandre’s room. Go back inside and upstairs to Alexandre’s room. Alexandre is missing, but his wheelchair and a piece of paper remain behind. Examine the wheelchair. As Devitt walks over, the balcony door bursts open and the lights go out. Walk through the now-open doors onto the balcony. Examine the statue on the balcony. It’s holding a lens of some sort. Click on the statue to receive CRISTAL. Exit the balcony, go back downstairs, then outside to the back yard. Enter the cellar again. Walk to the left, past the chest of drawers. Devitt will hear a mumbling. Keep walking left until you reach the end of the screen. There’s a small, black opening in the wall. Enter this opening. You’ll be in some sort of laboratory. Walk to the far right side of the room until you see a desk that’s pushed aside to reveal another small, black opening in the back wall. Enter this opening. You will be in a type of observatory. In your inventory, examine the CANVAS. Make a note of the three constellations. Examine the telescope. Devitt will look through it to a sky full of stars. You need to select the three stars that correspond to the constellations on the CANVAS. If you need to review the CANVAS, you can exit the telescope by clicking either of the upper corners. Select the three stars highlighted in purple below. Devitt will confirm they are correct and that they form the Summer Triangle and you will exit the close-up. In your inventory, select CRISTAL. Use CRISTAL on the telescope. Examine the telescope again. There are now symbols overlaid on the stars. The three stars you just highlighted have symbols right next to them. Make a note of these symbols. Upper left looks a bit like a dollar sign, upper right looks like a fancy “U,” and the bottom star looks like a plane. Exit the telescope by clicking one of the upper corners. Examine the wooden desk in this room. Click on the desk to enter a close-up. There are three symbols embedded in the desk. Clicking on any of the symbols will change it to another symbol, cycling through a series of many options. You need to click on each of the three symbols until they match their respective constellation we just configured in the telescope. Upper left dollar sign, upper right fancy “U,” and bottom plane. Configure the symbols as shown below. When the symbols are correct, you will automatically exit the close-up and the desk will open. Two syringes are inside. Click on the desk to receive SYRINGE. Devitt hears more mumbling, this time from the pit in the center of the room. Click on the pit to go down. Devitt finds Alexandre in the pit. We are now in the room from the prologue. In your inventory, click on SYRINGE. Use SYRINGE on Alexandre. Devitt shows him the SYRINGE and Alexandre mumbles about The Last Door. Click on the chair. Devitt sits down and Alexandre walks over to him. In your inventory, click on SYRINGE again. Use SYRINGE on Alexandre. We see a flash of many things, and then a dialogue between the doctors begins. Click through the dialogue and the scenes of them exploring Beechworth Manor. The title flashes briefly, and then you are in control of Devitt again, lost in fog. Walk to the right and keep walking until Devitt reaches Alexandre. Chapter 4 ends.