The Last Door: Chapter 1 The Letter
Walkthrough by Jillian Werner on Feb 23, 2014
http://www.gamezebo.com/
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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. Gamezebos walkthrough will provide you with detailed images, tips,
information, and hints on how to play your best game.
Prologue
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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
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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 Anthonys 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. Youll 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 youve 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, youll come to a closed door. Click on this
to open it. Click the doorway to enter the servants quarters. Examine the red
lamp on top of the chest of drawers. Take the lamp to receive UNLIT LAMP. Exit
the servants 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
screenor another item in your inventoryhighlights 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.) Its
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 its 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. Youll be in the master bedroom. Examine the body on the bed. Youll
read the note she is clutching, and then a small item falls out of her grasp
onto the floor. Examine the item; its 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 youll 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 its 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 servants 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, youll 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. Theres 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. Its a picture of Anthony and his pet lynx. Devitt
notes the paint is fresher around the lynxs 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
Anthonys body hanging from the rafters. Examine Anthony. Click on Anthony.
Devitt finds a letter addressed to himself in Anthonys 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
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Prologue
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Overview: You begin the game in control of an unnamed priest in his room.
Youll 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
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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 hes been having and offer some peace.
Chapter 2 begins in a black-and-white dream. Youll 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 therapists office. Select either of the dialogue choices.
Click through the dialogue and the scenes that follow, which depict Devitt
visiting Anthonys grave and passing time until deciding to revisit their old
boarding school. Youll 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. Its
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. Youll 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 screenor another item in your
inventoryhighlights 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 shes 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 theres 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 teachers
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 youve
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; youll 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. Its 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 youll 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 nuns 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 its 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 nuns 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. Theres 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 nuns 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 nuns 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 Marys 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
shes 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 nuns bedroom
upstairs
Walk left and exit the wards, then go back upstairs. Enter the nuns
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 its 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 hell 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. Theres 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. Youll 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 priests
quarters. Click through the dialogue; the flashback ends and youre 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 priests 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 youve 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 youll have control of
Devitt in the present day again. Hes 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. Youll 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.
Youll 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, youll 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. Its 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 theres
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
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Prologue
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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. Youll knock on the coffin door. After the
final line of dialogue, youll 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
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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 youve seen all the flashbacks and
finished walking through the forest, Devitt awakens in a dark room next to the
coffin hes 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.
Its 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, hell 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 hes in a city. Click on
the doorway to the right to exit to the street. Youll 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. Youll 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. Devitts walking
speed is faster now that hes 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 youll 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 womans cart. Its 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 youve 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. Youll 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
butchers 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. Heres 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.
Its 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.
Youll 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 screenor another item
in your inventoryhighlights 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 gypsys coals. Youll now have LAMP, but its 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. Dont 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. Theres 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 its 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. Youll 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 youd 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. Theres 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.
Its 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 wont depress. Click on the
piano again and Devitt finds a key hidden there. Youll 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. Youll 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 theres a sticky resin on it. In your inventory, select
FEATHER. Use FEATHER on the tree stump. Youll now have RESIN. In your
inventory, use RESIN on BROKEN. Youll 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 tailors 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 its 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. Youll 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
cant 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. Youll be in a cluttered bookstore. Walk to the far right and
enter the doorway. Youll 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 theres a book of poetry about it somewhere
in the store. Exit the conversation and walk to the left through the next
doorway. Youll be in the stacks. Walk to the left until you come across a page
lying on the floor. Examine this; its 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. Youll 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; its 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. Youll be in an underground area.
Walk to the left and exit. Youll 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 youll be in the entrance to the
sewers. Exit the sewers to the left. Take the upper-left exit and youll 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. Theres 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
games sounds. Youll 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 wont be able to
see anything except Devitt and faint outlines of the background. Youll need
to walk right until you hear the correct noise. Its recommended to use
headphones for this part so you can hear clearly. Youll need to listen for the
correct noise on each screen. The poem tells you what sounds youre 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 theres no way to say which door
youll need to select. You really need to rely on your hearing. On screen two,
youll be walking left. On screen three, you will have to walk left and/or right
to find the correct door. Once youve selected all four doors, youll 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 its 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 Alexandres 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 youd
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 Alexandres
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 its 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 Alexandres 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. Youll 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. Youll 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 its 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 youve 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. Youre 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. Youll 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
screenor another item in your inventoryhighlights 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 its 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 its 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 its 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 its
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. Were 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 Alexandres room. Speak to Alexandre. Devitt asks
him about the photograph. He doesnt respond, but he does drop a small, golden
item on the ground. Examine the item. Its a clock hand. Pick it up to receive
CLOCK HAND. In your inventory, select BIRD. Use BIRD on the cuckoo clock above
Alexandres 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 clocks 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 clocks
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 its 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 youll exit the close-up. Go back
upstairs and enter Alexandres room. There will be a blue object on the floor
behind Alexandre. Examine this: its 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. Theres an
animals skeleton inside. Examine the blue item in its hand; its 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 Alexandres room. Go back inside and upstairs to Alexandres 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. Its 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. Theres a small, black opening in the wall. Enter this opening. Youll
be in some sort of laboratory. Walk to the far right side of the room until you
see a desk thats 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.
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