August 2, 2014

Walkthrough: The Last Door | Season 1 | Chapter 1: The Letter



NOTES


- I've played the online version of the game in Firefox 31.0.

- Game link: https://thelastdoor.com/index.php/chapter/1

- The game is stable and I experienced no crashes / bugs.

- All activities involve only left-clicking.

- Progress is mostly linear. You CAN do some activities in a different order than I have noted.

- The + crosshairs change to a magnifying glass over hotspots.

- After observing, some objects can be collected when the cursor changes to a hand icon.

- The inventory is present at the bottom of the screen.

- Objects in the inventory can be combined with each other.

- To use an inventory object:
-- Left click to select it
-- Left click on a screen hotspot / another inventory object
-- The object gets an yellow outline where it can potentially be used
-- Wrong matches are indicated with a red X.

- Use the lens in the inventory to get descriptions of inventory objects.

- Inventory items are removed after use.

- Double click exits to leave a scene instantly.

- Listen carefully to Devitt's comments for clues and hints.

- Click on dialogue boxes to proceed further.

- There is no hotspot revealer. Browse the screen for hotspots.

- Chapter 1 has only Devitt and no conversations.

- Chapter 1 has only inventory-based puzzles.

- Special keys:
-- 1: To enable dyslexia-friendly font
-- 2: To enable sound descriptions (appears at the top of the screen)
-- 3: Fullscreen mode

- Progress is autosaved.

- Pressing the CROSS at the top right of the screen exits the game.

- Reloading the game gives options to resume from last autosave point, or start afresh.

- Closing the browser window is okay; game can be relaunched and reloaded as usual.

- Shutting down the PC will need the game to be loaded from scratch.


WALKTHROUGH


PROLOGUE: ANTHONY | Screenshot

Click the text screens to proceed through the prologue.

TAKE the rope on the floor at left.

TAKE the fallen chair on the floor at right.

CLICK the wooden beam on the ceiling to (automatically) attach the rope.

CLICK the rope.

CLICK the chair.

CLICK the chair again.


CHAPTER 1: THE LETTER | LONDON, OCTOBER 1891 | Screenshot

Devitt has received a letter from Anthony.

It says, "Videte ne quis sciat" ("See that no one knows").

He sets off for Anthony's house in Sussex, the Beechworth Mansion.

Chapter 1 is set entirely at Beechworth Mansion).

MAIN OBJECTIVE: FIND ANTHONY.


FRONT LAWN | Screenshot

Click the main door to go inside.


FOYER

LOOK at the note on the table at left.

WALK RIGHT to the living room.


LIVING ROOM | Screenshot

LOOK at the gramophone on the right by the door. It needs a record.

TAKE the matches from the drinks cabinet.

EXIT via the middle door to Hallway 1.


HALLWAY 1 | Screenshot

LOOK at the crooked painting on the middle wall.

STRAIGHTEN the crooked painting. Repeat twice.

TAKE the rosary.

WALK RIGHT to doorway by the plant.

OPEN the door. It's the housekeepers' - the Brewers' - room.


BREWERS' ROOM | Screenshot

TAKE the lamp on the chest of drawers.

NOTE the feeding bowl below the window.

NOTE the hole in the wall beside the chest of drawers.

READ Mr. Brewer's diary on the table.

OPEN the window. It needs a cord to stay open.

INVENTORY: Use the rosary with the window.

EXIT the room.

LOOK at the door at the right. It needs a key.

RETURN LEFT down Hallway 1.

OPEN the door at extreme left. ENTER the kitchen.


KITCHEN | Screenshot

TAKE the cleaning cloth from the stove by the rear wall.

OPEN the door at right.

LOOK at the crows feasting on something.

Too many crows! RETURN to the kitchen.

EXIT the kitchen. RETURN to the foyer.

GO up the stairs at left to Hallway 2.


HALLWAY 2 | Screenshot

It's too dark.

INVENTORY: Use the matches with the lamp.

Door 1 is stuck.

WALK LEFT.

Door 2 is boarded up. Devitt needs to remove the planks.

WALK LEFT.

OPEN Door 3. Enter.


ANTHONY'S BEDROOM | Screenshot

TAKE the silver key from the table beside the bed.

The balcony door is stuck. Devitt needs a thin something to pry it open.

EXIT the room.


HALLWAY 2

TRY the left-most door - Door 4. It's locked.

RETURN to Hallway 1 via the foyer.


HALLWAY 1

GO to the right-most door, the padlocked one.

INVENTORY: Use the silver key with the door.

ENTER.


CELLAR | Screenshot

TAKE the gramophone record from the floor at left.

WALK LEFT.

TAKE the crowbar leaning against the boiler.

NOTE the freshly cemented wall at left.

EXIT the cellar. RETURN to the living room.


LIVING ROOM

INVENTORY: Use the record with the gramophone.

CLICK the gramophone to play it.

LISTEN to the record till it gets stuck.

EXIT the living room to the foyer / hallway 1. The music stops.

RETURN to the living room.

Oh...!

EXIT the living room. GO to Hallway 2.


HALLWAY 2

GO left to the boarded-up Door 2.

INVENTORY: Use the crowbar with the planks.

ENTER.


ANTHONY'S WIFE ANNA'S BEDROOM | Screenshot

LOOK at Anthony's wife's body.

TAKE the note. Devitt automatically reads it.

TAKE the hairpin that falls to the floor.

READ the three other notes on the floor.

WALK through the doorway at left.

It's a parlour.

LOOK at the painting at extreme left, below the window.

The painting shows Anthony with a lynx.

Devitt needs to remove the fresh paint near the lynx's head.

EXIT the parlour. EXIT Anna's room.

WALK LEFT to Anthony's bedroom.


ANTHONY'S BEDROOM

INVENTORY: Use the hairpin with the balcony door.

EXIT to Anthony's laboratory.


ANTHONY'S LABORATORY | Screenshot

NOTE the stuffed lynx.

NOTE the metal trapdoor in the ceiling. It needs a golden key.

TAKE the hammer from the table at the lower front of the screen.

TAKE the can of thinner from the floor at right.

READ the newspaper clippings on the wall.

OPEN the door at right. EXIT to Hallway 2.

GO to the wife's bedroom. GO to the parlour.


PARLOUR

INVENTORY: Use the cloth with the thinner.

INVENTORY: Use the wet cloth with the paint on the lynx's head (painting).

Devitt needs to open the lab lynx's mouth.

EXIT to Hallway 2. RETURN to Hallway 1 via the foyer.

ENTER the kitchen. WALK outside.


FRONT LAWN

TAKE the dying crow from the puddle of blood.

RETURN to Hallway 1. GO to the Brewers' room.


BREWERS' ROOM

INVENTORY: Use the crow with the food bowl.

EXIT the room. RETURN to the living room.

Devitt hears a cat in the distance.

RETURN to the Brewers' room.

NOTE the trail of blood leading to the hole in the wall.

EXIT the room. GO to the cellar.


CELLAR

WALK LEFT to the freshly cemented wall.

INVENTORY: Use the hammer with the wall.

TAKE the knife.

EXIT the cellar. RETURN to Anthony's laboratory.


ANTHONY'S LABORATORY

INVENTORY: Use the knife with the lynx.

TAKE the golden key.

INVENTORY: Use the key with the metal trapdoor in the ceiling

Devitt automatically enters the attic.


ATTIC

LOOK at Anthony's body.

TAKE the sealed letter in his pocket.

Devitt automatically reads the letter.

WATCH THE FINALE.

THE END OF CHAPTER 1: THE LETTER.


This is an original walkthrough written by me. Please do not distribute the text and images without my written consent.