Forgotten Hill: First Steps

Plot:
Introduction:

A remake of the original trio of games that started it all, First Steps introduces us to the (now named) Jimmy Larson, his fiancée, and the start of their horrible adventure in the little town of Forgotten Hill. The cutscene opens with the couple in Jimmy's car with a few more hours to go until they reach an unspecified location. Shortly after stating this, however, the car breaks down, leaving them stranded. Mr. Larson tells Josephine that he's going to go out and search for help nearby. After passing him his flashlight and expressing her nervousness, she decides to wait in the car while he goes to the house up ahead.

Fall:
We, as Jimmy, first go up to the gate of the house and find that it's locked. Thankfully, the helpful skeletal tutorial hand informs us that the key to that gate is hiding inside of the home's mail box. After opening the gate, we walk up to the front door, and find it unlocked and open. Mr. Larson enters the door to find the house is seemingly long abandoned, the lights out and cobwebs covering everything only to be locked in as soon as it shuts behind him. In the entry hallway, we see a circuit breaker box, find a flyer for a puppet show on the table and take the lighter (also on the table) and key hidden behind the table's legs. Taking note of the wooden block in the corner (and all of those we will find as we continue onward, we open the door to the rest of the house, finding ourselves in the kitchen. From there we take the candle from inside of the cabinet, the cleaver from the knife rack, the cheese in the frezer, and the cod fish from the hook. Opening the fridge, we notice a large blood stain. Something terrible happened here.

Moving right, we see a door with odd symbols on it that is locked, a deer head with mouth agape and an antler missing, an empty picture frame, and a letter on the table below the deer. Opening it reveals that one of the members of the house, a Mr. Joseph Petersen, had an appointment scheduled with Colonel McMillan's Surgery Clinic for an operation of some sort.

Right once more, we see a bookshelf with an assortment of books (the red book of fairytales can be clicked upon and obtained for clues for later on) and various tchotchkes. Amongst them is a piece of a photo to be saved for later. To the right of the bookshelf are several insects and arachnids on display including a large spider named Spike. If you touch the spider, you will die (but get an achievement). Use your cleaver on it to cause it to skitter off and reveal a heart-shaped jewel. The specimens to its right are dead, thankfully, and a clue for the previous door! Using the number of legs as a reference, we select the proper arrangement causing the door to unlock and open for us.

Stepping inside reveals a hidden laboratory. Take the screwdriver, the poison, and the dead frog from their various places in the room and examine the papers on the table. It's a "thank you" letter for purchasing something called the "E-Adder" and a schematic of the device, showing us that it is the device on the lab's table. Baring that in mind for future use, we exit the lab and head right, examining the bookshelf once more. Next to the symbol on the top shelf are a series of books of various heights and colored spines that give us a hint for the masks in the next room over.

Moving right, we see another door with strange symbols on it, also locked. Currently, however, we have to attend to the mask puzzle. Placing the masks in the same sequence as the books on that shelf to open the secret compartment. We then take the next piece of the photo. Now baring in mind all the cubes that we had seen, we enter the following into the door;

Blood = the red face of the cube in the masks room, cross

Dark = black face of the cube in the hallway, circle

Grass = green face of the cube in the Lab, hourglass

Sky = Blue face of the cube in the library, square with circle inside

And it unlocks! We move forward and are greeted by a child's playroom. Picking up the second candle from the floor, we exit the room and move to the far right of the hall, now facing an altar of some sort, an antler (which we take), two candle holders, and a cross above it with an empty cavity. Placing both of the candles inside of their respective holders, we light them with our lighter. After which we place the heart jewel inside of the cavity and the cross slides upwards, revealing a hidden compartment with a key. Taking the key, we unlock the final door to the right of the altar and find graves.

Yes, graves inside of the house, painted to resemble the outside with a "grass" floor. The tombstones on the left and the right each have puzzles on their faces that, once solved, reveal things in the grass. Solving the woman on the left's portrait (straightforward but clicking intensive) reveals a toy key. The man on the right's portrait (even easier) reveals a hand the shoots up from the ground, its palm facing the cross statue inbetween the graves (a hint for a future puzzle). But what does it need? Heading back to where the deer is, we reunite the mount with its other antler and its mouth opens to reveal a ring of some sort. Bingo. Returning to the hand, we place the ring upon its extended finger and the palm turns to face us, another piece of photo in hand. (Badum-tiss.) After taking it, the palm is revealed to have a red eye placed in its center. Creepy.

Exiting, we move left and return to the playroom. Using the toy key on the toy train, it plays music and then, after the tune concludes, the final piece of photo emerges in a rolled up tube from its chimney. We exit, returning to our deer friend, and place the pieces of photo into the empty picture frame. After the photo of a family (assumedly the one that used to live in the house) is reassembled, a teddy bear decends from the ceiling on a rope.

We return back to the playroom. Looking through the book of fables from the library, we see a collection of hints for various puzzles. One stands out right now, being the illustration for "The Moon and the Big Beaver". Using this sequence for the smiles on the door (UP – RIGHT – DOWN – LEFT), it opens. Glancing at the drawings on the wall before we enter reveals a doodle of a stuffed bear, the one we now have in our possession, with the name "Willy" under the drawing. That in mind, when we do enter a ghost girl will ask for her teddy bear by name. Unless you'd like to be killed by her, we give her the bear and her spirit vanishes. Once she's gone, we take the fuse in the wall and put the cheese we found in the freezer on the plate in front of the mouse hole. Put the poison found in the lab on the cheese and leave the room. Come back and collect the dead mouse.

Exiting the basement, we return to the playroom. Once again peering through the book of fables, we use the illustration for "The Beautiful Frog and the Little Mouse" as our clue for the hooks on the wall. Placing the bodies of the frog and the rat as shown causes the jester on the wall to laugh and open its mouth, revealing a ruby inside. Back into the basement we go, placing the ruby in the eye socket of the monster on the slab on the wall. That slab slides right, revealing a hidden room. But before we solve this series of puzzles, we return all the way back to the first room of the house.

We return to the circuit breaker box and use the screwdriver found in the lab on it to open it. Placing the new fuse inside, we can now turn on the lights and have power throughout the rest of the house. Speaking of power, return to the lab, turn on the now powered E-Adder, and put the COD inside. You will receive a CODE. Thank you, o punny machine.

We exit and move all the way to the right of the hall, turning on the lights and finding a silver cross necklace below the altar. This will be the only thing protecting us from the horrors ahead once we escape. If we don't have it in our inventory, well, enjoy being a werewolf's meal.

Moving back to the hidden room in the basement, we use the code the machine gives us (7428) on the right part of the mechanism. The roman numerals stay as what we expect for the first number of the bar, so in the second bar numbers starts from 3, so it is [3,4,5,6,7,8,9,0,1,2], the third one starting from 5 is [5,6,7,8,9,0,1,2,3,4] and the last one is [6,7,8,9,0,1,2,3,4,5]. This will unlock the first lock on the door. Use the symbols found on the celtic cross in the graveyard on the left side to unlock the second lock on the door. We're free from that house of horrors but now, we have a wooded walk ahead of us.

Silver cross necklace and lighter in hand, Mr. Larson presses forward into the backyard, citing his want to get to Josephine as soon as possible. The tree to our left looks like it has a symbol carved into its trunk, which we take note of. Going forward along the brick path, we find another carved trunk and that the backyard gate is locked. That said, there's an option to go right and venture off the path, revealing a small shed with two more carved trees framing either side of it. Further examining the shed allows us to see a combination lock with various symbols to choose from. Baring those symbols on the trees in mind and the order which we came across them, we unlock the shed and step inside.

Once inside the shed, we take the hand-drawn map from off the table alongside the axe from the floor. To the right of the table is a cabinet of some sort, locked via a series of levers. To unlock it, we flick through the levers until they all are turned a bright green. Once unlocked, the cabinet door opens and we retrieve the sole key from inside. Leaving the shed, we return to the exit gate and use the key on its lock, allowing us to head into the woods.

Into The Woods:
Fog swirls along the ground as we take our first steps into the forest, dark and eerie. The statue on our bottom right gives us a landmark to properly orient ourselves in relation to our map from the shed. The map in mind, we take one step forward and two steps left, being greeted by our next landmark, a triangular symbol with a line through it's upper half made of twigs and twine, hung from an unseen branch. Examining our map again, we head forwards twice and then left twice, finding our newest landmark (a small poppet made of twigs and twine resembling a hanged man). With this in mind for reference, we head left once more and up once but alas, a branch blocks our path. ... or does it?

With a few good whacks of our axe, the branch is no longer an issue and we can continue onward. Going forward once more, then left twice, then forward, we see another branch. Not to worry, our axe gets rid of our roadblock in no time. Moving forward once more, we take a key handing from another unseen branch. Continuing backwards until we can go no further, we move right and find a locked chest. Putting two and two together, we use the key on the chest and it fits perfectly, swinging open. Inside are a few red candles (we take one) and a diary of a young girl, Lucy Petersen. Looking through it, we realize that Lucy is the ghost we gave the teddy bear to inside the basement and she recalls some of how she came to be what she is now as well as having seen other kidnapped children from the town. She managed to escape her captors, but ended up dying eventually and becoming the spirit. Thankfully, she's in a better place now, having been reunited with Willy.

Exiting the area with the chest, we retrace our steps to return the the hanging poppet. After going right once and forwards twice, our progress is halted by yet another branch. Axe to the rescue for a final time! Going forward, we see our next landmark, a bundle of three sticks pointing downards (also bound in twine and hung from a hidden branch). Referencing our map again, we go right three times and forwards once to find an actual hanged corpse. Held tightly in its icy grip, we manage to retreive a scrap of paper written in some sort of language comprised of various symbols with sketches alongside them. While unable to read the language, the pictures are clear. Find a skull, go to a stonehenge-like area somewhere else in the woods, place our candle atop our skull at that location, light that candle, and we'll find our way out.

Exiting to our poppet landmark, we go backwards, left, and backwards again, finding a conviniently placed skeleton. Ours for the picking, it seems, as we nonchalantly chop off its head with our axe for our navigation spell. Returning to our poppet landmark, we venture right four times and lo and behold, another tree branch. With a few chops, the obstacle is cleared and we can move forward, finding ourselves at the ritual site. We set the skull on the bloody treestump to the right of the stone gate, place our candle on the skull, light the skull with our lighter, and OH DANG, ANOTHER GHOST. This one, thankfully, is a bit friendlier.

Heading backwards from the ritual site, the spirit proceeds to lead us out of the forest. All we have to do is to follow where it points. After a bit of blind faith, our car is finally in sight. But something's wrong. It's quiet. Too quiet.

Jimmy realizes the car is empty and that Josephine is nowhere to be found, leaving behind only bloodstains. So we think, anyhow, until some tuning on our radio causes Danse Macabre to play and our glovebox to unlock, a ticket for the previously advertised puppet show now in plain view. Exiting the car, we head down the main road in search of the Puppet Theater. As we walk, we see it; a road sign with the name of the cruel town we've found ourselves stranded in... Forgotten Hill.

Puppeteer:
Heading past the sign, we go further down the road, seeing a picket sign indicating the path to the Puppet Theater. Mr. Larson follows it without hesitation. Despite its outer appearance, he's convinced that he will find her in the grotesque building from the clues her kidnapper has behind. Walking right up to the locked front door, we use the symbols inbetween the "Tonight! Tonight!" section of our ticket to open it, braving our way inside.

Upon entry, Jimmy goes to the ticket booth. The Clerk inside reveals that there is a new actress in the show tonight once taking your ticket. After taking a copy of the building map from the left side of the lobby enterance for reference, we go forth. Entering the lobby, we see the door to a bathroom with a vending machine next to it, the door to a kitchen, and a Fat Man. Upon talking with him, he goes on about how hungry he is and begs our hero for food. After ringing the dinner bells in the kitchen in the order of the poster to his left, a human eyeball appears under the cloche next to a pile of dirty plates and a skull. The green sticky substance on the plates to the right can be obtained for later. Feeding the eyeball to him reveals that he is still very hungry... always hungry.

A newspaper clipping on the table infront of him mentions a family comprised of a mother, a father, an eight year old girl, and their family pet all having been missing for months with the mother's picture to the right of the article. That description seems familiar. After searching through the coatrack down the hall, we find the full picture of the family from the aforementioned article, which had fallen from one of the coat pockets. A father, a mother, a daughter, and their dog. The secret passage to the wardrobe's right reveals a hidden room containing a table with a "Joker" playing card and a book on how not to loose at cards atop it, a wrench, a portrait of a figure, a pair of candles, and a large bowl. Going back to the hall, a green beetle on the wall between the doors can be caught with the green... whatever it is.

Behind the neighboring door to the theater, we meet The Gambler. After playing a few rounds with him, you learn that he can't be beaten. If you select the joker card instead of one of the ones he offers, however, he is astonished at his defeat and gives you a coin. After changing the position of the puppet to match the poster outside, the curtain rises to reveal another hidden room. Back in the lobby, a heart can now be purchased from the vending machine. Returning to the hidden room, going forward through the hallway and to the room directly on the right reveal three framed pictures, an empty frame, and four puppets. Placing the photo of the family in the empty frame reveals the family's current state and that they are indeed the family from Forgotten Hill: Fall and that the mother has been turned into a puppet, although she has not yet been seen. Pulling on the puppets next to the photos reveals a blue beetle which can be caught.

Returning to the three doors and the locked door in the floor, the center door can be opened (using the symbols on the back of the theater seats for reference) and it reveals a janitor's closet along with a creature behind a grate. Tapping the broom in time to the monster's noises ends with it giving a yellow beetle to join the others in the collection. Getting the lighter and bucket, we return to the hidden room next to the coat rack. After the candles are lit, the portrait moves aside to reveal a hidden compartment with a key topped by a heart. Going to the bathroom, the bucket is used to collect the blood and the red beetle that was left after the basin was drained. Using the code with have for the bells from the janitor's closet, our hero obtains a human brain and feeds it to the fat man. He is still hungry, however.

Heading back to three hidden rooms behind the stage, we move to the leftmost one to unlock it using the symbols on the family portrait (and their order) as our hint. Inside we find a portrait of Colonel McMillan which is similar to the portrait in the hidden room with the wardrobe. Placing the beetles in their respective frames causes the Colonel's portrait to move away and reveal a hidden compartment with two scraps of paper; a puzzle clue and another series of tones to ring for more food. Returning to the kitchen, we obtain human fingers. Upon feeding these to the fat man, he explodes and inside his chest cavity hides a key. With the key we can open the open the floor hatch hidden behind the stage. There we find Josephine (who has been turned into a puppet)!

Using the heart key, her chest cavity is unlocked, the human heart is placed inside, and the chest caviy is closed once more. The bucket of blood then fills a metal pail mounted to the wall connected to an IV tube in her arm. Pressing the button to its right and she comes to life, revealing that it is too late for her. The Puppeteer has made her a part of his show and she will play her part forever... or until he finds a new star. Then she'll be put aside or given to the Colonel and to "his horrors". She implores her boyfriend to flee while there is still time and that she can sense the Puppeteer nearby. She stills once more and drops a scrap of paper... another puzzle hint! Retreating to the stage and completing the globe puzzle (using the various symbols [painted in what can only be assumed to be blood] on the walls as reference) allows a key to drop from the ceiling. Retreating further returns us to the ticket booth. After re-aligning the poster, a key is revealed from another hidden compartment its the desk.

Back in the lobby, completing the machine puzzle (using the slips of paper we've collected to aid us) reveals another hidden passage. Inside the room is a locked wardrobe and another door. Using both keys, the doors to the wardrobe swing open and the limbless puppet that has become of the mother looks back at you, pleading to see her family once more. Giving her the silver cross necklace causes you to recieve a ticket and her to disappear and be reunited with her family once more. Going through the door brings you back to the ticket booth where the clerk is in attendance once more. (As well as a poster referencing the Colonel's Surgery Clinic.) Giving him your ticket to exit, he tells the protagonist that they will see each other again sooner than one might think, asking if we're sure we want to leave.

Exiting the building provides no escape, however, as it is revealed that the unnamed portrait was that of The Puppeteer himself! With him approaching, there is no use running. He strikes Mr. Larson over the head with a skull and all fades to black briefly before transitioning to pure white.

Mr. Larson's Nightmares:
After the white haze of the dreamscape adjusts, we find ourselves as a younger Jimmy in a hospital scene with who, upon examining his charts, we learn to be his father on a hospital bed, missing an arm, hooked to an IV and a heart monitor. His condition is stable, but he's unresponsive. Time to try to wake him up.

Pressing the button on the wall, the lightbulb on his IV stand lights up in a sequence, giving us the combination for the locked cabinet under the sink to his right (1325). From the cabinet we retrieve a syringe and several pieces of mirror. The mirror above the sink is only a frame, so we take the pieces of the mirror that once was and assemble them puzzle-style to restore it. Thanks to nightmare logic, the mirror reforms without any cracks and, after a distorted visage faces us in its reflection, the mirror swings open to reveal a hidden medicine cabinet. From inside it, we collect a drinking glass and a key to the large cabinet to the right of the room.

Opening that cabinet, we take the booklet of logic puzzle explanations from the bottom shelf. Moving back to Gregory's chart, we read at the bottom that "in case of unconsciousness, administer 38 grams of Placupam in saline solution". That in mind, we go to the scale on the second shelf from the top and weigh out the proper amount into a spoon by using the weights on the scale. After mixing the spoon into the beaker of saline on the shelf below, we take our syringe from our inventory and collect some of the mixture. After which we take said syringe and inject the solution into Gregory's IV.

His eyes blink open and he calls out to Jimmy, asking him why he did this to him, implying his injuries. As this is a nightmare sequence, it's clear that Mr. Larson has some pent up guilt over an accident involving his father that he feels he caused due to his manifestation of his father directly blaming him for his current state. After which, Gregory requests a glass of water. An arm emerges from under his hospital bed with a slip of paper in its palm. Paying attention to the order of the colors, numbers, and their respective amounts of drops on the paper, we go to the sink and, after some fiddling with the taps, blood flows forth from it. Collecting it in our glass, we give it to Gregory who drinks it. His eyes close shut and he falls limp, his heart-rate spiking. Going to his heart monitor, we complete a series of line rotation puzzles, reviving him once more. He guilts Jimmy once more for keeping him alive despite the pain he's in, only to result in Jimmy having a nervous breakdown and causing him to transition to the next dream.

This next dream takes place in an office with an eccentric man on the right side of the room. This is Granpa Larson who, compared to Gregory and Jimmy's mother (the scene after this one), he actually treats Jimmy with some kindness. Requesting that Jimmy fetch him his smoking pipe, matches, and tobacco in return for a treasure hunt afterwards, Mr. Larson's younger self first investigates the writing desk behind the man. On it lays a crossword puzzle going all sorts of directions. After a little bit of hunting, all the words are crossed off of the list and the paper goes blank briefly before a blood splattered design appears surrounding a series of symbols. Using these symbols on the round display on the upper part of bookshelf on the left side of the room causes the previously locked panel to be removed, revealing the hidden box of matches. Using the matchbook, we light the candle on the cabinet in the center, causing the canon in the painting above it to fire somehow and jostle Granpa's hat, revealing something underneath it. Dream logic. Lifting up the hat reveals a hidden key which can be used on the left cabinet door to reveal a puzzle door behind it.

A spot the difference game! Time to be attentive. After finding the eight differences, the door opens and a paintbrush with white paint can be collected from that side of the cabinet. Going to the painting of the pipe above the writing desk, we erase part of the French in the caption to now have it translate out as "it is a pipe", allowing us to collect it. Don't question it too much because, again, dream logic. Presenting Granpa with the pipe prompts him to tell us a story that corresponds with the coins on the locked lower part of the left bookshelf. Placing the coins in the order the characters were mentioned in the story, the door unlocks revealing a second key. Using that key on the right side of the center cabinet, it reveals the most frustrating puzzle in the entire series; the ball puzzle. After loads of trial and error, the door unlocks and inside that side of the cabinet is Granpa's tobacco. After filling his pipe with tobacco and lighting it with our matches, he asks Jimmy if he can figure out where the treasure is. Watching the symbols that appear in the smoke from his pipe, we use their sequence on the lower left cabinet door of the writing desk to open it, and inside of this last cabinet is an heirloom stopwatch that will become very useful in Mr. Larson's future but before we can learn much more about it from Granpa, it opens to expose an eyeball inside of it and we're whisked away to another nightmare.

This final dream is a scene of a kitchen in which Jimmy's mother is using a food processor, her back facing Jimmy's. He declares that today is his birthday and that he hasn't seen his cake yet, eager to start the festivities. His mother essentially tells him to be patient and to play with his pet Pico in the meantime, which he obliges. Interacting with Pico's cage takes us to an addition based maze within which we can only escape if our total is exactly 58 upon exiting. This, unfortunately, allows Pico to escape from the cage which prompts his mother to stomp on it. Turning to yell at him in chastisement and blaming him for what happened, we can see that her face is a distorted frown with pure white scleras that glare at him over her shoulder. She refers to him as "cursed, like all the Larsons before [him]" and tells him to try to not cause any more disasters while she deals with cleaning up the carcass of his once beloved pet. She exits with Pico, leaving a pool of blood on the floor.

Now with the room empty, we can go to the ice maker and collect bug ice cubes based in the order of the colors in the drawing on the freezer section of the fridge. After collecting all of the cubes, the freezer door opens and a firefly flies from it to rest on the stove dials. We retrieve the mayo from inside of the freezer, the nonogram border from its door, and, after going to the oven in an attempt to squish the insect, the dials and buttons are accidentally pressed, causing the stove to start up. While we can take the green insect, unfortunately what's already in motion can't be put out of motion and the dials can no longer be messed with.

Examining the cabinet door with the grid on it, we place the nonogram border around it so we can solve the puzzle. It forms the image of a skull, which opens the door revealing a rag (which we collect and soak up the blood with) and a series of flower knobs. Using the calendar above the sink as reference, the knobs are turned as shown to unlock the cabinet directly to its left in which we find dish soap. Using the beetle, the mayo, the blood, and the detergent, we load up the paint palette on the table. Above Pico's cage is a painting that we must fill in. The catch is that none of the colors can touch eachother, not even in the corners. After correctly filling in the painting, the cabinet door below the oven falls open, revealing a series of weights. The object is simple. Move the rings from the left pole in order of smallest to largest to the right pole in that same order. The catch? A bigger ring cannot rest on a smaller one. With time and patience, much like with the painting puzzle (and even the ball puzzle in the previous dream), it can be solved. Solving this opens the oven door and plumes of black smoke pour out of it, it having been burnt to a crisp. Jimmy's mother, derranged looking as ever, presents the cake to him, telling him to eat the burnt cake with his rotten teeth as she grows closer. This apparently startles him awake (and understandably so if anyone had a mother so hyperfocused on their failures) because the next thing we know, Mr. Larson's eyes blink open to the sight of a hospital of some kind.

Surgery:
Mr. Larson wakes up to a nurse asking him how he is, saying that he's been in a bad accident and that the Colonel will operate soon. Waking once more, the dirty room is empty save for a stained mattress with a line of stitches, The Rules of the clinic on the wall, Jimmy's medical chart, and a filthy plate on the ground. After a few moments, the door opens to the sound of a child laughing.

The clinic has three floors; the second floor, the first/ground floor, and the basement (which is locked). Exiting Mr. Larson's room on the second floor, it becomes clear that the floor consists of another patient's room, the bathroom, the operating room, an office, and an elevator entrance. Inside of the office, a letter is sitting on the desk briefly describing the surgical procedure that had been done to the "werewolf" that had been stalking us in the woods. Using the encircled dates on the calendar above the desk, the combination drawer can be unlocked and we retrieve a ring of keys from within. After unlocking the operating room, we unlock the patient's room. We meet him, driven to madness by his operation. The scrap of paper behind his bed reveals that before his procedure, the patient found a way to "eliminate that monster nurse" and hid the formula for the serum in his old room. After solving the panel puzzle inbetween the operating room and the office (with the hint being the hand picture in the operating room), it lifts up to reveal a hidden compartment and a single key. That single key is used in unlocking the medical cabinet in the office, Mr. Larson collects a lightbulb, a scalpel, and a bottle filled with acid. Slicing open the bed reveals a mandrake. Next stop is the bathroom, where using the acid on the finger allows us to see the hidden symbols next to the metal disk it was guarding. Going to the elevator door, to the left of it is a map of that floor formatted as an escape plan. Heading inside, we press the first floor button, noting the basement is locked via key.

Going down, we arrive at the ground floor. Once we step out of the elevator, we retrieve another escape plan for this floor. This floor consists of a familiar patient who has set up a version of the shell game, the waiting area outside of the Colonel's office, the office itself, a room with a wall of pipes to carry water, a monitoring room, and- a fetus. A giant, floating fetus that is blocking a door with a keypad next to it. The fetus asks that you help it collect "marbles" so it can play. Keep in mind that anything round could constitute as a "marble". After opening the door to the maintainence room, Mr. Larson goes about fixing the pipes to restore water to the plumbing inside the building. We return to the second floor to run water in the sink which cleans the acid from the metal disk so it can be retrieved without injury. Flushing the toilet causes a key to float to the surface of the water now overflowing from the bowl. Going back downstairs allows Mr. Larson to be able to open the monitoring room. After the pins and rubber bands on the wall are aligned properly, a secret compartment is revealed, containing half of a medallion and the basement key. Once the circuit on the desk is complete, the monitors flicker on and, upon closer examination, a slip of paper is printed out. Using the time displayed on the monitor, the clock in the operating room is set to reveal another hidden compartment with the other half of the medallion.

Returning to the elevator, we descend once more. Three doors greet us. On our left is the clinic buffet. Dead center reveals a goat-human hybrid which devours a mandrake and disappears upon being given it. Hidden under where the creature was lies a compartment in the stone floor that unlocks with the medallion to present us with another key. The right door takes us to a small hall, wherein lies the morgue and a laboratory. Inside the morgue Mr. Larson obtains a key from one of the corpses and, after sorting the skulls in the correct order, receives a vial. Opening the surgical room behind the lab reveals the Colonel himself in the middle of a gruesome examination. He comments on Mr. Larson's eagerness but that he must wait his turn before he can be operated on and then, after brightly shining his eyes, he disappears. After taking the disk from the corpse, we rush to our original room and retrieve the serum formula from the tile under which it was hidden. (Broken by our hammer.) Back in the basement, after entering the formula, the serum has finally been made. Returning to the room that once housed the goat-man, behind the bricks lies another key with which we can open the room beyond the clinic buffet.

Inside the nurse is shocked to see Mr. Larson. She scolds him for not following the rules, her full body now seen reveals that her limbs are tentacles! Quickly the vial of serum is flung before she can attack and she turns to nothingness, leaving behind her nurse's gown and apron. After some rummaging, a key is found in the pile and a jar of flies in the metal cabinet. Using how they are arranged in the incinerator for reference, the cabinet in the hallway outside of the morgue can be opened and a magnet taken from it. Using the magnet upstairs to beat the shell game, Mr. Larson gains another marble. Going into the Colonel's office via one of our newly obtained keys, we find a picture on his desk that contains a pair of twins dated Halloween 1887. Twins that happen to have the same masks as the Puppeteer and the Colonel. But that's impossible, right? That would make them over 100 years old. After the skull puzzle is completed, a marble and a key are retrieved. The key opens the lock in the wall as the portrait above the desk moves aside to reveal a picture of a terrifying humanoid face.

Back to the operating room on the 2nd floor, all of the disks that had been collected are put into the machine on the left side of the room. Once unlocked, the compartment reveals a human heart. Going to the patient in room two, he is given his heart back. In return, he gives Mr. Larson one of his eyes as he would not like to witness any further atrocities. Returning to the fetus, it now has been given all of the "marbles" (eyes included) it would like and leaves to go play. Unlocking the door, he can now escape! Seeing some light, Mr. Larson heads in that direction. Hearing a noise behind him, he looks back to see the two terrifying brothers staring at him and he lets out a scream before running off as fast as his legs can take him.

Possible Deaths:
In the "Fall" section, you can potentially die via Spike, the Ghost Child, or the Werewolf. Spike must be stabbed in the back with a knife in order for him not to kill you. The Ghost Child must be given her teddy bear Willy. The werewolf will kill you if you go outside without wearing the Silver Cross necklace.

In the "Into The Woods" section, the werewolf will hide in the car and will kill you if you honk the horn too much.

In "Puppeteer", and "Mr. Larson's Nightmares" sections, there are no possible deaths.

In the "Surgery" section, death by flies occurs if you pull the cord to the toilet on the second floor before the water is restored, by leech if you break open its container with your hammer, and by the Nurse if you are too slow with throwing the serum at her.