"This is not a good place to have one's car break down. We're only a few miles from the nearest town, but of course, there is no mobile phone signal here. I hope my girlfriend will be alright waiting in the car. It's such a dark evening that I can hardly see anything even with my flashlight on. I hope I'll be able to fine dome help at that house up ahead"
Forgotten Hill: Fall is the first released game in the Forgotten Hill series of games. It introduces Jimmy Larson, the primary protagonist of the series, as the player/character. It also features members of the Petersen Family.
The game is set in Forgotten Hill's Petersen Family residence.
Plot[]
Jimmy Larson and his fiancee Josephine Taylor are driving to an unknown destination when their car breaks down. Jimmy leaves Josephine in the car and approaches a nearby house. Upon entering, he finds the house without power and light, save for his flashlight.
As Jimmy explores the seemingly abandoned house, he begins to find evidence that a family, and in particular a child once lived here. He comes across two ancient graves, and finds a child's stuffed bear. After finding a dark basement, Jimmy encounters the spirit of a young girl crying for "Willy". Realizing she means the stuffed bear, he quickly gives it to her and she fades out. Exploring the basement further, he eventually finds a back exit. After getting past a werewolf creature - the hideously transformed young girl's father - he runs off into the night, determined to get back to the car and Josephine.
The Story continues in Forgotten Hill: Puppeteer.
Walkthrough[]
Warning - Spoilers
Room | Actions | ||
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Hallway | Note the cube in the corner.
Pick up the lighter. Pick up the key under the table. Use the key on the door to open it. |
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Kitchen | Pick up the knife.
Pick up the cod. Open the floor cabinet door and pick up the candle. Open the freezer and pick up the cheese. Head right. |
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Portrait Room | Head right. | ||
Library | Note the cube in the corner.
Pick up the picture piece on the bookshelf. Pick up the red book on the bookshelf. Use the knife on the large spider. Pick up the heart jewel. |
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Puzzle 1 | Note the insect layout to the far right. Duplicate that on the door puzzle in the Portrait Room to open the door. | ||
Lab | Note the cube in the corner.
Pick up the dead frog. Pick up the poison. Pick up the screwdriver. Head back. Head Right twice. |
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Mask Room | Note the cube in the corner. | ||
Puzzle 2 | Note the blood symbol on the wall. The same symbol is found on the first shelf in the Library (can be very hard to see).
The masks in the mask room have three positions. Arrange the masks to the height of the books - Up, down, up, middle, middle. A panel will open. Pick up the picture piece. |
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Puzzle 3 | Take note of colors and symbols on the little cubes all around the house:
Set the symbols to match to open the door. |
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Child's Room | Pick up the Candle in the lower right corner.
Head back. Head Right. |
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Altar Room | Pick up Deer Horn.
Head Left three times. |
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Portrait Room | Use Deer Horn on Deer head.
Pick up ring in Deer's mouth. Head Right three times. |
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Altar Room | Use heart jewel on the cross.
Use the two candles on the candlesticks. Use lighter on the candles. Pick up the key. Use the key on the door to open it. |
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Grave Room | Solve the two puzzles on the graves.
Pick up the toy key. Use the ring on the finger. Pick up picture piece. Head Back. Head Left. Enter the Child's Room. |
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Child's Room | Use the toy key on the toy train.
Click the toy key. Pick up the picture piece. Head back. Head left two times. |
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Portrait Room | Use the picture pieces on the picture frame.
Pick up Willy. Head right two times. Enter the Child's Room. |
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Puzzle 4 | In the Library where the red book was, take note of the symbols carved into the wood (can be very hard to see).
Use this sequence for the smiles on the door. (UP – RIGHT – DOWN – LEFT). The door will open. |
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Basement | Use Willy on the spirit (you must do this quickly or you die). Pick up the fuse on the left wall.
Use the cheese on the plate on the floor. Use the poison on the cheese. Exit and then re-enter the room. Pick up the dead rat. Head back. |
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Child's Room | Use the dead frog on the first hook.
Use the dead rat on the third hook. Pick up the ruby. Head back. Head Left four times. |
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Hallway | Use the screwdriver on the fuse box.
Use the fuse on the fuse box. You can now turn on the lights in the rooms. Go through the door. Head Left. Go through the door. |
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Lab | Click the power button on the machine to turn it on.
Use the cod on the machine. Pick up the code. Head back. Head Left two times. Go through two doors. |
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Basement | Use the ruby on the wall hanging on the right.
Head through the opening. |
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Puzzle 4 | Use the code (7482) on the right part of the lock.
The roman numerals stay for the first number of the bar
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End | If you go through the open door now you will get the bad ending.
Return to the Altar Room (Head Left, head back two times, head right). Pick up the Silver Cross. Head back to the Basement Exit and go through for the good ending. |