A realistic adventure with a focus on puzzles and logical thinking, based in a fictional lodge. You must uncover the secrets the place holds, all the while fighting for your life in the bitter cold of the Northern Rocky Mountains...
I have two recommendations for this mod:
1) Turn off hints. I never used them, and therefore they're the default Amnesia hints. They are not applicable to this mod. They're in your game options.
2) Use your head! Listen to the tapes you receive, and deduce for yourself what the solutions are. This mod doesn't hold your hand, and if the player gives a hint about a particular thing (for example, a door needing a key), it may not necessarily be correct; look for other solutions that seems reasonable! Remember; you're fighting for survival in an abandoned lodge, struggling to survive the cold and other dangers of the wilderness! Your character may not be as lucid as you might think. ;)
FRONT DOOR: The key for the front door is suspended on a nail above your head, if you turn around from the door and look up, you'll see it. You can climb the latticework on the outside. SECOND TAPE/CELL PHONE: The second tape (and the cell phone) are located in the same place: in the corner room, behind the door that has a wolf on the other side. You can drop down into it by climbing the stairs in the dining room and turning right outside, and following it through the stone entryway with the flickering light. To get out, move the chair from the door. THIRD TAPE: The third tape is located in the newspaper cabinets in the upstairs study, tucked in the corner of the game room. The previous tape tells you that "today is a Sunday", and that you should "read yesterday's newspaper", making it a Saturday. The calendar on the wall is marked up a sunday in 2004, so look in the drawer marked "Sat/Sun 2000-2010" and click on the newspaper pile. Once you have the paper and the key, look for the article that the paper you picked up points you to, and is mentioned in your memento- "Tues/Wed 1957". That key goes to the downstairs bedroom. FOURTH TAPE: The fourth tape is in a footlocker inside the open-air bedroom on the top floor. You can get into that room by jumping on the plant shelves along the outside of the balcony. The key for it is located in a grate in the downstairs bedroom, but you can't reach it from inside. You have to look into the grate, follow its direction (to the front of the house) and go outside and look for the matching grate on the other side- it's near the balcony supports out front. FIFTH TAPE: The fourth tape tells you he scrubbed the floors, so you have to look for a cleaner area than the rest. In the front hallway by the main double doors, there is a carpet in a clean portion of the floor. Move that carpet, and there will be a note. The note tells you to look "Where time stands still"- this means the broken grandfather clock in the broom closet near the elk head. SIXTH TAPE: This tape is hidden behind the portrait of the young girl in the downstairs bedroom. Self-explanatory.SEVENTH TAPE: This tape is hidden behind the elk head in the main lobby- open it like a door.EIGHTH TAPE: This tape is hidden underneath the large snow-covered boulder out back behind the house, over the broken fence. NINTH TAPE: This tape is hidden in the bible. Click on the bible underneath the large wooden cross in the hallway by the kitchen. TENTH TAPE/PIANO PUZZLE: Click on the guestbook for this tape. It will tell you "under [my father's] watchful eyes, play this verse" followed by 6 chords. The piano in the diagonal room where you found the cell phone is where you want to look. The appropriate keys on that piano are now playable. Play the notes in order, and a door will open in the wine cellar. WINE CELLAR: Move the big box behind the wine barrels in the back corner, near the stairs in. Behind there, there is a door. That door won't open until you play the correct sequence of notes on the piano. BUNKER ENTRANCE: This hole can only be broken by the rubber mallet, which you have to go back and get from the toolshed attached to the kitchen. LOCKED DOOR IN BUNKER: You have to break a bar off of the red-lit machinery near the blast doors in the first T-intersection hallway in the bunker. Use this bar to pry the doors open. BOARDS ON SUPPLY TUNNEL: First, move the oil barrels outside the door that is ajar. Find the master key that Edward swallowed in one of the toilets. Use that key on the door to the mess hall kitchen. Pick up the matchbox in there, and then go to the armory (with the explosives sign outside the door). Take one of the banded crates that says it's full of ammo and place it in front of the boards. Light it with the matchbox. VALVE PUZZLE: Look on the wall for the appropriate order. A few are overrun with mold and decay, but it should be wasily solved regardless.
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Highest Rated (4 agree) 10/10
I think this story is amazing! The house itself is so extremly well detaild and the layout is just epic! The story is good and for once not original, which in my opinion is a good thing. I also love the scares! There are pretty few scares, but due to the fact that the wolf can sneak by on you at anytime in more or less every room is so spooky and is keeping you on the guard during the whole gameplay more or less. I even accidently ran right on to the wolf once. He took the way at the kitchen and…
Apr 28 2013 by KrustiClawn