Part 9: Winston Meets Boy

Update 9 - Winston Meets Boy

Morizora's Cave

























Sheesh, we just got here and have already been bombarded with dialogue! And, thanks to Tony's rampage, we lost track of Uma! I guess... we should go meet Winston.






>Can you make us a boat?








Well, maybe asking other questions will make him come around.
>Who is Tony?


>Why do you live here?


And that's all from Winston. We'll have to find another way to convince him. First, there were some reeds and fireflies down where Tony fled. So we pick those up, then head into Winston's tent.



Fish Heads















I can't believe Uma really did steal the ring, and also that he now just talks like a villian. We'll need to chase after him and get that ring back, but let's check around the hut first.


My dearest Gemma, I searched for days and was finally able to retrieve your ring... Perhaps once you regain conciousness, you can decide for yourself whether or not you still want to wear it. I also managed to find your box of belongings. I would have opened it and maintained its contents, though I have not found its key.
posted:
I am so very sorry...
We probably shouldn't have looked at something so personal... Still, not all was right in paradise it seems.
Now let's go get the ring back from Uma!




Gemma and the River

... Holy crap, Gemma's portrait is the cutest damn thing!






Storage Area

We are given 3 seconds to make it to the phone.

...We don't make it.
Let's check the voicemail.




Here's the room we are working with. Let's check with that letter and see what it says.

Oh...kay. We are back to the creepy messages again. The locker is rusted shut, the cabinet is locked, and all doors except one are locked/blocked.


This is similar to Tony's bathroom, but the switch is bigger and there are test tubes on the counter.

We pick one up for safe keeping.

Obligatory.

>Pull Lever 1
1 is ON
>Pull Lever 2
2 is ON
>Pull Lever 3

Let's go see if that changed anything.

The two boxes in the room are gone. One was blocking the door in the upper right, and the other that hole on the left side. We'll check out the hole first.



My home is underwater

We're immediately plunged into some kind of sewer or basement filled with water. We've got 30 seconds to make it to the switch and lower the water lever. You are given plenty of time to do this.

Easily done and we make our way back to where we fell, which had a door.



Uhhhhhhhh

...And it's gone. Unsettling, but we don't have to worry about it anymore.
Heading through the door...



Puts us back in this room... Not sure what that did, exactly.
Well, the box guarding the other door has been moved, so lets see whats in there.


A patient? They don't respond to us, so we just keep walking past them.


Oh hey a letter! Let's go check that out.

Wow, that message was way too personal for us to read! Scandalous even! Let's just head north and see wha-

That did actually freak me a bit out when recording this, despite the fact that I knew it was there. This section actually nails creepy atmosphere really well. You have very little light around you, the music is foreboding, the ambient noises are: footsteps, faint squeaks, and the clock ticking. The Envoy showing up in the corners just to watch really add to that.
... That said, this is probably the lowest point of the game for me. The hospital section before Uma was where I kinda ranted about the gameplay, and this part is that but MUCH longer and filled with more busy work. I absolutely get what they are trying to do with this section, but in comparison to later parts, it could have been handled better. I feel like the devs would agree with me, and we'll get to that later.
Enough ranting, let's head through the door the Envoy was guarding.

The locker is rusted shut, so we can't open it. The sink won't turn on, however...

Sadly, we lack something to take it off. The clipboard on the counter is the only other thing examinable in this room.

At least the creepy message isn't cryptic this time. We head back into the hallway and check the other path.




Considering all the rusted lockers, we definitely need this. Checking out the cabinet next to this sign yields...

That's just what we needed for the sink.

>Upper Shelf

>Middle Shelf

It seems that someone has placed a key between two of the books. You found a

The cabinet on the bookshelf is not the one we have the key for, so we'll have to come back later.


There's nothing else we can do here. The shining light can't be reached just yet, so let's go back and use the items we've gained and see what they unlock.

You found a

Let's turn around and use that on the locked bookshelf cabinet...

And we've got one of the two items we need! We still need to use the small cabinet key, so let's head back to the main room.



There's item number two. It's a bit confusing about what to do, but we need to head back (yet again) to the bookshelf room to mix these two ingredients.


We can now use this to open all of the rusted lockers and check inside.

We found the


All those filled sinks? Just me planning ahead. With this, we can go grab a small key that was inside a hole in the bookshelf room.


When it says, wooden gate key, it means the gate in the main room. It's the only gate here mind you, but it doesn't look wooden to me. So that can be a bit confusing.
Before we head through that gate, we need to use the solution on the other rusted locker.


A lot of red words that we still have no way of parsing just yet. With that locker open, we can open the gate and check out the rest of this floor.


As soon as we just taste freedom, the phone rings again.


Moving as fast as we can... is still not fast enough. I missed the phone by maybe a couple frames, so it's definitely designed for you to intentionally miss it.
We can't do anything about the phone right now. We need to head back into the hallways.

At least this message is understandable, even if its not the best grammar. But hey, someone was trying to learn proper grammar based on those books we found


The messages are now written in blood on the walls, and theres an Envoy watching behind those bars. I'd say we shouldn't be here, but uh we just kinda woke up in this place.

>Page 1 (torn)

>Page 2

>Page 3

Hmm, we've seen the second newspaper before, but the others are starting to help put it into perspective.

>1st Box

>2nd Box

There seems to be a lot about Korea on this floor. Interesting...

I'm just glad the messages make sense now.

This time, the phone rings and we are right next to it!



So the password is a day.

A day she was clearly looking forward to meeting someone on.

>Upper Shelf

>Middle Shelf

The bottom cabinet is empty. We pull the switch on the wall and are able to hear a door open. Let's go find out which door that was!

Oh goodie! The door with the Envoy on the other side! Glad we just... let it out.

When we try to go through the newly opened door, the phone rings again! We are way too far away to answer it in 4 seconds, so it's best to not even try.

MORE *clap emoji* CRYPTIC *clap emoji* MESSAGES *clap emoji*

The cryptic messages finally have a point, as they are now all written on the wall, and can be deciphered with a little rearranging of letters to read:
PLEASE MEET ME ON MARCH ELEVENTH

This message appears, I assume in case you just weren't paying attention. Which is totally fair as I'm only half focusing at this point, because this section is kind of a slog!

The password, in it's full Americanized date glory!

>1st Message

>2nd Message

>3rd Message

Well it took exploring the whole floor, but we finally got some interesting information about Gemma!
Seeing that last message opens up the last room we need to go in.

Before we touch the mask, there's a journal on the counter that says something interesting.

And by interesting, I mean I don't know what it's referring to. That third lever in the bathroom we pulled was what I assumed it was talking about on my first time playing. But for this playthrough, I didn't pull the lever until after I saw this message. I legitimately, do not know what this message means or what that lever does.
The clipboard next to the bed has a bit to say before we end things here.


To move on to the interesting parts, we just need to put in the oxygen level.


And we can leave this miserable place! Next time will be a lot better- I promise.
