Part 5: Scenario Three: Karen
Scenario Three: KarenWhite Screen
quote:
I'm Karen. I don't know how I got here...
But I seem to be locked up...
in the orphange I lived in thirty years ago...
Welcome back. When we left off, the Mysterious Voice was trying to goad Moon into suicide, and revealed herself to be named Alessa. That is NOT the Alessa Silent Hill fans know from the main games. I know it's confusing, and I believe it was a bad judgement call on the creators of the mobile series. It doesn't help that she actually has many things in common with Alessa Gillespie. Also, as you see we are now playing as Karen, stuck in the storage room, just like in Ben's scenario.
As I went in to record this scenario, I realized there was some flavor text here and there I completely missed the first time around. So a few times after Karen looks or interacts with something, I'll pop in a quote from Ben or Moon, being what they said when they did it. Also, The way this scenario runs, I couldn't see a good proper stopping point to split into two episodes, so I'm just going to power through it in one go.
Anyways, let's get down to business and see what we can do about getting out of this place. Like checking the shelves on the sides of the room for supplies. What's on the left?
Okay, and the right?
Huh. Well we don't need that. Also, you'll discover that this is about the only time that Karen doesn't act with total disgust at something weird and gross around her. But in any case let's check out that cupboard. The left and center doors are locked tight, but as you can see, the right door is open.
Yoink. Picking up basic tools is like, Adventure Gaming 101. Say, what's that in the center of the room?
Are you saying you want a nap?
Well all that's left that I can see is up in the corner there.
I think we all know what we should do in a situation like this. Cry.
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Yeah, at this moment we're still back at the beginning chronologically. That's literally the same conversation from before. Well, I do remember more conversations, let's try talking to the vent again.
At this point you've run out of things to do. Logically, you'd try everything again. Then, when you try to use the potato sacks...
White Screen
quote:
...are you really my sister?
...but mum said you were dead.
I never knew...
Death Count: 11
At this point the screen reverts back to the storeroom, and a loud click is heard on the game audio.
And magically, the door is open. Let's begin our usual rounds proper. The closest door is the shower room.
:Smith: And the backpack?
Next, we can go ahead and explore the first floor, but it's really dull. The only things I find of note is that when you use the hand icon on large objects and whatnot, Karen will explain that she's "too weak" to move them. Also, I found a small bug in the office, where if Karen tries to close the filing cabinet where Ben found the compass, she'll say:
That is NOT the voice saying that, but Karen, and what's odd is it's almost word for word what it says to Moon at the beginning of her scenario, but it properly replaces "him" with "her". Mysterious. Also, as Karen has nothing to do on the first floor Regular World, I suspect she was never meant to go there. My first playthrough of the game, I hadn't actually gone through here much. However, the programmers realized that people would want to explore all the things, so they laid a trap:
That's right, the clock puzzle is back. Even walkthroughs of the game miss this fact, because they don't have you come over here. You don't have a reason to. As you can see, the weird little thingie is on the bottom of the clock, so we have a time limit. Also, the combination has changed yet again. This time it's 5-6-12-2-9 Anyways, in case you couldn't tell, the game is trying to direct us to the last place Moon was to regain our inventory, that being the Otherworld bathroom. I'll save a trip and skip right past the bathroom for a moment to check out the dorms for a moment.
At this point I was a little surprised to find out I could raid the dressers again for bullets and first aid kits prior to regaining my inventory. I would find out later that this is another bug, making you able to break the inventory limit temporarily, until you drop down below it again. Examining the first rooms beds meanwhile,
And in the next room, the familiar bed on the left,
And the other three beds all just read as-
I find it odd that Karen doesn't remember which bed she slept in. I guess we can infer that she was Moon's bunkmate. Also, it's even stranger to me that 4 of the twelve original orphanage children never get named in the game. And we're left with only one more room to explore in the Regular world.
And what's your opinion about the homework assignment?
And that does it for things to do in here, unless we wanted to jump out the window again. Now we'll finally go into the bathroom.
Hey, Miss squeamish. I have a surprise for you. Go look in the sink.
Before I transfer to the Otherworld, one thing I never did was try touching the Halo of the Sun instead of just looking at it.
quote:
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I can't get to it, and if I could, I sure don't want to touch it.
And with that, we're never coming back to the Regular world this game, except if we need supplies, which if we did the inventory bug, we really won't need to. On to where we last saw Moon.
White Screen
quote:
I'm proud of you dear sister.
Who is...? But I thought it was a dream! Alessa?
Yes dear sister, it's me.
Why... why are you proud of me?
Because what you did for me of course.
Did...what did I... I don't understand!
You don't remember? Well, you will remember soon enough.
Remember what?
What is it I will remember?
Alessa?
...
While it might seem a little vague, yes, I'm 99% sure that Alessa is a ghost. I'm not changing the death count.
There's not much interesting Karen says here, but that's uh, that's a lot of blood on the ground that wasn't there before.
Death Count: 12
We get different dialogue for trying to touch this version of the Halo.
quote:
Strange, now it glows...
(Moon says the same thing as Karen)
Let's see what you see in the mirror, Karen.
Okay, let's go ahead and steal from the dead again...
As a nice touch, the bag crumples upon raiding it. Again, we get the map and compass, the lighter, the gun, and the consumables. Due to the glitch, I ended up with 26 bullets and 5 first aid kits. (Kit #3 was grabbed by Moon in the dining room). Speaking of Moon, she was awful nervous about that toilet stall that's now open...
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It should be pretty obvious what we're supposed to do with the moon-shaped peg if you've been paying attention. But first let's finish up the second floor. The dorms are all empty, so there's no point in dwelling on them.
What do you think of the desk, Karen?
At this point I notice that on the far left is the Otherworld blackboard, which I completely missed with Moon. Luckily, she has the same dialogue here.
Surprisingly, Karen is pretty much non-reactive over the bloody nails.
Also, I never showed what everyone says for a couple things here, it's the same regardless of character. If we look at the new door, they all say
So not only is there a new room in the Otherworld, there's a whole new floor. Also, the gate lock is a puzzle like the Latin, in that it won't let you solve it without the hint in hand, which we don't have yet. If we try to do anything to it, everyone gives the hint:
After that interesting typo, we're ready to head downstairs.
Yeah, she says the same thing as everyone. I repeated it just to remind you of the puzzle to the door. Obviously we have the moon tablet, so we put that in the hole.
That takes care of the moon, so what would the round peg be? Yes, obviously the sun. Do you remember where we saw something with a sun on it? Down the path we go! Unfortunately the Dining room is locked, making it the one room in the game Karen can't get into. I wonder why they did that.
I realized too late that I totally forgot to bring Moon into the Otherworld Lobby to look at things. Luckily, there's only two items of note in this room, and she has nothing to add over Ben in the office.
quote:
That's a sick doll. It's got stitches over its eyes and mouth.
Meanwhile, I had up until this point completely missed that the barbed wire strung along the ceiling was point of interest at all.
quote:
Looks like blood on them. It's sick, just like everything else here.
Are those blood laced barbwires?
And if we try to touch them?
The other two just say "No Way!" Time to go into the office.
Oh dang it. Now that we're in scenario three, the flesh-spiders take SEVEN hits to take down. It's nearly impossible to go damage free in this fight, as you can get lucky with the shakey hands and recoil only so many times before it takes you just barely too long to stun-lock the beast. Also, I realized that I had never said what happens if you look at the monsters instead of drawing your gun. Everyone has the same dialogue:
Looks like a child...? I don't really see it. What an odd thing to say. Before we get down to business, I'd like Karen to look at the shelf.
And the bowl?
There. That made up for getting hit in the fight. Okay, to the back wall, for some reminder text.
Darn. If only we had some sort of tool to get it out. Like a screwdriver. Anyways, we use it to get the sun tablet. Now back to the door to the Otherworld Kitchen.
For the record, I checked and the graphics are indeed there in case you insert the Sun first. Let's go in.
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Me too Karen, me too. What was that about the fruit now?
I'm not sure I like this game any more...
Let's uh, move away from the uh, tree of dead children. You can't see it in the screen shot, but on the far right is a little stroller which entertained me by being called a "Perambulator", which is apparently what "pram" is short for.
Yeah, I really don't think that's any better than the tree. Anyways, lets look at that conspicuous bench in the middle.
Naturally we take it and look at it:
Yep, looks like a kid's drawing to me. Let's get out of here.
Okay, let's finally take a look at that gate lock:
This, the last puzzle of the game, is probably my favorite because it's not 100% handed to you, and actually feels creative. If you click on the orbs in the upper corner, they cycle through basic colors. The slider bars aren't actually sliding, but rather swap with each other. The drawing is your blueprint. The orb on the left is green, and the one on the right is red. The children indicate where each slider goes. If you numbered them left to right as 1-2-3-4, the correct order would be 3-1-2-4. and with that, the door unlocks and we can go upstairs.
And now all we have left is to kill one last spider. I admit I lost track of how many bullets it took to kill the thing, as I missed several times, thanks in no small part to the battle starting right up after the dialogue window instead of letting me prepare for combat. I suspect it might be a tiny bit stronger than the previous one, requiring one or two more bullets. But regardless, it goes down.
White Screen
quote:
Karen...
What good did that do?
Please meet me at you know where...
Moon would like to have a word with you.
Black Screen
quote:
TO BE CONTINUED...
END OF SCENARIO AND GAME