Part 7: Scenario One: Lucas Part 2
Scenario One: Ben Part Two
Welcome back. If you recall, at the outset of this scenario, we found ourselves in the shoes of Lucas, a boy wandering a hospital, being urged around in mysterious ways by our old friend Karen, who seems less innocent than in the first game, now intimating that some man deserves our ire and revenge. Infuriatingly, extremely little is revealed about Lucas, and unfortunately very little more will be. Most recently we accidentally created and used a portal to the Otherworld, after a puzzle indicated to us to change a self-portrait indicating child abuse to suggest damnation. This...this isn't really a happy game.
As you can see, very little has changed about the main world's appearance, shifting into the Otherworld. Just the lighting is now tinted. In any case, let's just do what we always do and systematically go from room to room checking things out. If you recall, our last clue was in the storeroom, (as well as a dead body) so we'll go there first.
Huh. Well then that's different. It's not necessarily apparent from the screenshot, but the bag of meat hanging from the ceiling kinda pulsates as you stand there staring at it.
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It sure does buddy, it sure does. Anyways, if you look, you can see there's a note pinned to the meatbag. I'm assuming it's meaty's first day of school. We can take the note without any trouble.
Meat Note posted:
Brad killed himself. Bill is the father of Marie. Sarah is gone. Marie's offspring Lucas is here. Bill is hanging from the ceiling. Karen is dead."
I'll be honest, I'm not sure if this is meant to be explicitly involving the characters in the story, of if it's just creepy flavor text involving a puzzle we'll be using this as our only clue for. I'll leave that for you, gentle reader to figure out. However, those of you paying attention will recall where we've heard Bill's name before, and it very much was also in a room with Karen's name brought up as well. The locker room we started out in. Let's see what the Otherworld version of that room looks like.
Ah. Well I guess that's something alright. I'm pretty sure that the locker without a handle in the middle with the blood spilled underneath is Karen's, right?
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Right. Um, moving on, I suppose we can't avoid that...thing in the middle of the room any more, can we?
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Well, that's not really what I meant. Speaking of the drawing, I was talking about the broken out of cage sitting behind the symbol.
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Well, there is a nametag sitting right there on it, if you really wanted to know...
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Crap! Here we finally get our first enemy encounter. As you can see, they're small little guys-possibly children-crawling on the floor, swinging knives at us. Combat works only mildly updated from the last game. Now red "weak spots" will flash on the enemy body for us to hit with our wildly shakey crosshairs. The whole hit box is so compact however, that you're better off just hoping for the best. These guys are far faster than the spider-things from the last game, and move around the screen slowly. At least with the metal pipe we don't have ammo to worry about.
Next, we move upstairs, and check out the patient rooms. The operating room on the main map isn't even there in the Otherworld now.
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All three rooms look like this, with the bloody centerpiece.
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Sheesh, noone was asking you to, you weirdo. Anyways, in the second room, there is a regenerating first aid kit sitting in the chair, which you naturally use as a stock source. Considering how much harder it is to not get hit in combat, this is VERY useful. In the first of the three rooms, there's green goop in the chair.
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Unfortunately, the money is stuck in the goop. We need a prying tool to get it out, and we have none. Obviously, the puzzle is one to be solved at a later time. But that's all that's going on for Lucas upstairs. So that leaves the basement! The laundry room is blocked off in this reality. However, the office downstairs has a strange plate next to its locked door, so let's have a look see.
As we can see, what we have here is a puzzle. What's not clear is that not all of the answers have been given to us before we can continue. I'm sure that you can guess the first steps, due to something we recently received. We of course, add Bill and Lucas's nameplates to the pattern, with Bill in the top center, and Lucas at the bottom center.. You would think that was all, because we weren't told everything we need to solve the puzzle. After you put the pieces in, there's a click, and that's it. You need to push in the plates for Bill, Marie, and Lucas, respectively.. If the letter previous had not forgotten to discuss Peter, I would have thought that it was spelled out as a solution, but the very important omission pushes this into less clear territory.
Anyways, this office, while not 100% obvious at the moment, belongs to Karen. You know, to do her usual monster business or whatever it is she does. In any case, there's only one thing worth noticing in here.
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Here we have another not-super intuitive puzzle. The answer HAS been given to us throughout the game, but we have to really think inside Lucas's head. What are cages for?
quote:
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So to solve this puzzle, we put the doll inside the birdcage. The slot opens up, and we get a small key from it.
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I uh...Wow. Seriously game, you kind of need to tell us what's going on with Lucas. He's very clearly not okay. But no, instead let's try to think of where this key might go to. Karen doesn't want us to use the key, so what else has she not wanted us to touch? That's right, her locker back in the regular world. Let's go.
Right after we kill another hall monster. Damn.
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Well I for one am now officially confused and horrified. After the orphanage debacle of the first game, Karen decided to start stockpiling dead babies at the hospital? Why?? And I guess Lucas was supposed to be one of the dead babies but she was able to save him and raise him? I'm really not sure if I'm following correctly. Also, Lucas has some severe mental problems going on right now, jumping between confused memory loss, extremely violent anger, and apparently suicidal urges. I think maybe we better follow Karen's advice and go see if she can explain things better down in her office.
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Now at this point, Karen's body and head become separate interactable icons. You can't talk to her anymore though.
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Yeah, they're asking us to bash her face in with our steel pipe. And that's all we can do to progress. I-I'm not sure how I feel about that.
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Death Count: 14
End of Scenario