The Last Door: Chapter 3 – The Four Witnesses is the first time that our protagonist, Jeremiah Devitt, is completely without control. In chapters one and two, he deliberately traveled to Beechworth Mansion and his old boarding school, respectively, in an attempt to uncover what drove his friend Anthony to madness and the source of his own nightmares. While Devitt ultimately unearthed more questions than answers, this search was driven by a personal desire for knowledge and clarity. In The Four Witnesses, someone else is pulling the strings.
Devitt begins this installment in the same predicament that ended Chapter 2 – Memories: trapped in darkness. Forcing his way to freedom, a dehydrated and weakened Devitt soon learns he’s been transported to the slum of Old Nichol in London, a fair trek from the boarding school in Scotland where he lost consciousness. With no sign of his captors and only a mysterious ticket to the play “The Four Witnesses” in his pocket, Devitt must try to find his way out of Old Nichol and back home. Surrounding the slum, though, is a dense fog that can only be navigated with the proper “map.” Finding said map, and the strange red-headed man that seems to be leading Devitt around the city, are our two main goals in The Four Witnesses.
Despite having these concrete goals to work toward, The Four Witnesses is more vague and mysterious than its preceding chapters. The inclusion of interactive, non-playable characters has returned from chapter 2, providing Devitt a variety of dialogues to initiate and pursue. Many of these characters speak in partial riddles, whether it’s the fortune teller who recommends you follow “the path of the bird” or the decrepit composer who directs you to “search the Simurg.” These, and other seemingly random comments, are critical to finding your way through the fog, but they come off as nonsensical-yet-poetic ramblings until you have collected all the pieces of the puzzle. Read more »