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Organization: The Game Kitchen
- The Last Door: Chapter 3 - The Four Witnesses is a point-and-click horror game developed by The Game Kitchen. In this game, you take on the role of Jeremiah Devitt as he tries to escape a fog-encased slum. Gamezebo's walkthrough will provide you with detailed images, tips, information, and hints on how to play your best game."
- The Last Door: Chapter 2 - Memories is a point-and-click horror game developed by The Game Kitchen. In this game, you take on the role of Jeremiah Devitt as he explores a boarding school-turned-hospital in search of clues to his friend's fate. Gamezebo's walkthrough will provide you with detailed images, tips, information, and hints on how to play your best game."
- The Last Door: Chapter 1 - The Letter is a point-and-click horror game developed by The Game Kitchen. In this game, you take on the role of Jeremiah Devitt as he explores an abandoned mansion in search of clues to the fate of his childhood friend. Gamezebo's walkthrough will provide you with detailed images, tips, information, and hints on how to play your best game."
- The Last Door: Chapter 4 - Ancient Shadows is a point-and-click horror game developed by The Game Kitchen. In this game, you take on the role of Jeremiah Devitt as he explores the mansion and grounds of another childhood friend's home. Gamezebo's walkthrough will provide you with detailed images, tips, information, and hints on how to play your best game."
- Jeremiah Devitt has been through a lot in the short time we've known him. He discovered the dead body of his childhood friend, Anthony Beechworth, in Chapter 1 - The Letter. He was buried alive in Chapter 2 - Memories. He was abandoned and stranded in a fog-encased slum in Chapter 3 - The Four Witnesses. While all of these events were the result of his own deliberate search for answers, they happened without his consent or desire. In The Last Door: Chapter 4 - Ancient Shadows, Devitt chooses to inflict what might be the final act of horror upon himself—or it could be the beginning of an entirely new struggle.The Four Witnesses was an excursion for The Last Door; it deviated from the previous two chapters' focus on Devitt and the enclosed, claustrophobic spaces related directly to him. In this, Ancient Shadows feels like coming home. Devitt begins this chapter travelling to the house of Alexandre, another friend from the boarding school he and Anthony attended, and a member of their occult group bound by forces we have been slowly uncovering for three episodes. "Alexandre's home is the focus of Ancient Shadows, but everything about it is eerily reminiscent of Beechworth Manor in The Letter. The house staff have fled, scared off by events alluded to in diary notes left behind. A madness similar to Anthony's has overtaken Alexandre, who has demanded all statues be turned towards the wall or beheaded to end their relentless staring. Even the house itself has a familiar setup, with a grandfather clock ticking away in the foyer and a cluttered cellar that hides a secret.But there are plenty of differences, as well. Although the house is devoid of staff, Alexandre remains in his upstairs bedroom, unresponsive to Devitt but alive and "well." Having been called to the manor by Alexandre but unable to learn anything from him directly, Devitt is forced to search the house for some clue as to why Alexandre beckoned and what is happening to him. Alexandre's presence is used to solve some puzzles but also as an unsettling constant, providing further incentive for Devitt to unravel the mystery before they are both lost to madness.
- 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.
- The Last Door: Chapter Two - Memories begins in a style similar to The Letter, placing us in limited control of an unknown priest as he performs ritualistic flagellation in his room. We're soon returned to the familiar company of Devitt, now seeking mental counseling for the events he experienced in the first chapter of our tale. With Anthony's haunting parting words weighing heavily on his mind, Devitt travels to the boarding school where they grew up in the hope of learning what led him to this fate.
- The year is 1891. Anthony Beechworth, alone in his mansion's attic, hangs himself. A final letter that he has mailed to his lifelong friend, J. Devitt, arrives with only the phrase "Videte ne quis sciat" scrawled across the page. Devitt recognizes this code from their time spent together at a school for scientific study, and that Beechworth must be in trouble. He leaves immediately to find his friend and offer his support, putting in motion the first events of The Last Door: Chapter One - The Letter.