Forgotten Hill: Fall
Why is it that whenever the protagonist's car breaks down in the middle of the night they go to the only house with no lights on? And then they just invite themselves inside as if they owned the place. Serves them right when the door snaps closed behind them. This point-and-click horror escape game has you in such a predicament, but even a rude person like yourself doesn't deserve what's awaiting you in this house.
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Totally stupid question: how does one use or combine inventory. For example, I found the cigarette lighter and
the candle
so it seems obvious one ought to be able to use them together to
light the candle
but no. Am I missing a vital piece (I haven't ventured very far because fear of jump scares) or is there a trick I'm missing?
Walkthrough
I give each room a name for referencing later.
1st room (entrance)
Pick up the key and the lighter.
Note the screwed shut electrical box and the light does not work.
There is a cube at the bottom right.
You'll need the dark shape / circle
Use the key to open the door.
Later in the game you come back for the electrical box
You'll need the screwdriver and the fuse
the screwdriver to open the box and the fuse to close the circuit. All lights will work !
2nd room (Kitchen)
You'll find a Fish, cheese in the top fridge, a candle in the cupboard and some blood to scare you in the bottom fridge. No light either.
3nd room (Hall 1)
A coded door, picture frame, deer with missing horn. Nothing to do or pick up yet.
About the door
You'll find the hint later
The picture to the right in the library next door
Four rows with three spiders
1st row - 3rd button
2nd row - 1st button
3rd row - 1st and 3rd button
4th row - 2nd button
About the picture
You need to collect four pieces of the picture
Once all four pieces are here, you'll get a doll 'Willy'.
About the deer
He is missing his horn
If you find it, give it back
You'll get a ring in return
4th room (Library)
On the bookshelf, note the height of five books at the top left. Take the red book on the second shelf.
Then use the knife to stab the spider and pick up the heart jewel. If you touch the spider with something else you are dead.
About the red book
It covered a code on the rear wall.
At last, check out the spider collection on the right.
It shows the code for the door in hall 1.
At last, check out the cube at the bottom right.
The blue square will be needed.
5th room (Hall 2)
Another coded door.
You need four shapes
Like the four cubes you found
1st - hall 2 - red - pointy cross
2nd - entrance - dark - circle
3rd - butchery - green - hourglass
4th - library - blue - holed square
There are five masks hanging above an outline in the wall.
You can pull them down a bit
There was something with various heights.
You are not a big reader, books !
Pull the 2nd down twice and the fourth and fifth down once and get a piece of the picture.
Another cube at the bottom right
The red, pointy cross is our shape.
6th room (Chapel)
You have an altar
With two candle holders
Insert and light the candles
and a heart shape
Insert the heart jewel
You get a key with a skull
Below the cloth, barely visible, a silver cross.
And a door
It opens with a key with a skull
7th room (Butchery)
This is the room behind the door in hall 1
Pick up the screwdriver on the floor, the bottle of poison on the able and the frog from the wall.
You'll find a funny machine without power.
Later, with power, you'll be able to use the machine.
Turn it on an you get blinking lights.
Put something inside
You still have that stinking fish
An you'll get a ticket with a code in exchange
8th room (wardrobe)
Door with faces
Remember the red book
Where it was placed in the library
The half moons = mouths
Mouth at the top
Mouth to the right
Mouth to the bottom
Mouth to the left
Model train
You'll need something to operate it
The toy key from the graveyard comes handy !
You'll get the last picture piece
Hooks with mask
Did you read the red book ?
About mice and frogs ?
You have a mouse and a frog.
Place the frog on the 1st hook from the left
Place the mouse on the third hook from the left
The mask gives you a ruby
9th room (graveyard)
Solve the left puzzle
Then search the grass between the tombstone and the cross
You'll find the toy key
Solve the right puzzle
A finger comes out in the grass
Pull on it - oh, a hand
Put the ring on it
You'll get a picture piece
Before you leave, note the symbols on the cross.
You'll need them to get out
10th room (cellar)
When you enter you see the ghost. It will kill you !
The ghost looks for Willy, give him the doll from the picture in the library
With the ghost gone you can take the fuse.
And you see an empty plate.
You remember the red book talking about mice and you have cheese.
You put the cheese on the plate, but live mice are difficult to catch.
Add poison to the cheese. Mice are shy, so lets go and see where we can use that fuse.
Remember the electrical box in the entrance (1st room).
Mice
After coming back from replacing the fuse you'll find a dead mouse with the cheese, pick it up. and go back to the wardrobe.
At last, the statue/door to the right
You need the ruby to open it
11th room (exit)
You are almost out !
Do you have what it takes ?
Code paper from the machine in the butchery
Code signs from the cross in the graveyard
And the silver cross from the altar in the chapel.
Enter the code from the cross in the graveyard on the left
Enter the code from the code paper on the left
See the red, roman numbers ?
Red is negative, right ?
So subtract the red number from the code number
You get
7 - 1 = 6
4 - 3 = 1
8 - 5 = 3
2 - 6 = -4 (modulo 10) becomes 6
These are the number of clicks. The scale is 0-9 from left to right.
Found a bug with the altar:
When you turn the light on, you see the silver cross under the tablecloth. If you turn the light off, then on again, you get another cross. You can do this over and over, receiving a new cross each time.
Imagine how much money you could make with a never-ending supply of silver! Who'd ever want to leave this house?
markus_b THANKS for posting the walkthrough, first off. Text walkthroughs are MUCH appreciated, especially when a game is non-linear with many puzzles sprinkled about, like this one. I did have to refer to the walkthrough for two serious nudges, but then there was the last, and final brick-wall, in Room 11:
Maybe I missed the boat on this one, but "Red means Negative"...?? Are we talking about blood TYPES (which I know nothing about) or are we talking about ELECTRONICS (which I also know nothing about). Regardless, I've never in my life heard of "Modulo 10" math, so I guess ultimately I was screwed either way. I fail to see the relation to the amount of clicks to anything, either.
Fer goshsakes, I'm frikkin' 47 years old, you'd think I could manage through a simple single-digit math puzzle? I guess it's just that my brain is too far wrapped around the likes of Submachine . . .
Hello, for that last puzzle where you use the code on the 4 sliders, you don't need advanced mathematics or electronics just simple logic:
Now each slider has 10 points on it just like a telephone 1234567890. Now over 1st slider it has number 1 in Roman numerals over 1st point so its 1 counting from it take slider to 7, from the four number code 7482(That's code from the code paper you got from the machine and fish).
Now 2nd slider has Roman number 3 on 1st point so calling it it three we count and take slider to it 2nd point which is 4.
Now 3rd slider has Roman numeral 5 over 1st point so we call it five and counting from it we take slider to 8 from the code.
Now 4th and the last slider first point has Roman numeral 6 on 1st point calling it six we count so as to get 2 from the code. ( in last slider as you count starting 6 we go 7>8>9>0>1>2)
So we don't need any Modulo Math just a little Medulla maybe ;)
Hope that helped.
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Walkthrough Guide
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Walkthrough
I give each room a name for referencing later.
1st room (entrance)
Pick up the key and the lighter.
Note the screwed shut electrical box and the light does not work.
There is a cube at the bottom right.
You'll need the dark shape / circle
Use the key to open the door.
Later in the game you come back for the electrical box
You'll need the screwdriver and the fuse
the screwdriver to open the box and the fuse to close the circuit. All lights will work !
2nd room (Kitchen)
You'll find a Fish, cheese in the top fridge, a candle in the cupboard and some blood to scare you in the bottom fridge. No light either.
3nd room (Hall 1)
A coded door, picture frame, deer with missing horn. Nothing to do or pick up yet.
About the door
You'll find the hint later
The picture to the right in the library next door
Four rows with three spiders
1st row - 3rd button
2nd row - 1st button
3rd row - 1st and 3rd button
4th row - 2nd button
About the picture
You need to collect four pieces of the picture
Once all four pieces are here, you'll get a doll 'Willy'.
About the deer
He is missing his horn
If you find it, give it back
You'll get a ring in return
4th room (Library)
On the bookshelf, note the height of five books at the top left. Take the red book on the second shelf.
Then use the knife to stab the spider and pick up the heart jewel. If you touch the spider with something else you are dead.
About the red book
It covered a code on the rear wall.
At last, check out the spider collection on the right.
It shows the code for the door in hall 1.
At last, check out the cube at the bottom right.
The blue square will be needed.
5th room (Hall 2)
Another coded door.
You need four shapes
Like the four cubes you found
1st - hall 2 - red - pointy cross
2nd - entrance - dark - circle
3rd - butchery - green - hourglass
4th - library - blue - holed square
There are five masks hanging above an outline in the wall.
You can pull them down a bit
There was something with various heights.
You are not a big reader, books !
Pull the 2nd down twice and the fourth and fifth down once and get a piece of the picture.
Another cube at the bottom right
The red, pointy cross is our shape.
6th room (Chapel)
You have an altar
With two candle holders
Insert and light the candles
and a heart shape
Insert the heart jewel
You get a key with a skull
Below the cloth, barely visible, a silver cross.
And a door
It opens with a key with a skull
7th room (Butchery)
This is the room behind the door in hall 1
Pick up the screwdriver on the floor, the bottle of poison on the able and the frog from the wall.
You'll find a funny machine without power.
Later, with power, you'll be able to use the machine.
Turn it on an you get blinking lights.
Put something inside
You still have that stinking fish
An you'll get a ticket with a code in exchange
8th room (wardrobe)
Door with faces
Remember the red book
Where it was placed in the library
The half moons = mouths
Mouth at the top
Mouth to the right
Mouth to the bottom
Mouth to the left
Model train
You'll need something to operate it
The toy key from the graveyard comes handy !
You'll get the last picture piece
Hooks with mask
Did you read the red book ?
About mice and frogs ?
You have a mouse and a frog.
Place the frog on the 1st hook from the left
Place the mouse on the third hook from the left
The mask gives you a ruby
9th room (graveyard)
Solve the left puzzle
Then search the grass between the tombstone and the cross
You'll find the toy key
Solve the right puzzle
A finger comes out in the grass
Pull on it - oh, a hand
Put the ring on it
You'll get a picture piece
Before you leave, note the symbols on the cross.
You'll need them to get out
10th room (cellar)
When you enter you see the ghost. It will kill you !
The ghost looks for Willy, give him the doll from the picture in the library
With the ghost gone you can take the fuse.
And you see an empty plate.
You remember the red book talking about mice and you have cheese.
You put the cheese on the plate, but live mice are difficult to catch.
Add poison to the cheese. Mice are shy, so lets go and see where we can use that fuse.
Remember the electrical box in the entrance (1st room).
Mice
After coming back from replacing the fuse you'll find a dead mouse with the cheese, pick it up. and go back to the wardrobe.
At last, the statue/door to the right
You need the ruby to open it
11th room (exit)
You are almost out !
Do you have what it takes ?
Code paper from the machine in the butchery
Code signs from the cross in the graveyard
And the silver cross from the altar in the chapel.
Enter the code from the cross in the graveyard on the left
Enter the code from the code paper on the left
See the red, roman numbers ?
Red is negative, right ?
So subtract the red number from the code number
You get
7 - 1 = 6
4 - 3 = 1
8 - 5 = 3
2 - 6 = -4 (modulo 10) becomes 6
These are the number of clicks. The scale is 0-9 from left to right.
Posted by: markus_b | January 31, 2016 4:55 PM