The Last Door Walkthrough

четверг 19 мартаadmin
The Last Door Walkthrough 3,7/5 9170 reviews

Survival of the fittest. A letter from an old friend brings you to his sprawling estate. Only to find it empty and seemingly abandoned.

The Last Door. The Four Witnesses, a free online Adventure game brought to you by Armor Games. Free episodic horror game, with original pixel-art visuals and a gorgeous orchestral music score. Surrounded by a thrilling sound atmostphere, player’s will experience a really inmersive environment thought the stimulation of their imagination, just like classic horror writers like Poe.

As you begin to search for clues, you soon discover that your old friend had become a very different person in recent years, and this quiet old house, and your own past, might have more than its share of skeletons in its closet. So begins, the first installment in The Game Kitchen's series. Click to move around and interact with things. You'll usually have to examine items before you can take or use them, so make sure to click on something again if your icon changes from a magnifying glass to a hand to stuff it in your pocket or otherwise interact.

You can also combine items in your inventory by clicking on one, then the other you wish to use it with.At this point in time, apart from a few finely executed jump scares, The Last Door is more unsettling than genuinely scary. It has some great moments that will send chills up your spine, and the game's fantastic moody atmosphere, aided by the subtle use of sound effects, makes it all the more effective. Provided you're not put off by how slo-o-o-wly you have to plod everywhere. (Fortunately, this is addressed in the second chapter.) It helps that the gameplay is both, by and large, fairly logical and well-paced. It's always nice whenever a game gives you an excuse as to why you can't use a particular item to accomplish a task, and Chapter One is both short enough and smartly constructed that as long as you explore and examine everything, you'll usually always know what you need something for when you get it.As of right now, The Last Door offers far more questions than answers, and it does feel like Chapter One serves as one big hook for the next.

It's a slow, thoughtful sort of horror, more focused on character and pacing than anything else. It's a welcome reminder that horror can do more than just startle, and be far more effective at times without copious blood or violence. To say the first chapter ends on a cliffhanger is a bit of an understatement, so it's sort of disappointing that the big shocking reveal is something that's given away within the first moments of the game, but it definitely ends with a bang that's executed with style. It's not exactly what you'd call challenging, and its pixelated art style might not be for everyone, but The Last Door: Chapter One is a profoundly creepy start to what's shaping up to be a compelling horror story clothed in an adventure game.Thanks to Mandy, buding, and Cami for sending this one in!Though Chapter Two has been released, it's currently only available to people who donate towards funding the next chapter in the series, and will be released freely for everyone when Chapter Three is released in September of 2013.

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The series will follow this release model until it's finished, and we will wait to cover each chapter until you can play it freely. 'Enhanced' versions of each chapter containing sharper visuals and translation options are available on the site. More information is available. We'll have to agree to disagree, HammyJay. I wish you would take a bit more of a respectable attitude towards the developer, human being to human being.

They created an entire game series with a complex plot. I think it's safe to say they have plenty of imagination. It's fine if you don't want to play it or agree with the content, but do you really need to insult someone else based on the way they feel about subject matter just because it doesn't gel with your feelings on it? There are a lot of games out there for everyone to play, and none of them will ever have universal appeal or acceptance, but by simply choosing not to play or voice your opinion on the matter in a way that isn't a personal attack on the creators or the players is the only way we keep communications open and lead to understanding and dialogue between one another.

Okay, that was awesome. Definitely not for the squeamish - I wouldn't rec it to a good number of my friends. But if you've got a well-thumbed copy of Poe, and Hitchcock is in your queue, it's surely a nice little bite of the macabre. Don't worry about the dark pixels; if The X-Files had an active cursor. Wait, there was that one episode, never mind. In any case, there are way too many horror titles that try too hard, while this goes down the simpler route of making you break a few taboos.Enjoy your nightmares!:D.

HammyJay, while I definitely agree with Dora about being more respectful, I'm also intrigued by what you actually mean. You had a pretty strong reaction, which I always find interesting, but what you've said doesn't make much sense to me at the moment.' Lack of imagination' usually means unoriginality. But that can't be quite what you mean here, because i) It's not like we're awash with games that start like this and ii) the examples you give in your second comment (zombies, witnessing a death) come up FAR more often.So is that you find it distasteful?

I can certainly see how people would find it that way, and I think that's an interesting conversation to have. Why does this kind of sequence feel more uncomfortable than all the other virtual killing gamers regularly participate in?Personally, I really enjoyed it when I played it a few months back, although as usual with Indie games I would liked a little more attention to have been given to the text, which felt pretty rough in places.I did think about asking whether they wanted any editing help for future episodes, since they seem to be looking for community feedback and participation, but I couldn't decide if that was presumptuous and rude. I think, richmcd, the main thing to remember is that it's fine for someone to find one topic more sensitive than another. The most obvious answer to why that may be is simply personal experience. Someone who lost a loved one to an act of violence or suicide, for instance, might have drastically different feelings about both of those topics and be uncomfortable seeing them in games, and I don't think that's anything we should ever try to change because people should and do have the right to decide what they do and don't want to support.

Neither you or I has any right to try to tell someone why something shouldn't upset them.All I'm asking is that people who ARE uncomfortable with subject matter of any sort express why in a manner that doesn't attack other people. It's fine to discuss why you don't like something and share your feelings on it. It's not fine to do so in a way that insults the creators and everyone who plays it by implying that there's something wrong with them for not sharing your opinion. Hi Dora,I agree with everything you say, so I must admit I'm a bit confused by your response, which seems to be addressing things I don't think I said or implied. Maybe my comment was unclear. Sorry if it was.I'm certainly not saying it's wrong to find the game distasteful or uncomfortable, and it's obvious to me why someone might (suicide is a subject which has affected me personally, and if the scene in question had been much longer I probably wouldn't have continued with the game).But HammyJay didn't express distaste. And what was expressed (rudeness aside) doesn't really fit with the available facts.

So I was just wondering whether HammyJay meant something slightly different by 'unimaginative'. Distaste or discomfort at that sequence seemed the most likely. I offer no judgment beyond that, other than the fact that it seems an interesting thing to talk about.The rhetorical question at the end of my third paragraph wasn't accusatory (I think the sequence definitely IS more affecting than other kinds of in-game killing), it was intended to frame the kind of question that would be worth discussing. Thanks!Sorry, I think your first sentence threw me, and made me misinterpret the rest. I hope I didn't seem prickly and defensive.

I really was just worried that I'd been unclear. These little comment boxes aren't great for tone.Anyway, leaving the original comment that sparked this aside (it doesn't look like HammyJay is coming back), I think actually what interests me about this scene is its effectiveness for people who AREN'T touched by the issue.Taking me as an example, you only have to mention the word 'suicide' and it's going to be triggering. So those feelings aren't hard to explain, at least on a superficial level.

If someone wanted to make a game that would personally affect me, it wouldn't be hard. It would just probably fail to make an impression on anyone else (and there'd be a huge risk of making me feel angry and manipulated).But this scene seems to work in general, even for people who aren't close to the issue, and it's THAT that seems worth thinking about. Why does it work? It's only barely interactive. All you're doing is unpausing the action.

You're not PERFORMING any of the actions, and you have no option to change what happens (other than by quitting, so it wouldn't play out at all.) Yet even the barest player involvement is miles more effective than a straight cutscene. Interactivity seems to make all the difference.But at the same time, it can't JUST be the addition of interactivity. Because, as we've said, it's not like interactive killing is in short supply.

Hammy: Personally, I find the mass killing of zombies quite distasteful, in that it desensitizes the act of ending lives, and tramples upon the rights of zombies everywhere.Quite intimately disturbing, eh? I think some corners of mainstream media may have watered down the historical roots of horror. In order to be classed as horror, it had to be intimate and disturbing. Possibly there's some confusion when someone clicks on and says 'Hey, a horror game!' And figures on a generic shoot 'em up.Mm mm mm. I think the review sufficiently warned everyone of that (kudos for that, by the by). It's cool to explore.why.

it's intimate and disturbing - but I do raise a brow at that note of shocked surprise that something labeled horror is horrifying. What is the world coming to! I guess you might've missed those original versions of fairy tales. But I digress.Different people find different ways to be amused by games. It's one of the reasons why I frequent JiG, to discover those shades of amusement. To state the obvious: not everyone will like this game, but that in itself doesn't lead to it being a poorly done game. It's just not your cuppa, and that's perfectly okay.

What's generally not okay is projecting your reaction to denigrate the game itself, while not explaining that reaction very much at all. As someone who has been affected by suicide and who knows others in the same situation, I can understand the upset and frustration that would lead to someone calling it 'stupid.' While not a constructive comment, it is one that probably comes out of a deep, overwhelmingly emotional reaction.

Who is, when feeling such sadness, so eloquent with our words?I want JIG to remain a welcoming community, but that also means not going overboard with the chastisement as much as we should not go overboard with other insults. It helps just as much to turn that open-mindedness we ask others to use on those same people we're asking to be open-minded. I think leading the character to do what he did to start the game totally set the tone for this game and was a shock in itself, because I've never played a game that started that way. I don't think so. It's just a game just like all the other violent games out there.

Just because you enjoy GTA doesn't mean you're going to mow down hookers in your stolen car for real. That being said this was one of the better games I've played on JIG in a while.

No disrespect to the other fine games I've enjoyed here, but this one had a feel and a flow and an atmosphere all it's own. Great fluidity to the game play, and the story and text only enhances the game instead of hindering it like some other games that attempt this style. I can't wait for chapter 2. @HammyJay, @Dora, @Richmcd. I reacted the same way. I stopped playing the game the second I understood my objective was to commit suicide.

I came here to write about it, but there was already a discussion going on. Aside what has already been said, the thing is, the opening that does not add any value to the story or the gameplay. The narration would not have changed a single bit if the opening had been a non-interactive animation, besides the fact that there is no real puzzle to solve for the player. Suicide is a strong act for everyone.

It triggers reactions that are not fictional by emotional means for some people especially in a first person experience, unlike killing a zombie or playing a third person villain. Thinking that there is no age verification or parental warning in your game, you should have been much more sensitive. Thanks for taking the time to express your thoughts and feelings in the way that you did. I'll disagree that it adds no value to the story (I can't say more without spoilers) as it's a fairly important plot point and catalyst with good reason, but I can understand someone having a reaction strong enough to it to not want to play further and find out, even if I don't personally share your feelings about suicide myself. (And for what it's worth, I DID give the game a strong rating and warn about the content in the review.)I do agree that there's not much reason for the opening to be interactive, and perhaps for some people it wouldn't have been such a shock had they not been asked to take part, though I also feel like it's difficult to know when that would be the case as a creator, since other people would probably also tell you the same is true about games that force you to kill people. Someone who suffered a loss in their family through an act of violence might find being forced to pull the trigger in a game that's structured or story-centric like this far more painful even if they were ambivalent about suicide.For example, (spoilers for personal stuff).

I was the primary caregiver for an elderly relative who was dying from cancer for an entire year. As such, I had an EXTREMELY negative reaction to hearing about an upcoming game about the same situation where the only way out is through prayer. To me, both as an agnostic and an individual, that was both WILDLY insensitive, upsetting, and presumptuous to put that spin on such a deeply personal and unique experience/set of emotions, though I can understand and respect others' right and ability to both want to play, but either identify with or just plain not be impacted by the concept and depiction.I guess my point is that you can neither assume nor project anything about anyone.:) Hopefully the developers take your suggestion and put a mention of extreme content warning somewhere on the game itself for people who feel the way you do. I tend to agree with HammyJay and WinZIP that making it 'gameplay' to direct a character through suicide is distasteful, particularly as the setup to the game itself. The interactivity is gratuitous. Shudog's bringing in 'zombie rights' is not an argument at all unless Shudog thinks zombies are real.

Suicide is real, and real people have real experiences with it, and game designers might want to keep that in mind.It took so long for scenes to load that when I saw the title sequence after the suicide, I first thought they were end credits and I was like, 'Stupidest. Maybe that's why HammyJay thought it was a dumb game.I do give the designers props for thinking about accessibility options.

Given the pixel-y design, it's attractive and atmospheric. I give it a 'meh' to 'meh-minus.' While suicide is obviously real and something that impacts many people, the same can be said for violence of all forms, murder, and many of the other shocking or painful elements present in this game's story. I don't think it's reasonable to expect a person with different views and experiences from your own to intuitively know you'd be okay with all but one of those presented one way and to know to warn you about that specific thing. I believe saying, 'Hey, I found that distasteful, maybe you could consider putting a warning up' is one thing, whereas just saying someone should know better is another thing entirely, especially when dealing with a genre that's known for uncomfortable subject matter.Personally, I think as long as nobody is being physically hurt by it, no topic should be off limits in gaming. (Or books, or movies, or television.) You can decide whether to watch or partake, and you can decide whether you feel it was handled appropriately or added anything to the overall experience, but I don't believe you should be able to tell someone what they should or shouldn't make based on your own feelings and experiences. Should you discuss it and say why you didn't like it?

I have never said anyone shouldn't! I have played many games over the years I felt were personally upsetting or offensive. I just think 'I didn't like this and felt like this was handled poorly because.' Is much different (and more helpful to communication and criticism) than 'I hate this, it sucks and it's immoral'. I'm not saying anyone has to agree with anyone else on whether a scene or topic is viable or handled well or not, but you DO have to be able to express yourself in a way that respects the other person in the argument just as much as you are demanding they respect you.(And for what it's worth, I have also extended an invitation to the developers to participate in the discussion so everyone can get their feedback in.:) ).

Zombies are often representative of the Other, and in contemporary fiction they function in a nearly identical manner as actual propaganda targeting groups of - get this - quite real human beings. To me, at least, killing things over and over and over again, just because they're 'not human' is not automatically okay. Even leaving aside whether/how/if players are desensitized and conditioned. Nearly any lengthy history book will detail how this dehumanization is the first step to alienating and attempting to eliminate any number of groups. Not to mention current news outlets.So yes.

That is quite real. Just because there's a multitude of games that use those mechanics doesn't make that palatable for all. The argument that suicide is real, and zombies aren't, perhaps misses my grim humor (because it's no fun to do essays on what you see every day, so for some of us tis better to laugh). But once again - you cannot assume that everybody shares your morality, and that justifies scoffing away any alternate trains of thought.

Note also that I was responding directly to Hammy's comments.Also, I never once said that the content was not disturbing. Like I said, I have several friends to whom I wouldn't even mention this game, much less recommend it. I haven't noticed anyone disagreeing on that front (which should be notable re: the effectiveness of the story).

And that was my point - Hammy was implying that all these other gameplay tropes were perfectly fine in comparison to the game's opening, and I just disagree. I apologize if that bit came off as facetious.However, I stand by my original Captain Obvious statement: it is horror. It is horror on par with any number of literary works that are likely studied in classrooms. We may be more accustomed to the fantastical horror that won't really hurt us, but guys - the horror genre is not by a long-shot limited to that, and its goal is to.disturb. It's just my personal feeling that the discussion of the game's impact cannot begin with surprise and disgust that a game in a stated genre fits that particular genre. Especially when the developers clearly dug deep through that genre in order to produce their work.

And particularly when the reviewers spend a lot of time and energy informing us what's in store. You're directing a character to suicide. You know nothing about him, except that he wants to die. You get this growing feeling of dread as you click on the ropes, chair and beams. You have NO idea why this character is committing suicide, but since YOU'RE controlling him, it makes you curious and determined to find out WHY. It wouldn't have had as much effect if it had just been a cut scene.It's a unique way to start a game.

You always SEE a character do something really, really bad that you might not agree with. But you're playing the character doing something really, really bad that you might not agree with. It draws you in, and you feel more attached to the character as you play him, just like every other video game character. When he dies, because you've become somewhat attached to him, it makes you more eager to find out why he did the thing he did. @swansongstudios101Yes, that's exactly how I felt about it. You start out not knowing the character's motives, so you can't judge him or pity him really, but, as you said, it does draw you in and makes you want to know what drove him to suicide more than a cutscene would. That being said, I have no personal suicide-related experiences, so to me it was just a storytelling choice by the devs, and a very successful one at that.

I wouldn't have been so interested in Anthony's fate if I hadn't controlled him at the beginning, if I had been a mere passive observer. Swansong and Starchild: Part of why I found the suicide gratuitous is that it happens in the opening sequence, BEFORE I've formed any attachment to the character. Fine, but couldn't the suicide have been a cutscene?' Personally, I think as long as nobody is being physically hurt by it, no topic should be off limits in gaming.'

There is a difference between declaring something off limits and saying something shouldn't be handled clumsily. I don't want to see a game where my character has to try to rape as many people as possible or where I win by inciting a race riot. That doesn't mean rape or racism are 'off limits,' that means I want you to bring some thoughtful analysis of difficult topics if you incorporate them into your gameplay. This game fails to do that. As someone who has been struggling with suicidal thoughts for a long time, and even attempted it once, I didn't find the opening insulting or distasteful. I found it deeply sad, and I was intrigued by the secret that made Anthony end his own life. This pulled me into the game, and made me want to help him, or at least redeem him, to do what I can.

That said, I can accept if someone rejects the idea of forcing the player to assist in a suicide. We are different.The story looks interesting, and the atmosphere was fantastic, really eerie without cheap jump scares. I'm looking forward to the next chapter.

Hello, I've been reading everyone's comments, guess there's nothing for me to add to the discusssion with Hammyjay.I've just finished the 1st chapter, I must say that I actually enjoyed it a lot.Perhaps it's only me, but I really didn't find the suicide scene as 'shocking' as some of you guys seemed to (I have experiences with suicide aswell). I actually just found it intriguing as to where that may lead in the plot of the game.By saying that I would also like to add that, different people react to different things different ways, this may sound obvious but I think it would be nice adding that here.Anyways, loved the depressing/gloomy/dark atmosphere the game creates, the music and the story were pretty neat(so far, hopefully it leads to more awesomeness).That Crow scene, that scene really reminded me of Poe!

Seriously, if any of the crows yells 'Nevermore!' I would actually think it's a nice reference to Edgar Allan Poe. It's a HORROR game and as such does not need 'parental warnings', 'age verification' or 'ratings'. It is implied by the Genre itself that you should be an adult or at the very least, of adult maturity if you are going to play a Horror game! Crying out loud!

You think suicide is tasteless? Well sorry but you're in the wrong Genre.

It's supposed to be disturbing. There was a time that the very mention of clowns would send me into a corner while bawling my eyes out in the fetal position, but you don't see me telling people to change their games because it has clowns in it.

Yes, it's disturbing but it's a very real thing. They weren't mocking the act so what is your deal?? Put the crow in the bowl,gotten the hammer,jimmied the window open with the crucifix,plus I've gotten all the way to the study, so I know about the lynx and the painting and everything but I can't use the hammer on the basement wall! My character keeps saying, 'No, I don't want to make a mess.' What the actual hell, dude? You were carrying a bleeding crow around in your pocket just a moment ago. You man-handled a dead woman, but this is beyond the pale for you??Somebody please help me!

There must be a step I'm missing, but I can't see what it could be in the walkthrough. As somebody who has experienced a close relative committing suicide (in quite the same manner as in the game), I do think all the discussion about taste is seriously silly. I do not know what is immoral about suicide; all people do have depressive thoughts from time till time and there will, although with different situations and pressure for each one of us, always be a limit to what a person can handle. I can only wonder what led this person to give up on life and will play chapter two.Actually, there is a song by Opeth on the subject of suicide (Dirge of November) that is much more intense than clicking a couple of times and see it happen - but that is to me. Stay constructive please, if you need help to process your loss, seek professional guidance instead of attacking a developer of a unique game like this. Please consider creating a Casual Gameplay account if you're a regular visitor here, as it will allow us to create an even better experience for you. You may use limited for style:(a href, b, br/, strong, em, ul, ol, li, code, spoiler)HTML tags begin with a less-than sign:.

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The Last Door, Chapter 4, Ancient Shadows is a point and click horror game from The Game Kitchen, an indie company who brought this game to life through donations and kickstarter, and what a game it is. Ancient Shadows follows on from Chapter 3, the Four Witnesses, after the drama-tic (hah) events of the last chapter we find Devitt travelling to visit his old friend Alexandre in his home in the countryside. What could go wrong.

Before we begin, if you're interested you can also check out my full review of The Last Door here.
Or..
If you've come too far then you can find your way back to the walkthroughs for Chapter 3 here, Chapter 2 here, or Chapter 1 here.
Now that that's out the way, let's get on with the final segment of The Last Door, Season 1.

Chapter 4, Ancient Shadows


Hints without spoilers:
I don't know how to develop the envelope: There are instructions in the room on what order to do things, you'll also need a red bulb and cannot do it in darkness or white light. You'll need a way of tinting the pre-existing one, not fixing the shards on the floor.
I don't
know how to work out the clock puzzles: Read the notes around the house that relate to the clock and make sure to work out the time difference between the upstairs and downstairs clock. The upstairs one needs to read the time mentioned in the notes but only the grandfather clock can be changed.

I have a blue crystal thing, now what: Look around the house, inside and out, until you notice something different in somewhere you've been before. Follow the signs from there.

What do I do with the telescope: Have a good look through it and check in your inventory to see what the view may resemble then, looking through the telescope again, click the areas that are highlighted in the item you have.

What are the strange symbols for: The three important ones unlock a puzzle in the same room you're in, look around the room then match up the symbols with the positioning of the locks.

Full walkthrough for Chapter 4


Prologue:
Click on Devitt.
Click on the table.
Click on Devitt again.
Click through the dialogue and scenes.

Chapter 4:
Click through the conversations and go through all of the dialogue options.
When you regain control of Devitt, walk all the way left to the next screen.
Walk all the way left again before entering the house.
This is the foyer, go upstairs to begin with and enter the first room.
Talk to Alexandre and exhaust all dialogue options.
Leave the room and walk to the right into the next part of the corridor.
Open the chest and pick up a hook.
Go back downstairs and into the foyer.
Exit the room via the back archway to enter the parlor.
Cross the parlor and exit via the door on the far left.
Pick up the oil lamp on the table.
Walk to the far left of the room and read the note.
Go through the door on the far right to exit out into the back garden.
Pick up the rope beside the well.
Use the hook with the rope to get a grappling hook.
Use the grappling hook with the well to receive a brass bird.
Examine the grave then head to the gate at the back, unlock it and head through.
The last door walkthrough chapter 1Walk to the far right and note the door to the greenhouse with the bar across it.
Remove the bar then open the door and head inside.
Walk to the far right until you see the statues, a bottle of Vitriol is between them. Pick it up.
Leave the greenhouse and head back into the house then upstairs again.
Walk down the corridor to the right, into the next part where the chest is, then enter the room on at the far end.
In the study examine the note and invoice on the table.
Examine the fireplace then pick up the black envelope from inside it.
Leave the room and enter the final door on the back wall.
This is a photographer's developing room, pick up the Cyanide on the back table and read the note on the floor.
Examine the light hanging from the ceiling then pick it up to receive a lightbulb.
Leave and go back downstairs then out the front door.
Walk to where the greenhouse is then look to the back where you'll see the exit to the forest.
Leave through these gates into the forest.
Walk along to the right until coming across a deer.

Use the lightbulb with the deer to get a red tinted lightbulb.
Go back to the house then the photographer's room.
Use the red tinted lightbulb in the hanging light.
Put the envelope in the sink, pour the Vitriol on it then the Cyanide, finally use the tap to rinse it off.
Click through the scene then leave the room and go into Alexandre's room.
Talk to him then pick up what he drops to receive a a clock hand.
Put the bird in the clock near Alexandre before examining the clock face.
Leave the room and go back downstairs to the foyer.
Use the clock hand in the grandfather clock.
Turn the hands of the grandfather clock until they read 3:00 (hold down mouse button)

Once the clock reads 3:00 click the switch beside the clock face.
Go back upstairs to Alexandre's room.
Pick up the blue object on the floor to receive the bird again.
Examine it then open it to get a key.
Go downstairs and out into the back garden.
Use the key with the trapdoor to the cellar.
Enter the cellar and move a little to the left to examine a set of drawers.
Open the drawers and take out the shovel.
Exit the cellar and use the shovel with the grave outside.
Use the Vitriol with the lock.
Pick up the blue object to receive a canvas.
Exit out of the screen then examine the canvas.
Walk back, via the front garden, to Alexandre's room.
Read the note on the wheelchair,
Exit out onto the balcony and pick up the object in the statue's hands to pick up a cristal.
Walk all the way back to the cellar only this time walk through to the far left.
In the laboratory, read the note then walk to the right until you see an opening in the wall.
Head inside into a makeshift observatory.
Use the telescope then use the canvas to note the positioning of the constallations.
You need to click the stars that match up with the ones highlighted in the canvas.
Check out the image below if you're having trouble.

After the puzzle, put the cristal in the telescope then look through it again.
Note the symbols that match up with the three stars you just selected.
Open the cabinet in the room and enter the three symbols making sure the Altair symbol is at the bottom. (Far right is a U shape, bottom one is a sort of trident and the far left one is a vertical line with two wavy lines through it)
Examine then pick up a syringe from the desk.
Go down into the pit and use the syringe with Alexandre.
Sit in the chair.
Give the syringe to Alexandre.
Click through the dialogue and scenes.
Walk continually to the right.
End of Chapter 4.
And there we have it.. the end of The Last Door and consequentially this walkthrough. Luckily, it's only the end of Season 1 as Season 2 is currently being developed; provided they get enough backers for it to be released of course! I hope you enjoyed the game and the ultimate cliffhanger it's left us all on again, if you also enjoyed this walkthrough don't forget to comment and +1 and so on and so forth :) I hope to see you all here next time when Season 2 makes its debut! Happy gaming!