But I got much more where that came from! This teasing! However, come to think about the story and events of the game, I came up with an own scary and confusing ending: When you perform the ritual on the mask, walking heroicly down the manor, knowing you might have defeated the curse assuming there really was one there is nothing happening in the main hall no scratching sounds, but you can discover the secret way down the fireplace.
At this point of the game, the only way finding Robin was to hear the Scratching and check the fireplace again. Since Michael has otherwise neither clue, where to find the mysterious shadow of the basement, nor the time to do so, he has to leave the mansion. But now it comes: When getting outside, you discover a hole next to you, where you can see Robin has escaped and traces leaving into the forest.
Utterly fearless, as we know Michael by now, he can enter the hole and discover the lair or alternatively use the fireplace.
An ending in that way came basically instantly to my mind back then, when I saw the hole Robin dug. One last thing: When you know what is happening, the game becomes even scarier. Knowing that this cell is basically just a wall away from you… creeeeepy. Anyway, I would like to hear if anyone else has similar ideas than me. I already heard about the conspiracy theory that Jerry lured Michael into the manor as feed. Really nice one too! As always: Thanks for reading, and have a nice day! I had no idea about the whole urban exploring movement until we began working on the game.
It actually attracted lots of interest from that community, people that is just happy to explore the asylum with no regards for the story. So a few months ago I decided to replay Scratches and I took pictures of all the letters and some imo important parts of the game. Actually I wanted to post them sooner, but RL got me busy and eventually I forgot about it but since I got some time now… here they are:.
The question: Is this intentional? This is pretty odd. It would be understandable, that Catherine would have heard voices at some point too, since the paranoia of the two could have taken over… Michael however has just arrived, knowing nothing what happened. The Body in the Crypt In the alternative ending, it is revealed, that the body in the crypt is Milton. Does this fact also apply to the original story? The Paintings Upstairs Is there any hint in the game I have missed, which says, who has painted the disturbing pictures on the second floor where you can find the hammer?
Haha, glad to see you back and happy to answer more questions! Of course, without ever disclosing the true nature of all the mysteries behind the game.
No hints, just spooky paintings adorning the house. In the first day and only the first I think you can hear drums and voices inside the gallery. Then again this would object the existence of a curse. So the question remains, whether these sounds in the gallery are only ambience music or sorts for the player to hear.
Never would have guessed, that it is James body, which he has to deal with. So it is true, that Blackwood died of a heart attack and his death has not been faked by Milton… right? Yes, that part is true. NOTE: This game can be played in different order. This is just one sequence of gameplay. Saturday October 12th. Saturday 9 AM. Manor ground floor:. Manor door - Right click to open the inventory and see a magnifying lens that looks close at each item in inventory.
The inventory has the house key , suitcase and typewriter. Take the house key from inventory and then right click to close the inventory screen. Use key on manor door handle. Main hall - Enter the manor and look at the Grandfather clock. It is the only working clock in the manor. Be sure to check this clock every once in a while. It shows the progress of the gameplay.
Wait a bit and hear a phone ring. Reception hall - Go forward to the reception hall and click on the phone. Talk to Jerry. Pull back from the phone and look around at things in the room. Living room - Go back to the foyer - main hall. Go left by the main door to enter the living room. Look around at the furnishings. Check the light switch and see that it does not work. Stand by the fireplace and look close at the coffee table. There's a coffee cup and books.
Read the diary of a friend of James. Learn about the thoughts and choices of the previous occupant of the manor. February 9: Ever since I locked it away Learn about the noises down there. I don't want to know Study - Enter through the door left of the fireplace.
Look around at all the gorgeous paintings and furnishings. The fireplace was previously used. The light switch does not work. Look close at the book shelves. There are certain named books. The certificate was given to James Blackwood, a construction engineer. Go to the desk and read another diary. It is written by James. Learn about the interaction with the natives, the strange neighboring tribe - the Dhalmaar and the mask.
Check the desk drawer and take the empty envelope at second drawer. Take the boring tool from the third drawer. The top right desk drawer is locked.
Dining Room - Go through the double doors. All the light switches do not work. Look around at the paintings, drawer and the liquor cabinet. Small Back Hallway - Go through the door on the left of the study door and see the stairs to go up to the next floor. There's a curtained window on the left with various pottery in front of it. Open the curtain and look at the pottery.
Kitchen - Enter through the door to the kitchen. Look around and note an empty key holder left of door and above a table. The faucet at the sink doesn't have water running. Open the lower cabinet left of the sink. Pull the drawer and get a butcher knife.
There's a coffee grinder on the center table. You can check the filthy refrigerator. The cellar basement door on the right is locked. Maid's room - Enter the door on the left and be at the maid's room. Open the side table left of the bed and see a book on Photography. Italian letter - Look close at the desktop across the room.
Take the paper with several markings on it. Look close at the photograph. Pull back and open the right drawer. Take the pencil. In inventory, use the pencil with the paper with markings. Examine the paper in inventory and see that it is in Italian. Look close at the photograph under the notebook. The picture showed there's a key on the key holder by the kitchen door.
That's a familiar looking pot underneath. Check the dresser and see photographs on top and camera equipments in the drawer. Maid's bathroom - Enter the door on the right of dresser. Looks like the maid turned the bathroom to a darkroom. Look around and at all the pictures.
Small Back Hallway - Go back to the back hallway and let's look at the pottery left of stairs. The left vase looks like the one in the picture. Take the rusty golden key inside the pot. Go back to the kitchen. Cellar - Use the key taken on the locked cellar door. Go down and look around. Look close at the fuse box on the wall beside the stairs. Maybe we can get power to the house now.
Hmm - still no power when the levers are pulled and the fuses look okay. That furnace makes you uneasy. There's a drain cover on the floor and water valve above it. Climb the stairs and it seems you hear some distant noise. Saturday 10 AM. First level:. Go back to the small hallway and climb the stairs or take the main stairs by the foyer.
Let's look for the room prepared for you. If you came up from the main stairs, it is the room on the right. If you came up from the backstairs, take the hallway on the right and it will be the room at the end of the hallway. Guest bedroom - Enter your room and look around.
Typewriter - Look close on the desk. Place your typewriter carrier on top of the desk. Open the typewriter carrier and place the papers and then the typewriter on the table.
Look at the typewritten paper and see how far your work has been done. Close the carrier and click on it again to automatically place it under the table on the left. Suitcase - Look close at the table on the left and place your suitcase on top of the table. Open the suitcase and read the letter from Jerry about the manor.
Take the matches four left. Look close at Jerry Carter's business card that has his London phone number. Look at the published book of Michael. Take the pen and read you notebook. See that Barbara, your secretary's number is written down. Open the left drawers of the desk and see baby drawings and other anatomical pictures.
Look close at the trashcan right of the desk. Read a page from the diary of a friend of James. The paper mentions whisperings and drums. Go to fireplace and see a doctor's bag right of fireplace. Open the bag and take the stethoscope. Look at the drawings. Look around the room and then exit to check out the other rooms. Main bedroom - Enter the bedroom left at the middle of the hallway.
Look around and check everything - the mirror on the dresser and paintings on the wall. Check the tall dresser at the foot of the bed and see a diploma.
Open the drawers and see a pocket watch and broken picture glass. Look at the tall mirror and see a painting reflected on it. Go across the room and look close at the painting of the lady holding a crystal ball. Click on the crystal ball and see a safe. It cannot be opened yet. Exit the room. Gallery - Enter the double doors across the main bedroom. Look around at the room. The mask case on the right wall and the vase case at the middle of the room.
Look at the necklace left of door that has a lion's claw. The table by wall has pictures and maps. Take and read the letter under the hat from Simon Russell to James about books that mentioned the Dhalmaar. At the corner, a pair of ivory tusk is displayed. The display case has handle that wouldn't move. Look down at the base board of the cabinet. It is firmly stuck in place. Bathroom - Enter the stained glass door at end of hallway. Open drawers and take the rag from bottom middle drawer. Exit the bathroom.
Second level:. Upper hallway - Climb the stairs to get to the upper level of the manor. There's a door that's stuck on the left and 2 doors in front. Upper bathroom - Enter the door on the right and see bathroom fixtures. Look close at the bricks by the door.
Take the metal rod from the second left brick. Workshop - Open the door to the left to enter the next room. Note the stove that can be lit on the wood planks by the window. Use the metal rod taken from next door on the stove. Try to use the matches on the stove. It's not needed yet. Upper hallway - Exit the room and turn right. Go to room beyond the attic stairs. Try the door right of the stairs and see that the key is in the keyhole. Turn left, look down and take the newspaper under the paint can.
Insert the newspaper under the locked door. Use the boring tool on the keyhole. Take the newspaper. The key stayed on the other side. Tower - Look around and climb the stairs to the tower.
There are 2 windows out of 3 that can be opened. Go down and forward to the stairs.. Attic - Climb the stairs and open the door. Look around. See a music box on the small table left of door. Take the glass flower and automatically place it on the holder. Turn the key, see the flower turn and hear nice music. Chest - Go forward to the end of the room and open the chest. Take the oil lamp. Look through and take note of the papers under the oil lamp.
Take note of a Meat Packers receipt of meat cuttings sold to Dr. Milton in Jan Very interesting. Check the pictures. Newspaper - Check the pile of newspapers on the left of the chest. You need a date to look for.
Go down to the main level. It's time to use the phone to get electricity. Main floor:. Reception hall - Use the phone and call Jerry. The electrician will be at the main gate. Call Barbara twice. The second call is about the Italian letter. In inventory, combine empty envelope from study desk with Italian letter from maid's desk.
Use pen on the envelope to get addressed letter. Saturday, 11 AM. Gate - Exit through front door and go to the gate. No one is around. Look close and open mailbox. Read the electrician's letter. Oh well! Place the addressed letter inside mailbox. Saturday, 1 PM. Reception hall - Go back to the manor and call Jerry. You already checked the fuse box at the cellar and saw that it is okay. Let us look for candles or any source of light.
If you did everything on the walkthrough above and clicked on every active spot during the gameplay, you will see that Michael states that everything has already been checked.
That means you can proceed to 3 PM to call Jerry again. If you cannot call Jerry, recheck the chest and newspaper in the attic, the stove in the workroom, the drawer under the mirror in the dining room, the drawers in the cabinet left of the sink and the fuse box in the basement.
Saturday 3 PM. Call Jerry again. You're freaking out and he tells you to go to town. Saturday 5 PM. Gate - Go to the car by the gate. Car - Open the car door and then the glove compartment. Take the car keys and use it on the ignition. Click on the car keys on the ignition and see a red light above the ignition.
You left the lights on! The car battery was dead. Click on car door to exit. Go back to the manor. Reception hall - Call Jerry and he calms you down. Call Jerry again and ask about the previous inhabitants. Be sure that you have read the 2 diaries - found in the study desk and table in the living room.
Learn about the murder and Jay Blackwood - May Call Jerry again and then ask about the safe can be done earlier. Saturday 6 PM. Attic - Let's check the old newspapers at the attic now that we have a date. Click on the newspaper, click on the words below the screen to look for worthwhile news on May, Automatically, pick up the May, newspaper.
Read the 25th May, newspaper. Go down the stairs. It's time to go to bed. Saturday 7 PM. Guest bedroom - Go to your bedroom and click on the bed. Sunday 12 AM. Guest bedroom - You are awakened by a knocking sound. Exit the bedroom and hear it louder at the hallway. Gallery - Enter the gallery and see a door where the elephant tusks cabinet was previously located. Look down and see a hammer and planks. Take the hammer. Hear whispers Guest bedroom - You now really wake up from a nightmare.
You hear a grating sound. Go to the fireplace. It is louder. Look in the fireplace. Use the stethoscope on the fireplace. Sunday 1 AM. Gallery - Let's check your nightmare. Go upstairs to the gallery. Go to the elephant tusk cabinet.
Look close on the floor where you tried to take the hammer. They look normal as seen earlier. Living room - Go downstairs. Use the stethoscope on the fireplace wall not floor-wood. It is coming from below. Cellar - You can't go down. It is pitch dark and no source of light. Go back to your bedroom. Guest bedroom - After hearing the scratching sound from the living room fireplace, the bedroom fireplace sound stops.
Go back to bed and sleep. Sunday October 13th. Sunday 9 AM. Guest bedroom - Wake up to a stormy day. Main hall - Go downstairs. Hear the phone ring. Answer the phone and talk to Jerry. The combination to the safe is 03 2 Main bedroom - Go upstairs to the main bedroom across the gallery. Safe - Go to the picture of the lady holding the crystal ball. Both the story and the gameplay are substantial and the game is genuinely scary rather than gory. Proving once again that you don't need dripping blood and gore to be scary.
The ability to look around to several different areas of the same area is a welcomed feature but results in some problems in moving to different areas in the game. Digital Entertainment News. Scratches would have been a runaway hit … 10 years ago. It's shame that the ending is so inadvisably abrupt, opting for a limp 'shock' finale rather than a satisfying closure that would have sat so much better with the game's slow-burning narrative.
Scratches is dull, ugly, a bit short, and a perfect example of exactly why traditional adventure games have fallen out of favor. User Reviews. Write a Review. Positive: 14 out of Mixed: 0 out of Negative: 5 out of Masterpiece the atmosphere is very good and gripping you feel the sadness in the house of what happend you want to stay there till you Masterpiece the atmosphere is very good and gripping you feel the sadness in the house of what happend you want to stay there till you finished the story and then still you wonder what really happend when you are an horror fan this is just it.
A thrilling, and creepy horror adventure! A must for fans of the genre. The only reason this game scared the crap out of me, was because I was playing in the dark with the volume turned ALL the way up. And then it The only reason this game scared the crap out of me, was because I was playing in the dark with the volume turned ALL the way up.
And then it struck me: this game isn't scarey without the soundtrack! Freaking crazy music makes this game fairly interesting. It also has a farily confusing story plot, that, if you figure out, is rather quite good. Excellent story, excellent graphics and excellent audio. Superb game! Although the title font and color might lead one to assume that this is just a throwaway horror flick, Scratches actually provides a Although the title font and color might lead one to assume that this is just a throwaway horror flick, Scratches actually provides a compelling game experience.
While it may not add much to the point-and-click adventure scene, this really ought not count against it; in a time when point-and-clicks are really made purely for the sake of classicism more than innovation, this game does a great job of capturing the spirit of the genre.
This set aside, the game offers a story which keeps the player guessing through the end, and provides a good dose of suspense and an occasional jump to go with it. The visuals are stunning, as well as the sound layers; both do a good job of attaining a solid feeling of immersion, very similar to reading a good suspense novel. All in all, this game may not look like much from the outset, but it has a lot to offer to the right player. If you love books as much as point-and-click games, you should definitely try Scratches.
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