SEQUELGOD

L.Depth Walkthrough

Jul 24th, 2022
5,092
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 17.37 KB | None | 0 0
  1. 1.**Intro:** Grab the flashlight from the lit up chest at the top left. Check one of the pots at the bottom right for a ____. Use it in your inventory to obtain the key to leave the room. After exiting, go left. Your path will be blocked by some midges. After this happens, go through the door to the northeast. In this room, check the window and bang on it.
  2. 2.**Intro to Room of the Deep:** You’ll wake up in the Room of the Deep. Walk outside and speak to Miseri. Ask her all the questions available. The only one that is important is “Where is this”. After asking this one, a new one will be available: “How to escape”. You’ll now be able to use the mirror in your room to re-enter the mansion.
  3. 3.**First mansion visit, Upstairs:** The mirror puts you right past where the midges were blocking your path. Now, head west and enter the only room that’s there. Explore around, you will find an empty closet you can hide in. After finding this closet, when you begin to walk away from it, you’ll hear a roar. Quickly hide in the closet again and wait for the Zolam to leave. Examine the rubble left behind and jump down the hole.
  4. 4.**First mansion visit, Downstairs:** After jumping down the hole, you’ll be in the storeroom. There’s a **Someone’s Diary** entry here on the right table, but more importantly, on the left table there’s a blue item called the **Family Photo**. Note that to the east of this room is the entrance of the mansion, with the front door. Now, head northeast of the storeroom and explore. In the “dining room” of the mansion (north of the entrance), examine the yellow pot on the table. Inside it is the **Small Doll**, which is another important item for later. Head east, south, then east again. You will find some locked doors on the way, but they’re not important now. At the bottom right of the area, you’ll find a room with a rectangular table in the center and two closets at the top right. Inside one of the closets is the **Mansion Entrance Key**. After obtaining it and backtracking a bit, you’ll hear another roar and the Zolam will start running towards you. Run back to the room with the rectangular closet (you can run by holding Left Shift, by the way), lure the Zolam near the table, run around the table while making sure the Zolam follows you, and then BOOK IT all the way to the mansion entrance. Open the door with the key you got.
  5. 5.**Outside the mansion:** Now that you’re out of that hellhole, you can explore a bit. There are some **Warped Vegetables** you can get, as well as a fishing pond. You don’t have a fishing lure yet though. Head far east of the mansion and you’ll find a small house with a save statue and an Adventurer. Talk to the Adventurer; the only important option here is the “Mansion__” one. This will prompt you to give the Adventurer the Mansion Entrance key you got just before. They’ll give you the Forest Key for it. Head outside of the shack and head northeast. Use the Forest Key to open the locked gate.
  6. 6.**Forest:** The first area of the forest contains an important item: after crossing the bridge, check the lone tree a bit west of the house with a torch in front of it to find the **Rhinoceros Beetle**. This item is of utmost importance. Afterwards, begin to go through the aforementioned house, heading north and reaching a cave that you can’t enter yet. Head west from the cave to reach another lone house and a path blocked by some vines to the southwest of it. Enter the lone house, head upstairs up the ladder and you’ll see some bloodstains. The bloodstains lead underneath the table: inspect it to find the **Knife**. With the Knife in hand, use it to cut the vines to the southwest of the house and head further along the path. You’ll be indoors now; walk around the winding path and you’ll find a table and a closet to hide in, as well as a gate. Inspect the gate, you’ll find that it’s locked. After this, some spooky noises will happen, so you need to hide in the closet. Story stuff happens. You’ll eventually get through the previously locked gate and find yourself back in the Room of the Deep, now with both Miseri and Inel to interact with.
  7. 7. **Room of the Deep, Second Visit:** Go to Inel’s room and speak with her. You’ll be given a set of questions, you can ask all of them, but the only important one is “About the Mansion”. She’ll give you an **Empty Bottle** and a map of the mansion. That’s all that’s necessary here, so use the mirror in your room and teleport to the new mirror unlocked (Mansion: Back Entrance).
  8. 8. **Entering the Annex:** The first thing you should notice is the painting on the floor to the left of the mirror. It’ll say “She has red eyes” as a hint for what to do. Well, you’re a human, so you always have red paint available to use: **use the Knife in your inventory, this will fill the Empty Bottle you just got with blood.** Use the **Red Blood** on the painting and a new path will open into the bathroom of the mansion. In the bathroom, check the laundry bin in the middle of the screen to get the **Annex Key.** You’ll hear a roar right after picking up the key, so quickly escape through the way you just came in at the top right. The room with the mirror will be dark and spooky now, and the Annex is to the north. The door will be locked though, but the window to the left of it is lit up, so **examine the window.** The door will then unlock, allowing you to enter the annex building to the north. Also note that there is a fishing spot to the left of the annex, as this will be important later.
  9. 9. **Annex:** The annex itself is quite small, with a bathroom on the right side and some rooms on the left. The poster north of the entrance tells you to put in a code, but you don’t have it yet. Explore the left rooms, at the top left you should find a pot that has a **Bloody Tag** in it. You can then head to the bathroom and dunk the tag in the toilet to clean it off. The tag will say the code 228147: use this code on the aforementioned poster to proceed further in. You’ll next come across a room with some boxes to push, yet you can only push these boxes if you turn off your flashlight first. Start with the southern boxes, you’ll end up pushing a box far to the left to proceed further. Then follow the path by heading north, push a box left again, and the path will be clear to you after heading south again and pushing another box. You’ll then find a room with a singing doll: use the Knife on it. Some story stuff will now happen, and you’ll obtain the **Crested Key** after stabbing the Zolam with the Knife. After getting that key, return to the Room of the Deep by using the mirror south of the annex.
  10. 10. **Room of the Deep, Third Visit:** There isn’t much to do here this time. Miseri and Inel will speak with you, and then you can return to the mansion by using the mirror.
  11. 11. **Mansion, downstairs, second visit:** When returning, you have a choice of teleporting to either the Mansion: Upstairs or Mansion: Back Entrance mirrors. I believe starting at the Back Entrance mirror is faster, as you can go through the small hole on the left that was previously covered by the painting, run through the bathroom, and open the locked door on the south side there that leads to the east side of the mansion’s first floor. With the map in your inventory, you can observe that there are two doors the Crested Key is used for: the bathroom (where you just were) and the left door in a set of two doors on the east side of the mansion. Head to that door, open it with the Crested Key, and look around. On one of the cabinets is a **Bag of Confections**, which is a gift item. There’s a safe on the north end of the room: the Forest Key fits the lock, but doesn’t open the safe. Keep turning the key until it becomes the **Crooked Key**. The Crooked Key can be used to open the room just east of this one. Additionally, just to the right of the door that the Crooked Key opens, there’s a bookcase that has the **Picture Book** which is a very important item for later. After getting that, head into the room the Crooked Key and examine the book on the table. Story stuff happens, and you’ll end up outside the cave in the middle of the eastern forest. The adventurer is there to tell you about the next Zolam: it has good vision in the dark, but it can get lured by fire. Keep that in mind as you proceed into the cave.
  12. 12. **Cave:** There’s a mirror right inside the cave next to the entrance, so take note of it. Proceed far into the cave by heading east in general. You’ll pass through a few rooms of the cave, and then eventually become trapped in a relatively small room. There will be a bonfire in the room, and that’s where you obtain the **Ember** item. After grabbing this, you’ll hear some spooky baby noises, so quickly hide behind the pillars on the right side of the room and wait until the Zolam goes away. It will open up the next room. In the next room, there will be a torch on the left. Light the torch so that the Zolam gets lured by it, and sneak around the rocks while making sure to not be seen by it. You’ll head north past where the Zolam was, and then west just to be stopped by some boulders. Just push them south or west to proceed. After this, head a bit south and you’ll find a corpse with an **Old Key** on it. The Old Key opens the gate that’s on the lower left of your screen. Head through the gate and proceed to the next room. In the next room, use the Ember to light the torches, which will open up the stone door. Next you’ll be in a long hallway that heads west: just run through and don’t stop running, and when you get to the end, head up the rope on the north side. You’ll end up back in the first room of the cave, but the entrance is blocked by rubble. Use the mirror to return to the Room of the Deep.
  13. 13. **Room of the Deep, fourth visit:** It won’t look like how you remember it. Walk outside of your room, head east and step on the black spot on the floor to teleport to the kitchen area. Miseri will approach you saying gibberish: the option you pick doesn’t matter. Head to the south side of the hallway to the right and light the candlestick with the Ember to proceed upstairs. Go upstairs and go through the door, then light the lantern inside using the Ember. Everything will turn back to normal, so go speak to Inel downstairs for the next story bit. Miseri will temporarily leave the Room of the Deep until the next story bit is over with. You should also get the **Fishing Lure** here. She says she’s going to the shrine to the west of the mansion, so follow her by teleporting to the Mansion: Upstairs mirror.
  14. 14. **Chasing after Miseri:** Head downstairs and check the entrance of the mansion. It’ll be boarded up: you can pry one of the planks off the door to obtain the **Long Plank.** Seems this way is closed off for now, but there’s another way we can go to the shrine: by heading backwards through the forest all the way to the front of the mansion. Head northeast of the mansion’s entrance to the bathroom, and crawl through the hole at the top right of the bathroom to end up in the same room as one of the mirrors you previously unlocked. Now, quick side visit: head north of this room back to outside the Annex, and fish off the pier to the left until you get the **Lost Shoes.** These are important for later. Head south back to the mirror room and go southeast into the next room. You’ll find that at the top right side of this dark room, there’s a big hole blocking the path forward. **Use the Long Plank you just got to cross the gap.** After this, just head far east to the cave entrance, then head south. In the house to the south of the cave, there’ll be a shadowy figure that chases you, but it doesn’t do anything if it catches you, so don’t worry about it. After you head through that house, go west immediately and check the tree that you got the Rhinoceros Beetle from earlier; you’ll get the **Stag Beetle.** Continue backtracking through the forest by heading south and west a lot. Head west of the mansion’s entrance and follow the path. You’ll find the adventurer, but it’s not necessary to speak to her. North of her will be the entrance to the shrine, with the gate already opened. Head inside and down the elevator. On the elevator ride down, you lose your Blue Light, but that’s just fine for now.
  15. 15. **Shrine:** Down in the shrine, you’ll find some stone tablets with a four-pointed star on them that damage you if you’re close to them for too long. Proceed east into the next room, where there’s a switch for you to activate and a maze of stone tablets to run past. Hit the switch, then run to the right and through the maze to the exit (remember, you can run by holding Left Shift). In the next room, you’ll find Miseri all alone, and she’ll start accompanying you. Head into the next room, where there are some coffins on the left and a bookcase to the northeast. The leftmost coffin has an unraveled corpse that’s holding a **Book Cover**, and a bed on the right has some **Pages** under it. Combine the two in your inventory, then put the book into the open spot in the bookcase. The way forward will open. In the next room, examine the switch on the left. Miseri will stand in front of it, so speak to her until she tells you to head into the maze on the right. Go through the maze (try to hug the bottom edge and right edge, as the switch is at the very top right of the maze), hit the switch, and head back to Miseri. Head into the next room, explore as you please while ignoring the big red monster called the Divine, and then go through the northeastern door. Step into the teleporter.
  16. 16. **Flashback:** You’ll end up in a village unknown to you. There’s a house on the right side if you look up, but it’s empty. Instead, our target is a house to the far north. Head north, across the bridge on the left, and into that house. **On this first floor, there’s a hidden optional gift item in the bookcase called the Crimsonbloom Opus, as well as a note on the table. These items aren’t necessary to progress, but they are missable, so I’m just pointing that out.** Head upstairs using the ladder on the right, and interact with the shadowy figure up there. You’ll obtain the **Crested Knife.**
  17. 17. **Shrine, part two:** You’ll wake up back in the shrine. To the south is your **Blue Light** that you lost before. Head back north, as on the eastern side of the room there’s a coffin that has a **Muted Red Flower** in it, which is another optional gift item. Head south outside the room and interact with the big red monster known as the Divine. **Choose the second option to stare at it, and follow the dialogue from there. This is necessary for one of the endings of the game. Relosd from checkpoint after the scene occurs, return to the monster, and choose the first option to stab it now. If you’re doing a speedrun of the game, you can ignore the option to stare and just immediately stab it.** Now, head south, backtracking out of the shrine, and you’ll run into a dark room with the adventurer in the center. Let her catch you.
  18. 18. **Mystery House:** Spooky things are now happening. You’ll wake up in seemingly your bed in Room of the Deep, but it isn’t quite right. Head south, and you’ll be presented with a hallway with three new doors to it. The rightmost room that has two beds to search under, the middle room has a closet, and the leftmost room has another closet. Search these until you find the Zolam-looking blobs, then stab them. You’ll then wake up in your bed again. Repeat the same process, searching the rooms for the blobs, and stab them again. You’ll then wake up in the actual Room of the Deep, with Miseri and Inel to speak to. Congratulations, you’ve reached the end of the game. Now it’s time to pick an ending. This walkthrough will just be covering how to get ending A, as it is the go-to ending for speedrunning the game.
  19. 19. **Ending A prep:** Hang out with Miseri and Inel until they say that they want you to find some items for them. Provided you have been following this guide, you should have all four items already: the Family Photo, Small Doll, Picture Book, and Lost Shoes. Give the requested items to the girls and you’ll get a shard from them each. Combine the shards in your inventory to receive the **Key to Awakening.** **I suggest saving your game now in a separate slot if you want to get the other endings.** Since we’re doing ending A, head to the northmost door in the Room of the Deep, have the prep talk with the girls, and open it using the Key of Awakening.
  20. 20. **Ending A:** This part is quite simple, as it is a straight shot to the ending just by heading north with some puzzles along with the way. The first puzzle involves some torches that you must light in the correct order: the order is middle, left, right. The next puzzle is a minecart puzzle involving three switches: one on the bottom, one on the right, and one at the top left. The order for flipping them is: bottom, right, bottom, right, top left, right. Proceed onward and you’ll find another puzzle with minecarts and three switches: one switch at the right, one in the middle, and one at the top. The order is simple: right, middle, top. Go further along, and you’ll see a boulder pushing puzzle. Push the leftmost boulder north twice, the right boulder to the right once, the north boulder up 3 times, then wrap around the right side and push the northmost boulder to the left. The rest of the ending is fairly straightforward. Enjoy the ending, and congratulations on completing the game.
Advertisement
Add Comment
Please, Sign In to add comment