Forgotten Memories is a scary game. A game about getting spooked, fighting monsters, and uncovering dark psychological trauma.
But! It's also a jolly nice adventure game about finding objects and solving puzzles.
To help you out we're going to show you where you need to go to complete the game. We might miss some story stuff and some handy pick ups that will help you in combat, but we'll get you to the end without trouble.
You start the game in a bad shape. You're in a strange room and wounded. So drag your sorry arse over to the bathroom and fish a first aid kit out of the tub. Use it from the items menu. Then leave through the door.
Wander down this red hallway until you find a door in the back of one of the cells. Go through it.
Keep following the path until you get to Noah. After she's done yapping, go grab the access card from the table on your right and use it on the large doors under the Asylum sign.
Walk forward and rip the rusty pipe out of the mannequins's tummy. You'll be using this thing a lot so make sure you equip it from the options menu. Practice a few swings while you're safe.
Just around the corner is a computer, and a floppy disk. You can use the disk to save your game, which is a good idea, but beware that the disks can only be used once so you'll need to find more to keep saving.
Go through the double doors and wander down the hall until you find the men's toilets. Enter them, even though you're a lady. Teehee.
Open the cubicle door to find a white lab coat. Search it to find a key.
Now, be careful when you turn around because you're about to fight your first monster: a walking mannequin. Give it a few hits to the face until it's dead and exit the bog.
Go back to the area near the computer and find the doctor's office. Before you can approach the door a ghost will appear and you'll have to kill it. Once you do, open the door with your key.
Inside you'll find a cell block key taped to a wall. Grab it. You can soak in some story if you so desire, or make a beeline for the exit.
Explore the asylum until you find the stairs. Now go up to the top floor and wander through to the cell block area.
Unlock the gate with your key, and then make a note of the sign on the left. It's showing a key combination to the stockroom, using clock faces. But warns that time is only an illusion. Hm! We'll come back to that in a bit.
Go back downstairs and find the stockroom. Inside you'll find a little girl, behind a locked door. You'll need to use the code from the previous section to unlock it.
The answer is 6841 - nothing to do with the time, just the buttons that the hour hands would be pointing too if you overlaid the clocks on the access panel. Pretty sneaky, sis!
While the girl has disappeared, you'll find a handy shotgun inside the stockroom. Grab it, and the shells, and then blast the spectre that tries to creep up on you. Maybe next time, ghosty!
Now we're packing some serious heat it's time to go back upstairs and to the treatment ward. Find the door to the intervention room and head inside.
Grab the chirurgical pliers, which is apparently a word, and the save disk. Then head outside to find…
To find yourself in a weird new location. This isn't the asylum! Not to worry, you just need to go around the corner and kill the ghostly girl. Yes, she may be little. But you can still bash her brains in.
Pick up the crank handle from this area and then use it on the music box at the beginning of this area to return to the asylum.
With those pliers in hand, we're going to make a quick detour to go back downstairs and into the staff lounge. You'll be able to use your pliers to unplug the drain and get a pick. Like, one you shove in a brain. Handy. Right, back upstairs.
Back upstairs, and into the psycho-sensory room. Here, we've got a puzzle involving six hanging bodies and six levers. Pulling a lever will make the nearby body drop - and also cause other bodies to switch between being down and being up.
The goal is to make them all drop down.
Here's which levers cause which bodies to change positions, which should help you solve the puzzle.
If that's not enough, just exit and return to the room to reset the levers and pull them in this order.
Grab the scalpel from the jewellery box and head outside.
Return to the doctor's office from the start of this guide and use the lobotomy pick to open the briefcase. Inside is a bloodied nurses cap.
Look out: you'll have to fight a bunch of creepy knife-wielding dolls. Bash their brains in and leave.
Go next door into the pharmacy to find the body of a nurse. Look at her to get the note about placing her murder weapon one hand, and the evidence of her killer's guilt in the other.
Use both the scalpel and the cap on her body. With both items used, you'll get a locker key.
Go to the women's locker room and open this blood-stained locker. Inside is an elevator key. When you grab it you'll be whisked away to…
Nowhere. First things first, grab the floppy disk and… maybe save your game if it's been a long time since your last save. If not, I recommend you hold onto the disk for a bit.
Go around the path until you come to a door that's locked with two massive stone weights. Listen to Dorothy and then turn around and head down the path into the maze.
You're gonna get a bit lost. And a bit turned around. But you'll eventually come to a clearing containing a lever. Pull it to lift one stone weight.
Find a pair of wooden doors. Inside is a conference room with a projector. Pull the lever behind the screen to lift the other stone weight.
Return to the door. You can now go in, but before you do you will want to save if you didn't use your floppy disk earlier. And you'll want to heal up and reload any weapons you might have.
Inside is a boss fight against the nurse. She'll take a few shots and a lot of pipe swings to the face before she finally goes down.
When she does, leave through the white light at the back of the mausoleum. You'll wake up in the locker room.
Go to the elevator. Talk to Noah. Then get in, use your elevator key on the panel, and whizz up to the end of the game. Or this chapter, at least.