Memento MoriMemento Mori

Game Details:  Mystery, 2009

Links:  Moby Games, Steam, Adventure Gamers

Walkthrough Updated:  11/11/2011

Suggested Listening:  Where There's Smoke (Ash 25)

Memento Mori is a traditional 3rd person mystery adventure game set in Europe. Members of an ancient sect are stealing all available paintings of the Angel of Death. You play as two separate characters, Agent Lara Svetlova, who is assigned to the case, and art forger Maxim Durand. The series continues with Memento Mori 2: Guardians of Immortality.

Act 1: Beginning

Lara's Flat

Start by listening to the message on your answering machine. Now open the wardrobe to get dressed. Pick up the CD cover from the coffee table, then turn on the television to see that a colleague has died. Over at the computer desk, pick up the permanent marker and CD, then put the CD in the case in your inventory. Walk over towards the stairs, then continue left and look in your jacket pocket to find your cell phone. Follow this corridor to head outside.

Interpol

Talk to Brigadier Damien Neville outside, then head into the building. Enter the elevator and go up to your office. Plug the charger into the power outlet, then plug your cell phone into the charger. Use the phone to call Ostankovic, but the battery will die again. Look at the phone in your inventory, then turn it around and take out the battery - you need to get a new one. Look at the notice board and read all the notes, then use your computer. Read through the database entries, then your messages. When you exit from the computer, pick up the phone and call Muriel at the exchange (dial 302), then Jennings (dial 513).

Leave your office and head to the Laboratory. Go up to the desk and look at the photos. Flip through the original pictures until you find the one that matches the enlargement. Now use the permanent pen from your inventory to mark at least three errors (there are 5 in total). Put the pen down and go back to your office. Read the note on your desk, and pick up the new battery. Put it in your cell phone. Look at your computer again and use it to read your messages, then write a message to Pierre about the forgery.

Leave your office and head outside. Give the CD to Damien, then head back up to your office. Use the phone and dial 302 - you will end up meeting Max in the park and ending the first act.

Act 2: Forgotten Case

Ostankovic's Office

Take the lighter from the small table, and the permit from the desk, then leave the office and head outside. Go south along the street to reach the map.

Hermitage Museum

Give your permit to the officer, but you won't be allowed inside yet. Look at the officer, who has an unlit cigarette; offer him your lighter then go inside. Go up the stairs into the Vase Gallery and use your phone to call Max (you need to be over near the windows to get any reception). Now head into the corridor on the right to find the Paintings Gallery. Look at the barrier blocking off Peter the Great's hallway, then return to the Vase Gallery and phone Max again.

Go into the Paintings Gallery and down the previously blocked hallway. At the end, look at the wall but it is too dark to see anything; use your lighter on the wall and move it around until you notice a draft coming from near the floor. Now look at the gap and try to open the door, but the gap is too narrow. Go back to the barrier and take the rope from the right. Look at the fallen barrier and unscrew the back hook. Return to the secret door and use the hook in the gap to open it, then go through.

Act 3: Under the Surface

Beneath the Museum

Press the button on the wall and you will end up back in the museum; at least you know you can escape now. Go back through the secret door again. Try to climb down the ladder, but it is very loose; tie it with your rope and try to climb down again, but now you need more light. Pick up some rag from near the wheel on the right, and the stone from on the floor over on the left. Now use the stone on the bracket beneath the wheel and take the broken piece. Combine the bracket with the rag in your inventory. Use your lighter on the torch and you will throw it down automatically.

Use the stone on the museum door to keep it ajar. Now climb down the ladder and go through the door. Talk to the tattooed monk and choose the negative response to try to cross the bridge.

Act 4: Assistance

Interpol

After the phone call, use your computer and read the new email and the database entry about the chromatograph. Head down to the lab. Look at the chromatograph (big machine on the right). First read the note on the left of the machine, then try using the power switch on the top right - nothing happens. Turn it off again and go around the back of the machine to plug it in, then flip the power switch again.

Now look at the display of the machine. Press the RUN button, then enter the numbers 2, 3, 1 and 3 to set the correct values. Head back to your office and read your email. When you get another phone call select the positive response to learn about Max.

Act 5: Awakening

Auntie's Flat

Go through to the next room and look at the photo, the mirror and the crystal ball. Talk to your aunt, then leave the apartment.

Act 6: Searching

Auntie's Flat

After talking to Andre, look at the computer and pick up the note from Lara and the new phone. Now use the computer to read your messages and write one to Malvin. Look behind the small curtain and take the can of green spray paint. Also take the notebook from the small shelf on the left. Now head through to the next room and talk to Lara's Aunt - agree to have your fortune read and look at the first 3 cards. Leave this room and talk to Andre before leaving the flat.

Hermitage Museum

Go inside and up to the hall. Look in the trash bin to see a number of discarded photographs. Enter the Paints Gallery and talk to the guard, then the angry visitor. Look up at the security camera, then ask the guard about the camera - the police just took the tapes.

Militia

Head inside and talk to Ostankovic, then take the photos from his desk. Look at each of the photos in your inventory, on each noting the position of the guard, the status of each of the paintings, and most importantly the time each photo was taken. Once you have commented on the problem with the times (you need to go back to the first photo and look at the time again), talk to Ostankovic again, then leave.

Hermitage Museum

Go all the way inside to the Paintings Gallery, but you cannot find the guard, and will come back outside to phone Ostankovic about this. Head inside again and talk to the guard at the staircase to learn where the first guard has gone.

Makarov Embankment

Talk to the drunk a few times to learn about some of the people who live here. Enter the block of flats. Open the hydrant cupboard to find some thinner. Use the doorbell next to the door on the right to meet Tanya, the guard's daughter. Leave the building, then head around the right side of the building.

Look at the graffiti on the wall, then head into the bar. Talk to the barmaid and learn about the punk and his pet iguana. Back outside, combine the thinner with the spray paint can, then use the spray paint on the graffiti. Head back inside and talk to the punk, who will run outside. Pick up the box containing the iguana and talk to the barmaid again, then go back to see Tanya - she will give you a doll to give to her daddy.

Auntie's Flat

Get Andre to move out of the way, then pick up the coffee from the bench behind him and give it to Lara's aunt in the next room. Come back to the main room and use the computer to read your email. Write a message to Lara, then you will get a call from Ostankovic - answer the phone then go to see him.

Militia

Head inside and talk to Ostankovic, who wants you to interrogate the guard.

Detention

Talk to the guard several times to find out about the tattooed monk, and get a drawing of the tattoo. Once you have this, you can leave.

Auntie's Flat

Use the computer to read the message from Lara. Write her another message, then you will get a phone call from her about a private library.

Act 7: Symbols

Library

Enter the library and talk to the librarian. Now head into the study over on the left. Look at the desk and read the catalog. Look at the second last entry for a book called "Societas Scania" - this is the one you need to find. Head over to the ladder and unlock the catch at its base. Move the ladder to the middle shelf and lock the catch again. Climb the ladder and take the thin book from the top left shelf. Look at the book in your inventory, then use it on the entry in the catalog to confirm it is the right one. Go back to the librarian and give him the book.

Act 8: Secrets

Interpol

Leave the office and go home.

Lara's Flat

Look at the bookcase beneath your staircase to learn about Hephaestos, then leave your apartment.

Museum

Talk to the guy on the park bench to learn more about Hephaestos.

Interpol

Use your computer - check the database for information about artists with disabilities. Click on the link to Hephaestos under the name Aurelio Diaz, then log out and phone Ostankovic.

Act 9: Initiation

Street

Talk to the guy with the sign. Look at the mailboxes and you will see a letter for Diaz. Press the intercom bell but Diaz doesn't answer. Press another button for one of his neighbors, but you can't understand Portuguese. Use your phone to call Diego and get a quick lesson, then press the intercom again. Talk to Diego on the phone once more, then hold the phone up to the intercom and head inside.

Diaz's Apartment

Look at the far door on the right, then try to open it, but it is locked. Look at the fire extinguisher - you need something to break its rusty strap. Head back outside and walk down to the construction site.

Construction Site

Look at the worker and try to wake him up. Look at the radio and change the frequency to find some music, then adjust the antenna - the worker will wake up but then the radio will fall. Pick up the broken radio, then talk to the worker.

Go over to the compressor and press the main power switch - it will start for a while, but then turn off again. Leave the compressor. Use your phone on the taxi sign up on the wall to enter its number into the phone. Look in the wooden shed and you will take a large set of snippers. Leave this area and head to the street.

Street

Find the small newsagency, which is currently closed. Look at the table with the magazines, and pick up the money on the ground next to the table. Cross the street and look at the vending machine. Press numbers 135 to get a lollipop and some coins. Look at the lollipop and underwrap it, then look at it again and eat it to be left with the stick. Return to the construction site.

Construction Site

Look at the compressor again. Press the main power switch, then use the lollipop stick on it to keep it pressed. Press the right red button to get power to the jackhammer. Head into the apartment block again.

Diaz's Apartment

Use the snippers on the fire extinguisher. Wait for the noise from the jackhammer to start up, then use the fire extinguisher to bash down Diaz's door. Don't bother speaking to Phillip when he calls your phone. Turn on the light switches to the left and right of the curtain. Look under the carpet at the front door twice and you will get a small key.

Look at the bookcase in the back corner of the room. There are a series of 7 books here, each with a number 1-7 on their spine, and with a title including a number. Look through the stamp album and take the tweezers. Now look in the top left desk drawer; turn the view around and pick up the calculator. Look in the bathroom to see posters of LIV Santi. Head back outside.

Street

Use the tweezers on Diaz's mailbox - you can't do this with a witness here. Offer the coins to the guy with the sign and he will leave. Now use the tweezers on the mailbox again and you will get a letter. Open the envelope, then open the letter and read it - it again is about LIV Santi. Go back inside.

Diaz's Apartment

Enter the apartment again. Look at the calculator in your inventory and try to turn it on. Turn it around and open the battery compartment, which is empty. Look at the broken radio and open its battery cover. Use the coins to loosen the batteries, then take them out and put them in the calculator. Turn the calculator on. Now look at the books in the bookcase again. Find the books corresponding with the roman numerals L, I, V; these are numbered 7, 1, 3. Type 713 and press the equals button on the calculator, and the bookcase will move. Enter the secret room behind the bookcase.

Pick up the magazine of bullets from the desk and you will read the note beneath it. Use your key to open the top drawer of the metal cupboard.

Act 10: Darkness

Diaz's Apartment

Look at the metal cupboard, then move it and you will find a gun. Put the magazine in the gun to load it. Try to move the bookcase, but it is too heavy for you. Look at the back of the x-ray machine, then look at the small panel; use a coin to open it, and take the small phial containing explosive gas. Put the phial in front of the bookcase and try to shoot it, but you need some protection. Move the metal cupboard and shoot the phial. Once you get outside, quickly use your phone to call a taxi.

Act 11: Witness

Library

Try to use the phone booth, but the phone is broken. Move the plastic cup out of the way to reveal some emergency phone numbers. Use your cell phone on the numbers to add an entry for "ambulance", then use your cell phone to call this number.

Act 12: Confidentiality

Lara's Flat

After your talk with Ostankovic, head in to work.

Interpol

Go up to your office and you will get a phone call from Muriel. Use your computer and read your messages, then write a message back to Charlotte. After another phone call, check your messages again on your computer. Look up Garnott's information in the database to see his phone extension is 548. Use your office phone to dial this extension and take Garnott's flight.

Act 13: Meeting

Outside Castle

Break off a piece of the climbing plant and pick it up, then use this to disable the security camera on the right. Climb over the wall on the left to enter the castle grounds.

Try to climb up the gutter near the wooden door and one of the brackets will fall off - pick it up. Now try to open the wooden door and lock at the lock - you need something to help pick it. Go back out to the main gates. Pick up a small stone from the pile over on the left. Place the bracket on the flat stone on the right, then hit it with the small stone to break it; pick up the pieces of metal. Now return to the wooden door. Use the pieces of metal in the lock and fiddle about with the top one then the bottom one to open the door - you will automatically get a screwdriver and a small knife.

Look at the cellar window on the right - you need to lift the latch. Go back out to the main gates. Use your screwdriver to get the plate from the wall. Go back to the cellar window and use the plate to open it. Head inside.

Cellar

Look at the steel door on the right, then flip the light switch on the right wall. Look at the door again and you will see wires connecting up to the light. Go and try to open the switch box on the near right wall, then start to pry it open with your screwdriver; the doorbell will ring.

Act 14: Package

Cellar

Move the pallet under the window so you can climb outside.

Outside Castle

Go out to the gate and take the package. Look at the package in your inventory. Turn it around, and look and feel each of the bumps and protrusions until you work out it is a bomb. Use your small knife to carefully open the edges and reveal the contents. Look at the bomb and pull out the wires, then take the small metal box. Open the box and read the note inside. Head back into the castle grounds, then into the cellar.

Cellar

Use the stone on the screwdriver to open the switch box, then pick up the screwdriver from the floor. Look inside and look at the schematic drawing. Flip the switch on the right to turn off the power. Use your knife on each of the four wires at the top, then use a wire from your inventory on the 1st and 3rd wires, and your other wire on the 2nd and 4th wires. Flip the switch and the door will open. Look in the box on the left shelf in this room to find a cloth, then head through the steel door.

Meeting Room

Look at the corpse, then look at DVD recorder on the desk to see that it has not been recording. Look at the screens to see there is an injured man somewhere around here. Now use your cloth on the PDA (to avoid leaving fingerprints). Look at the PDA in your inventory. Use your cloth on the PDA again and put it back on the table. Leave the room via the side corridor to the left. After seeing Diaz, go back to the meeting room. Head out to the cellar, then climb outside.

Outside Castle

Go out to the gate, and you will automatically phone Ostankovic.

Act 15: Flight

Library

After talking to Andre, head back into the library and take the librarian's notes. Read your notes carefully in your inventory, then head outside and leave the area.

Militia

Pick up the newspaper from the bench, then head inside. Talk to Ostankovic, who refuses to give your passport back. Go outside and talk to Andre.

Auntie's Flat

Talk to Lara's Aunt, then use the computer and read Andre's message. Write a message to Lara, then wait and you will get a phonecall from here. Open your newspaper and find the ad about a lost French book on the back of the 3rd page (in the reader's notices). Head to the library.

Library

Look at the advertisement board next to the bus stop. Read the ads and move them around until you find an ad about comic books.

Makarov Embankment

Talk to the drunk to find out the Tanya died. Head to the back alley and into the bar to talk to Nada. Select the questioning option to find out that she needs a photo in order to make you a passport.

Hermitage Museum

Head inside and up the stairs to the hall. Look at the photographer and look at the vase. Keep trying to talk to the photographer and standing near the vase, and you will eventually have your photo taken; the guy will throw your photo in the bin. Go and take the photo, then return to Makarov's.

Makarov Embankment

Enter the bar and give your photo to Nada.

Act 16: Eternal Sleeper

Shrine

Talk to the caretaker and look at the shrine, then up the stairs to the monastery.

Monastery

After talking to the Abbot, head towards the arcade on the left, then into your bedroom. Pick up the watering can, then head back outside. Go up to the garden and try to talk to the young monk, but he apparently doesn't have a tongue. Fill your can with water from the fountain, then return to your room. Put the watering can on the stove, then open the stove door. Pick up the kindling and put it inside. Now look at the desk again and take the matches, and use these to light the kindling. Pull out the ash box at the bottom of the stove, and the water will heat up.

Try to pick up the watering can, but now it is too hot. Leave your room and head across to the building on the right - this is the dining room. Take the cloth from near the fireplace and return to your room. Use the cloth to pick up the watering can, and pour the water into the washbasin - you will see a message hidden on the mirror. Leave your room and talk to Andre, then enter the dining room and talk to the Abbot. After dinner, leave the monastery.

Shrine

Head back to the shrine and look closely at it. Use your matches on the candle, then look at the ornaments, but they are too small. Head back into the monastery.

Monastery

Enter the dining room and talk to the seated monk to get his magnifying glass. Leave the monastery again.

Shrine

Return to the shrine and look at the ornaments with your magnifying glass. Look closely at the top left hand and you will find a secret compartment. Take the note and read it, then return to the monastery.

Monastery

Go through to the garden, and head past the fountain to the right and into the crypt. Head back towards the door, then go down the stairs to the right. Look at each of the 5 tombs, and you will remember the link with the librarian's notes - there are five symbols, matching the five parts of the password. Now look at the coat of arms behind the altar. Check the last page of the librarian's notes again, then press the symbols in this order, to match the paragraph starting with "You are only one of many":

  • mirror (spiritual pride)
  • scale (avarice)
  • spiral (despair)
  • cross (lack of faith)
  • hourglass (impatience)

Turn on the big lamp in the middle of the room. Examine each of the paintings to see they are all originals. You will also find a locked cabinet hidden behind the painting at the bottom right. Make sure you see the Hermitage paintings at the very bottom of the area. Also look at the large box and read the delivery slip to see it will be sent to Rotterdam.

Head out of the secret room and go back to your bedroom. Use the message from the shrine on the inkpot on your desk to make a new note, then leave the monastery.

Shrine

Put your note in the shrine; you will then go to sleep.

Act 17: Truth

Monastery

Leave your bedroom, then head out of the monastery.

Shrine

Look in the shrine and read the second message, then head back to the monastery.

Monastery

Go through the garden towards the crypt, and you will see some keys on the bench next to the caretaker. Head back to the fountain and push over the wooden supports holding up the wall on the left - the caretaker will come to investigate. While he is there, head right and take the keys. Also pick up the toolbox just right of the large stack of hay, before entering the crypt.

Head down to the secret room again. Look behind the painting at the bottom right to reveal the locked cabinet again, and use the keys to open it. Press the black button to disable the alarm system.

Now look at the toolbox in your inventory. Take the hammer and tongs. Turn it around and open the right drawer, then turn it slightly to the right and release the catch on the lid of the small box. Take the nails from within. Look at the large box and remove the nails from the corners with your tongs. Open the box and put the Hermitage paintings inside. Replace the box's lid and hammer nails into all 4 corners again. Use the laptop on the desk to send an email to Ostankovic. Now leave the crypt. Replace the keys on the bench and you will end up having dinner with the Abbot again.

After talking to Andre outside, head through the garden to the area outside the crypt. Use your matches on the stack of hay.

Act 18: Madness

Auntie's Flat

After talking to your aunt, leave the apartment.

Sanatorium

Look at the car to see a parking pass for Dr Petrov. Use the intercom at the gate, and answer positive, then negative, then positive again to have the gate opened. Head into the asylum.

When you hear the noise from inside Max's cell, try to open the door. Talk to the doctor and agree to sedation, but the doctor can't open the door either. Talk to him again and answer negative to get his key - use this in the door but you still can't get inside. Talk to the doctor and answer questioningly so that he goes to get help.

As Max now, break the mirror on the wall and pick up a shard - Andre will talk you out of killing yourself. Look at the window and try to remove the grate, but it is too strong. Move the chair to the middle of the room, then climb up to grab the table leg. Pick it up from the floor, and use it on the window grate to create a loud noise.

As Lara again, take the red axe from the cabinet.