What does A Gracewind Tale: The Leeds Murder
hide from the player off camera? Now I know when we covered Do You Copy I said
that being a park ranger in Gracewind Park was one of the scariest jobs a horror game
protagonist could have, but it turns out that being a detective may be even worse - especially
if your work brings you to a haunted cabin in that very same forest. Today we’re going to be looking behind the
scenes and breaking The Leeds Murder in as many ways as possible. From accessing a
hidden map, to showing off
some bizarre things out of bounds, to messing with the Goatman. As always, I hope you enjoy. Now as per usual I like to give a quick summary
of what we’ll be covering so we’re all on the same page. The Leeds Murder starts us off in a small
office building where we’re met with a phone call, and during this brief call a frantic
mother asks us to find her son Michael, who she believes went to Gracewind Park. Shortly after leaving we find ourselves in
the forest, where we’
re met with a peculiar wooden door. This door acts like a portal, and even if
we go back through it we will always come out facing this pathway leading deeper into
the forest. Following this path we eventually find ourselves
at a large cabin, where once inside we can hear a knocking sound coming from the bedroom,
and upon moving the bed to the side we will find a trapdoor that is locked with 5 iron
shackles. A disembodied voice talks to the player from
underneath this door and from here we’re me
ant to complete a ritual by putting various
items into said shackles. In the “true” ending, the player is able
to leave as the portal home is no longer preventing us from leaving, and the game comes to a close. Now I’ll be summarizing each of the endings
as we go, because there’s just too much to this game for me to break down all at once. But without further ado, let’s brighten
things up a bit and take a look at the title screen. So the title screen is essentially the same
map that we spend the
majority of our time on, and similar to the first game there are
mountains and trees surrounding the player to obscure their view of these outside areas. It’s obviously not as big as the original
game’s map which we’ll be comparing it to later, but here’s a view of the whole
map from up above. Inside of the cabin though there are some
pretty interesting things to check out. For starters since this is only the title
screen, none of the objects that the player can interact with are currently load
ed in,
which results in books and candles floating in mid-air. These interactable objects are actually stored
in a different umap file in Unreal Engine, and they aren’t utilized on the title screen. This also means that the trapdoor and bed
are missing in the bedroom, leaving an empty hole that leads under the house. However one of the coolest things I found
in the cabin was actually hidden away in the living room. In the attic, normally out of view from the
player, are three ripped up teddy bea
rs sitting in a cage. One is missing its mouth, one is missing its
ears, and the last one is missing its eyes. This is most likely a reference to the phrase
“see no evil, hear no evil, speak no evil.” The player can’t jump or climb on top of
objects in the cabin, so they’d normally never see this. And while I’m not exactly sure why these
guys are here, it’s super cool seeing them just sitting up here. But that’s it for the title screen, so let’s
move onto the office where the game starts off. No
w this portion of the game is actually pretty
short and doesn’t have a lot to show, but there are a couple of interesting things for
us to look at. For starters, although you can see a blue
sky and clouds outside, if we fly through the walls we can see that there is no ground
outside of this room. This office building is just kinda floating
in the void all alone. However I was curious what was beyond that
door in our office, and upon moving the player into the hallway you’ll see that it’s
just a
n empty space with textured walls and floors. You can walk around freely back here though
which is pretty cool. I also found what looks like a window hidden
in a spot you normally can’t access, as well as a second enclosed hallway that’s
just beyond the wall we can see from our office. For those of you who are curious by the way,
you can walk on the roof of this building too. It’s just some simple geometry up here though,
and falling off of this roof does not have a trigger that causes the playe
r to die, meaning
if you fall off you’ll fall infinitely into the void. Now before moving onto the next map, I wanted
to explore something else that I found that was hidden in the game files. This map is called “Lake Scene” and it
appears to be an early beta version of the office building’s exterior. There are multiple objects here that are covered
by this flat gray texture as well. There is a car, multiple street signs, and
what looks like a small building among other things. It’s hard to say e
xactly what this map was
meant to be, but what I find most interesting are these three large rectangles that are
just sort of floating in the back. They’re just massive objects with what looks
like a lake scene textured onto them - which make sense given the map name. Once more I’m not sure exactly why these
are here, but they’re definitely a cool find. This could be a pre-packaged demo area, or
perhaps at one point it did play a role in the plot. After all, there is a big lake in Gracewind
Park
. And speaking of Gracewind Park… So upon arriving at the park, the first thing
I wanted to do was check out that strange door that’s in the middle of the path leading
through the forest. So this door is interesting because it will
always put you back on the path facing the cabin, and looking at this from a different
perspective is pretty strange. The way this works is the portal’s appearance
is directly tethered to the player camera, and by doing so it can trick the player into
believing they’r
e walking back to where they started. In reality, you’re just simply getting turned
around the moment you touch it. Skipping ahead to the cabin itself, there
are a bunch of interesting occurrences that are triggered by the player’s progress in
the game. For instance, after collecting the UV Light
in the kitchen a ghost will appear in the hallway heading towards the living room, and
it’s hard to get a good look at it because of how quickly it moves. However up close this ghost is actually pretty
creepy, it’s a mostly transparent green figure with a scary face, and they’re shrouded
in a green mist. They simply float down the hallway and unload
once they reach the living room. Something else I noticed is that, at the bottom
of the basin in the kitchen after we dissolve the crow, we can find that there is what looks
like a silver ring just sitting in the center. Moving the camera up close we can see that
it’s not the same ring we acquire later by melting the wax doll, so I’m not entirely
s
ure what this is. To my knowledge we can’t interact with it,
and I found it pretty interesting. Now flying around this map we’ll not only
see those same teddy bears I mentioned before, but there are also a couple of things hidden
out of bounds that we’d normally never see. For starters underneath the ground just outside
the house we can find a lit candle just floating in the void, it’s fully animated and I’m
not entirely sure why it would be out here, but here it is! Also way beyond the borders
of this map directly
behind the cabin we can find one of the notes normally found in the game just floating out
here. So depending on which items are used for the
ritual, there are a few different endings that the player can get. In this case I used the Music Box, Glass Eye,
Goat Horn, and Wax Doll. Sacrificing this set of items results in the
Goatman appearing at the front of the cabin where he opens the door, enters the house,
and takes us out with a single swipe of his claws. If we move the c
amera outside, we can see
that the Goatman actually just appears out of nowhere. He then slowly walks forward, rotates to face
the door, and then ducks through the doorway. From here we can look at him up close, and
one of the first things you’ll notice is he has what looks like a gem embedded in his
forehead, and his mouth is all torn up with his tongue hanging out. Similar to the first game he has a long set
of goat horns, one of which being broken near the end. He also has sharp claws on each
of his hands. Comparing the Goatman models from both games
also shows just how creepy this game’s version is. Unlike the first game, he is a fully textured
monstrosity, and watching his animation play out in slow motion is also quite unsettling
- well that is until he starts A-Posing to assert dominance. As funny as this is, he’s still pretty menacing
to look at. After this we respawn and we can start our
second playthrough. Now these playthroughs are mostly the same
except for a couple of smal
l variations, including this ghost who puts a lighter on a shelf in
the hallway. Once again we can view this from a different
angle and we can see that it’s the same ghost as before, except this time it’s moving
in the opposite direction and unloads once it reaches that shelf. Now this second playthrough actually allows
us to access the “True Ending” in which a portal is formed at the back door - a door
that is normally locked and completely inaccessible. This portal teleports you to a path in G
racewind
Park that leads you to the original watchtower from Do You Copy. Inside this tower is a lockbox containing
a sigil that will be used for the ritual back at the cabin. However at this point the Goatman is also
roaming freely on this map, and will pursue the player if spotted. I discovered that if you go back through the
portal leading into the cabin and then step right back out, the Goatman’s AI will mess
up a bit and he will struggle to attack you. He tries swinging his claws at you, bu
t does
no damage when he hits you. However after a bit he figures out what he’s
doing wrong and I unfortunately die. But it was at this point that I made another
discovery. If you save and quit during this portion of
the game and then load back in, the portal in that door will be gone, and the door will
be wide open. This means you can walk through that door
and into the forest. Now there is an invisible barrier that prevents
the player from progressing out here, and unfortunately that’s not the
only thing
stopping us from moving forward either. When we reloaded the game earlier, we somehow
broke the game’s normal sequence of events. This means if we try to sacrifice items for
the ritual, the game will infinitely hang up and we can’t progress. So sadly that means you have to start from
the very beginning. Now going back to the watchtower map, we will
find that it is in fact the exact same map as the first game. Including the lake in the center of the map
and that other watchtower. Ther
e are a few differences though like these
floating trees over by the second watchtower. There is a large portion of the forest just
hovering several feet off the ground, but it’s way out of view of the player so you’d
never see it normally. And speaking of floating objects, directly
above the lake we can find the lid to that lockbox just hovering here. I’m not sure why it’s stored over here,
but it’s far enough away that the player would never see it under normal circumstances. We can also walk
around this map, as all of
this is indeed solid ground. Also something else that’s changed in this
map is that second watchtower. It doesn’t have the giant yellow light in
it anymore which means if we teleport the player inside, we can walk inside the interior
unobstructed. What’s most interesting about this map though
is that we technically never left the map we started on. When we went through that portal in the cabin,
this other section of Gracewind Park loaded in on top of the existing map.
So if we fly over here we can see that the
cabin is still loaded in, and comparing the sizes of these maps is insane. Gracewind Park is a lot bigger than it seems
at first glance, especially when you have the cabin for scale. Now if we move the player over here we can
actually walk around and interact with all of the objects inside completely unhindered. It’s a bit interesting seeing these maps
loaded in at the same time though, and how they repurposed the original map to coincide
with the new o
ne. Now if we fly over to the portal we can see
the Goatman is loaded in and wandering through the trees waiting to come in contact with
the player, and at this point I wanted to see if we could mess with him. So by going in and out of the portal enough
times I found out you can break the Goatman in more ways than one. As you can see at this point the Goatman can’t
damage us, and if we go through the portal once more his animation breaks and he’s
stuck in a single frame of his animation. He just
kinda slides through the forest, and
even when he’s screeching and attacking, he will remain in this frozen state. Now I have one last thing to show you and
that’s the ending where the player has their body stolen by the disembodied voice in the
bedroom. In this ending the voice coming from behind
the cellar door announces that she will be leaving the house in your body. The ground beneath the cabins starts to glow
purple, and sweat runs down the screen as the camera distorts and fades to black
. So if we go under the house during all of
this, we will find nothing. There is simply a light being emitted from
underneath the wood floors that makes it seem as though something is beneath there creating
it, but it is in fact still empty. But with that, that is everything I was able
to find hidden out-of-bounds in The Leeds Murder. I hope you all enjoyed this video, subscribe
if you did, and I’ll see you all soon in the next one. Cheers!
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