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CHAPTER INDEX
>> C00-A: THE TIME MACHINE, ONE WEEK AGO
>> C00-B: THE CLOCK SHOP ON MIDLAND ROAD
>> C01: IS THIS THE FUTURE?
>> C02: A BOY NAMED LUKE
>> C03: THE ENIGMATIC FUTURE
>> C04: BACK TO THE PRESENT
>> C05: THE FORGOTTEN CASE
>> C06: TRAVELING COMPANIONS?
>> C07: CHINATOWN
>> C08: A MEETING BY THE RIVER
>> C09: THE MASTER OF THE TOWERING PAGODA
>> C10: ACROSS THE THAMES
>> C11: THE TIME MACHINE FACILITY
>> C12: THE TRUTH REVEALED
>> C13: THE STRONGHOLD OF MADNESS
>> C14: THE LOST FUTURE

PROFESSOR LAYTON AND THE UNWOUND FUTURE

(or The Lost Future depending on where you live)

INTRO

Hello and welcome to something different. Unsatisfied with doing streams on youtube, and with not many opportunities to stream to friends on Discord (plus that program is rapidly becoming a dysfunctional pile of crap), I've decided I want to take a different approach to sharing my gaming experiences with people - I'm just going to more or less ape the same style of let's play from LPArchive, because combining text, images, AND video feels pretty perfect for what I want to do. I get to show you exactly what I want, comment on it however I want... you get the deal.

I figured a decent game to start with would be:
- something I was already planning on doing anyway
- something that wouldn't be too difficult to grab screenshots/video of
- something that could reasonably follow the screenshot format instead of just being a long video recording

The third Professor Layton game fit the bill, since I'd already done the other two not too long ago. The first three games were meant to be more or less isolated stories, so hopefully the lack of context from the first two shouldn't be too much of an issue for you.

Unwound Future was first released on November 27, 2008 for the Nintendo DS, developed by Level-5 - who are known for their previous work with the Dark Cloud series and, after PL3:UF, would go on to create the Yo-kai Watch series - and has since also received a "HD" port for mobile devices. It follows Layton and Luke on their third (actually they've had many different adventures before this but we didn't know about those just yet) adventure, where they are suddenly contacted by Luke's future self, who asks them to help him bring back order to the dystopian future he comes from. It builds upon the systems and mechanics introduced in previous games, refining them even further & introducing fancy new features like Super Hints and Puzzle Battles.

We're going to be playing the original European NDS version of the game, since that's the only one supported by RetroAchievements and I'm not sure how I'd feasibly record any of this through a clunky-ass phone.

The Layton series has always been one of my favorites, mostly because there's just nothing that truly emulates this style of game out there, the puzzles can be pretty fun (if sometimes stupid as hell), and the soundtrack to each game is pretty banging.


Not much to comment on the structure of this "LP" - it should all be self-explanatory, really. I'm not going to be poring over every last detail of this game, we'd never get anywhere, so some smaller stuff like failure messages for puzzles or story recaps won't be covered at all, and as previously mentioned I've also got RetroAchievements enabled on this thing too so if I unlock any fancy achievements I'll list those too. Spoiler alert though, they're ALL just progression-based, nothing that really requires going out of our way to do anything special.

For this game specifically, we've also got a pre-existing save file loaded up that contains all of the DLC puzzles (seeing as there's no conceivable way we'll be able to get them through official means), so you'll be seeing those too as part of the post-game.

Not a lot else to say honestly. So, without further ado...


♫ Professor Layton's Theme

Hit New Game and we're prompted to enter our name in.





Don't do this at home, in other words. Or something like that.


♫ Suspicion

TRANSCRIPT (Cutscene start.)
LUKE: It just doesn't seem to add up, Professor.
LAYTON: I honestly thought you were pulling my leg.
LUKE: What? I wouldn't dream of it!
(Cutscene end.)
???: Professor, I hope this letter finds you well. As for me, I am in quite a predicament.
???: You see, the London we know and love has been thrown into absolute chaos.
???: To complicate matters, the calamity I speak of does not take place in your time.
???: This may be difficult to believe, but I am writing to you from 10 years in the future.
???: I know this is a lot to take in, but I'll explain it all soon.
???: For now, I ask that you head to the clock shop on Midland Road in Baldwin.
???: I look forward to seeing you again. -Your student, Luke Triton
LAYTON: Strange as it sounds, it seems that the author of this letter is none other than your future self, Luke.
LUKE: From... my future self? But how is that even possible?
LAYTON: I don't know, but it does raise the question: if this letter is indeed authentic, how did it get here?
LUKE: Um... by time-travelling postman? Just joking, of course!
LUKE: But seriously, I think this mystery might be the strangest we've ever encountered!
LAYTON: Indeed. And even in the future, you seem to need my help in solving it.
LAYTON: Your constancy can be quite a comfort in these uncertain times, my boy.
LUKE: Er... well, thank you, I think. But back to the letter - how do we know it's real?
LAYTON: Hmm... Well, we haven't much to go on yet.
LAYTON: But I can't help but think that this strange occurrence is connected to the terrible events of last week.
LUKE: Hmm...



- MYSTERY 01 DISCOVERED! -

Our first Mystery appears! They're just a means of tracking the major story beats of the game, and have no real functionality otherwise.

Anyway, the game wastes no time in revealing its main hook: we've gotten a letter from Layton's apprentice Luke's 10-years-in-the-future self, asking for help with... something. Apparently, things have gone totally FUBAR in the London of the future, and Layton is seemingly the only one that can save the day, though I'm not sure how being really good at puzzles is going to be of help there - then again, weirder things have happened in this series... and, damn it, it wouldn't be very gentlemanly of Layton to ignore this, so naturally, this warrants further investigation. Before we do that though, FLASHBACK TIME:


TRANSCRIPT (Cutscene start.)
LUKE: It all started about a week ago...
???: Using a six-dimension alpha distributor,
???: I was able to guide a concentrated stream of Hamanier particles
???: through a temporal vortex, more commonly known as a wormhole.
???: This stream of particles
???: allowed me to divine the terminal points of the vortex.
???: Armed with this information,
???: the next step was to artificially distort the flow of time,
???: generating a massive magnetic field via a Soolha coil.
???: Once the magnetic field is firmly established,
???: one has the ability to quite literally punch holes, or hivegaps,
???: into the very fabric of space-time.
???: After this crucial step,
???: it is a simple matter of constructing an energy gate to...
(Cutscene end.)
BARTON: Chomp... Quite the, er, spread we have here, Inspector. Chomp...
BARTON: Though, it does make me wonder what we did to deserve invitations to such a feast.
CHELMEY: It's obvious, Barton. I'm an influential man in the world of law enforcement.
CHELMEY: It's only natural I'd be invited to an important event such as this.
BARTON: Er, I suppose that's possible...
CHELMEY: Possible, you say?
BARTON: Ummm - gulp - erm.. probable! Highly probable, sir!


I love the absolutely nonsensical technobabble this guy's spitting out. Sure, man, punch that Soolha particle or whatever, but does it actually work? We're about to find out pretty soon.

But since this is the first moment we have control over the game - albeit rather limited in such, this is just a prologue after all - let's go over what's in our trunk:



Not much available just yet, but this is where we'll be able to check our overall progress in the game, and among the icons down below, we've got:
- the Journal, which is currently unavailable since we haven't actually written anything in it
- Mysteries, as mentioned before, shows us our major plotlines & whether they've been resolved
- Puzzle Index, not available yet for hopefully obvious reasons
- Save, to... save our progress
- Three mysterious-looking icons! Looks like an RC car, a parrot, and a book of some kind... although, veterans of Curious Village and/or Diabolical Box will already know that these will be Unwound Future's three "mini-games" that will be unlocked as we progress - we'll deal with them as they come, so let's just ignore them for now.
- A Memo function where we can draw anything we want as a means of notekeeping, but it's rather limited and we won't really need it anyway.

Also, when loading a save file from this point on, you'll be greeted with a short recap of what happened just before you stopped playing; for the purposes of this LP, they are pretty redundant, and so I will not be showing these whatsoever.

Back to the overworld, we've got a few people we can eavesdrop on, many things to touch...
Examining things in the area will let us see a few comments from the gang:



To spare myself the RIDICULOUS amount of effort this would take otherwise (it's taken me 1-2 hours to edit this entire page alone and we're only FIVE MINUTES into the game), I'm not going to take screenshots of every single one of these dialog boxes, but instead will transcribe them to text, like so:

[? WINDOWS] LUKE: There are people watching the event from the windows.
[? TIME MACHINE] LAYTON: This appears to be the entrance to the machine.
[? TIME MACHINE DOODADS] LUKE: What a strange contraption. I wonder if it really works?
[? SKY] LUKE: What a lovely day! It's just perfect for an event like this.

That's all we can poke at for this screen. Let's talk to the inspector and his buddy again:



They both have more to say, so let's poke them again:



Over on the right, we've got a not as familiar couple - Bill, the PM of London, and his wife Caroline, who don't appear to be enjoying this showcase very much (this particular dialogue is voiced by the way but I didn't think it was really worth the effort just to record):



Layton and Luke are themselves pretty unsure about this whole thing:



Listening in on Bill again real quick, the two really couldn't give less of a fuck about this time machine, it seems. Typical politicians.



Alright, let's go see what's troubling that guard so much. From Diabolical Box onwards, you get two different icons when interacting with someone; the first indicates pure dialogue, regardless if it progresses the story or not:



.. and the second, as we'll see when interacting with the guard, indicates that this conversation leads to a puzzle:



Very small detail, but nice to have. Curious Village would show the exclamation point on every single interaction, no matter what. Anyway, this is what the guard has to say to us:





♫ Puzzles Reinvented

Alright! Our first puzzle! After a quick tutorial on how answering puzzles in general works, we can get ready to solving this... after a few more explanations from me.

We've got a few options to look at on the bottom-right here:

- Hints will provide us with guidance if we were to get stuck on a puzzle. HOWEVER, one of this game's achievements on RA requires that we hold 300 hint coins at once, and that's exactly as many as there are in the entire game, meaning we CANNOT spend any of our coins at all. Taking screenshots of every individual hint would be more effort than if I just wrote them down through text anyway, so this works in my favor. Just for laughs, here's what it looks like when you do buy hints:



Of note here is the SUPER HINT, which first appears in this game and was not present in the last two; at the cost of double the usual hint coins, you can get a hint that practically spells out the entire solution for you if you're well and truly stuck. They can be real lifesavers in a normal blind playthrough, but.. they do require you to cash out 5 coins total (2+3 from the other hints), and you're highly unlikely to find all 300 coins by yourself, which would still only give you enough for 60 puzzles, AND there's 168 puzzles total in the game, so... better save it for the real bastards. Or, you know, use a walkthrough.

- The Quit button, allowing you to take a break from the puzzle and tackle it later. This option isn't always available, but we're going to solve every puzzle we come across the moment we encounter it, so we'll pretty much never have to use this.

- The Memo, which has gotten an upgrade since it was added in PL2. We've got two pen sizes now, an eraser, and a total of 8 colors to play around with. Very good feature to have.



- Restart, which, obviously, resets the puzzle to its initial state.

- Submit, for when we think we've got the solution & are ready to be judged.



Right. So. This intruder. Incredibly simple puzzle, really, it's the beginning after all. The second clue we're given is, by itself, enough to solve this puzzle: only one single tablecloth doesn't share a color with any of its neighbors, and it's the red one with a red flower.



The hints say as much:

HINT 1: The clues mention the colors of the flowers and the tablecloths. Use the Memo function to mark the clues on the seating plan. It may help you visualize the situation more clearly.
HINT 2: Though one of the clues is that "his table is next to one with a red flower", it doesn't mean that the table in question doesn't have a red flower as well.
HINT 3: Pay attention to the tablecloths. If you find some tables that are a different color from their neighbors...
SUPER: Look for a table with a red flower and a red tablecloth. There's only one table that fits the bill.

A keen eye may have noticed that these are not quite the same hints that are actually given in my European version of the game. This is because I was incredibly lazy and looked up a walkthrough which had the US version of these hints. They're really not that different for this one, honestly, it's just various inexplicable differences in sentence structure. But this is also a good time as any to mention that major regional differences DO exist for this game, and the two that came before; dialogue tends to have very slight differences, but most importantly, entire puzzles tend to be different between US/EU versions of the game. So if you're American and have prior experience with this game, expect to encounter some surprise puzzles you've never even seen...

Anyway, we input our answer, and:



- PUZZLE 001 SOLVED! -

- 10/6000 PICARATS -- 1/168 PUZZLES -

We get a whole 10 picarats for our trouble and a tutorial on what they're for:



Don't you worry, game, what we seek here is nothing less than perfection.

Also, we've now unlocked the Puzzle Index, having solved one now:



The Index is where we can revisit & replay past puzzles without risk of losing picarats, and also where we can unlock every hint for free, which I'm going to be taking advantage from now on for the purposes of this LP. Solving a puzzle correctly on the first try without using any hints also gets us a cool golden Layton icon at the top. Or at least I'm pretty sure that's how it works. We won't ever really find out.





Mister scientist dude is ready to do his thing now, so... let's see what happens!


TRANSCRIPT PRESENTER: Ladies and gentlemen!
PRESENTER: Thank you for taking part in an event that will undoubtedly go down in scientific history.
PRESENTER: And here to demonstrate mankind's first time machine is its creator, Dr. Alain Stahngun!
(CHEERING)
DR. STAHNGUN: Thank you, my esteemed colleagues.
DR. STAHNGUN: After years of research in the field of time travel, I am pleased to share the fruits of my labour.
DR. STAHNGUN: In just a few short moments, I will be moving on to our scheduled demonstration.
DR. STAHNGUN: But first, I'm delighted to announce that Prime Minister Bill Hawks is in attendance today.
DR. STAHNGUN: As such, I have reserved a very special seat for our very special guest.
DR. STAHNGUN: Please, join me on stage, Prime Minister. No need to be shy!
BILL: Is this thing real?
DR. STAHNGUN: What do you mean?
BILL: I mean, is this contraption a genuine, working time machine?
DR. STAHNGUN: Why don't you have a seat, and see for yourself?
PRESENTER: Before we start, would you honor us with a few words, Prime Minister?
(CHEERING)
BILL: Good afternoon, everyone!
BILL: Today is a monumental day, not only for our great nation, but for the entire human race.
BILL: Since the beginning of time, we humans have strived to transcend our natural limits.
BILL: We have conquered the skies, and the seas, and we have even traveled to outer space.
BILL: But the one frontier that has always eluded is time.
BILL: Indeed, travelling through time is a dream many thought was out of reach for humanity... until now.
BILL: Ladies and gentlemen, I hope you will join me in ushering in a new era for mankind!
PRESENTER: Thank you for those words, Prime Minister.
PRESENTER: And now for the moment you've all been waiting for! Please take it away, Dr. Stahngun!
DR. STAHNGUN: I have just one more request before we start.
DR. STAHNGUN: I'd very much appreciate the Prime Minister's assistance in this demonstration.
DR. STAHNGUN: What do you say, Mr. Hawks?
BILL: Wh-what!?
DR. STAHNGUN: I assure you, there's no cause for concern.
BILL: But I was under the impression that I would merely be observing the proceedings...
DR. STAHNGUN: Ah, well, do forgive my presumption. It was never my wish to make you uncomfortable.
DR. STAHNGUN: I realize it's been some time since you traded in the hard sciences for the softer variety.
DR. STAHNGUN: Please feel free to return to your seat, Prime Minister.
BILL: Wait! What I mean is, of course I can assist you.
CAROLINE: Bill, have you lost your mind!?
DR. STAHNGUN: Ah, that's the courage we've come to expect from our fearless leader. You have my thanks.
DR. STAHNGUN: And now, without further ado, I give you my time machine!
DR. STAHNGUN: Mr. Hawks, would you mind just stepping inside?
(Cutscene start.)
CHELMEY: What the dickens just happened!?
LAYTON: Something's gone very wrong!
CAROLINE: Where is he?
CAROLINE: Someone find Bill!
PRESENTER: Ladies and gentlemen, please remain calm and refrain from panicking!
LUKE: This is chaos!
LUKE: The prime minister and Dr. Stahngun have vanished!
LAYTON: My word...
(Cutscene end.)
LUKE: So, you think that what happened last week is somehow connected to this letter...
LUKE: Wait! Maybe if the time machine was real, this letter is real too!
LAYTON: I don't know about that, but these two elements aren't the only puzzling issues.
LAYTON: Tell me, Luke, have you heard about the recent disappearances occurring here in London?
LUKE: Oh yes, I read about it in the paper.
LUKE: Some of London's greatest scientists have been mysteriously vanishing.
LAYTON: Yes, and I can't shake the feeling that those disappearances are linked to this whole affair.
LAYTON: In any case, it seems our best course of action is to head to the location mentioned in the letter.
LUKE: Good idea!



- MYSTERY 02 DISCOVERED! -


TRANSCRIPT (Cutscene start.)
LUKE: Following the clue in the letter, the professor and I set off.
LUKE: What awaited us
LUKE: was one of the biggest mysteries we'd ever encountered...
(Cutscene end.)
LUKE: To my dear friend (PLAYERNAME),
LUKE: Somehow, a single letter had made its way back through time.
LUKE: And the sender, strange as it sounds, was me! The future me, that is.
LUKE: Little did we know that this letter would draw us into the strangest of situations...



--- END OF... INTRO. CONTINUE TO... PROLOGUE ---