▁tie ▁in ▁with ▁the ▁game ' s ▁port ray al ▁of ▁de ment ia . ▁The ▁room ▁allows ▁the ▁player ▁to ▁access ▁the ▁main ▁areas ▁of ▁the ▁patient ' s ▁past ▁and ▁collect ▁mem ories ▁from ▁these ▁areas ; ▁the ▁player ▁is ▁" ne ver ▁sure " ▁of ▁what ▁is ▁important ▁and ▁what ▁is ▁not , ▁meaning ▁they ▁are ▁encourag ed ▁to ▁take ▁everything . ▁ ▁Plot ▁The ▁player ▁assumes ▁the ▁role ▁of ▁a ▁" Rest orer ", ▁an ▁employee ▁of ▁a ▁fut ur istic ▁memory - re tr ieval ▁company ▁called ▁the ▁E ther ▁Institute ▁of ▁Tele path ic ▁Medicine . ▁The ▁Rest orer ▁is ▁task ed ▁with ▁investig ating ▁the ▁thoughts ▁of ▁Jean ▁Thompson , ▁a ▁ 6 9 - year - old ▁woman ▁diagn osed ▁with ▁de ment ia , ▁and ▁retr ieving ▁her ▁lost ▁mem ories . ▁The ▁Institute ▁is ▁able ▁to ▁generate ▁ 3 D ▁simulations ▁of ▁dam aged ▁mem ories , ▁and ▁the ▁Rest orer ▁must ▁re construct ▁them ▁using ▁the ▁remaining ▁pieces ▁of ▁those ▁mem ories . ▁The ▁project ▁is ▁led ▁by ▁Dr . ▁Ph yll is ▁Edmund s , ▁who ▁gu ides ▁the ▁Rest orer ▁through ▁the ▁mem ories . ▁She ▁claims ▁that ▁the ▁project ▁is ▁on ▁the ▁br ink ▁of ▁losing ▁its ▁fund ing , ▁and ▁that ▁Jean ' s ▁case ▁will ▁either ▁make ▁or ▁break ▁the ▁future ▁of ▁the ▁Institute . ▁ ▁Once ▁inside ▁the ▁patient ' s ▁mind , ▁the ▁Rest orer ▁makes ▁their ▁way ▁through ▁the ▁patient ' s ▁child hood