Copyright (c) 2005 - 2006 by the author piecemealcranky. All rights reserved. __--___---_ _ -- -_--_-- The world is filled with choices. Unlimited possibilities. __--___---_ _ -- -_--_-- But sometimes the hardest choice to make, is living with the one choice that was made for you. __--___---_ _ -- -_--_-- My name is Lucas Kane, and I am a murderer. __--___---_ _ -- -_--_-- F A H R E N H E I T --_-_----__-__-__-__-_--_---_--_----___------______--_______- _-_-__-_---_-_--_-___--__-_--_-_-----_----_____-__-_---_-__--_ I N D I G O P R O P H E C Y _-__------_--_-__--_--__-_- GAME TITLE: Indigo Prophecy / Fahrenheit PLATFORM: Sony PlayStation 2 AUTHOR: piecemealcranky DATE CREATED: Saturday, October 8th 2005 E-MAIL: piece_meal_cranky@yahoo.com LAST UPDATED: Monday, October 9th, 2006 VERSION: 2.0 [Complete] _-__------_--_-__--_--__-_--__-_____---_-_-____--__--_ Last Updated: Thursday, October 13th, 2005 Completed 3 chapters. Nothing much. More updates throughout the week. Thanks to GameFreeek for adding a little extra note for Chapter 1. That is all for now. I will see you guys in the next update happening very soon. _-__------_--_-__--_--__-_--__-_____ Last Updated: Saturday, October 15th, 2005 Finished on chapters 6, 7 and 8. Chapter 9 is still under work. Regular updates will happen in the next few weeks. I'll keep the FAQ updated. _-__------_--_-__--_--__-_--__-_____ Last Updated: Sunday, October 23rd, 2005 Chapters 9 and 10 are both complete. Other chapters are finished but I will update all of the chapters shown on the contents section (incomplete ones) in one go. The tagline has been modified. The tagline originated from the trailer. _-__------_--_-__--_--__-_--__-_____ Last Updated: Friday, October 28th, 2005 Chapters 11, 12, 13, 14, 15 and 16 are all completed. Others are undergoing updates. Let me remind all of you that the section "Miscellaneous" will be up once all the chapters are covered. This will take me some time, but until then, stay tuned. =) _-__------_--_-__--_--__-_--__-_____ Last Updated: Wednesday, November 2nd, 2005 I've finished Chapters 17, 18, 19, 20 and 21. If you notice, I've added a Soundtrack listing from the game. I've included the lyrics, the artist, the album and when you hear the song in the game. Those should be a little helpful. Another addition will be added to the Miscellaneous other than the Bonus Card Locations. More information in the next couple of weeks. Until then, have a wonderful November. _-__------_--_-__--_--__-_--__-_____ Last Updated: Tuesday, November 28th, 2005 I'd like to apologize for not updating the guide for a long time. It has been a few weeks now. I've been busy these past few days. However, I did make a few updates on the guide. I've finished The Talisman/Crucifix Locations section, and a few more chapters. Others are under work, and I will update the guide as quickly as possible. _-__------_--_-__--_--__-_--__-_____ Last Updated: Thursday, December 1st, 2005 The Miscellaneous section is now complete. No more updates for this section unless of course something needs to be updated in the future. I will now go on with the walkthrough and complete the section in the next update. 2006 is coming. Can't wait. Why? I don't know. =) _-__------_--_-__--_--__-_--__-_____ Last Updated: Friday, December 30th, 2005 Five more chapters will be completed in the next update happening soon. Very. _-__------_--_-__--_--__-_--__-_____ Last Updated: Friday, January 20th, 2006 I apologize for the late update, but I was unexpectedly been extremely busy with school work. But, I take into consideration that school work should not be plunged together with my FAQs. So, I'm sorry. But look on the bright side. This FAQ is finally complete! And guess what? The Endings section is also up. So you can view the requirements to get those different endings you can get. Check out the "Miscellaneous" section for further information. Also, the only chapter incomplete right now is "Child's Play". I'll have it complete on the next update, finishing the guide 100%. Thanks for being with me this whole time. I'll see you guys on the final update. _-__------_--_-__--_--__-_--__-_____ Last Updated: Saturday, April 22nd, 2006 That's all guys. I've packed my things for Indigo Prophecy, and we, hopefully soon, shall see a sequel to this, if they're even on it. And I hope you enjoy the guide. I will still reply to emails, even if this guide is obsolete. Although I may not promise 100% accurate information from me. Thank you all. _-__------_--_-__--_--__-_--__-_____ Last Updated: Monday, October 9th, 2006 Looks like an update is unavoidable this time. Credit goes to "Rani Khair" (ranikhair@hotmail.com) for the corrections on the Bonus Card section. That's the only update. The FAQ is basically complete. If you spot any similar mistakes, please announce them to me. ~~~~~~~~~~~~~~~~~ TABLE OF CONTENTS ~~~~~~~~~~~~~~~~~ To search for a specific or a particular topic, title or chapter, hold down the CTRL and press F. You will come to the search menu. Copy the keys written at the side of the topic you want to jump to and paste it into the box. Hit enter to start the search. 1. Game Introduction [intromenu] 2. Legal Notice [noticemenu] 3. Basics [basicsmenu] I. The Story [sub3.1] - The Murder - The Prophecy of the Indigo Child II. Characters [sub3.2] - Lucas Kane - Markus Kane - Carla Valenti - Tyler Miles III. Game Modes [sub3.3] IV. Controls [sub3.4] V. Interactions, Sequences & Lives [sub3.5] 4. Walkthrough [walkmenu] Chapter 1: The Murder [chapmur] Chapter 2: Investigation [chaptigation] Chapter 3: The Day After [chapaft] Chapter 4: Confession [chapfession] Chapter 5: Police Work [chapwork] Chapter 6: Alternate Reality [chaplity] Chapter 7: Reconstruction [chapstruction] Chapter 8: Tyler & Kate [chaptyka] Chapter 9: Lost Love [chaplove] Chapter 10: Hide and Seek [chapseek] Chapter 11/12: Friendly Combat [chapbat] Chapter 13: Debriefing [Carla Valenti] [chapfing1] Chapter 14: Debriefing [Tyler Miles] [chapfing2] Chapter 15: Agatha [chapgatha] Chapter 16: Questions & Bullets [chapbull] Chapter 17: Double or Quits [chapquits] Chapter 18: The Storm [chapstorm] Chapter 19: Dark Omen [chapmen] Chapter 20: Face Off [chapoff] Chapter 21: Back to Agatha [chapbackto] Chapter 22: Happy Anniversary! [chapversary] Chapter 23: Bloody Washing [chapwash] Chapter 24: Confrontation [chaptation] Chapter 25/26: Captain Jones is Really Upset [chapset] Chapter 27: Fallen Angles [chapgels] Chapter 28: Soap, Blood & Clues [chapsob] Chapter 29: The Fugitive [chapgitive] Chapter 30: Janos [chapnos] Chapter 31: Meeting Kuriakin [chapkuriakin] Chapter 32: Mayan Secrets [chapcrets] Chapter 33: The Clan [chapclan] Chapter 34: Danger and Ubiquity [chapger] Chapter 35: Fate on Russian Hills [chaprussian] Chapter 36: Child's Play [chapplay] Chapter 37: Checkmate! [chapmate] Chapter 38: The Pact [chapact] Chapter 39: Jade [chapjade] Chapter 40: Frozen to the Bone [Carla Valenti] [chapbone1] Chapter 41: Frozen to the Bone [Tyler Miles] [chapbone2] Chapter 42: Where is Jade? [chapwhere] Chapter 43: Bogart [chapgart] Chapter 44: Revelation [chaprevelation] Chapter 45: Final Countdown [chapdown] Chapter 46: Epilogue [chapfinale] 5. Miscellaneous - Extra Life Locations [sub5.1] - Bonus Card Locations [sub5.2] - Soundtrack [sub5.3] - Endings [sub5.4] 6. Credits [creditsmenu] _-__------_--_-__--_--__-_--__-_____---_-_-____--__--_ 1. G A M E I N T R O D U C T I O N [intromenu] The story begins when Lucas Kane, in a possessed trance, stabs a man in the restrooms of an East Side diner and then flees the scene in confusion. There have been similar, ritualistic murders in New York. Valenti is the officer charged with solving the case, and tracking down Kane. Other characters in the game include Marcus Kane, the priest, brother of Lucas, and Tyler Miles, Carla's police partner. For no apparent reason, ordinary people are killing total strangers. Although there are no direct links between the murders, they all show the same ritual patterns. Lucas Kane becomes one of these murderers, and haunted by strange visions he must try to keep one step ahead of the police to discover what is happening to him. Inspector Carla Valenti and Agent Tyler Miles are heading up the investigation. A series of disturbing clues takes them into a world they can only dream of. Meanwhile the early onset of winter paralyses Manhattan in an unbearable grip of snow and cold. Each day the temperature drops as the winter conditions draw over the dark streets of New York. Plot Summary taken from http://imdb.com/title/tt0476990/plotsummary Before we begin, I thought you'd like to know that I've compressed this FAQ so it is mainly based on activities for the main walkthrough, and not elaborated for sections such as bonus, things you can unlock and so on. I promise you I'll try to go in-depth on each level, explaining in detail of what you should be doing and not be doing, though I don't include every single action available throughout the missions. Now, you get to play as the fugitive, and the cops. Whatever happens, you make the choices. Lucas Kane will continue to run and figure out what has happened, and the police will continue tracking him down. I suggest playing through the Tutorial first to get the basic feeling of the game. The controls are a little strange and tough at times, but it is all about getting used to it. The Tutorial is available when you select "New Movie". _-__------_--_-__--_--__-_--__-_____---_-_-____--__--_ 2. L E G A L T E R M S [noticemenu] All further questions NOT available within the FAQ/Guide can be emailed to the following address: piece_meal_cranky@yahoo.com Please include a proper title (with proper grammar) in the subject column associated with the game Indigo Prophecy/Fahrenheit. The author may discard emails without a proper subject in the "subject" column. _-__------_--_-__--_--__-_--__-_____ No part of this FAQ may be reproduced in any form, shape, or transmitted, in any ways, or in any forms by any means (electronically, mechanically, through various recording devices, or otherwise) without prior permission from the author. This means no copying, no publishing, or any other illegal activities. This FAQ is for personal use and for viewing purposes only. Readers may print a copy of the FAQ for he or she's own personal use without publicly or discreetly distributing a copy in order to earn money or make profit. This FAQ is protected by the International Copyright Law and all its contents are limited for the use of the websites which hold responsibility and have authorized permission to host it. This FAQ is hosted by sites which hold the responsibility of not permitting any sort of publishing, selling, or copying the contents and materials present in the FAQ. _-__------_--_-__--_--__-_--__-_____---_-_-____--__--_ 3. B A S I C S [basicsmenu] I. The Story [sub3.1] [ The Murder ] Note: This is taken directly from the official site. New York, January 2009 Manhattan is paralyzed by snow. An unprecedented cold wave is sweeping across the city. While eating alone in a diner one evening, Lucas Kane suddenly loses control of himself and enters a trance like state He take the knife from his table and, like a puppet dangling from a string, he walks slowly toward the restroom. Once in the restroom he carves a strange symbol on his forearm and stabs the first person to enter the restroom. Throughout this ritual murder Lucas has a vision of a lost little girl who is reaching out her hand to him as if to ask for help. When he recovers his senses he realizes what he has done. The body lies at his feet and he is covered with blood. He manages to leave the diner discreetly and disappears into the freezing cold night. Lucas Kane's life has taken a sudden turn; he is now a murderer. [ The Prophecy of the Indigo Child ] At the dawn of time, a prophecy was given to the first humans. The day will come when a child with a pure soul will be born. This perfectly pure child will have the memory from before his birth and will carry with him the secret of secrets, the answer to everything and have extraordinary powers. This child is called the "Indigo Child". No one knows where or when this child will appear, but ever since his birth was announced, it has become the biggest hope of humanity, the one that will reveal the truth, the one that will give infinite and eternal power. The first men organized themselves as Clans with the goal to control as many territories as possible thus to improve their chance to see the Indigo Child be born in their possession. The quest for the Indigo Child is the real reason of all of history's conquest and wars that man has made since the birth of humanity. It is the reason why men seek to own more and more territory and wealth. II. Characters [sub3.2] [ Lucas Kane ] Fahrenheit's main character. He is average guy, who in a trance-like state unwillingly commits a murder in the washroom of a restaurant, the Doc's Diner. The murder is committed according to an ancient Mayan ritual. Since he committed his crime, Lucas got a strange, uncontrollable ability to see through the eyes of the people performing new murders. Age: 31 Height: 1.80m Weight: 84kg Place of birth: Wishita, USA. Birthdate: June 9th, 1978 Job: IT manager Family: Lucas is single and has one brother, Markus. [ Markus Kane ] Lucas' brother. He became a priest a few years ago. When they were children Markus was Lucas' confidant and still is today. Although they haven't seen each other in over two years, the ten year dateversary of their parents' death will bring them closer. Age: 37 Height: 1.80m Weight: 78kg Place of birth: San Diego. Birthdate: February 12th, 1972 Job: Priest Family: Markus has one brother, Lucas. [ Carla Valenti ] The police detective in charge of the Doc's Diner murder file. With her partner Tyler Miles, they will hunt down Lucas Kane. Age: 28 Height: 1.70m Weight: 59kg Place of birth: Brooklyo Birthdate: July 14th, 1981 Job: NYPD Detective Family: Carla is single and doesn't have any brothers or sisters. [ Tyler Miles ] Carla Valenti's teammate. He is also in charge of the Doc's Diner murder. Age: 24 Height: 1.90m Weight: 83kg Place of birth: Bronx Birthdate: September 17th, 1985 Job: NYPD Agent Family: Tyler has a girlfriend (Sam), 3 brothers, 2 sisters. Information taken from http://www.atari.com/indigo/ III. Game Modes [sub3.3] [ New Movie ] - Tutorial: A training session before you begin. Your game shall roll in afterwards. - New Game: Start a normal game, without the Tutorial. [ Continue ] Start from previous last saved game. [ Chapters ] Select one of the unlocked chapters. This also means re-playing a certain level. You may also choose to play without saving. [ Options ] - Change Audio, Visual (Pal, NTSC, etc), the Controls (Vibration Function, Invert Camera, PAR Position), your Login Screen, turn Auto-save on or off and select a difficulty level. [ Bonus ] - Sequences, Gallery, Movies, Soundtrack, Credits. IV. Controls [sub3.4] Here are the default controls for the PlayStation 2 version. I am not stating the PC or the Xbox versions here. Also take note that these controls are only available during normal game-play, and does not imply to other sequences. Directional Pad/Left Analog Stick: Navigation Right Analog Stick: Camera Target, Actions L1/R1: Camera Switch L2: Camera Reset R2: First Person View Start: Pause Select: View PDA Triangle: Character Switch Circle: Mental State X (Directional Button): Run V. Interactions, Sequences & Lives [sub3.5] In this section I will compile everything you need to know as you progress through the game. The game-play isn't much changed compared to the PC version, just the buttons and controls are different. A. Sequences [ Analog Stick Maneuver ] I honestly do not know the exact name for this action sequence, but I just call it, a short name, ASM. If you've played the Tutorial, you'd notice that you will have a simple training session where the cars will drive toward you and you will then have to dodge these cars, using this method, the ASM. So what the hell is this? This is simple, really. It all depends on how fast how fingers and your eyes work together. Right after seeing the message "Get Ready!" on the screen, you will know that this sequence shall take place. There will be two rounds, colored circles on your screen, both left and right. They both represent your Analog sticks. The right analog stick communicates with the right circle, and the left Analog stick communicates with the left one. Pretty simple I might add. Now, this all depends on how fast your mind can interpret these numbers prompted on the screen by four different colors, at random locations. Each circle has four respective sides: Left - Blue Down - Green Right - Yellow Up - Red Now, this implies both of the circles. Each time the colors appear on the sides on the circle, you shall have to push the Analog stick (depending on which circle; left or right) towards the direction on the colored side. Example, the color that lights up on your screen is red (up) and it is from the left side circle. All you have to do now is push your left Analog stick up and a confirmation sound shall be heard. This will continue for a given amount of time until the action sequence is over. Now, you don't have to really worry about timing, though timing is the main catch here. If you pushed at a wrong direction, it doesn't affect your action sequence, but if you fail to follow the rhythm of the colors appearing at random locations on the circles, you will get the message "Failed!" after each sequence. If you managed it perfectly, you shall get the message "Great!". [ L & R Meter ] At some point during the game, a blue bar, meter-like blue bar to be exact, will appear on your screen. This shows the amount of effort the character has to place on an object or itself or anything for that matter. The principle is very simple, and if you have studied the Tutorial, which I suggested earlier that you should, you shall have no problem with this one. The trick is to press the L1 and R1 buttons as fast as you can, alternately. That means pressing the L1 first, and followed by R1 and so on as fast as you can. You want to press the buttons alternately since pressing either buttons twice or more may result in a game over situation. This is where everyone is confused. You don't need to level the bar up to the max. All you need to do is press the L1 and R1 buttons as fast as possible, ALTERNATELY. This meter usually appears during action sequences and will sometimes cause your life or your game if you don't do it right. Make sure you press the buttons alternately for pressing the same button twice or more will lower the meter. You usually need to maintain the meter point as high as you can, but of course, by pressing both buttons alternately, NOT simultaneously. B. Interactions [ Dialogues & Objects ] It is the basic of the game to communicate with the characters (playable or non-playable) or objects. All of these actions can be performed using the action button (Right Analog Stick). Now, when you approach an object or someone (otherwise already prompted by the game), if the person is someone you are able to talk to, then you will see an icon in the middle top of the screen, like a symbol. Using the Right Analog Stick, following the white line towards any of the directions shown on the icon (up, left, right, down) will perform the certain move or anything at all. This can stretch from opening a door to just watching a scene. This is very important and is the basic for interacting with objects or people around you. If there are more to these objects or people, I will let you know during the walkthrough. Also during a conversation, there will be a bar depleting very fast as you are replying. If you wait too long, you can't choose the options given anymore, so you have to make up your mind quick before the bar runs out. Note: During the walkthrough, I will usually point out "examine" or "interact" as which simply means "use". So, if you have to interact/examine with/a certain object it means use the object or item. C. Lives [ Mental State & Health ] Your mental state can be viewed by pressing the circle button, or by viewing your PDA (Select button). Your mental state shows exactly what your character feels at that particular moment. There are many things that affect your mental state (some are unavoidable) and I will list them down during the walkthrough. Basically anything that upsets or kills your character's mood will put the meter down. Your mental health or mental state will affect your game so be wise during your game. Usually on your first time through you may not avoid some negative phenomenon that kills your mental state, but that's okay. Now, don't get the game wrong, you still have to fight for your life. During dangerous scenes that can kill you, there will be a few dots on your screen (up, left side), some are empty and some are white. Those that are empty means that you've used them, and the ones still shining brightly shows how many lives you have left. If you fail a certain task (when the dots are visible only); let's say the ASM sequence, one of these dots will be taken away, and once all of them are gone, it is game over. You can recover your lives by collecting the crucifix or the talisman (you will find out when you progress through the game). _-__------_--_-__--_--__-_--__-_____---_-_-____--__--_ 4. W A L K T H R O U G H [walkmenu] Here you will find the complete walkthrough for all 46 chapters. Remember that I shall not guide you through the sequences. I will just remind you that there will be one. The walkthrough for the L & R Meter and of course, the Analog Stick Maneuver games won't be mentioned here. Please scroll up to the above section for further information, if you're unsure on how to get pass those sequences or how to interact with objects and so on. The "Main" section shows a complete guide particularly for a certain level. A "Summary" shows everything that you can do to increase or decrease your Mental Health, or in other words, the bottom line. =) The walkthrough is listed according to the chapters listed in the game, found in the "Chapters" menu at the main game page. During the walkthrough, I will usually point out "examine" or "interact" as which simply means "use". So, if you have to interact/examine with/a certain object it means use the object or item. Also as you progress, if you find the ASM sequences terribly difficult for you to handle, head to the Options menu and change the difficulty there. If that is all, let's begin. Note: The Tutorial is really good for you. It shall give you a good feeling on how to manage the characters in a new game. You can immediately start a game by choosing "New Game" through the main menu option called "New Movie". Selecting "Tutorial" will get you to a training session before you begin. The game will follow up once you're done with the Tutorial. C h a p t e r 1 : T h e M u r d e r [chapmur] You will have a scene in the toilet. After watching it, you gain control of Lucas. Let me remind you that you do not want to waste too much time. There's a police outside the restroom (you're in a diner) and he will not hesitate to enter. Now, you have to clear the evidence. Notice your Mental Health declining at the very beginning? This is normal and is unavoidable. It will reduce 60% of your Mental Health. Don't worry, you shall recover it soon. Also there will be a note stating that whenever the red icon appears on the top, right corner of the screen, this shows that the game is auto-saving. Just want to remind you. =) M a i n Approach the man on the floor, and use the Right Analog Stick to carry him up. You will notice the L & R Meter on the screen. Press the L1 and R1 button alternately to get the man into the middle stall and use the Right Analog Stick again to place him on the seat of the toilet. Now, you should notice the window on the left side of the wall (facing the stalls). There should be a mop leaning against the wall. Approach the mop, and use the Analog Stick to use it. Push the Analog Stick to the appropriate direction again to use the mop. Now push the Right Analog Stick up a few times to clean the stain in the middle of the restroom. There should be a trail of blood towards the man on the seat of the toilet. There's nothing you can do about it now, so ignore it. Now get rid of the mop and walk towards the urinals. There should be a symbol appearing on your screen as you approach it. Now, that is the knife you used for the murder. Get rid of the knife quick. A scene outside the restroom will roll in as soon as you use the Right Analog Stick. You wouldn't know exactly where the knife is. You shall find out in the next chapter. Now, you want to get cleaned up. Head to the sink (right side sink) and use the tap. Lucas will wash his hands and face to avoid suspicions. Now you're cleaned. You can also choose to use the dryer, but it has no effect. If you choose to leave the diner with blood stains on your hands and clothes, the waitress will notice you and soon draw the attention of the cop, which makes things a lot more complicated. Head over to the Condom machine. It is situated near the door on the wall, blue in color. Use it once and Lucas will say it is broken. Use it again and again to hit the machine until a coin drops out. Examine the machine to get the coin. Make your way outside. Notice the door to your right, and a phone on the wall close to the door? Take note. Now, make your way to the very end of the diner and towards the left side near the police officer. Don't disturb him for the moment; leave him. Head towards the jukebox near the wall and push the Right Analog Stick to use the coin on the machine for a nice relaxing music. Head back towards the backdoor but stop once you notice a table with leftovers on it, on your left. That's your table. Examine the table once to check for the bill, and push the Analog Stick again to place it back on the table. Check the table again and Lucas will pay the bill. Now, sit down. Use all the icons on your screen one at a time. Eat a little and drink. They will add to your Mental Health. Now there will be a scene where Lucas notices the presence of a cup of coffee on the table. Coffee is not to his taste, according to him, so whatever happened a little while ago, doesn't mean he was alone. Now leave the table, and towards the front door. From the front door, turn right. Make another right and cross the road. There should be a subway to your left. Walk towards the stairs. You can also leave with a taxi. To get to it, turn to look to the right from the diner's entrance doors and cross the road to the other side. The taxi would be on the left side of the road. Once you've done either one, you're done. S u m m a r y Positive Mental Health: - Drag the body to the stall [+5] - Use the mop to clean the blood stains on the floor [+5] - Hide the knife [+5] - Use the sink to clean yourself [+5] - Acquire the coin at the condom machine after hitting it [+5] - Use the coin on the jukebox for some tunes [+5] - Pay the bill [+5] - Eat after sitting down at your table [+5] - Drink after sitting down at your table [+5] - Take the subway or the taxi home [+10] Negative Mental Health: - Lucas gains consciousness after the murder. This is unavoidable [-60] - Look out through the window inside the restroom [-5] - Rush out of the restroom without cleaning the blood stains [-20] - Wait inside the diner too long until the body is discovered by the cop [-10] - Talk to the waitress [-5] - Try to talk to the cop while he is sitting by the counter [-10] - Talk to the guy on the table [-5] - Use the payphone. Lucas cannot get through his brother, Markus [-5] - Try to get behind the diner's counter [-5] - Leave the diner without paying the bill [-10] C h a p t e r 2 : I n v e s t i g a t i o n [chaptigation] Now you are introduced to Detective Carla Valenti and her partner, Tyler Miles. Before you proceed, right after Carla has stepped out of the car, you shall notice a question mark symbol on top of the screen. You can push the Analog Stick to watch a little scene but it doesn't matter if you don't. Now, after you gain control of Carla, walk into the diner. M a i n You will have a quick scene where the policeman greets both of the detectives. Now, I'll leave this section to you. You will have a little chat with the police officer asking a few questions. This is just another dialogue scene, and you will be having lots of them in the future. Get used to this, and try to actually answer quickly enough. Some people just don't know what to do, and this will cause the bar to run out, and you can't continue the conversation. Whatever you say first, you will get to all of the options from the start. So, ask wisely and listen carefully. When you're done, the game informs you of the use of the triangle button. I'll remind you that the triangle button is for switching between characters ONLY when the icon of the other character appears on the right hand (top) corner of the screen. The police officer will inform Carla to interrogate the waitress. Apparently she is in a state of shock, so it is advised that you do not push it. Right after the conversation, walk towards the waitress. You should be able to see her during your conversation with Martin, the police officer. Notice the other two police officers standing by the counter? Get to them later. Sit down opposite of the waitress. Another dialogue here. Simple. Don't push her. Keep on going with the questions, finish them all and listen to the conversation carefully. You will eventually get to the option where you can "insist" or "cheer up" the waitress. It doesn't matter which option you choose, but it always wise for a detective to go easy on witnesses. After asking for her help and thanking her, Martin approaches them and takes the waitress away. Now, stand up and approach the police officers. Start a conversation with both of them. Once you're done, get Carla near the payphone (near the backdoor, at the corner). Check the payphone and you will see a scene. Now, switch to Tyler using the triangle button and walk towards the police officers standing by the counter. Talk to both of them to raise Tyler's Mental Health. Once you're done, switch to Carla and get her inside the restroom. Tyler will enter the restroom together. Start with the obvious marks left behind by Lucas. You should know well, except for the knife, which remains a mystery since we do not know where it is hidden. Head towards the leftmost stall and use Carla to check for the blood on the floor (Lucas's blood; the murderer's bloodstains). There should be a small hole on the wall on your left while facing inside the stall. Once the icon appears on top of the screen, examine it. There could be a knife or nothing underneath. Now make your way out and get a look at the mop. Switch to Tyler and check the sink to find traces of blood. If you have not found the knife by Carla yet, use Tyler to check the garbage can (near the dryers). The knife could be hidden there, or not. It depends. Now, approach the corpse of the man in the middle stall and check his body. Tyler will mention about his money and credit cards, left on his body. Now, head to the rightmost stall and open the door if you haven't. Check the toilet and use it to check for evidence. If you haven't found the knife yet, it shall be hidden there. Now, switch back to Carla and get her to examine the corpse of the man. She will mention about the injuries the man had during the murder. Now you're done. Make your way out of the restroom. Switch to Carla, and get her to go through the backdoor if you wish. This step is not necessary, so you may skip this part. There will be an old man, the one you might have seen on the first chapter. You can talk to him or not, it is not essential to do so. If you wish to talk to him, start the conversation with the option "You" and continue it with "Seen Anything". He will tell you something, which does not do any good. Leave him afterwards. IF you choose Tyler to go out through the backdoor, you cannot make the old man speak of anything he had seen or otherwise. You just can't. However, Tyler appears to be more observant outside and notices the footprints on the ground if you examine it properly. It is somewhere around the door area. He can also check the side areas as the camera switches, as well as the window from the restroom. These aren't important, so you can ignore this step. Do not check the backdoor for either characters, since it is locked and will minus your Mental Health. Instead, you have to take the whole way back to the Diner via the main front entrance. Now get Tyler behind the counter inside the diner. Approach the back cabinet until you see an icon appearing on top of the screen. Look for the white line going to the side. Follow the path of the white line using the Right Analog stick to grab the coffee (make sure you follow the direction too). Before you proceed, if this is your first time, I suggest you look carefully to this icon. You will spot many of these in the future. Follow the white line which moves to the side and forming a partial circle on the icon/symbol and grab the coffee cup. From here, make your way to the payphone at the corner near the backdoor. Use the phone to call Tyler's girlfriend, Sam (thanks to GameFreeek for reminding me). Once you're done, switch back to Carla. Now approach Lucas' table using Carla. From here, you can check his book under the table, the coffee cup and his blood on the seat. Either way, use all the options you can here. Once you're done, it is time for some coffee. Get Carla behind the counter and use the cup to drink coffee and add a little to your Mental Health. Ask Tyler if he has seen anything, or just choose to leave once you're satisfied. He would ask if you would want to take another quick look; choose no if you really want to leave. Now, either using Carla or Tyler, head to the car outside and a scene will roll in. You're done with chapter 2. Note: The knife can be found by Tyler in the garbage can or either in the rightmost stall inside the water tank. Tyler cannot examine the hole inside the leftmost stall, only Carla can. S u m m a r y Positive Mental Health: [ Carla Valenti ] - Examine and interact with the payphone [+5] - Acquire the knife inside the leftmost stall [+10] - Examine and drink the coffee from the cup [+5] - Examine the bloodstains on the floor inside the leftmost stall where the knife could be hidden [+5] - Discover the book underneath Lucas' table [+10] [ Tyler Miles ] - Talk to one of the police officers by the counter [+5] - Talk again to one of the police officers by the counter [+5] - Acquire the knife either from the garbage can or the water tank inside the rightmost stall [+10] - Examine and drink the coffee from the cup [+5] - Use the payphone to call Sam [+5] Negative Mental Health: [ Carla Valenti ] - Try to talk to the old man outside the diner via the backdoor [-5] - Try to open the backdoor from the outside [-10] [ Tyler Miles ] - Turn on the jukebox for some music [-10] - Try to talk to the old man outside the diner via the backdoor [-10] - Urinate inside the restroom [-10] - Try to open the backdoor from the outside [-10] C h a p t e r 3 : T h e D a y A f t e r [chapaft] The next morning comes... Lucas wakes up with bloody sheets around him. Still think yesterday was a dream? Well not anymore. Let me remind you that during this hour, you will want to get things moving rapidly. You don't want to waste too much time. In a couple of minutes, a cop will be knocking on your door. You want to familiarize yourself with the apartment and the main objective; hide all evidence that could take Lucas behind bars. M a i n Get Lucas up from bed. He would feel a little dizzy. Grab the medicine from the table next to the bed. Next, face the bed and interact with it. Lucas will say something about him not being tired. Interact with it again to cover the bloody sheets. He says he'd change the sheets later, but for now, you'll have to move fast. There's a small radio on the table and a book. It appears Lucas is quite a reader himself. Now, make your way out through the door. Once you're in the hall, the phone rings. Get pass the television area and to the other side. Examine the phone to pick it up. It's your brother; Markus. Watch this short chat scene. Once it is over, head to the kitchen and make your way to the fourth cupboard and open it. You will find a Bonus Card [+5]. You can open the fridge to find some milk or just drink from the tap water near the kitchen sink. Somewhere around this point, you will be struck by a strange vision, and you must press the button combinations right when they appear. This is your very first encounter with the ASM (Analog Stick Maneuver). Remember to be very fast and since this is your first, it is fairly slow to give you a chance to feel what it is like. Lucas sees a cop inside his apartment looking around, in his vision that is. Now, you don't have much time to waste. Before you proceed, make your way to the balcony and collect the Bonus Card [+10] hidden there. Around the telephone area, there would be a concrete pillar, and there should be a piece of clothing on the ground. Lucas gets another vision right after seeing the clothing on the floor. Now, interact with the piece of clothing and there should be a small square screen appearing on your screen right after picking it up showing you where the washing machine is. That's where you put the yesterday's clothing. There should be a door nearby, not far from the telephone or the pillar. Look for it. It is the entrance to the bathroom. Also, before you proceed, take note of the small table facing the kitchen's counter. It is around your hall; that is where your apartment key is. Remember the spot. Enter the bathroom, and put the piece of clothing into the washing machine. Now, go get a nice shower. Once this is done, walk to the mirror and interact with it. You can choose either the tap or the mirror. Of course choose the mirror for now. Lucas will open it. Grab the bandages and use them. Lucas will wrap them around his hands. Next close the cabinet. There will be a creepy little image once Lucas closes the mirror (surprise... surprise). He'd get a little depressed, but that is okay for now. You'll be able to raise your Mental Health soon. Now, head back outside to the main hall and into your room. Proceed to your wardrobe and open it up. Interact with the appropriate icon to take a default attire and close the wardrobe now. Like Lucas had seen through his vision earlier (if you did the ASM perfectly), the cop is here to check his apartment. Make sure you are dressed by now. You have a good amount of time to get the key for your apartment, and open the door ONLY when the piece of clothing is placed inside your washing machine and your bed sheet is covered. If you haven't already done those, quickly get to work! Now, rush to the table I told you to take note of earlier. It is situated somewhere around the kitchen's counter, just a little bit further outside towards the main hall. Interact with the key to obtain it. Make your way to the door. The main entrance door is situated not far from the bathroom's door, a little to the right. Unlock the door and a little scene plays. Now, another dialogue rolls in. Now the cop would ask if everything's alright. He had complains from the neighbors they heard shouts from this apartment. Whatever answer you choose now doesn't matter if you have already cleared the house from anything that could go against you. Let the cop in. Now, the suspicion bar will stay low. Even if it rises a little, it won't fail you. Once the scene is finished, you are done. Don't bother reading the news article underneath the door; it will minus your Mental Health, but this is your game; you make your own choices. =) You can turn on the TV too, but that is not to your importance, and will not be very healthy for your Mental State. The music however, helps you calm down and adds to your Mental Health. Once you're done here, just get out through the door, and you may proceed to the next chapter. S u m m a r y Positive Mental Health: - Use the medication on the table beside the bed [+10] - Cover the blood-covered sheets [+5] - Get to the phone and talk to Markus [+5] - Place the piece of clothing into the washing machine [+5] - Use the bandages [+10] - Urinate in the bathroom using the toilet [+5] - Put on some music using the radio [+5] - Drink a glass of water from the tap water [+5] - Drink some milk from the fridge [+5] - Get the cop that observes the apartment to leave without triggering any suspicions [+10] Negative Mental Health: - Examine the image next to the computer table in the bedroom [-5] - Frightened by the image on the mirror in the bathroom [-20] - Watch/Turn on the TV [-10] - Read the news article underneath the front entrance door [-5] C h a p t e r 4 : C o n f e s s i o n This chapter involved two sections; the part where you have a little talk with Markus and after that, a rescue mission. For now, make your way through the park until you get to Markus. [chapfession] M a i n Make your way towards Markus. The small screen would be gone by that time. He would be on your left. Approach him closer. A cut-scene rolls in. You should know that whichever options you choose for this dialogue scene would end up the same. But try to keep it low and not too aggressive or pushing the subject way too far. As for Markus, keep him steady, but even if you choose to tell Lucas the right thing to do (turn himself in to the cops), it wouldn't affect anything. Once you get to the part where you have the options "Convince" and "Break Off", choose to convince Markus. Soon Markus will hand you a crucifix or the talisman. Choose to take it, since it acts as an extra life for the game. You soon will find these around the levels in the game, so whatever you do soon after; you will know what is best. Now, there will be a cut-scene where Lucas heads back and got struck by a vision again; this time a small kid would fall under the ice. Apparently the police officer back at the diner is also heading towards the scene. A bar will appear at the top of your screen. It is a time bar, and will show how much time you have left to save the kid. Note that you can choose to leave the scene (and you will get a negative Mental Health), but I suggest you keep up with the rest of the guide and save the drowning kid. Once the scene is over and the bar appears, hold down the X button and rush towards the water. Lucas dives in. Now, get pass the L & R Meter sequence. Press the L1 and R1 alternately for as fast as you can. You should have no problem with this. Now, you will reach the bottom, where the kid is. You must get back up the water. Get pass the L & R Meter again but make sure you do this faster, since you don't want to drown. if you fail, a cut-scene will show up with the crowd around the edge and waiting for Lucas to show up, but well he never will, which means you're dead. You don't want that to happen. =) Now, you will get back up. You will have two more L & R Meter sequences before you regain control of Lucas in third person. Use the Analog Stick to get Lucas to stand up after those sequences. Now, approach the kid on the ground. Interact with him and Lucas will get on his knees. Now, pick the green colored icon on top of the screen. You have to pump the kid's body in order to save him before the bar runs out. When Lucas counts to three, use the Right Analog Stick towards the direction stated on the icon to pump his chest. Make sure it is not too early. A little late is fine. This is fairly easy and isn't tough at all. You should get pass this very fast. Do it four to five times and you're done. A scene rolls in and you may proceed to the next chapter. Note: If you save the little boy from drowning and got him back up on land, and you choose to leave the scene without pumping his chest, you will be arrested by the police. You can choose to leave the scene right after the kid falls down without diving underwater attempting to save him. You will lose a lot of Mental Health this way, so I advise you to rescue him one way or another. Update (9/10/2006): It seems I've missed the Bonus Card in this Chapter worth 20 points. To get to it, from the starting point, run forward to the centre of the park and navigate to the right. You should see a blonde-haired lady walking. The Bonus Card is here. Credit goes to "Rani Khair" (ranikhair@hotmail.com). S u m m a r y Positive Mental Health: - Approach Markus [+10] - Save the kid and pump his chest to save him [+20] Negative Mental Health: - Choose "Sick" as your reply from Markus and "Aggressive" for Lucas [-5] - Choose to "Break Off" with Lucas [-10] - Refuse to save the child from drowning right after he falls [-30] C h a p t e r 5 : P o l i c e W o r k [chapwork] You start at the police precinct. Navigate Carla towards the man on the desk and he will greet her. Listen to the conversation, and afterwards, turn to your right after going through the metal door. Don't go up the staircase yet; go to the rightmost corner and acquire the Bonus Card [+10]. Now get up the staircase and take the right turn (the right double doors here). Go through the door. M a i n You should see a small screen showing Carla's office. Before anything, grab a cup of coffee from the coffee machine. If you entered from the door on the right at the staircase before entering the office area, the coffee machine will be on your left after entering the double doors. Approach Carla's office (together with Tyler's) shown on the screen. The door is white in color and is situated in front of you as you enter from the right double doors. Now, as you approach the door, Jeffrey, one of the guys in the station will bug you about Tyler. Listen to it. You will get a minus Mental Health. This is, unavoidable. As you open the door, Garrett (the officer from the diner) will call upon you. He will tell you about how the test worked out. He shall be at his desk all day. Now, enter through the door. After Carla hangs her coat, make your way to the other side of the room and have something to drink. It will add up to your Mental Health. Take note of the other desk. Your desk is the one closer to the windows. The other desk is Tyler's. Carla should, by now feel that she has to call Tyler up. Do so. Approach the phone and use it. There should be a short scene by now. You can switch between characters after the conversation. Notice the yoyo on her desk? You can play the yoyo if you wish. All you have to do is follow the icon on the screen and push the Right Analog Stick towards the direction shown by the white line on the symbol before the bar runs out. You have to push the Analog Stick four times downwards, two times to the right, and finally another one to the right with a curving end (an arc) clockwise. Then you shall receive your Mental Health and you will soon start over. Exit the yoyo whenever you want. Once you're done, do not switch characters just yet. Get Carla on her chair and use the computer. Now, you can read some news, check her mails and even enter a person's name to check into the database. Check her mail. It is the first icon (leftmost) on the screen as a selection. Enter it, and read all the mails, but make sure you do not leave the last, untitled email behind. Read it. Carla shall read the content. Kirsten? Sounds fishy right now. Open her right drawer and acquire the Bonus Card [+5]. Now, check the rightmost icon at the main screen of the computer. Press up on the D-Pad to enter Kirsten on the search list. Then hit the X button to search. The case is classified. Now a lot more fishier. That is all. Now, switch to Tyler. Note: I'd like to remind you that if you don't check Carla's mails (especially the last one below other mails on the computer) you cannot finish the chapter normally. Right after talking to Garrett about the murder, you will have to get Carla to her computer and check that e-mail to end the chapter. Once you gain control of him, get Tyler on his feet. Move towards the door inside the bedroom and step into the shower. A small screen appears showing Sam moving out towards the living room. Now, use the toilet, and look at the mirror. At the corner near the toilet in the bathroom, there should be another Bonus Card [+10]. __--_____-_----__ [ Optional ] There is in fact a way to have sex. In this particular scene, you are not shown much. To do this, first as you regain control of Tyler from the bed, get up and proceed to look at Sam (interact with the symbol on top of the screen). Tyler will tell a brief introduction about Sam. Now, notice the love symbol on top of the screen? Interact with it and they will kiss a little and the screen fades. Now you gain control of Carla. Switch back to Tyler and you will get to hear a little moaning (yikes!) and nothing else. If you call Tyler (again) using Carla while they're making love, Tyler will get a negative Mental Health. Try not to be a party pooper. =) __--_____-_----__ Now, get out and enter your bedroom. Look into Tyler's wardrobe and get dressed. You can't leave the house with your boxers on. Now, get outside to the living room and you will notice Sam on the chair near the counter. Tyler will mention something about her lately. Grab the coffee and a conversation starts. Get ready for a dialogue. Whatever you reply does not affect your relationship with Sam but it does influence Tyler's Mental Health. Try to be "Understanding" or "Tender". Be a good boyfriend, not a jerk. Once everything's done, proceed to the entrance door. I suggest you take a look around on where the music player and the phone are first before you leave. They are around the television area. Take note of them now. Grab Tyler's coat to your left, and approach Sam and give her a kiss. Then, get out through the door. If you didn't kiss her, she will ask you to. If she asked you and you still ignored her, you will get a huge point of negative Mental Health. Now, it's back to the precinct. You regain control of Tyler at the lobby. Proceed through the metal detector doors and have a little chat as the man on the desk greets you. Get up the staircase and go through the double doors on the right (closer). Proceed to the office. Remember to grab a cup of coffee from the coffee machine for a little Mental Health points. Next proceed to the office in front. Yet again, Jeffrey jumps into a conversation. You can pick any sort of reply to try and convince Jeffrey about the money Tyler owes him. Whatever you choose, nothing will change anything. After that, choose to propose to Jeffrey. Either way, you will end up to a proposition. As a result of this, you soon will have a little mini-game with Jeffrey. That will happen in a few more chapters, but for now, enter the office. Carla will be sitting on her desk. As soon as she exits, proceed to grab a cup of water from the water cooler, and you can also play with the basketball to add up to your Mental Health. It is situated at the corner of Tyler's desk. Get to your computer if you wish to read some e-mails. Nothing much in particular. Exit the room. Proceed towards Carla and Garrett at his desk. Approach them closer and a dialogue scene will roll in. The evidence you found in Chapter 2 can be discussed now. Example; the coffee cup, unless you didn't examine it. In that case, you will not get to ask about the coffee cup. It doesn't matter which one you ask first; you get to ask all of them eventually. Now, a cut-scene plays, and you're done. You may proceed to Chapter 6. Note: If you did not discover the book under the table during chapter 2, Frank (Garrett's partner) will discover the book himself and mentions it to you. S u m m a r y Positive Mental Health: [ Carla Valenti ] - Grab a cup of coffee from the coffee machine [+5] - Drink the water from the water cooler [+5] - Play the yoyo [+5] [ Tyler Miles ] - Look self in the mirror [+5] - Look at Sam while she sleeps [+5] - Make love with Sam [+20] - Shower in the bathroom [+5] - Urinate in the bathroom at the toilet [+5] - Reply positively to Sam during the conversation at the kitchen (e.g. "Tender" or "Understanding") [+10] - Give Sam a kiss before leaving to work [+5] - Grab a cup of coffee from the coffee machine [+5] - Grab a cup of water from the water cooler [+5] - Play with the basketball in the office [+5] Negative Metal Health: [ Carla Valenti] - Notice Tyler is not present at the office [-5] - Bugged by Jeffrey [-5] - Read Kirsten's e-mail [-5] [ Tyler Miles ] - Disturbed by Carla when Tyler's making out with Sam [-10] - Reply negatively during the conversation with Sam at the kitchen (e.g. "Firm") [-20] - Refrain from kissing Sam even is she asked you to [-30] - Bugged by Jeffrey at the office [-5] C h a p t e r 6 : A l t e r n a t e R e a l i t y [chaplity] In this Chapter you're visiting Lucas' workplace at a bank. Let me remind you that during this chapter, at the second half of the game will be a sequence, an ASM sequence so be prepared (don't worry as I will mention when and where you will start the sequence). M a i n You're in the washroom. At the end of the walkway, there should be a Bonus Card [+10]. Collect it and proceed to the sink to wash up for 5% Mental Health. You can use the dryer at the side of the wall if you wish, but it is okay if you leave it. Exit the washroom through the door at the other side. Lucas will be at a big area with a lot of workspaces. __--_____-_----__ [ Optional ] If you're low on Mental Health, get to the coffee machine. To get to the coffee machine, after exiting the washroom, walk forward in between these workspaces to the other side. Once you reach the end, turn to your left. The coffee machine is there. There are two Bonus Cards hidden here. To get to the first one, from the coffee machine, you should notice a fire extinguisher (on your left facing the coffee machine). Walk towards it and turn left. Look for the second workplace on your left. Get to the other side and there should be a Bonus Card [+5] there. There is another Bonus Card here. To get to it, first you should exit the workplace where you got the Bonus Card from. Now, there should be a sign stuck on the wall, triangular-shaped sign in grey. Approach and face the grey sign. Turn to your right and walk forward from there. Don't reach the end of the walkway. When you see a walkway to your right, turn there. Now walk down the walkway until you reach the last workplace at the end. Turn left and there will be a Bonus Card [+10] there hidden inside. __--_____-_----__ Now, use the map and get to the red dot on the map. You are the blue one I'd remind you. Enter the door into your office. Lucas' background voice will be heard. Now, that is Warren sitting on the chair. You share your office with Warren. Now sit down and get ready for an ASM sequence. The sequence is short and easy, and not very fast too. You will get to hear what Warren has in mind. By now you have a few options; check the drawers, use the computer (work) and get up from the chair. If you use the computer (monitor icon), Lucas will startle and this will minus his Mental Health. You'll see (if you choose to). Before anything, open the right drawer. Collect the crucifix and you'll get an extra life. Close it. Forget about opening the left one. You will only get to see Lucas' ex-wife's picture together with him; thus deducting his Mental Health. Soon Tiffany; Lucas' ex-wife will give you a call. Answer the phone when it rings. She will ask Lucas permission to visit him tonight. Answer "Yes" and you will have Positive Mental Health. I deeply suggest you allow her to, especially if you just triggered the computer cut-scene. That's that. Now, you will have yet another ASM sequence. Short and fairly fast. Try not to fail this time. Lucas will get a premonition on what will happen soon. Now, just wait for a cut-scene to roll in. Whether or not you successfully finished the ASM sequence, you will have to go and check the computer on Station 62. Exit the room to the big area. Make your way to the red dot on the map and as you reach there, you'll get another short vision. Approach the computer and interact with it to fix it. Now here's where the long ASM sequence begins. There are bugs and all sort of things here. When the game says "Move!", approach the big bug to your right and you'll immediately begin the sequence. If you fail one ASM sequence, one life will be deducted. Now, just continue until one big bug will strangle you from behind. This is when the L & R Meter pops up. Press the L1 & R1 buttons alternately for as fast as you can here until Lucas gets loose. Now you will continue your ASM sequence back again. Remember if you fail one sequence, one life will be deducted, and when all your lives are used up, it is game over. Soon Lucas will use the fire extinguisher to fight those creatures. When you come to this part, you'd know this will end pretty soon. Complete the long ASM sequence to move on to the next chapter. S u m m a r y Positive Mental Health: - Wash up in the washroom [+5] - Have a cup of coffee from the coffee machine [+5] - Answer "Yes" when Tiffany asks for your permission to come over to your apartment tonight [+10] Negative Mental Health: - Hear Warren's thoughts after passing the first ASM sequence [-5] - Look at the picture of Tiffany and Lucas on the left drawer [-5] - get Lucas startled after looking at the PC for the first time [-20] - Get pass the long ASM sequence beginning at Station 62 after fixing it up [-20] C h a p t e r 7 : R e c o n s t r u c t i o n This is a fairly simple and easy chapter. You'll be visiting a morgue where Carla discovers secrets behind the murder, but there's a catch. You will have 4 ASM sequences throughout her journey discovering what's behind the murder. [chapstruction] M a i n The coroner will explain as he cuts and examines the dead body of the victim. As for Carla, if you do the ASM sequences successfully, Carla will have a perfect explanation, or perhaps facts from the murder and the victim. The sequences are fast (but not too fast) so you will have to catch up and be alert as the message "Get Ready!" appears on the screen. If you fail a sequence, your Mental Health will drop down and you will not be able to see what the game has in store if you do well. That's it. The whole chapter involves you pushing the sticks towards the direction shown by the two circles in the game. After that, Carla will get a little surprise from the coroner... the "Kirsten" case. You will realize by now the story gets better and better, and how the story will be twisting and twisting towards the end. S u m m a r y Positive Mental Health: - Pass one ASM sequence out of four in total [+10] Negative Mental Health: - Fail an ASM sequence [-10] C h a p t e r 8 : T y l e r & K a t e [chaptyka] In this chapter you will, as Kate (the waitress at Doc's Diner) describe the murderer's image using the computer browsing through a few set of pictures. The image ought to be as closest to the real face of the murderer as possible, but if you fail to do so, even getting 0%-25%, you will still pass the chapter and move on, even in later chapters. The more precise it is shows how much you are helping the cops to capture Lucas. Note: This chapter is not divided into the "Main" and "Summary" sections since it is short, simple and all you have to do is browse through the selections to get a composite image of Lucas Kane. Alright, to be honest I never really have gotten 75%-100% before, but it is possible I might add. Some mentioned the requirements of getting 100%. Some said that, the waitress could have a higher chance of sketching a perfect picture (you that is) if Lucas runs out of the washroom with his bloody hands and bump into the waitress. That incident would help her achieve a higher, more precise composite sketch of Lucas. Since I haven't got a picture to show you how it should be, I shall briefly describe how the image should turn out like. I'm not sure if this would be useful, but I will describe what it would look like and what you shouldn't choose for the image. The most important part is that you try to exactly remember how Lucas looks like, but unless you want to help the cops, you would want to make it less alike with Lucas' facial appearance. There are five different parts for you to browse through; head, eyes, mouth, nose & eyebrows, hair and facial hair. [ Head ] - Not too wide; normal length - Ears visible; not deep hidden behind the head and not thin - Does not have a hollowed chin - Does not have a square chin - A little shaded chin [ Eyes ] - Big eyes; slightly drooping; appears a little tired/sleepy - Clean eyes without bags - Without glasses of course - Does not have narrowed eyes - The pair of eyes you're looking for is further apart from the nose compared to other selections [ Mouth ] - The correct mouth has a little dark shadow (covered) beneath the lower lip - Not parallel or pressed against each other - Not wide or looks very straight [ Nose & Eyebrows ] - The eyebrows are curving downwards to form a line connecting the nose but slightly visible - Eyebrows aren't very thick; visible and gets a little thinner as it curves downwards - The nose is visible and distinct at the bottom (lines of the nose do not appear too visible in the middle area in between the nostrils at the bottom and the eyebrows at the sides) - Does not have a pointy or slim nose - The eyebrows aren't the ones curving downwards at the side of the face [ Hair ] - Simple; the hair meets in the middle of the forehead, pushed a little backwards and is short - Not bald - Not parted or dropping on the forehead - Not messy or has lining for each hair [ Facial Hair ] - No facial hair - Does not have beard/goatee or whatsoever C h a p t e r 9 : L o s t L o v e [chaplove] My favorite one. Why? Heh... I'll tell you later. Right now you should remember this chapter revolves around Lucas' apartment and Tiffany will come to pay her ex-husband a visit. Simple if you follow my walkthrough. M a i n First, get up from the chair. You can view a short cut-scene by pushing the Right Analog Stick to the right (question mark icon). Now, there are a lot of things you can do here; from sitting on a chair to playing the guitar. But before you go running around, lingering at the areas of your apartment, switch on the TV if you want. You will lose a little Mental Health if Kate (the waitress at Doc's Diner) performed a good sketch on Lucas. Use the controller on the table to switch the television on. I'd suggest you follow my method (doesn't matter if you are confident of yours; if not follow my sequence). First get up from the chair and approach your kitchen. Walk inside and use the fourth cabinet to get yet the same Bonus Card [+5] (you can get the same one twice; you did this before). Now, notice the kitchen counter? Approach the edge and you will see an icon appear on top of the screen. Use the Analog Stick if you wish to pull out a bottle of gin from the kitchen counter. Then you may go ahead and have a drink (don't take together with the medicine found in your bedroom at the table beside the bed). Make your way to the punching bag. You can punch your way out of this. Just interact with the punching bag and whoala... you get to punch. It is very simple; just another ASM sequence just faster and requires a lot of anger. Well he should since he's punching his way of the erhm... thing. The sequence should end fast and won't take too much time. However keep in mind that there will only be three chances for you if you mess up a sequence. Notice the white dots at the right (top) corner of the screen? Those are your chances on this, which also imply to the guitar. The pads appearing on the too circles fade faster than other sequences so you should keep your fingers on the sticks and your eyes on the screen. Once you're done with the punching bag, proceed to play the guitar. Approach the amplifier and interact with it to switch it on. Now proceed to the guitar and you can choose three different genres to play; cool, blues and bossa. Whichever you choose doesn't matter; the guitar is simple and there is no way it can get simpler than that. Just remember to not make three mistakes (the white dots; right, top corner of your screen represent your lives) otherwise Lucas will give up and you will have to start it again. Don't worry; no Mental Health points will be deducted if failing is your option. Once done, proceed to your music player situated near the TV set at the shelf. Put any music on to get a little more Mental Health since later on if you do terrible (purposely or not) will affect Lucas a lot. Now proceed to your kitchen and open the fridge to find the leftovers on the milk. Get a sip of the milk and close the fridge. Go inside your bathroom and use the toilet. That is all now. You should already by this time acquired all the Mental Health you need (if you followed my way of course). You can get some air outside at Lucas' balcony but that doesn't matter since it isn't beneficial. Now, proceed into your bedroom and lie on your bed. If you did not drink the bottle of gin from the kitchen counter, take the medicine on the table with the radio beside the table, here. then take a short nap. Tiffany will be knocking on your door soon. Lucas opens his eyes. His doorbell rings. Time to get up. Proceed outside. You should see Tiffany by now through the small screen on your right. Before anything, close the window here in your bedroom. Now get out and close the window outside here beside the shelf where the music player is (near the amplifier). Now, run to open the door. A little cut-scene will come up. Prepare for a dialogue scene. As the options for the dialogue appears, choose "News" and followed by "Drink". Okay, go get her a drink. Get to the kitchen counter near the edge and you should see the icon pop up (if you have already taken the bottle outside it should be there on the counter). Now, pour the drink into the glass and take it to Tiffany. Hand it to her. A cut-scene rolls in. You will next have to bring her stuff. There are two boxes here in the apartment, with her initials on them. There should be a box a little bit further from the telephone. There's one. Interact with it to pick it up and approach Tiffany's spot to put the box there. Enter your bedroom next. Make your way towards the computer table; the box should be left of the computer table. Pick it up and put it down back at the living room near Tiffany. Now, a cut-scene rolls in, and another dialogue scene approaches. When she asks if everything's alright, reply with the option "Sincere". Afterwards, there will be a few options on your screen to reply to Tiffany. Since I do not recommend you losing Mental Health at this point, you should probably go ahead and choose "Sentimental" as your option. Next, choose "Alone" but make sure you don't immediately rush into things and kiss her just that, without those two options as a start. Now, another ASM sequence... just the guitar. Tiffany wants you to play a song. Walk towards the amplifier and switch it on. Approach the guitar and interact with it. For this particular scene you are not able to choose a song, so you're left with the given song. Simple, but can lure you into something else if you don't concentrate. Make sure you don't miss your eyes on the colored pads for more than three times otherwise... something bad will happen (explained below). Alright, now here's the spot. After that another dialogue scene rolls in. You wouldn't want the chapter to end just like this now would you? Before she leaves, choose to "Kiss" her. If you failed the guitar ASM sequence and/or treated her badly all along, you most probably cannot have the option to kiss her and the game will immediately tell Lucas to get rid of her. Now, try to treat her like you would treat your own girl and kiss her... Now, I'll close my eyes until you're done... Unfortunately I can't do that since this time there's a little "mini-game" to get through with. Ugh. Alright, Lucas will, as predicted have sex with Tiffany (you made him do it remember?). Now, just like the basketball in the office, you will have to push the Right Analog Stick a few times to the particular (shown) directions and you shall hear some moaning. It is explicit, I shall warn you. If you're not eligible or otherwise like to be called "pmc" you would do as what I did; not watch a single thing and look for a second and get through with it. =) Do the "thrusting" moves and you're done... with that scene not with the chapter just yet. Now, a cut-scene rolls in. Lucas wakes up from a dream. Both of your windows are opened? I did tell you to close them did I? Well just to make the plot a little more interesting. Close the window here in your bedroom and your computer's monitor. Get outside to the living room. There will be this creepy crow on your recliner. You can look at it but there's nothing much you can do. Now, close this window here too, and move forward to close the door to your balcony. That is all. Go back to your bedroom and get back to sleep. Am I forgetting something? The main door? It was opened wasn't it? Yes it was. Now, if you go through that door, and around your apartment's hallway you will have a scary thing to see. That will deduct Lucas' Mental Health points and you don't want that to happen. So, ignore that scene and just go to bed. I advise you to. If you really wish to see what could've scared Lucas you may go ahead (or re- play the chapter later). You're done with this one. Note: Let me remind you that unless you want to die, you ought not to take the bottle of gin together with your medicine. Lucas mentioned that previously. Just a reminder. Also, if you go out through your main apartment door to your hallway and watch the little girl scene, your Mental Health points will be deducted. So, just go back to bed and nothing will happen. S u m m a r y Positive Mental Health: - Drink a bottle of gin from the kitchen [+5] - Finish off the punching bag ASM sequence [+10] - Play the guitar and complete the ASM sequence successfully [+10] - Switch on the music player (any song) [+5] - Drink some milk from the fridge [+5] - Urinate in the bathroom [+5] - Take the medicine on the table at your bedroom [+10] - Have a little nap before Tiffany arrives [+10] - Hand over Tiffany a glass of drink [+5] - Reply sentimentally towards Tiffany [+5] - Play the guitar successfully for Tiffany [+10] - Have sex with Tiffany [+30] Negative Mental Health: - Turn on the TV and see the sketch (will deduct your Mental Health points only if you did well on the sketch) [-10] - Look at the image on your computer table in the bedroom [-5] - Kiss Tiffany too early (before playing the guitar for her) [-20] - Kiss her too soon until she leaves [-30] - Complete the guitar sequence and tell Tiffany to leave the apartment [-20] - Go through your opened main door and see the little girl scene [-20] C h a p t e r 1 0 : H i d e a n d S e e k [chapseek] Three screens separated from each other show up on your television. You will get control of Lucas as his background voice speaks of the history of his life. He's holding some flowers. You will be at the cemetery. M a i n Walk straight and follow the path in front. Listen to what Lucas has to say regarding his parents. Walk straight ahead until you see a little opening, to the right of Lucas. There would be a Bonus Card [+10] at the corner. Use the analog stick to angle the camera to view Lucas' right side. Continue down the path. You should spot a man standing on Lucas' right side, ahead a little. Don't turn right just yet. Instead, continue walking forward and you'll come to a dead end. There will be a talisman or a crucifix situated on the right of the dead end, somewhere around the corner that leads to the right area. Pick it up for an extra life. You should walk around if you cannot find it. Try each and every corner. Go back and approach the man you saw standing. It was Markus. Now, Markus shall greet you. Approach the grave and interact when an icon pop ups on top of your screen. There will be a cut-scene soon. A flashback scene will appear... After the cut-scene, you will find yourself playing as Lucas in a younger body. That's how it looks like now doesn't it? Obviously it is and believe me you wouldn't want to stay too long here. First you would have a side camera angle once you gain control of young Lucas. Move straight forward and get ready for an ASM sequence. It is fast and short. Simple and focus your eyes. You don't want to miss this one. Why? Well you get to see how you can sneak into the hangar where you friends came into. Note: Zoom into the map by holding the circle button. I recommend you see the vision. Now, move forward and run straight ahead and strafe a little to your right and you shall see a fence in front. Your mission now is to get pass to the other side. You cannot get through other paths; one of the paths in guarded by a soldier. He won't let you through. This is the tough part. As you climb the fence (after interacting with it) there will be an icon with a moving white line forming an arc either to the right or left, in a particular circular direction. using the Right Analog Stick, move the dot on the icon and follow exactly where the white line goes and which way it goes. It is important that you do it fast too, since that's the main problem that will cause you to fail, over and over. As young Lucas climbs, so will this start to end. You will get through if you do it properly. It all begins with practice. As you do it on and on, you will start to notice what this is all about. the easiest way is to place your thumb on the Analog Stick, and get ready for the white line and push it towards the direction stated, and meeting the point on the edge of the arc. Do it fast, and make sure it is a circular kind of arc. Finally push the Analog Stick to the front and young Lucas will climb over. Once you reach the ground, take cover behind the big rock. There is a stationary guard near the gates, where these trucks go out (notice them?). You cannot enter through there. There will be a moving guard in front (he could either be on your right or to the left). Look out for him. Now, make your way to the other side where yet another big rock rests. Reach the other side and look for a small hole (opening) on the fence behind the rock. It is small I shall add, so you might have to look carefully to search for it. Crawl through the opening. You will have a checkpoint here, so whatever happens (failing the mission) will restart you back here. Approach the boxes on the right. Remember those trucks driving out through the gates? All of them came from the hangar with the stationary guard on your left. So, this is exactly what you have to do in order to get pass to the other side. There should be a small middle area between the hangar you're heading to (see the map) and the one to the right. You have to make your way to the other side and into the hangar through the small hole you see in the young Lucas' previous vision (if you have successfully completed the ASM sequence followed). Now, like I said, the vision will help you a lot. When one of the trucks approaches you, stay hidden behind the boxes. As it gets closer and its body already passed the guard to the left, follow the truck. Remember you should stay hidden and follow the truck beside it (on the truck's right side; the truck is on your left). You get the picture. Now quickly stop as you have reached the middle point of the area in-between the left hangar and the right one. Let the truck move straight and when you are completely sure of your location, head towards the middle area. Walk straight and you should spot a hole on your left, covered at first. Now, remove the piece of rock blocking the hole, and crawl inside. Now, a cut-scene follows. Whatever happens next will all depend on how you actually manage young Lucas properly through those corners and such, and not get confused by the controls, and of course within the time limit. ;) There are three kids you have to save in order to pass this mission successfully. The time limit starts when you step foot into the hiding area. =) First kid: You will start in an area with boxes. Run forward until you see a wall of boxes in front. Make a left, and search thoroughly around this area where there should be some sort of a panel at the bottom. Look for an "eye" icon on top of the screen. That shows that you have found the spot where the kid hides. Interact with it and continue to the next one. Second kid: There should be a staircase. Go up and run all the way to the end. Look to your right and check the wall here. Towards the end of the stairway, the kid is hiding behind the wall there. Interact with it once the "eye" icon pops up. Third kid: Run back down the stairs, and the camera switches angle. There should be some plane parts in front. Go around the back and the last kid can be found hiding there. Now, he wouldn't listen to you. Whatever you choose to convince him (even being sincere) he wouldn't believe you. Choose to "Lie" to him and he'll finally move his butt. Once you've successfully found all three of them, a cut-scene follows. Whether or not you found them, the mission will pass, but you'd face the consequences. When Lucas gains consciousness at the cemetery, his Mental Health will increase or decrease based on your mission previously. If you fail to save all of them (yes missing one kid will be counted as a failed mission), Lucas will have a negative Mental Health and vise versa. There's another similar level in the game later on. For now, you're done. S u m m a r y Positive Mental Health: - Save all three kids in the hangar before the time limit runs out [+10] Negative Mental Health: - Fail to save all three kids in the time limit [-30] C h a p t e r 1 1/1 2 : F r i e n d l y C o m b a t [chapbat] This is a good chapter that will train you on your ASM sequence. It has two chapters for Carla Valenti and Tyler Miles respectively. Whoever you choose (be that Tyler or Carla) will end up on the same story, except that the person you gain control at the start of the chapter is the person you choose and the beginning cut-scene is different. M a i n Navigate your character towards the ring. Proceed to the left corner to obtain a Bonus Card [+10]. You have to perform two distinctive workouts (to warm up) before you can go in the ring. By going through the warming up process, you are actually going to have to complete the L & R Meter sequence. They're slow, yes and tiring as well. Don't believe me? Try one yourself. You'd feel the pressure, but this is normal. For those L & R Meter sequences, I suggest you switch fingers as you tap on those L1 and R1 buttons. Otherwise, pause the game whenever you feel your finger bones are breaking. If you fail to continue during anytime on your workout, you'd have to start over. Each character must complete two different workouts. After completing two workouts for a character, switch to the other using the triangle button. Drink from the water bottle in the middle on the bench anytime for some Mental Health for both characters. I'd suggest those things where you can hang yourself against the wall for Carla. In the meantime for Tyler, you might want to do some push-ups. This still is, under your enjoyment and your wish. The equipments in the gym are limited to both characters. Carla can't use the big machine for your arms where Tyler can, and so on. It appears Carla is a lot faster when it comes to warming up compared to Tyler. I don't know, maybe it's just me. Once you're done for both characters, use either one of those detectives to jump into the ring. Interact with the symbol when you approach the ring. Now, a cut-scene plays. You will be playing as Carla, even if you chose Tyler at the very start as your character. Now, there will be 10 different ASM sequences, depending on the movements of Carla. Since her movements vary from 1 to 10, the ASM pads light up differently, although it could be the same, I'm not sure. It is crucial that you make sure you don't miss the first few pads lighting up on those circles as the sequences begin. This will, even if you get the rest correctly, fail you and Tyler appears to be more aggressive if you fail to concentrate. So remember; the main key is to focus before the ASM sequences start. Usually when it says "Get Ready!" the pads will already start to light up on those circles, and they fade very fast too, so you cannot rest your fingers too frequently for now. If you're losing, concentrate just a little bit more and I believe you have a very high chance to catch up on Tyler. Whatever you do, don't leave any pads behind. Try to get them all, since sometimes it could cause you to fail and Tyler might get the opportunity to counter-attack. When you complete all 10, a cut-scene rolls in and Tyler will ask if Carla would want a re-match. This is entirely up to you. Up to the time where you think you had enough, you may choose "No". However, having a re-match won't add up to your Mental Health anymore when you win. So, the only reason I could think of (if you'd want a re-match) is to practice on your ASM sequence. That is in fact acceptable as a reason. =) S u m m a r y Positive Mental Health: [ Carla Valenti ] - Complete the warm up [+10] - Drink from the water bottle on the bench [+5] - Finish and win the fight [+20] [ Tyler Miles ] - Complete the warm up [+10] - Drink from the water bottle on the bench [+5] Negative Mental Health: [ Carla Valenti ] - Fail a warm up three times (in a row or otherwise) [-5] - Lose the fight with Tyler [-10] [ Tyler Miles ] - Fail a warm up three times (in a row or otherwise) [-5] C h a p t e r 1 3 : D e b r i e f i n g [chapfing1] [ C a r l a V a l e n t i ] There are two chapters with the same title, divided for Carla and Tyler respectively. This section will follow Carla's path and we will get to Tyler in the next chapter. This place takes place at the basement of the precinct. Remember the door at the main lobby where the man at his desk would greet both Carla & Tyler? Well you're going to do some exploration on Kirsten's case. =) You'll start with Tyler in the chief's office; your boss. The best reasonable answers would be "Ritual" and "Uncertain". That is, of course based on my opinion. Whatever you choose does not matter. M a i n You'll start off in the dark area. Proceed to the path on Carla's left right when you gain control of her and obtain the Bonus Card [+10]. Make your way back out to the starting area and proceed towards the door where Carla was looking at during the very start of the chapter. Don't open the door just yet. To your right, there should be a switch for the lights. Turn to the small corner while facing the door to your right and the switch should be there. Interact with the switch to turn it on. Now, open the door. A note pops up on your screen telling you something on the L1 and R1 buttons. Alright, here comes the tiring and most horrible part of the chapter. Carla has some sort of "phobia" or intense fear for being in small corridors or tight areas. She'd explain to you the whole way. To keep Carla calm during the whole "make way & search" mission, you have to press the L1 and R1 buttons alternately like you did for the L & R Meter. This sequence goes on the whole way even during interacting with objects (except when you deal with the computer terminal) so watch the meter all the time. I suggest having a partner or someone by your side to remind you of the meter in case you get into the game too much and forget all about it. All you have to do, is try to keep the white bar in the middle so it doesn't fall to the right and thus making Carla feel all freaked out and bad things happen soon after. There will be the L1 and R1 icons on this "panic meter", and one of them will be emphasized or highlighted. Press the button which is highlighted on the meter (doesn't matter; try to press them alternately as fast as possible) to keep the meter to the left. However, if you press the buttons too many times or incredibly fast, this will also result in you failing to fight Carla's fear. So, try to maintain the bar in the middle, but not too much to the left and don't let the bar falls immediately to the right. Keep an eye on it all the time. Note: If you fail to keep Carla calm (fail the panic meter sequence), a cut- scene plays and your Mental Health will be deducted. Once this happens, you can end the chapter by switching characters with Tyler. The icon will appear on the screen, but I advise you to deal with this once and for all. For more information, scroll down to the bottom of this "Main" section. =) Let's get back to the door. As you enter the bar appears. Keep her calm. Now I shall guide you to what you should do and what are your top priorities. Once you're in, you should start to notice these shelves or the file cabinets. In front of you there are four shelves, and on the rightmost and the leftmost shelves are valves where you can move the shelf next to the shelves with the valves to the side, and form a path so you can move to the other side or search the tapes there. If you still don't understand what the heck I stated above, it doesn't matter. As long as you read slowly and carefully, you should be fine. Now, move like the wind to the rightmost shelf you see. There should be a valve here. Interact with the valve to move the shelf next to it to the left a little, so you can move in between them. Start to understand the concept? I hope so. Now you'll come to a new row of file cabinets. You should start to notice your path is blocked, so you have to move the cabinets. First, head to the leftmost shelf with the valve sticking out at the side and interact with it. Now, quickly move to the rightmost shelf with the valve as well and interact with the valve. Now pass through the path opened to you and a cut-scene follows. The terminal (computer) does not have power supply to it. The switch is off. It doesn't matter if you try to examine the terminal or not. Carla will end up doing the same thing. First, while facing the terminal unit, proceed to the left set of shelves. The first set of shelves has already opened a path to the shelves behind the ones you see now. The switchbox is hidden behind on the left side of the shelves on the wall. Get through to the back set of shelves. Now, interact with right valve and followed the left valve. A path should open and take you directly to the switchbox. Head to it and switch it on. A small screen pops up showing you the terminal. The power is restored. Head back to the terminal main area. While facing the terminal, turn to the right to face the set of shelves. You must make your way to the other side this time. You have to search for the right tape. Fortunately this time, you're in luck. The tape is NOT placed randomly, and you are given a hint. The tape is situated in the section containing all the "1990-2000" files and tapes. First off, there are boxes blocking your pathway so you have to make an opened path first to get to the correct tape. I'll guide you there. First, proceed to turn the valve on the leftmost shelf (the first row of shelf near the terminal). Now, a path opens up. Go through it and reach the second set of shelves. Use the valve near you (left side) to open yet another path, but there's nothing here. The tape you're looking for cannot be found here. Notice the boxes to your right? It's blocking you crossing to the other side. Get back outside to the main terminal area. Use back the valve on the left on the same set of shelves. The shelf next to it should come closer. Now use the valve to the right. The shelf should open a path for you. Go to the other side. Use the valve here (the second set of shelves) to move the shelf next to it so you can search here. Now, the tape is situated on the left shelf (facing the dead end wall in front of you). Interact when an icon pops up on top of the screen. Carla will grab the tape. Make your way back to the terminal and use the tape. A cut-scene follows, and you're on with Tyler's mission. __--_____-_----__ [ Optional ] If you haven't already known you can actually play this chapter using Tyler as your character. This means; no more controlling the terrible panic meter any longer. However, by doing this, you will lose a lot, and I mean a lot of precious Mental Health, and can wear down Carla in return. Why? How? Read on as I explain briefly how you may play as Tyler Miles in this chapter. First you should intentionally fail the mission by either letting the panic meter drop down or by tapping the buttons quickly until the bar reaches the left side, thus failing the mission. Once you do this, Carla will immediately get a -10 on her Mental Health. This is not the worst part yet, but we'll get there. A cut-scene follows her outside the archive room. Now, she'll be crouching down on the floor, with the character switch icon (Tyler) on the screen. Now, you may switch characters with Tyler, and give up 30 points of your Mental Health. If you get up from the crouching position you may not get to switch characters, not until you attempt to fail the panic meter again. If you're playing the first "Debriefing" chapter by Carla, if you skip this using the method above (give up the chapter using Carla), then you will continue with Tyler's mission in the bookstore. Later, you will return to the police precinct using Tyler and from there, you can speak to the man on the counter. He would point the direction Carla went (the double doors leading to the basement where the archives are). You then will find Carla sitting her butt giving up hope. From there, Tyler would take over. Let me remind you this should not be in your mind when you start a new game since, you'd lose a lot of points this way. The lights don't work when you play as Tyler here, so he'd use his lighter to light up the place. The rest of the chapter goes the same as Carla's. __--_____-_----__ S u m m a r y Positive Mental Health: - Use the correct tape containing Kirsten's case on the terminal [+20] Negative Mental Health: - Fail to control the panic meter [-10] - Leave the basement and give up the chapter by Carla (continue with Tyler soon after) [-30] C h a p t e r 1 4 : D e b r i e f i n g [chapfing2] [ T y l e r M i l e s ] If you start with Tyler first, you will as usual begin the chapter in the chief's office; your boss. You will soon continue with Tyler at the bookstore (if you start the "Debriefing" chapter with him) and continue next with Carla's path. M a i n After the cut-scene, at the starting position, navigate Tyler to your right (Tyler's left side). Get pass the table on the walkway. This is a giant bookstore. Now, move forward, pass the corner and ignore the stairs leading up on your right. There should be a Bonus Card [+20] at the end. Pick it up. Now, return back to your starting position (near the door) and get down to the lowest floor. Walk forward and interact with the Japanese man in front. Change your camera angle if you find it hard to see him. Interact with him. You can pick "Cough" or "Lose" or "Insist" as your choices, but either way, you still need to pick two choices to get his attention. Once he gets up on his feet, you will get the message "Get Ready!" on the screen. This looks like a time for an unexpected ASM sequence. Three pads will light up. It's best if you don't miss them, but if you do, it doesn't matter much. Now, Tyler will say something about this Japanese man (named Takeo) if you successfully completed the ASM sequence. After that, continue the dialogue scene with "Expertise" and "Insist" as your choice of words. These are the best choices of words, but if you wish not to take my advice, it is fine. You will still pass the scene anyway, and continue with the game. Now, the dialogue scene will end. Looks like there's nothing much you can do. Proceed towards the staircase which leads to the exit door. Fortunately Takeo calls Tyler back to him (just as you reach the stairs) and explains to him about this problem he's having. He wants you to search for a book (yes located somewhere around this place) which comes from the same series as the one he should hand over to you soon, and in return, he will tell you anything you need to know. The book you are looking for is placed in a fixed position and not in a random place (thank God for that) so it would be easy if you follow this walkthrough. Don't just go ahead and search for the book just yet... Now, the book is still on Tyler's hand. You need to place it somewhere. First, notice the section underneath the staircase (located on same floor where you should be right now) just a little forward? There should be a table there too which comes with a magnifying glass. Proceed to the table there. Interact with the table to place the book you are holding on the table and use the magnifier to check around the title for the book's author. Take note of the author's name (De Gruttola) and proceed to use the other selection on your screen (the other icon) to check for the book from Doc's Diner (William Shakespeare's The Tempest). This is your objective and you should not miss this. However, if you do ignore this crucial part of your research, another cut-scene follows. I'll explain at the bottom of this section, so read the "Optional" section if you wish to, but first, I'll explain your objective now. You will be holding the magnifying glass and the book on the screen. Use the Analog Stick to control the magnifier and check for details on the book. The first page has no clues whatsoever, so you may skip that. Go through the pages using the icons on top of the screen until you reach the second last page right after the main title appears; "The Tempest". Now, bring the magnifier up and a little to the left. There should be a note written in pencil on top of the page. Tyler will mention something about the note and will highlight on it. If nothing happens, but you can still see a small handwritten note on the page, you should linger around that area until Tyler mentions something about it. Now exit the book and a piece of paper falls to the ground. Pick it up by interacting with it. A new clue appears... a bookmark. Now, I shall direct you to exactly where the book is placed. I will then reveal to you on how to discover the position of the book. First of all, get away from the table area and up using the stairs. While facing the exit door, turn to the left and move along this walkway, the opposite way where you obtained the bonus card. Now you should see a staircase leading up on Tyler's left. Use the staircase to get up. Once you reach on the platform, turn to your right to get up to the third level. Now, once you're at the third level, turn to your left and you should see a row of books marked with white spots. Proceed towards the end of the row and approach the shelves here. Make sure you're standing at the end of the walkway, and next examine the bookshelf there. Use the proper icon on the screen when it appears to choose the book. Now, get back down to see Takeo and hand him the book. If you have done properly, you should obtain the right book. Before I proceed, I shall explain how to get the position of the book. As you've been told, the author of the book is De Gruttola. There should be a table on the corridor leading to the bonus card you found earlier (right side facing the door). If you examine the book placed on the table, you should notice that the author of the book, De Gruttola, is linked with the number 1796. There should be a small stage facing Takeo (behind him) where you will find another thick book showing the positions of titles sorted by colored spots on the shelves. If you read the book, you are revealed that the missing book is situated on the third floor at the white colored lights section, which i have pointed out above. Once you hand Takeo the right book, he finally reveals himself. Now there is a little dialogue scene, which does not matter since Takeo himself couldn't possibly be much of a help. I advise you to ask anything regarding the book found at Doc's Diner, but hey, it's your game! Tyler thanks Takeo for his not-so-vital information. Now head to the stairs and pick up yet another Bonus card [+20]. Perhaps this is the first one in the game where you could discover it so easily. Now, exit through the door. You should be done. If you skipped Carla's path, Tyler returns to the precinct and will take her place. __--_____-_----__ [ Optional ] What happens if you skip the part where you search through the pages from the book found at Doc's Diner? Well, you simply wouldn't obtain the bookmark, but not exactly. You will in fact find it, and if you have discovered the missing book's location, and did not look at the pages from "The Tempest", then a cut-scene will follow. Since the bookmark is crucial for later chapters, it cannot be left behind. As Tyler leaves the bookshop (approaches the stairs) after Takeo exposes himself and given enough information, a bookmark falls on the ground and you may pick it up. This acts the same and you will still get some Mental Health points this way, but I'd advise you the proper method of discovering the bookmark. __--_____-_----__ S u m m a r y Positive Mental Health: - Discover the bookmark which could fall of at two locations; near the stairs or at the table with the magnifier [+20] - Hand over the missing book to Takeo (the right book) [+10] Negative Mental Health: - Hand over an incorrect book to Takeo [-5] C h a p t e r 1 5 : A g a t h a [chapgatha] Lucas' is on the streets, heading towards Agatha's house, a lady which could be of help for Lucas, suggested by Markus. The house is shown on the small screen which should be on your television screen right now. The house is well lit and is situated on Lucas' left. You'll start off directly at the front walkway. Just walk forward to get closer to Agatha's residence. M a i n Get up the steps and approach the main door. Ring the doorbell. No answer. The door is not locked. Open it up quickly. Now, there are three doors in this hallway. Enter the room to your right. This will lead to the kitchen. There is a Bonus Card [+5] situated in front of you. Nothing else really matters for now. You may examine the objects present here. Also, before you leave, take note of the matches placed close to the knife together on the table with the white cloth (near the window) in this particular room. You'll return shortly here to obtain the matches, but for now exit the room. You'll return back to the hallway. There should be a door far in front. Don't take the door on your left; it is the raven room. You'll return here shortly so take note of this corridor. For now, go through the door ahead of you. You will come to another room with stuffed animals and things like that, preferably a seance room. Take note of the drawer near the door you just entered through (left side facing that door). Enter through the only other door in this room. You are introduced to Agatha. There will be a conversation. This dialogue scene (and others that occur in the house) will not really affect your game, so go ahead and pick any answers to reply to her questions. Try to be sensible though, and pick what you think would suit the situation that's happened to Lucas. It is better to make clear that Markus introduced her to you, but whichever you choose doesn't really matter. Agatha is an old lady with full of orders. She would want the conversation be taken to the raven room. Before you proceed, check her bedside table for an extra life on the bed's right side (facing the bed itself). You would want this since you could probably be low on continues. The talisman will provide you an extra life. From here, there should be another door in this room which leads to her bathroom near her locked wardrobe. Enter the bathroom and pick up another Bonus Card [+20] hidden by the camera angle at the corner behind the old tub. Now, return back to Agatha's side. Get behind her wheelchair and push it back outside to the seance room. You should first interact with the wheelchair to get hold of it, approach a door and interact with it to go through it. Get back to the corridor with the door that leads to the kitchen (near the entrance door) and the door on the left (the raven room), which should be on your right if you're facing the entrance door. Enter it. You will be surrounded by several crows in cages. Is this a quiet place for a nice urgent talk? Clearly Agatha has bad tastes for everything. No wait of course... she could be 80 or something. Continue the conversation. You will be asking Lucas questions through Agatha. After two set of questions, Agatha now wants you to feed her birds. Do as you're told. There should be two drawers at a small cabinet at the corner of the room (left side facing the door). Get to it and check the lower drawer and you should find a packet of seeds. Now, there are three cages you have to pay a visit to. Feed the birds in those cages to continue the chapter. They aren't very hard to find, though with the darkness, I can understand if you have a little trouble. The first cage is to your left (facing the drawer), the second is located close to the first and the third is obvious. Once you're done with the cages, another dialogue conversation shall start. Not a dialogue scene, just something you should listen to this time. Now, after the conversation, get behind her wheelchair and interact with it to grab hold of it. Push her outside and towards the door that leads to the seance room. Once you're in the room, move a little and a cut-scene rolls in. Agatha will instruct Lucas what to do next. You need to acquire the box of matches situated in the kitchen and gather three candles which can be found in the small cupboard near the door that leads to the corridor. Open the small cabinet which houses the candles and pick them up. Place all three candles at their respective places on the table near Agatha. Get back to the corridor and enter the kitchen. Collect the matches near the knife where you saw earlier and get back to the seance room. Light up the three candles. Now, Agatha needs you to close the curtains and switch off the light. To close the lights, approach the door which leads to the corridor. There should be a switch on the right side (facing the door). Interact with it to switch it off. Now proceed to close the curtains, both of them in this room. It is obvious of where they are, I don't have to remind you where. Once you're done, go ahead and sit beside Agatha. Whatever happens next, is between you and Lucas, and Agatha babbling her way into making you confuse. This will be an ASM sequence and a long one too. This is ridiculously simple and I'm sad to say, easy. Why? The pads light up slowly and to be honest, they do fade fairly slowly too, so those are enough reasons to hold the word "easy" into your dictionary. You can finally get the chance to listen and watch what Lucas and Agatha are discussing about, and in general, watch the whole thing without interruption. Well, since those circles are on your screen, you can always watch this back WITHOUT having to do any sequences at the "Bonus" section in the main menu. Check it out when you have time. Now this ASM sequence will tell the story of what exactly happened to Lucas on the murder day. Watch with concentration and silence. Finish this sequence and you're good to leave. If you fail once however (I don't see how; even if you miss one chances are you're still be able to catch a glimpse of it) the flashback will end as well as the sequence, and a cut-scene plays. Agatha tells Lucas to concentrate the next time. 5 points will be deducted this way, so try not to fail at any point. Move on to the next chapter. S u m m a r y Positive Mental Health: - Successfully complete the ASM sequence at the end of the chapter [+20] Negative Mental Health: - Fail the ASM sequence at a point [-5] C h a p t e r 1 6 : Q u e s t i o n s & B u l l e t s [chapbull] This chapter revolves around your accuracy while firing a gun. Ever done shooting range training before in other games? I believe you have at least it done once. Unfortunately, this is a little harder because the Analog Stick is not reliable at times. But as long as you know what you should do, you'll be fine. You will be meeting Robert Mitchell or Sergeant Mitchell in this chapter, and soon interrogating him regarding the Kirsten's case. Whatever you choose as your questions do not affect the conversation or anything related to it. The shooting however, affects your Mental State. M a i n A cut-scene will roll in as the chapter starts. Sergeant Mitchell is at the second last row (last person) in this area. Move forward and approach the last guy standing towards the end. Interact with him. Ask a little about the case, the murderer, anything at all. You won't swerve from the topic nor will you miss anything. Try to use the important choice of words as your questions, so you'd know much better about the whole case and what exactly happened. But before you can go any further, Sergeant Mitchell wants you to do some shooting. Approach the row you're standing near to and get ready with the gun. Now this mine-game will affect your Mental State. I'm not sure how the game calculates your accuracy, but if your time reaches 21 to 30 seconds or more, and your targets move very fast, you have a high chance to get a positive Mental Health towards the end, and a little compliment from Sergeant Mitchell. To shoot, use the R1 button. You can reload the gun with the R2 button (reload is manually - you have to do it yourself). You steer the crosshair using the Left Analog Stick. This is ridiculously tough at first, I understand. Try to keep the crosshair (the target in the center) around the middle area in between the sections where the enemies from below and above appear. Example: ---- | | | | <------ Higher target/enemy | | | | ---- ============== Place your crosshair in between these two targets ---- | | | | <------ Lower target/enemy | | | | ---- This way you can easily move the crosshair to the right and left, a little up or down to hit the lower or upper targets without moving too much. You should navigate the crosshair in a line movement; not in a circular motion or anything like that. Try to be static and move in a line (left, right, up or down) towards the targets as they appear. Don't twist the Analog Stick to the desired target; this will cause you to miss the shot and the target could possibly be gone by then. Keep it low, don't move too much; stay in a spot where you may see all directions (learning where the enemies come from will also be helpful). In other words, all these require great accuracy which can only be obtained by a good course of training. The targets will move faster as you go to a higher level and more enemies are taken down. When it gets very fast you know you have done your job well. If you shoot an enemy (with the terrorist picture on the moving targets) the game adds a few seconds to your time left. Shooting an innocent (a different picture shown) will deduct your time left. Get done with this fast for there's another dialogue scene next. Now, Sergeant Mitchell shall comment on your shooting based on how bad or how terrific you performed. This will affect your Mental State. Now continue the conversation. Listen and choose the options wisely. Another shooting course will come up. Pick up the gun and continue. Now perform the very same. The targets start slowly and soon will move faster toward the end. Once you're done with this, that's that for now. No more shooting. Not now, never again (oops is this a spoiler?). =) There's another dialogue scene. Continue your interrogation. Ask all sort of questions; from the victim until the whole killing techniques. The plot will be thicker now. A cut-scene follows. Looks like Carla will be shooting again... but don't worry you won't get to play this time. =) You're done. S u m m a r y Positive Mental Health: - Shoot well for each shooting course [+10] Negative Mental Health: - Shoot terribly for each shooting course [-10] C h a p t e r 1 7 : D o u b l e o r Q u i t s [chapquits] Its time to finish the deal with Jeffrey. Remember Jeffrey; the guy whom Tyler owes a hundred bucks from (now it is 200)? Well, you're going to play a little basketball game (ASM sequence; duh!) and the first to score ten points will win. =) M a i n There's nothing much I should write down here. It is all based on your skills doing the pushing and looking. Open your eyes and look for the pads and push the stick to the corresponding directions. Simple but yet a little tough. Remember this ASM sequence is rather quicker than previous ASM sequences. Not very fast; fast enough to let you blink. First as you start the chapter, Tyler's background voice is heard. A cut- scene follows Jeffrey and Tyler into the court. Now, the show is on. You'll have a choice to make; "Warm Up" or "Make Fun". Choose to make fun of Jeffrey for now to get additional Mental Health points. Now, the game goes like this. I should only explain to you regarding how the game goes, nothing else. If you choose to warm up, Jeffrey allows you to take control of the game. The person who holds the ball and scores will get one point (see your overall point on the top left of the screen - Jeffrey's on the right). If Jeffrey's taking control of the game (meaning he has the ball), you have to stop him first to acquire the ball for the next round and again to get a point. It is better to not lose the ball to him and continue bashing him up. It is just the matter of putting the ball into the basket and getting a score. You obviously haven't seen or play a basketball game if you're reading this. This is simple and uncomplicated. Get done with a total of ten points and you'll advance. S u m m a r y Positive Mental Health: - Choose "Make Fun" as your option a the beginning [+5] - Score a few points in the game [+5] - Win the game [+20] Negative Mental Health: - Allow Jeffrey to score some points [-5] - Lose the game [-20] C h a p t e r 1 8 : T h e S t o r m [chapstorm] This chapter consists of a long ASM sequence. Due to this difficult sequence, it would be wise if you have collected the talismans from the previous chapters. The chapter continues with several sequences, and attaches itself with another sequence where you can navigate Markus into Lucas' apartment. M a i n Lucas enters his apartment. His phone rings. There's not much choice so you should pick up the phone. It will not stop ringing. Picking it up will start a cut-scene and soon the game will continue to an ASM segment. Be ready; this is not a series of normal ASM sequences. They are normal but the L & R Meter will also follow up in between them fairly fast, so be sure to stay alert. The ASM sequence shall have a similar pattern at the start and towards the middle section of the chapter. Usually the pads that light up would be in a three combo state; one pad, another pad and followed by the last two that will light up together at either one of the circles on the screen. The furniture will tear itself apart. The television set, the boxes, his fridge, everything. At some point in between the ASM sequence an L & R Meter sequence will pop up. Be fast and get ready! Start tapping the buttons alternately as fast as possible. The ASM sequence continues. Then as predicted, another L & R Meter sequence shows along. Get pass it as usual but this time it is important to maintain the bar as high as possible. As Lucas reaches the door and starts to struggle, opening it up (this is an ASM sequence - be warned), he is pulled outside of the apartment and another L & R Meter sequence will make its way into the chapter. Get pass it quickly. This is very important and could sometimes be difficult if you do not tap the L1 and R1 buttons alternately. Now everything inside will come to perish; the pillars, portions of them, everything. Soon the floors will slip down and away. This time Lucas has to make it to the other side fast before he drops. This is another L & R Meter sequence. Get pass this and your role as Lucas here shall end soon. You will have a cut-scene outside the apartment showing Markus, Lucas' brother making his way into his apartment. Now, his apartment is the one directly in front. Not tough to look for at all. As you face the front when you start, his apartment is situated on the right (the first door), and it is visible on the screen. Approach it quickly and interact with the "eye" icon. Now, Markus will say this is the correct door. Interact with the door. Now, Markus could hear screaming coming from the inside. You have to take the door down. Get pass the L & R Meter shortly afterwards. This is simple and will not too much of your effort to pass along. Now, run forwards towards the balcony. Now, you will have another L & R Meter. Save Lucas and get pass the sequence. A cut-scene plays and you're done with the chapter. S u m m a r y Note: There aren't any obvious negative Mental Health points in this chapter. In fact, there isn't much for the positive Mental Health either. Since this chapter is a long ASM sequence, it has no obvious track of negative Mental Health points. Positive Mental Health: - Save Lucas from falling [+10] C h a p t e r 1 9 : D a r k O m e n [chapmen] This is another "search for clues" chapter which revolves around both characters; Carla and Tyler. I believe there are several ways to get pass the chapter; whichever routes you take, you should know what to do next. However, for this chapter's walkthrough, I am taking one of the most common ways to get pass this. I'm trying to drop down important notes only so you could go through the chapter slowly without missing too many cut-scenes or conversations/dialogues. I'll include two different ways to get pass the chapter but leads to the same ending (the cut-scenes are different). M a i n The chapter starts with Carla having a wonderful shower. No nudity really. Just close your eyes till the scene ends (you can't skip this as far as I know). Now, the phone will ring. You have to pick it up before getting dressed. At the corner of the bathroom there should be a Bonus Card [+10] hidden there, so pick it up. Get out through the only door here and you'll reach the bedroom. Take note of Carla's wardrobe on her right. Now, reach the other end of her bedroom and proceed through the door. Once you come to the living room, the phone is by the door on Carla's left (as she exits the door that connects her bedroom and the living room). Pick the phone up. Tyler will have a little conversation. Carla wants Tyler to fax the small piece of paper found from the Shakespeare book. __--_____-_----__ [ Method 1 ] This is the first method, which all revolves through Tyler's actions. This method is just the same if you compare it with the other one, but remember whichever method you take shall lead you right to the bank. Note: To do this method, you have to get dressed and greet Tommy by the door (you have to wait until he arrives). Don't switch to Tyler after the first phone conversation. Stay with Carla and wait until Tommy rings the doorbell. Before switching to Tyler, you would want to do most of the things you still can now and gather a lot of Mental Health points here and be careful to not follow the second method's path. Get back to the bedroom and approach the wardrobe. Open it up and interact with it again to put on the same old clothes. After this, lie down on the bed for a while to get some points for your Mental Health. Get back to the living room, and grab the leftovers of food from the kitchen counter. They will contribute some Mental Health points to Carla. Now, navigate Carla to the couch where the remote for the TV should be on the side of the couch. First sit down and you should have the option to watch the television. You can change channels and/or close it. Waste a few minutes for some precious Mental Health points. Go to the toilet. There should be another door in this living room (apart from the main apartment door which leads outside of Carla's apartment) on the other side of the door that leads to her bedroom. The toilet should be there. Use the toilet when you get inside. Now, you should be done with everything in the apartment. By now there should be someone by the door, and you cannot switch to Tyler. Just continue with Carla for now. Answer the door. Interact with it. A cut-scene will follow. Tommy, Carla's neighbor will sit down. You have to search for the wine glasses. They aren't very easy to search for since the controls will kill you for such place. Approach the cabinets at the kitchen. Now, the wine glasses are in the middle section of the cabinet. While facing the cabinet housing the glasses, the fridge should be on your left. That should help you a bit. Now, keep on interacting with the icons on your screen. This is simple. The correct cabinet is the one at the corner, and you should push to the left on the Right Analog Stick. Open it and grab hold of those wine glasses. Approach Tommy and place the glasses on the table. Sit down on the chair. Have a toast with Tommy. Now, talk a little to Tommy. Some statements or questions will upset Carla a little and bring her down. To be safe, here are the options you should choose for this dialogue scene: - Choose "Tommy". - Choose "Difference". Later it is Tommy's turn to talk to Carla. Neither options will bring you good points for your Mental Health, so pick either one. Now, Tommy will have a small game for you. He will predict your fate through these Tarot Cards. Ever heard of them? You will first have to mix the cards up. Pick up the cards and mix them up. Notice the cards going into the same spaces every single time you start to mix them up? It doesn't matter how many times you mix the cards; the result remains the same. Now, put the cards down using the other icon on the screen. Now it is time to choose the cards. Using either the directional buttons or the left Analog Stick, you may choose the cards. Follow Tommy's instructions. You will have the same cards whenever you play this chapter so it doesn't matter if you start to feel scared or afraid. Once you're done with everything, Tommy will leave. Just to remind you his apartment is just on the other side, across Carla's. Now switch back to Tyler. While at the office with Tyler, interact with the question mark icon on the screen. After the cut-scene with Tyler expressing his feelings, get Tyler to his desk (while he is standing) and pick up the piece of paper. You have to face the table from the front (by the chair) to pick it up properly. Now, walk to the fax machine situated close to the door (the machine with the blue light near Carla's desk). Now, interact with the fax machine to fax the paper to Carla. Interact with it again to take back the paper from the fax machine. Head back to the desk and put the paper back to where it was. Before anything, quickly proceed to the basketball and play with it to get some Mental Health points (the ball is situated at Tyler's desk near the wall). Afterwards, drink some water from the water cooler and go outside the office. Walk forward and reach the other end where the double doors are. When you reach the double doors, turn to your right. You should see the coffee machine. Drink some coffee for a few Mental Health points. Now, hurry back to the office and sit down on the chair at your desk. Use the computer. Navigate to the web news section of the computer (your mail, the police database, etc) and read the last news on the tab at the web screen. Tyler will finally discover something regarding the stock numbers! Now, call Carla right away. A cut-scene will play. Quickly switch back to Carla. Approach her fax machine situated to the left of her computer and grab hold of the copy of the piece of paper. Take the paper outside of the apartment and open the door in front of you as you exit to the hallway. This is where Tommy lives. Ring his doorbell. A cut-scene follows. Now, get Carla to her phone and give Tyler a ring. After the conversation, switch back to Tyler. Using Tyler, while sitting on the chair facing the computer, switch on the light. There should be a bulb icon on the screen which represents the study lamp. Now, use the piece of paper shown as an icon on the screen. Tyler will move the paper towards the light. Now, you must move the light to identify the number for which bank this paper is printed from. Use the left Analog Stick and move the light to the center of the paper on the screen. Now, give Carla a ring. That's the end of method number one. __--_____-_----__ [ Method 2 ] This is a completely different method but leads to the same end. If you wish to do this method, please ignore anything written above (unless stated here) and follow this walkthrough from head to toe. Continue from the point where Carla receives the first phone call at the start of the chapter. From here, you should ignore everything on Carla and proceed immediately to Tyler. Switch characters. Once you gain control of Tyler, interact with the question mark icon on the screen. Now, there are a few ways to get pass this. But before anything, grab the piece of paper from Tyler's desk (you have to be in front of the desk by the chair) and take it to the fax machine. Interact with it to fax the paper to Carla. Interact with the machine again to take back the paper. Place it back on Tyler's desk. Now, get Mental Health points for Tyler by playing the basketball, having a drink from the water cooler and by having a cup of coffee from the coffee machine outside the office. Now there is a paper with a list of stock quotes on Carla's desk. Approach her desk (at the side or by the chair) and you shall see an icon on top of the screen. Interact with it and Tyler will finally get the whole thing. Go back to your desk and give Carla a ring. Carla has an idea and says she'd call right back. Now, Tommy; Carla's neighbor will be at the door. Get dressed and answer the door. A cut-scene will follow. Tommy, Carla's neighbor will sit down. You have to search for the wine glasses. Notice those leftovers of food on the kitchen counter? Grab them while you can because later you can't do anything else to get your Mental Health points up (this is the consequence you face taking the second method) They aren't very easy to search for since the controls will kill you for such place. Approach the cabinets at the kitchen. Now, the wine glasses are in the middle section of the cabinet. While facing the cabinet housing the glasses, the fridge should be on your left. That should help you a bit. Now, keep on interacting with the icons on your screen. This is simple. The correct cabinet is the one at the corner, and you should push to the left on the Right Analog Stick. Open it and grab hold of those wine glasses. Approach Tommy and place the glasses on the table. Sit down on the chair. Have a toast with Tommy. Now, talk a little to Tommy. Some statements or questions will upset Carla a little and bring her down. To be safe, here are the options you should choose for this dialogue scene: - Choose "Tommy". - Choose "Difference". Later it is Tommy's turn to talk to Carla. Neither options will bring you good points for your Mental Health, so pick either one. Now, Tommy will have a small game for you. He will predict your fate through these Tarot Cards. Ever heard of them? You will first have to mix the cards up. Pick up the cards and mix them up. Notice the cards going into the same spaces every single time you start to mix them up? It doesn't matter how many times you mix the cards; the result remains the same. Now, put the cards down using the other icon on the screen. Now it is time to choose the cards. Using either the directional buttons or the left Analog Stick, you may choose the cards. Follow Tommy's instructions. You will have the same cards whenever you play this chapter so it doesn't matter if you start to feel scared or afraid. Once you're done with everything, Tommy will leave, but before he does, he notices the faxed piece of paper Tyler sent you earlier. Carla will ask him right now (instead of going to his apartment). You're not finished yet. Once he leaves, hurry to the phone and give Tyler a call. Using Tyler, while sitting on the chair facing the computer, switch on the light. There should be a bulb icon on the screen which represents the study lamp. Now, use the piece of paper shown as an icon on the screen. Tyler will move the paper towards the light. Now, you must move the light to identify the number for which bank this paper is printed from. Use the left Analog Stick and move the light to the center of the paper on the screen. Now, give Carla a ring. That's the end of method number two. __--_____-_----__ From here, the only difference is that Carla doesn't have time to get extra Mental Health points through method 2 but also you don't have to pay Tommy a visit in his apartment. However, it is faster and easier. I cannot recommend which is better; I can only say it is all up to you. This is your game; you paint it. =) Towards the end, you have the option to choose which detective will pay a visit to the bank tomorrow. If you choose Tyler, he will show up tomorrow. If you choose Carla, then she will show up instead. This will not affect a single thing but someone different will start to question Lucas in the next chapter. You're done with this chapter. Side Note: Perhaps I have forgotten to inform you that there is in fact a Bonus Card (worth 5 points or so) somewhere around the desks in the office with Tyler (face opposite the coffee machine). Credit goes to "Kim" for the feedback. S u m m a r y Positive Mental Health: [ Carla Valenti ] - Lie down on the bed inside the bedroom for a brief moment [+10] - Grab the leftovers of food on the kitchen counter [+5] - Watch the television [+5] - Use the toilet [+5] - Answer the door when Tommy rings the doorbell [+5] - Have a toast to "love" with Tommy [+5] - Choose "Tommy" as a dialogue option [+5] - Get Tommy to explain to Carla about the bank's ID code on the watermark (happens when you visit his apartment or when you take the second method above) [+20] [ Tyler Miles ] - Fax the piece of paper to Carla [+5] - Play the basketball situated near Tyler's desk [+5] - Drink a cup of water from the water cooler [+5] - Drink a cup of coffee from the coffee machine outside the office [+5] - Discover where the piece of paper originated from (from his computer at the web news or from the paper on Carla's desk) [+10] - Guide the light to the center and find the watermark on the piece of paper [+10] Negative Mental Health: [ Carla Valenti ] - Choose "Carla" as a dialogue option [-5] - Choose "Work" as a dialogue option [-5] - Pick the first set of Tarot Cards (unavoidable) [-5] - Pick the second set of Tarot Cards (unavoidable) [-5] - Pick the third set of Tarot Cards (unavoidable) [-5] - Pick the fourth set of Tarot Cards (unavoidable) [-10] [ Tyler Miles ] - Tyler yawns showing he's exhausted for staying up for too long [-20] C h a p t e r 2 0 : F a c e O f f [chapoff] This is a cool, simple chapter. In this chapter, you will play as Lucas Kane, trying to pretend to be innocent and trying to keep a low, steady and safe profile from either one of the detectives coming over to interrogate him. I will briefly explain which option you should take in order to keep the suspicion bar as low as possible. Important Note: In this chapter, whenever the screen emphasizes on the bugs or anything out of the usual, do not ever complete that particular ASM sequence. Just fail it. Nevertheless, unless the ASM sequences are for the detective who will be interrogating you (either Carla or Tyler), fail it. You will be safe and will avoid further suspicion. Another side note to remember is that the ASM sequences usually appear in between questions so Lucas could read their minds. M a i n The detective that will interrogate Lucas in this chapter will change depending on your previous chapter. If you have sent Carla to go, then she will arrive, if not, it would be Tyler. Who else would it be? You'll start with Lucas in the bank, inside his office. He has another vision that the police will be here to interrogate him. At first, he didn't know that for sure. Well, you cannot go outside the office, so stay here. From the table, check Lucas' right hand drawer to get a Bonus Card [+10]. I'd recommend you to not hide anything since it is completely useless, and since the locations are random it would be difficult for the detective you will play soon after. There is a torn piece of computer paper on Lucas' right side. You can hide that. There is a book on his left. You can hide that too. I advise you not to; it is completely useless and a waste of time. Just sit on your computer and wait until the bar on the screen runs out. The detective in charge (Carla/Tyler) will knock and enter Lucas' office. Now, the first set of dialogue options will appear on the screen right after the detective says he/she wants to ask you a few questions. Answer with a positive tone, "Subject" to look more into, "Huh? I never knew this case. Never heard of it before" kind of thing... you get it? Just to avoid suspicion, you are advised to follow the rest of the walkthrough. Now the first question comes up. The detective would want Lucas to confirm the list on his/her hand if it came from this bank. An ASM sequence will play to let Lucas (you) know what is playing on either Tyler or Carla's mind. This will go on through the interrogation process so I don't have to mention to you. No Mental Health points will be deducted provided you fail an ASM sequence. The first question pops up. Your answer should be "Truth". The second question; where can you establish where the list comes from? This is a no-no question to lie about. Go ahead and answer truthfully. "Truth" yet again. The third question; is there a way to determine where this list is printed from? Yet again, this is another dangerous question to lie about. Be sure to answer "Truth" and watch the options carefully throughout this whole chapter otherwise you'll be catching flies behind bars. Now, either one of our detectives will show Lucas a composite sketch of the killer's facial appearance made by yourself of course. Now, go ahead and answer "Joke" as your reply. This will not raise any suspicion. A worthless ASM will begin. Ignore it completely. If you proceed, you'll lose some Mental Health. Nobody wants that now do we? Okay, the next question follows up; was there anything unusual happened at the bank lately? Yes, remember Lucas being wild the first time you visited this bank? Answer with "Illness" and you should not raise any suspicion. Now the detective will question you on your arms. Answer with "Lie". Now remember that you should ignore all other ASM sequences that do not read the detective's mind (where the bugs show up) due to the fact that Lucas will startle most of the time and soon raise suspicions. The last question now comes; the detective will question on the man on the photograph. Answer truthfully and never lie since he is your brother. What could be hurt telling the truth? Now, you should end the whole interrogation process. Note: If you raised a tiny bit of suspicion (if the green bar is just a little visible), the detective will question you on where you were on that January night. If you ever come to this sort of question, always lie about it. Don't ever answer "Restaurant" otherwise that shows you were there when the murder happened and since you are already closing to be a suspect, that option is suicide. Lucas will exit and proceed to the bathroom. He walks slowly. Remember I told you not to hide anything while the detective was on his/her way to Lucas' office? That's right. This will be a hell lot of easier. First, check the torn piece of computer paper. This could be hidden on the left drawer of the table if you hid it previously. Now, close to the computer paper is a pen. Take the pen with you to get some prints on it. Now, go to the left side of the table. Approach closer and move around until you see a book icon on top of the screen. Interact with it to take the Shakespeare book with you. This book could be hidden in the right- hand drawer at the computer table, if you hid it previously. Note: As one of the detectives, I advise you to obtain all these evidence. These items will help you in Chapter 22. Now, once Lucas' returns, you're done. Poor Lucas... S u m m a r y Positive Mental Health: [ Lucas Kane ] None [ Carla Valenti/Tyler Miles ] - Collect the pen on Lucas' table [+5] - Find the book [+5] Negative Mental Health: [ Lucas Kane ] - Pass the first ASM sequence with the bugs [-10] - Pass the second ASM sequence with the bugs [-10] - Pass the third ASM sequence with the bugs [-10] [ Carla Valenti/Tyler Miles ] None C h a p t e r 2 1 : B a c k T o A g a t h a [chapbackto] This is a short, simple chapter. Be sure to pack a lot of energy to start running around the house. You'll see. M a i n Walk up the steps and proceed inside the house like you did before. Walk straight ahead into the seance room, the room at the far end (don't turn to any other rooms). Open the door. A cut-scene plays. Okay... This is bad; real bad. Take note of the window in front. Forget about inspecting Agatha's dead body. You know she's dead, and examining her will kill 30 points of your Mental Health. Is it really worth it? You decide. A bar will appear on the screen, showing you a police patrol car, on their way to check what's happened to the house. It is time to check the house thoroughly before leaving. To leave, there is a window in this room where in the cut-scene you watched earlier, a man jumped through it. Use that window to escape, but not now. Not yet anyway. Now, remember her bedroom? Go through the only other door here and into her bedroom. There will be a Bonus Card [+10] here. Acquire it and exit the bedroom towards the seance room and next towards the corridor. The police are still on their way. Now, facing the entrance door, go to the room to your right (the raven room). Here should be a cage in the middle. The one that is a little brighter in color compared to others (opposite the door). Remember the drawer at the corner of the room where in one of them lays the packet of seeds you fed the birds the day before? Well, open the drawer and take the packet of seeds. There should be a key inside. Use the key to open the cage and take out the note inside. You'll get an additional Mental Health points. Hooray for now! Note: Alternately, if you're too lazy to obtain the key, you may use the knife on the table with the white sheet in the kitchen (the room on your left facing the entrance door). It is where the box of matches was found. Use the knife to pry the cage lock open in the raven room. You'll get a piece of old paper regarding a murder similar to the one Lucas committed. Get out of there and head towards the seance room again. Interact with the window and choose "Escape". Lucas will jump down. A cut-scene plays and you're done. S u m m a r y Positive Mental Health: - Begin the chapter [+20] - Acquire the note hidden inside the cage in the raven room [+10] Negative Mental Health: - Examine Agatha's body on the ground in the seance room [-30] C h a p t e r 2 2 : H a p p y A n n i v e r s a r y ! [chapversary] Time to settle down the case and find out the murderer. In this chapter, it is all about how well you did when you played the 20th chapter. I'd advise you to do whatever I have mentioned to you previously, so it is easier to get through this chapter. M a i n Tyler will be at home. A cut-scene plays. Sam is in the bedroom. Wonder what she's doing... Anyway, proceed to the kitchen. There should be an oven there. Approach all the items around every corner if you're not sure where it is. It is near the middle section. Turn it on. Now, there's a fridge nearby. Open the fridge. Grab the champagne from the fridge. Go to the kitchen counter and pour the drink into the glasses. Now, Sam will show up by the door... After this cut-scene, there should be a record player/music player. Interact with it to put on the Teddy Pendergrass song. Okay, for the next few minutes, the whole chapter would turn into an ASM sequence. Failing one of these will not affect your Mental State nor will it affect the relationship. Try to be a good dancer. The pads light up slowly so you should have no problem. You should be done with the sequence after several minutes. The chapter switches place with Carla. Now, a cut-scene will play. As Carla, this is the time to gather everything from the night of the murder and the when you did the interrogation with Lucas. Items on Tyler's desk will hold all the evidence found from the diner (Doc's Diner). On Carla's desk, you can find evidence from the bank) the interrogation process). Okay, here's how to do it. As you grab hold of an item, you have the options "Examine" and "Memorize", and later "Link". For first time players, you should always examine the item to be sure of what the item is. Choose examine and Carla will give a little introduction towards the items you hold. The "Memorize" option lets you memorize a selected item so that you may link it with different evidence. Simple? Yes, quite, but this could get pretty complicated. First of all, you should receive a phone call. It is Garrett. He calls to tell you about the prints found on the pen has been sent to your computer. This will help you as evidence later. Also there will be a list of taxi destinations during the night of the murder, available at your fax machine (will be useful if Lucas had taken the taxi to get home). Somewhere in between these occurrences, Martin (the police from the diner) will step inside and will have a little conversation with Carla. He will confess about what happened at the park (this may only happen if you, as Lucas saved the kid from drowning). Martin would be outside finishing his paper work. You can also use Martin as a witness (read the bottom section to see a list of all evidence you can link with each other). First, I have told you to collect everything from the diner, and all the evidence from the Chapter "Face Off" where the detective(s) interrogate Lucas in his office. Here are the things you can collect. To refresh your memory, I provide a list of items you can find and sort out as evidence from the diner and Lucas' office. Also, the sketch made by Kate Morrison (the waitress) can also be used as evidence. Doc's Diner: - Find and acquire the knife. This will help Carla & Tyler to obtain fingerprints from the person who committed the crime. - The payphone. Through this, Carla can trace the list of calls made at the night of the murder. Whatever this means, the list of calls seems a little tough to be made out as evidence. - The Shakespeare book (The Tempest). Through this, another Shakespeare book can be linked together. - The list taxi destinations will be faxed to the fax machine. If Lucas had taken the cab back home on the first chapter, then you can link this with his file. Naser & Jones Bank: - The pen on the table. This cannot be hidden by Lucas. This will provide a match between the pen and the prints found from the murder weapon (the knife in the washroom at the diner). - The piece of paper on Lucas' table. This will lead to a discovery that the edge has been ripped or torn out. The missing piece would be the one used a as bookmark found from the Shakespeare book. - The Shakespeare book on Lucas' table. Through this, the other Shakespeare book (found from the diner underneath the table) can be linked together. My Suggestions: The easiest would probably be the torn piece of paper and the fingerprints. Remember to do the usual; drink from the water cooler, take a cup of coffee and play with the yoyo. I'd suggest the fingerprints as a start. First, use the computer, and examine it if you haven't. Now, memorize it. Walk over to Tyler's desk and there should be a paper on the edge of the table. Examine each paper to be sure you get the paper which contains the fingerprints from the murder weapon. Now, link them together. You'll get one solid proof. Time for another one. By now Martin (the cop from the restaurant) should already knocked on your door and left. If he didn't show up yet, examine the file on Carla's desk near the fax machine (the one in blue) which contains the information on Naser & Jones bank's employees. Now, this file can also be used to link together with the composite sketch of the murderer stuck to the board near Tyler's basketball. This file is blue on the icon, near the edge where the fax machine is (between the fax machine and the table). Now, examine it. There should be another icon that pops up on top of the screen. It is the picture of Lucas Kane. You can take this picture and bring it outside the office. Now, a small screen will appear on the screen showing Martin doing his work. Walk over to him with the paper on your hand and interact with the icon on the screen when it appears (you have to come close to him). Martin will inform that the man in the picture is the man he saw at the diner. Now, you should have completed the puzzle. All the evidence and matches: Before I proceed further, here's a list of all the puzzles you can link together (provided you acquired the items in past chapters). 1. The Shakespeare books can be linked together. This is possible only if you have found the Shakespeare book from Naser & Jones bank, in Lucas' office (refer to the "Face Off" Chapter for further info). Even if you have not discovered the Shakespeare book (The Tempest) from the diner, Frank (Garrett's partner) will discover it himself. 2. The fingerprints from the pen and the murder weapon can be linked together, since they came from the same person. Check the computer and examine the fingerprints. Memorize them and walk over to Tyler's desk. You can link this with the paper containing the fingerprints found from the knife at Doc's Diner. This is simple, and would be one of your choices to make things easier. 3. The initials of Markus Kane. First, memorize the Shakespeare book from Tyler's desk and proceed to the file of Lucas Kane on Carla's table (the employee file). Link them together. The initials "MK" will be a link to him. 4. If, in Chapter 1, you used the phone as Lucas to call Markus, then Markus number can be traced. Examine & memorize the piece of paper on Tyler's desk (near the basketball). You can now link this to Markus's number. 5. Examine the torn piece of paper (the bookmark) Tyler used earlier at the light (situated on his desk) and memorize it. Approach the paper on the other side of Carla's desk and link them together. The torn piece of paper which was found from the book (used as a bookmark) was torn from the paper with the stock list found from the bank. 6. The composite sketch with Lucas Kane's picture. This can be done if you have a high, successful rating on the sketch made during the chapter "Tyler & Kate". Examine and memorize the picture stuck to the wall near Tyler's basketball on the board. Next, approach the employee files found at Carla's desk and link these two elements. 7. Martin as a witness; Examine the employee files and there should be another icon that shows a picture. Take it outside the office and proceed towards Martin. Now, interact with Martin and he'd confirm that the man on the picture was the man in the diner. Once you have found the evidence, call Tyler up. Use the phone. Now you're with Tyler. Get up from Sam. Carla is bein' a party pooper again... Get up and head towards the phone. Answer it. A cut-scene rolls in, and the chapter ends. Note: If you left some evidence previously, you can simply go to the main menu of the game, and choose "Chapters" to select the chapter you want to replay. Be sure to overwrite and save the changes to your log-in name so it would appear in later chapters that have connections with the ones you want to replay (the evidence). S u m m a r y Positive Mental Health: [ Carla Valenti ] - Drink a cup of water from the water cooler [+5] - Have a cup of coffee from the coffee machine [+5] - Play with the yoyo [+5] - Show Martin (outside the office) Lucas' photo to get a confirmation [+5] - Find two evidence and their match [+10] - Identify the killer [+20] [ Tyler Miles ] - Finish the dance [+30] Negative Mental Health: [ Carla Valenti ] - Yawn when she is sleepy [-20] - Indicates she's tired and lose some points when Martin enters the office [-5] C h a p t e r 2 3 : B l o o d y W a s h i n g [chapwash] This is a cut-scene chapter. It is not necessary for me to elaborate on this chapter. Just watch the vision Lucas has again and you'll move on to the next one. C h a p t e r 2 4 : C o n f r o n t a t i o n [chaptation] Okay, there aren't many Mental Health points you can find in this Chapter, so I'll go straight to the walkthrough (though I'll still mention it at the bottom). M a i n You will start as Carla, at Lucas' apartment. You're going to arrest him. Now, after the cut-scene, follow Tyler to Lucas' door. Kick the door open by interacting with it. Now, a cut-scene plays and... Something's up. The apartment wasn't this bad the other time now was it? Uh-oh... something's gone wrong. As Carla, check Lucas' bedroom (near the stereo) and open his bathroom in case if he's hiding anywhere. Looks like both of the detectives missed him. A cut-scene plays and the game cuts to Lucas. Now, from here onwards, you will continue with a long ASM sequence (not the longest, but kind of). Be sure to not miss the pads and be ready when Lucas reaches the helicopter. He will start to dangle on the base of the helicopter and while this scene starts, the L & R Meter sequence will play. Once you're done, you're done. =) S u m m a r y Positive Mental Health: [ Carla Valenti ] - Start the chapter [+30] [ Lucas Kane ] None Negative Mental Health: [ Carla Valenti ] - Check all the doors and discover that Lucas is missing [-20] [ Lucas Kane ] None C h a p t e r 2 5/2 6 : C a p t a i n J o n e s i s R e a l l y U p s e t [chapset] Go through the dialogue scenes. You will have a total of three questions to answer, and for each reply, the person who replied (be that Carla or Tyler) loses 5 Mental Health points. S u m m a r y Negative Mental Health: - Give Captain Jones an answer (X3) [-5] C h a p t e r 2 7 : F a l l e n A n g e l s [chapgels] Get ready for a long ASM sequence right after you finish off the conversation scene with Agatha. M a i n I wouldn't spoil the game for you telling you what to pick for your replies in the conversation that would happen between Lucas and Agatha (alive?). First you'll start with Lucas on the seat in a church. Get him up as you interact with the arrows on the screen. Whatever you choose for the conversation soon should not affect your game or the progress in any way. Ask questions in whatever way you please, and finish off the dialogue scene. Right after you ask Agatha two sets of questions, a cut-scene will play and she disappears. You'll immediately start an ASM sequence, so get your thumbs on the sticks ready. Just be aware of the L & R Meter sequences that will cut through during the ASM more than once. Now, continue soon with another dialogue scene with Markus. After picking two sets of replies, you'll have the options "Lucas" and "Markus". Picking one as an option will trigger a scene where the character you picked will explain what he has in mind. Doesn't matter but just get through this. The chapter ends. C h a p t e r 2 8 : S o a p , B l o o d & C l u e s [chapsob] This is yet another investigation chapter. This chapter will act as to make you go deeper into the storyline, but if you feel it is completely useless to inspect all the evidence in the Lavomatic, you may proceed to talk to Tyler (if you're controlling Carla) to exit the chapter. Nevertheless, you still have to check a few things before you walk back outside (like the bodies and the blood near the toolbox). M a i n Get Carla across the street and towards Tyler standing in front of the crime scene. A cut-scene plays. Tyler will proceed inside the Laundromat. Get Carla to talk to Garrett on your left. Ask him two sets of questions; pick whichever options you want. Interact with the door and get inside. Now, you can switch characters. Don't do it just yet; for now, I'll guide you through anything you can inspect on with Carla. There will be a toolbox and some bloodstains near where Tyler was standing (on your right facing the door from the inside). Examine the blood and the toolbox itself. Proceed towards the end of the shop and grab the Bonus Card [+10] from the shopping cart. There will be a police officer taking photographs of the victim. Walk forwards and examine the body of the victim. Now, continue through this side of the shop and check the bloody spots on the floor. Finally inspect the body of the killer with a knife stuck in his eye and soon interact with the "eye" icon on the screen (the symbols carved on the killer's arms). Now, switch to Tyler using the triangle button. Proceed forward and check the victim's body and the phone. Continue towards the killer's body and inspect it. Now, approach the door where later will there be an icon on the screen. Examine the keys on the door, and proceed to talk to Carla. Inquire to leave the place. The chapter ends. S u m m a r y Positive Mental Health: [ Carla Valenti ] - Inspect the arms of the killer [+5] - Examine the blood close to the toolbox near the door [+5] [ Tyler Miles ] - Inspect the victim's body [+5] - Examine the phone after inspecting the victim's body [+5] - Inspect the killer's body [+5] C h a p t e r 2 9 : T h e F u g i t i v e [chapgitive] Try to get a lot of Mental Health points for this chapter. This will not be a walk in the park however; so try your best. M a i n You'll gain control of Lucas on the streets. Have Lucas turn right a few meters in front by the corner and walk straight ahead. There will be a homeless guy (different) sitting on the left. Don't waste time checking him out; you will trade in your Mental Health points for that. A small screen will appear showing you Tiffany's apartment. Soon after a cut-scene will play as you approach. You cannot access her apartment through the front door; the police are here. There is a set of fence on your right. You should turn around if you have passed it and it should then be on your left. Before you proceed, cross the street and search around the sidewalk to acquire a Bonus Card [+20]. Get back to the fence and start climbing. Seems familiar doesn't it? A little tip: ------------- Okay, this is probably the hardest part of the whole chapter (probably in the game some might say). Remember the fence you had to climb in one of the early chapters? Yep. The nightmare is back to haunt you. There are no other alternatives to get pass this. You have to make it through. Despite what I have mentioned, there is in fact a proper way of climbing the fence. I promise you if you can get a grip of the right method you will soon understand the concept and probably make your way through easily. This is really tough for me to describe in words. I'll try my best. You would notice that the moving dot on the icon as you interact with the fence moves in a particular direction. What you must do is try to follow the path that the dot takes you through. This means navigating from the center of the icon (it always starts at the center) through the rest of the path as quickly as possible using your Analog stick. For every icon you get through, the path of the small dot on the icon itself will start to move in a different pattern. Thus, you have to quickly follow the dot in order for Lucas to get through for that single set. Example: _S__ | | This is the pattern of the dot |__/ Now, from the terrible illustration above, the "S" represents the line that you start from; from what I mentioned earlier, the middle line. You will start off here and make your way through the line. From the illustration above, the line starts from the middle ("S"), goes to the right and moves downwards in an arc shaped pattern, soon making its way back to the middle or the start point. This will vary from each set of fence. It can go up, to the left, down or basically anywhere within the icon. I hope this helps. Now back to the walkthrough. Note: This implies to the pole you'll be climbing soon as well. ------------- Get through the two set of fences. Try not to get too close to the crow on your left. This will deduct your Mental Health. Another small screen will appear, showing you two policemen on the watch. They are having a little chat, and at some point they will look away from your position. Keep an eye on those cops and wait until they look away. When that time comes, quickly rush to the other side and take cover here. You should have enough time to hurry across without being seen. Now, you will yet again make another set of climbing. This is exactly the same as climbing those fences earlier. I'd remind you that you mustn't lose focus otherwise you'll dash the Analog stick and Lucas will fall. Try to maintain the same technique and keep a watchful eye on the icons and follow the pattern smoothly. Once you reach the top, navigate Lucas through the edge to the other side. In between these events, there are ASM sequences so you have to keep steady to survive this. Falling means game over. Once you reach the end, you will have to climb down. Climbing down requires just the same technique you used so I hope you would get the hang of things by now. You will have to get through this third fence to the other side (the back of the apartment). You will notice the windows into Tiffany's apartment. The second window can be opened, but there's a catch. You have to get through a very long L & R Meter sequence, so make sure your fingers aren't numbed during the process. However, given that you failed the sequence, you will have to get the brick (they are on the ground) and use it on the windows. Either way, break the window and sneak into the apartment. You are in a bedroom. Interact with the bed and rest on it for a while. Now you will have a short ASM sequence to complete. Watch the cut-scene, and exit the bedroom. Make your way to the kitchen. Open the fridge to find something to eat. Grab the sandwich and the drink. Now, check the cabinets beside the fridge to get some food for you to eat, and one of them keeps a Bonus Card [+5]. Approach the small cardboard box near her couch and interact with television remote. Turn the TV on to gain some points for your Mental Health. If you ignore this action, sooner or later Lucas will turn this on himself. Make your way to the bathroom near the bedroom you came from. Search around if you're not sure where it is. There is an extra life for you inside the bathroom near the bathroom sink. You'll need it so make sure you acquire it. Anytime soon Tiffany will return and a cut-scene will play. Remember the early chapters where Tiffany visited your apartment? If you managed to have sex with her previously Lucas will be given an option to give her a kiss, thus providing an extra 10% to your Mental Health. If not however, it's just some normal chat. The police are here. Tyler will check around the house for your presence. You'll have to hide. There is not much time, so be hurry. Here are the spots where you may hide and be safe: - Outside the window through the bedroom. - Her dressing cabinet in her bedroom. - Under the table in the living room. - The closet in the living room. Make sure you do not hide under the bed (remember the ASM sequence earlier?) and the bathroom. The spots mentioned above will guarantee a success. There are ASM sequences that will interrupt you. This will keep Tyler from finding Lucas. If you fail a sequence twice, it is game over. Failing once will only affect your Mental Health. Tyler will leave soon and the chapter ends. S u m m a r y Positive Mental Health: - Successfully open the window without breaking it with the brick [+10] - Rest on the bed in the bedroom [+10] - Eat a sandwich from the fridge [+5] - Have a little drink from the fridge [+5] - Grab the food inside the cabinet beside the fridge [+5] - Watch the television (Lucas will do so if you ignore this action) [+5] - Give Tiffany a kiss (available if you successfully had sex with her previously) [+10] - As soon as Tyler leaves the area [+10] Negative Mental Health: - Interact with the homeless guy outside Tiffany's apartment [-5] - Look at the crow at the ledge after the second set of fence [-5] - Fail to open the window without the brick [-5] - Fall from a pipe (going up or down) [-10] - Fail an ASM sequence while Tyler searches around the house (fail more than once and it is game over) [-10] C h a p t e r 3 0 : J a n o s [chapnos] Janos; a very short name for some quite adventure. You'll take the role of Carla this time around, so try to focus on the conversation that will happen soon. M a i n This is no tough at all. Make your way into the hallway and to the other end. Run all the way to the end. Acquire the Bonus Card [+10] here, and turn around and face the way you came from. Make your way down the first hallway to your left and you should see a man. Not trying to waste time, enter Janos's cell. Try to ask him things that appeal to you. There isn't a need to kill your brain choosing an option to initiate and continue the conversation. Pick a few options to continue the dialogue conversation, and when you're done, exit the cell. Ooh... The lights have gone out. Time to face reality with Carla. Wait... she's afraid of these situations isn't she? Because of that, it makes the whole thing a lot tougher. The whole game begins again. Remember that time when you had to control the panic bar in that tight, quiet basement area where Carla searched for the tape? Yes, you will have to redo the breathing process again (you should be fine with it by now) but to add to the spice, you have to dodge crazy lunatics in here too. Moving the panic bar or yourself whenever you spot these crazy bunch of whackos will kill Carla almost instantly. Here's what you do. As you start, ignore the employee that was here a while ago. He's gone. Move forward and get a hang of the panic meter again as you approach outside the corridor. You will have to make your way back to Barney safely. As you reach the front, a prisoner will be sneaking in front of you. Keep your hands off from the buttons and listen to Carla when she says he's gone. Make a left and reach the other corridor. There will be another prisoner here so don't move and don't mess with the buttons or the Analog sticks. Now, move forward when she says it is finally safe and the lights will finally be back on. Sprint towards the exit in front of you and a scene will play. That concludes the chapter. S u m m a r y Positive Mental Health: - Enter the hallway and receive a few Mental Health points [+10] - Initiate a conversation with Janos and gain extra information [+10] Negative Mental Health: - Lights go off (unavoidable) [-20] C h a p t e r 3 1 : M e e t i n g K u r i a k i n [chapkuriakin] I will guide you through dialogue options which will allow you to pass the chapter. M a i n You'll get control of Lucas in a museum area. Turn left from the start and head behind the glass case at the corner to collect a Bonus Card [+5]. Now, you can view all sort of things here if you like. When you're done, head over to the Professor and interact with him. Professor Kuriakin will inquire Lucas which paper he's from; reply with either The New York Times or Freelance. You should continue. Now the Professor will take you through two different museum exhibits. Follow him and choose whichever options you want. The replies or questions you choose will not affect the game. Not yet... When Professor Kuriakin finally asks you who you really are, choose to tell him the "Truth". Then, you must provide a little evidence showing you have a relation to a victim of the ritual. Choose to show him your arms or tell him about the visions. This will convince him that you are in fact telling the truth; and everything he has been telling you over the past two minutes was true. He will finally lead you out through the exit. Follow him outside. Now, you will begin the action sequences until the chapter is over. Remember to keep your fingers on the L1 and R1 buttons. You will also have the L1 & R1 Meter sequence in the middle of the ASM sequence. The chapter then ends. Note: If you fail to convince the Professor (tell him a lie, choose "Trust" after telling him the truth, etc) he will start to panic and will warn the guard. Escape through the back door before the guard whip out his gun to be safe. You'll still go through the sequences, but the good news is that 20 points will not be deducted towards the end. S u m m a r y Positive Mental Health" - Convince Professor Kuriakin towards the end before you exit [+20] Negative Mental Health: - The Professor comes close to his fate and dies in the parking lot [-20] C h a p t e r 3 2 : M a y a n S e c r e t s [chapcrets] Start the chapter by inquiring two sets of questions. A minute after that an ASM sequence takes place. That's pretty much all really. You'll finish the chapter afterwards. Mote: You don't receive any Mental Health points in this chapter. C h a p t e r 3 3 : T h e C l a n [chapclan] Just continue with the sequences and watch the entry of this chapter. Mote: You don't receive any Mental Health points in this chapter. C h a p t e r 3 4 : D a n g e r a n d U b i q u i t y [chapger] You can lose a lot of precious Mental Health points here if you don't do this properly. M a i n You'll start off with Lucas on the bed. He has a vision of Markus, and loses 10 points from his Mental Health. Quickly get up from the bed and run to the other side to the phone by the door. Don't leave otherwise you'll fail the chapter. Interact with the phone and give Markus a call. Now, you will shift to Markus as your character. There are two options on the screen. Choose "Telephone" as your choice, and hold down the X buttons and sprint across to the door in front. Enter the room. Pick up the phone to your right. There's not much time to explain, so as Lucas, choose "No Time" as your choice of reply towards Markus. You will soon regain control of Markus, so immediately go to the door you entered from and interact with the icon on the screen to lock it safe. Pick the phone back up. You will gain control of Carla outside the hallway. Walk Carla towards Tyler in front and kick the door open. Turns out it is the wrong room number. Now, there is a red exit door here. In this area interact with the door on your left, the last one, marked as "369". The detectives are disappointed. You'll regain control of Lucas. Have Lucas answer the phone to end the chapter. S u m m a r y Positive Mental Health: [ Lucas Kane ] - Successfully warn Markus [+20] - Re-enter the room via the window [+20] [ Carla Valenti ] - As she walks down the hallway [+30] Negative Mental Health: [ Lucas Kane ] - Loses some points at the start of the chapter after visualizing Markus [-10] - Fail to warn Markus [-60] - Towards the end, answer the phone when it rings [-20] [ Carla Valenti ] - Discovers that Lucas disappeared once again [-30] C h a p t e r 3 5 : F a t e O n R u s s i a n H i l l s [chaprussian] Here you will be rescuing your ex-wife, Tiffany. If you haven't noticed, she's on top of when you first start off tied to the poll. You must save her because her screams will get on your nerves! M a i n You will see a crow that flies off during this chapter. It will lead you to a control panel. Ignore the crow for now. At the start of the chapter, turn right and follow this path and grab the extra life behind the last building you see in front. Turn around and get back to where you came from to find a Bonus Card [+20] on the ground, far in front. Take it. Now continue forwards down this path. You should see the entrance to the roller coaster and set of stairs. There is a small shack on the right of the stairs. Get inside and interact with the lever. Get back outside and get up the steps and use the cart. You'll be taken upstairs. Now, the crappy part arrives. You have to do that L1 & R1 thingy again (a little similar to the panic meter you used on Carla). The bar will either run to the left or right; whichever side it hits, it is an instant game over. Got me? You want to keep it close to the middle section for as long as possible, and without losing your grip on the meter and soon crash the bar on either side. If you're good, you may even let it slip by and hit the button to keep it from reaching either side. This however, must be performed quickly. It is risky however, but without you realizing it, the whole scene will be over. Get behind Tiffany and interact with the rope to untie her. The chapter then ends. S u m m a r y Positive Mental Health: - Interact with the rope to untie Tiffany [+20] Negative Mental Health: - Complete the chapter [-? Leave you with 5 Mental Health points] C h a p t e r 3 6 : C h i l d ' s P l a y [chapplay] This is an annoying, ridiculously difficult chapter. Brace yourself for acquiring an infinite amount of patience to pass the chapter. =) Note: There aren't any Mental Health points you can gain, so no Summary section for this chapter. M a i n You'll start in the bedroom. Interact with the icon on the screen. Young Lucas will jump out of bed. Walk up to Markus and wake him up. A short cut- scene will play. Examine the window near you to get out. You should realize by now that you've been here before in one of the previous chapters; unfortunately, this is twice as difficult compared to the last. However, you have a guide. Notice the yellow line on your map? Following the line gets you straight to the hangar you want to be. There will be guards and searchlights that will impede your objective. Try to learn and watch their movements before you try to sneak pass them. You want to head west. Move forward and turn to your right. There are searchlights here, and a guard in front. Watch him closely, and when he stops moving, follow the yellow line to between the searchlights. Follow the wall and a little bit of your own skill to avoid being caught under the lights. Move towards the houses you see. There's a guard here at the corner as you approach, so turn to your right and make your way behind, following the yellow line closely. Get near the jeep at the end of the area near the house and hide behind it quickly. The guard shall walk pass you now. Once he's gone, follow the yellow trail west until it goes north. Proceed until a cut-scene is triggered. Now, you shall create a distraction. Control one of the brothers and move to the back, where you can find some rocks you can interact with. Use it to distract the guard watching over at the front. He will approach you to investigate. Switch to the other character, either Lucas or Markus, and learn the movements of the lights. If you panic, you'll fail. Slowly get pass it, not in a hurry, but in a steady pace. Head for the area in-between the two houses you see in front. Wait here. Now, use either Markus or Lucas to get through the spotlights undetected, the very same way you did with the other. Once both got past, continue along the area until they stop again. Markus shall cause the distraction this time, and you may not choose. U-turn back to the end of the building, and underneath you will find a barrel on the other side. Have him kick the barrel to cause another distraction. Once the guard is alerted by the noise, have Lucas run to the telephone pole and start climbing! Once you're up there, you must get him to avoid the searchlights while he shimmies along the wire. Get to the other side. Once you're at the other side's pole, drop down to find a row of searchlights in front. Take your time and learn their movements. You don't want to fail now. Move pass the lights and get around the wall of the hangar and search for a door. open the door. Chapter complete. C h a p t e r 3 7 : C h e c k m a t e ! [chapmate] There's no need for a walkthrough. Follow the slow ASM sequence through the whole chapter and watch/listen to the cut-scene. Note that if you don't push the Analog Stick to the directions prompted on the screen, you won't get to see or hear the cut-scene completely. C h a p t e r 3 8 : T h e P a c t [chapact] A short simple chapter. Follow the walkthrough. M a i n You'll start with Carla in the cemetery. Pay Lucas a visit. Find your way to Tiffany's grave, the one with the flowers on it. It is near the area where you found the extra life in the mission Hide and Seek. Interact with the flowers to trigger a conversation scene. Reply with "Trusting" at the first part of the dialogue scene. Later on, you're on your own. Choose any options you wish. It won't affect your Mental State or Health. Towards the end, Carla will receive an extra 20 Mental Health points, and Lucas receives 10. Note: If you wish to choose "Wary", you'll lose 5 Mental Health points, but you cannot back off from helping Lucas, since it is a part of the game's storyline. S u m m a r y Positive Mental Health: [ Carla Valenti ] - Choose "Trusting" as your reply option in the dialogue scene [+10] - Towards the end of the conversation/chapter (unavoidable) [+20] [ Lucas Kane ] - Towards the end of the conversation/chapter [+10] Negative Mental Health: [ Carla Valenti ] - Choose "Wary" as your reply option in the dialogue scene [-5] C h a p t e r 3 9 : J a d e [chapjade] There's no need for a walkthrough. Follow the slow ASM sequence through the whole chapter and watch/listen to the cut-scene. Note that if you don't push the Analog Stick to the directions prompted on the screen, you won't get to see or hear the cut-scene completely. C h a p t e r 4 0 : F r o z e n T o T h e B o n e [chapbone1] [ C a r l a V a l e n t i ] This is the last chapter you'll ever see Tyler in action again. Yea, it is kinda dumb for his absence in the finales, but this is how the game goes, so I suggest (when its time to choose between Sam and the police) that you pick "Leave" since either way, you'd still not see Tyler anymore. But despite that, it won't hurt if you choose to "Stay". M a i n You'll immediately come into a cut-scene, and soon it will take you into a dialogue scene. Choose "Admit" as your reply option and you will gain positive Mental Health points in return. Later, you'll get control of Tyler. Have him talk to Sam at the door. Choose "Leave" as your option to gain some positive Mental Health points. If you choose to stay with the force, you will be left with 5 Mental Health points. That's only enough to stay alive. But who cares now that Tyler's not appearing in upcoming finale chapters. Before you end the chapter, walk to the coffee vending machine and have a drink. It doesn't matter now does it? Just in case you're wondering if I hadn't mentioned it. Now go talk to Carla to end the chapter. Goodbye Tyler. He was my favorite. =) S u m m a r y Positive Mental Health Points: [ Carla Valenti ] - Choose "Admit" as your reply option during the conversation [+10] [ Tyler Miles ] - Choose "Leave" as your option during the dialogue scene with Sam [+20] - Have some coffee from the vending machine [+5] Negative Mental Health: [ Carla Valenti ] - Choose "Lie" as your reply option during the conversation [-10] [ Tyler Miles ] - Choose "Stay" as your option during the dialogue scene with Sam [-? Leave you with only five Mental Health points] C h a p t e r 4 1 : F r o z e n t o t h e B o n e [chapbone2] [ T y l e r M i l e s ] This is completely identical to the above chapter, apart from Tyler's personal PDA. C h a p t e r 4 2 : W h e r e i s J a d e ? [chapwhere] Forget about accessing the doors in this room. Proceed immediately towards the last door on your left, at the end of the hallway. M a i n Exit the car and head for the door. Enter the building. Lucas will ignore the nun and continue past the door. You will be in a hallway with a few doors on both sides, with a meter on top of the screen. This shows how much time you have left before the Oracle comes. You must get to Jade before the Oracle does. Proceed for the second door on your left to find a Bonus Card [+10]. Get back outside to the hallway. Proceed next down the hallway and enter the last door on your right. Take the extra life by the window and get back out. It is worthwhile, so spare a few seconds and take it. Now, get out and enter the door opposite of you (the last door on your left). Get to the girl and pick her up. This is Jade. You've found her. Get back outside. Now, regardless whether or not the meter goes out, the Oracle will arrive as soon as you exit the room. Now, don't try to fight the Oracle, at least not here. There should be a door on Lucas' left. Head for the door. Now, you're on your on. There will be a very long ASM sequence after some period of time. A few L & R Meter sequence will squeeze through a few times, so keep your fingers numb-free the whole way. You will, after all the exhausting battle, reach Agatha, but is this Agatha? She was killed wasn't she? Well, refuse to give Jade to her. The A.I. will try to pull you into her. Complete the L & R Meter and the chapter will be over. Note: Giving away Jade to Agatha doesn't affect the ending you achieve. Replay and choose to give her the Indigo Child. A different cut-scene will be available at the very end if this option is chosen. S u m m a r y Positive Mental Health: - Find and carry Jade, the Indigo Child [+10] - Refuse to give Jade to the Purple Clan [+10] Negative Mental Health: - Fail to find Jade before the Oracle arrives [-10] - Choose to hand Jade over to Agatha [-10] C h a p t e r 4 3 : B o g a r t [chapgart] This chapter involved a little nudity, and if you own a copy of the European version, you get to see the whole thing. Having the US version will censor the nudity, as far as I've been told. I have the European, but nevertheless, it doesn't matter. You have to go through the sex scene to get pass the game. There's no way around it. ;) M a i n You'll start underground. Follow the bum (told you he had to do with all these) down the passage. As you reach a ramp on the right, follow the left path and pick up the Bonus Card [+20]. You'll reach as what it appears to be a railway station, destroyed that it. Reach the fire. If you saved Markus, Lucas gets an additional 10 Mental Health points. Seat beside Bogart to continue with a conversation and the chapter. You'll gain control of Carla. Heat yourself by the fire. Find the middle car and search around for an extra life. That's pretty much all you can do for now. You can, with a little work, fix a broken radio. It doesn't help you get any positive mental health points though, but you can do it for fun. There's a radio at the end of the area near the last train. Get to the wire from the first car where Lucas is in and the batteries from the last car at the end, inside. Fix them to the radio and you can hear news. That's all really. Get back to Lucas inside the first car and sleep beside him. Enjoy. :P S u m m a r y Positive Mental Health: [ Lucas Kane ] - Have Markus alive on the previous chapter [+10] - While/after having sex with Carla in the train [+10] [ Carla Valenti ] - Heat herself by the fire [+10] - While/after having sex with Lucas in the train [+20] Negative Mental Health: [ Carla Valenti ] - Fix the radio and listen to the news [-5] C h a p t e r 4 4 : R e v e l a t i o n [chaprevelation] Simple and easy, against the title. Get up from bed, walk to the door and open it. Walk to the next door and listen through. You're done. C h a p t e r 4 5 : F i n a l C o u n t d o w n [chapdown] The final chapter. Things you'll have to do: - Struggle through a tough L & R Meter sequence until you get to the hangar door. Once in, you'll have to fight the Orange and Purple clans. However you do it will affect the endings you get. There are a total of three endings you can get or achieve. Refer to "Endings" in the "Miscellaneous" section for further information. C h a p t e r 4 6 : E p i l o g u e [chapfinale] This is the final clip that plays and shows you what happens, or the "type of ending" you get. Basically you can replay the levels that affect your ending to obtain different one. _-__------_--_-__--_--__-_--__-_____---_-_-____--__--_ 5. M I S C E L L A N E O U S [miscmenu] Here you will find a complete information (or so I hope) on the locations of the Bonus Cards (put together according to chapters), the locations of the Talisman/Crucifix and the Soundtrack (including lyrics and where the songs appear in the game). M i s c : E x t r a L i f e L o c a t i o n s [sub5.1] Those things you collect during gameplay (the one that looks like the talisman/crucifix) act as an extra life and a savior for you during tough parts of the game, and they work mostly in sequences. You can hold up to six at a time. If you fa1l an ASM sequence while these white dots appear visible on the top (left) of your screen, you will start off immediately at the particular set of sequence (thus taking away one dot), so you do not have to repeat the whole ASM sequence again. Here I will list their locations and the chapter they are located in. I will try to be as specific as I can on every single location. ---------- Chapter: Confession [Chapter 4] Location: Offered by Markus after the little chit chat. Choose to accept to obtain an extra life. ---------- Chapter: Alternate Reality [Chapter 6] Location: While sitting facing the computer, check the right hand drawer to obtain an extra life. ---------- Chapter: Hide and Seek [Chapter 10] Location: It is before you meet Markus. Get pass Markus on your right and proceed forwards to come to a dead end. Examine around the cemetery area at the right corner to obtain an extra life. ---------- Chapter: Agatha [Chapter 15] Location: Facing the bed from where you first meet Agatha, check her bedside table on the right to obtain an extra life. ---------- Chapter: The Fugitive [Chapter 28] Location: Make your way into Tiffany's apartment and go into her bathroom. Move around the bathroom near her sink and her shower to collect an extra life. ---------- Chapter 42: Where is Jade? [Chapter 42] Location: Inside the last room on the right (near the window) in the long hallway after Lucas got pass the nun. ---------- Chapter: Bogart [Chapter 43] Location: Get into the middle rail car. Walk around the middle area of the car to obtain an extra life. ---------- M i s c : B o n u s C a r d L o c a t i o n s [sub5.2] Bonus Cards act as a special item usually available on any chapter which involves dialogues, investigation and others apart from automatic ASM sequences (even so, you may have a chance to check around for them). Bonus Cards will provide you points (shown by the game the value of a particular Bonus Card) that allow you to unlock Bonuses when you complete the game. In this very chapter I will provide you information on these special Bonus Cards, although I will not include any Bonuses here or whatever you may unlock in the future. All I will display are the value for each Bonus Card, where you can find them (their specific location) and in which chapter they are available in. I hope you don't take these too seriously; as you go through the walkthrough I will also remind you of all known locations for these cards. ------------- Chapter 3: The Day After Location: Check Lucas' kitchen. The card is hidden inside one of the cupboards on the left near the sink. Value: +5 ------------- Chapter 3: The Day After Location: At the balcony hidden at one corner. Value: +10 ------------- Chapter 4: Confession Location: From the starting point, run forward to the centre of the park and navigate to the right. You should see a blonde-haired lady walking. The Bonus Card is here. Value: +20 ------------- Chapter 5: Police Work Location: Facing the man on the desk as you enter the precinct with either one of the characters, look at the door pass the metal detectors on the right side. The card is there. Value: +5 ------------- Chapter 5: Police Work Location: Check the right drawer of Carla's desk for the card. Value: +5 ------------- Chapter 5: Police Work Location: Near the toilet in the bathroom connected to the bedroom. Value: +10 ------------- Chapter 6: Alternate Reality Location: Opposite the wall mirrors, inside the bathroom where you start the chapter. Value: +10 ------------- Chapter 6: Alternate Reality Location: The Bonus Card is located in one of the workplaces. Please scroll up to the walkthrough section where an in-depth guide is available to get to the card. Value: +5 ------------- Chapter 6: Alternate Reality Location: The Bonus Card is located in one of the workplaces. Please scroll up to the walkthrough section where an in-depth guide is available to get to the card. Value: +10 ------------- Chapter 9: Lost Love Location: The same old location. The card is hidden inside the fourth cupboard in the kitchen near the sink. Value: +5 ------------- Chapter 10: Hide & Seek Location: At the cemetery with Lucas, walk straight and you should a notice a path on your right. The card is there at one corner. Value: +5 ------------- Chapter 11/12: Friendly Combat Location: Go around the boxing ring with either characters or check behind it. The card is hidden there. Value: +10 ------------- Chapter 13: Debriefing [Carla] Location: There is a small area which is also appears to be a dead end from where you start. There is a card lying around. Value: +10 ------------- Chapter 14: Debriefing [Tyler] Location: From the door (where you start), turn to Tyler's left and make your way through this section of books. The card is a little in front. Value: +20 ------------- Chapter 14: Debriefing [Tyler] Location: It is in front of the stairs leading to the door from where you came from, after giving settling your business with Takeo. Value: +20 ------------- Chapter 15: Agatha Location: The card is inside the kitchen. Value: +5 ------------- Chapter 15: Agatha Location: From her bedroom (the room where you first meet her), there is one other door that leads to her bathroom. The card is the other side hidden near the tub. Value: +20 ------------- Chapter 19: Dark Omen Location: From where you start the chapter (in the bathroom), the card is somewhere around one corner. Value: +10 ------------- Chapter 19: Dark Omen Location: On a desk, outside Tyler's office. Value: +5 ------------- Chapter 20: Face Off Location: Check the right side drawer of Lucas' desk. The card is inside. Value: +10 ------------- Chapter 21: Back to Agatha Location: Hidden in Agatha's bedroom (the room connected to the seance room). Value: +10 ------------- Chapter 28: Soap, Blood & Clues Location: It is sitting inside the shopping card inside the Laundromat. Value: +10 ------------- Chapter 29: The Fugitive Location: Check the cupboards in Tiffany's kitchen. The card is well hidden inside the second cupboard from the left. Value: +5 ------------- Chapter 29: The Fugitive Location: The card is on the opposite side of the street from the first set of fences you need to climb. Value: +20 ------------- Chapter 30: Janos Location: Inside the hallway, run all the way to the dead end and the card is there. Value: +10 ------------- Chapter 31: Meeting Kuriakin Location: From the start, look to your left. The card is hidden in the corner. Value: +5 ------------- Chapter 35: Fate on Russian Hills Location: At the starting point, turn left and make your way towards the end of the park where the card is. Value: +20 ------------- Chapter 42: Where is Jade? Location: Inside the second room on your left after Lucas gets pass the nun. The card is behind the girl near the second bed. Value: +10 ------------- Chapter 43: Bogart Location: While you're underground, follow the ramp on the right. Follow the left path and pick up the Bonus Card. Value: +20 ------------- Chapter 46: Epilogue Location: After the credits. Value: +200 ------------- M i s c : S o u n d t r a c k [sub5.3] Here I will list down all the music for the soundtrack Fahrenheit, including the lyrics and a little information on when the songs appear during the game (not all; some that I know of) and the albums. If you can confirm more info on when the tracks appear, please notify me. This is included for completing the FAQ. There are a total of eleven (11) vocal songs and the rest (songs for Lucas & Carla) aren't included simply because they are just plain music. Note: Man, am I bad with lyrics? Since I couldn't have the opportunity to actually listen to these songs, I got some of these lyrics from a "friend". I'd like to thank donaldrack (donaldrack@yahoo.com) for some of these lyrics which are incredibly tough to find online. However, I've modified the info to give you better, deeper information by including the album and when the song is played as you go through the chapters in the game. The artists and songs are listed one at a time from the game. Here is the complete list of all the lyrics below: 1. Santa Monica by Theory of a Dead Man 2. Say Goodbye by Theory of a Dead Man 3. No Way Out by Theory of a Dead Man 4. No Surprise by Theory of a Dead Man 5. Love TKO by Teddy Pendergrass 6. Street Tough by Ben E. King 7. Hand It Up by Patrice Rushen 8. Try It Again by Bobby Byrd 9. Just an Illusion by Leee John 10. Sandpaper Kisses by Martina Topley-Bird [ Santa Monica by Theory of a Dead Man ] Album: Gasoline Track Available: During the bed scene on Chapter 6 (Alternate Reality) with Tiffany and available on Lucas' stereo. She fills my bed with gasoline You think I woulda noticed Her mind's made up, the love is gone I think someone's trying to show us a sign That even if we thought it would last The moment would pass My bones will break and my heart will give Oh it hurts to live And I remember the day when you left for Santa Monica You left me to remain with all your excuses for everything And I remember the time when you left for Santa Monica And I remember the day you told me it's over It hurts to breathe Every time that you're not next to me Her mind's made up, the girl is gone And now I'm forced to see I think I'm on my way, Oh it hurts to live today Oh and she says "Don't you wish you were dead like me?" And I remember the day when you left for Santa Monica You left me to remain with all your excuses for everything And I remember the time when you left for Santa Monica And I remember the day you told me it's over I wanted more than this I needed more than this I deserve more than this But it just won't stop, it just won't go away I needed more than this I wanted more than this I asked for more than this But it just won't stop, it just won't go away And I remember the day when you left for Santa Monica You left me to remain with all your excuses for everything And I remember the time when you left it all behind And I remember the day you told me it's over And I remember the day when you left for Santa Monica You left me to remain with all your excuses for everything And I remember the time when you left for Santa Monica And I remember the day you told me it's over _-__------_--_-__--_--__-_--__-_____ [ Say Goodbye by Theory of a Dead Man ] Album: Gasoline Track Available: Played on the guitar as a song without the vocal. Also available on Lucas' Stereo. She said don't leave this up to me to say That I don't love you anyway Just leave it up to me to say goodbye 'Cause these good times will never last So keep a hand on the wheel and a foot on the gas We thought it would last forever I wish you'd just remember No Will anything change your mind? (She said) A one way ticket was a pretty good sign (And I said) Well how can you leave it all? (And she said) There ain't much to leave behind Just say goodbye So say goodbye Say goodbye So say goodbye Just say goodbye So say goodbye Say goodbye Next time I'll take it slow And as for you I'll never know At least next time I'll try to understand So please don't leave this up to me to say That you don't love me anyway I'll just leave it up to you to say goodbye 'Cause these good times will never last Keep a hand on the wheel and a foot on the gas We thought it would last forever In case you don't remember No, will anything change your mind? (She said) That a one way ticket was a pretty good sign (And I said) How can you leave it all? (And she said) There ain't much to leave behind So say goodbye, say goodbye Just say goodbye, say goodbye Say goodbye, just say goodbye, just say goodbye Well, these good times will never last Keep a hand on the wheel and your foot on the gas We thought it would last forever In case you don't remember No, will anything change your mind? (She said) That a one way ticket was a pretty good sign (And I said) How can you leave it all? (And she said) There ain't much to leave behind So say goodbye, say goodbye Just say goodbye, say goodbye _-__------_--_-__--_--__-_--__-_____ [ No Way Out by Theory of a Dead Man ] Album: Gasoline Track Available: During Chapter 6 (Alternate Reality), played when you start the ASM punching the bag sequence. Also available on Lucas' stereo. Such a beautiful face, such a beautiful waste I say Just when you think I'm lost you found your way That little angel on my shoulder says Not to do those things you did That little angel on my shoulder screams "I think I lost my way" So take your thoughts and run away From a god who ain't much of a know-it-all So follow me and hold your breath again 'Till I say when, 'til I say when Such a beautiful end to such a beautiful sin I say (A sinner say) Just when you pull me in I push away (I push away) That little devil on my shoulder says I'll make you do those things you did That little devil on my shoulder screams "I think you found your way" So take your thoughts and run away From a god who ain't much of a know-it-all So follow me and hold your breath again 'Til I say when, 'til I say when There's no way out for you Well you can follow me, just follow me down There's no way out for you So just follow me, just follow me down Your god ain't much of a know-it-all Your god ain't much of a know-it-all Your god ain't much of a know-it-all Your god ain't much of a No, he's nothing at all There's no way out for you But you can follow me, just follow me down There's no way out for you So just follow me, just follow me down There's no way out for you _-__------_--_-__--_--__-_--__-_____ [ No Surprise by Theory of a Dead Man ] Album: Gasoline Track Available: On Lucas' Stereo. Friday is when you left me So I drank myself to sleep And Sunday is when I'll wake up Not to remember a thing My friends all say the same thing I don't know my new girl too well (I know) That all this lying gets to me And no one seems to give a shit (The way) She talks to every guy in the bar (I guess) It should've raised some kind of alarm Who'd ever think I'd go in and end up Like all the other guys that you're gunning for Well it ain't no surprise That you'd turn me on and leave It ain't no surprise That you'd turn it around on me I don't know why You won't give me what I need It ain't no surprise That that bitch is leavin' me My friends are mean to me They say I don't break up too well (They know) All this crying gets to me And no one seems to give a shit Well I know you want to So go on and say it Just go on and say it Just go on and say it Well it ain't no surprise That you'd turn me on and leave It ain't no surprise That you'd turn it around on me I don't know why You won't give me what I need It ain't no surprise That that bitch is leavin' me (Leavin' me) Friday is when you left me So I drank myself to sleep And Sunday I never woke up Well it ain't no surprise That you'd turn me on and leave It ain't no surprise That you'd turn it around on me I don't know why You won't give me what I need It ain't no surprise That that bitch is leavin' me That that bitch is leavin' me _-__------_--_-__--_--__-_--__-_____ [ Love TKO by Teddy Pendergrass ] Album: Greatest Slow Jams/Greatest Hits Track Available: On Chapter 5 (Police Work) when Tyler takes a shower, on Chapter 22 (Happy Anniversary!) while Tyler & Samantha dances. Lookin' back over my years I guessed, I've shedded some tears Told myself time and time again This time I'm gonna win But another fight, things ain't right I'm losin' again Takes a fool to lose twice And start all over again Think I'd better let it go Looks like another love T.K.O. Think I'd better let it go (What you think about it, girl), let it go, baby (Oh, yeah) Looks like another love T.K.O. Tried to take control of the love Love took control of me 'Cause you lose all thoughts, sense of time And have a change of mind Takin' the bumps and the bruises Of all the things of a two-time loser Tryin' to hold on, faith is gone It's just another sad song I think I'd better let it go (What you say about it?) Looks like another love T.K.O. I think I'd better let it go), let it go, baby (Oh, baby) Looks like another love T.K.O. Tried to take control of the love Love took control of me 'Cause you lose all thoughts, sense of time And have a change of mind Takin' the bumps and the bruises Of all the things of a two-time loser See I try to hold on, my faith is gone It's just another sad song And I think I'd better let it go (Let it go, let it go) Looks like another love T.K.O. (I think I'd better) Think I'd better let it go, let it go, baby (If I know what's good for you, girl) Looks like another love T.K.O. (I couldn't stand this pain much longer) Think I'd better let it go, let it go, baby (Whoa...oh...yeah) Looks like another love T.K.O. (Ooh...ooh...baby) (Oh, sometimes, sometimes I just feel like I wanna say) (I wanna say, mmm...mmm...) 'Cause it looks like another love T.K.O. (Tired of gettin' beat up by love) Think I'd better let it go, let it go, baby (Before it's too late, yeah) Looks like another love T.K.O. Think I'd better let it go (Yeah) Looks like another love T.K.O. (Hey, yeah, whoa, I think I'd better) Think I'd better let it go (Let it go), let it go, baby (Oh, yeah) Looks like another (Yeah) love T.K.O. (Oh, they say love is better the second time around) Think I'd better let it go (I can't stand on my feet) Looks like another love T.K.O. (I'm falling down, no, 'cause, 'cause, 'cause) I think I'd better let it go (Let it go, baby) _-__------_--_-__--_--__-_--__-_____ [ Street Tough by Ben E. King ] Album: Street Tough Track Available: On Chapter 2 (Investigation), the song that appears on the jukebox if you start the song using Tyler (soon Carla ordered to shut it off). Street Tough Living on the city street tough Living on the city street tough Living on the city street tough When you're street tough You came down the ups and downs of life turnin' you round You got to keep on moving on Places you know, people you see thats where you find The answers to survive, learning things as you go And now you're traveling down the path Of life where only fools dare to go And even though you're losing You know you just can't let it show When you're street tough You got to learn to be strong When you're street tough You got to take care of your own Street tough Win or lose live or die Street tough When you're street tough And through the years you hold your tears You have to face, you got to to survive Doing the things you got to do, you know you're better If you want to stay alive (stay alive) You're traveling down the path Of life where only fools dare to go And even though you're losing You know you just can't let it show When you're street tough You got to try for yourself When you're street tough You got to fight like hell to get somewhere Street tough There's nobody out there who really cares Street tough Lord, when you're street tough Living on the city street tough And now you're traveling down the path Of life where only fools dare to go And even though you lose sometimes You just can't let it show When you're street tough Living on the city street tough Living on the city street tough Living on the city street tough Round and round the chances go Where you'll stop nobody knows When you're street tough Lord, when you're street tough Whats right for you is wrong for them Don't wanna hurt nobody but you got to make it for yourself When you're street tough Living on the city street tough _-__------_--_-__--_--__-_--__-_____ [ Hang It Up by Patrice Rushen ] Album: Haven't You Heard: The Best Of... Track Available: On Chapter 17 (Double or Quits), during the basketball match between Tyler and Jeffrey. Also available during most of the sequences in the Bonus section (main menu) Hang it up Don't you know you got to Hang it up When you're on your [indistinct] Hang it up 'Cause you can't be [indistinct] Hang it up 'Cause you should be striving Hang it up You know you got to Hang it up _-__------_--_-__--_--__-_--__-_____ [ Try It Again by Bobby Byrd ] Album: On The Move Track Available: On Chapter 11/12 (Friendly Combat), during the fight in the ring between Carla and Tyler. When times seem to be hard Don't forget how long it took you to start Try it again Try it again When things just won't go your way Hold on and try another day But try it again Try it again Don't ever think that you can't make it All you got to do is try Don't give up, don't give up If you do you might as well lay down and die When you're trying to reach the top The more you try, the more you flop Try it again Try it again If you feel like you're trying too hard Just got to give yourself another start But try it again Try it again When things just won't go your way You got to come on and try another day But you try it again Try it again If you ever think that you can't make it I believe that you can make it Get on out there you can take it Get up...get out...get on down there If you're trying to reach the top The more you try, the more you flop You try it again You got to try it again Things just won't go your way Hold on and try another day But try it again You got to try it again You can make it [indistinct] Get on up...get on out... [indistinct] can you dig what I'm trying to say Get on up Get on out Get on up Get on out Get on up Get on out Get on up Get on out Get on up When you're trying to reach the top The more you try, the more you flop Try it again All you got to do is just try it again When things just won't go your way Hold on and try a another day But try it again Try it again If you feel that you can't make it Wait a minute you can take it Try it again Try it again If you feel like you're trying too hard Just got to give yourself a brand new start Try it again Try it again [7] _-__------_--_-__--_--__-_--__-_____ [ Just An Illusion by Leee John ] Album: In The Heart Of The Night/Nightdubbing Track Available: During the "Sam's Dance" Bonus entry (main menu), the song that is played on the background. Illusion...illusion...illusion...illusion Searching for a destiny that's mine There's another place another time Touching many hearts along the way, yeah Hoping that I'll never have to say It's just an illusion...illusion...illusion Follow your emotions anywhere Is it really magic in the air Never let your feelings get you down Open up your eyes and look around It's just an illusion...illusion...illusion Could it be that, it's just an illusion Putting me back, in all this confusion Could it be that, it's just an illusion now Could it be that, it's just an illusion Putting me back, in all this confusion Could it be that, it's just an illusion now Could it be a picture in my mind Never sure exactly what I'll find Only in my dreams I turn you on Here for just a moment then you're gone It's just an illusion...illusion...illusion Could it be that, it's just an illusion putting me back, in all this confusion Could it be that, it's just an illusion now Could it be that, it's just an illusion putting me back, in all this confusion Could it be that it's just an illusion now _-__------_--_-__--_--__-_--__-_____ [ No Good Man by Nina Simone ] Album: Nina Simone Anthology: The Colpix Years Track Available: On Chapter 1 (The Murder), it is the song played on the jukebox if you use it with the coin. No good man Loving on a no good plan, never treats me as he should And that ain't good He's always bringing me down He's no saint, heaven knows that's what he ain't Spends his money foolishly and not on me I'm the one who gets the run around I ought to hate him, but still I love him so 'Cause I require, love that's made of fire And in his arms I find, I always get that kind No good man Ever since the world began, there's been other folks like me Born to be in love with a no good man I ought to hate him, but still I love him so 'Cause you see I require, love that's made of fire And in his arms I find, I always get that kind No good man Ever since the world began, there's been other folks like me Born to be in love with a no good man _-__------_--_-__--_--__-_--__-_____ [ Sandpaper Kisses by Martina Topley-Bird ] Album: Anything Track Available: On Chapter 19 (Dark Omen) played at the stereo in Carla's apartment. Sandpaper kisses, papercut bliss Don't know what this is, but it all leads to this: You're gonna leave Her You have deceived Her Just a girl Ooh just a girl with featherweight curls To expose all she knows you play like tease Just a girl with featherweight curls To expose all she knows you play like tease You're gonna leave Her You have deceived Her Just a girl I want the soul of something simple to take home with me The world as someplace simple it's my home you see You're gonna leave Her You have deceived Her Just a girl, a blood red pearl M i s c : E n d i n g s [sub5.4] There are a total of three endings you can get; the normal, bad and worst ending. In between these there are different cut-scenes in the "Final Countdown" chapter where you can obtain. Those, I'll leave them to you to discover. Here, I'll include the requirements for each ending: [ The Normal Ending - Human Wins ] In this ending, the A.I. and The Oracle lose. Lucas representing the human race wins. Overall, the best ending we can get to. Requirements: - Defeat both parties (The Oracle and A.I.) as well as the soldiers. - If you lost the girl to The Oracle in "Where is Jade?", as Carla hit the soldier with the object on the floor. - If you handed the girl over to Agatha in "Where is Jade?", refuse to give the child to The Oracle. [ The Bad Ending - The Orange Clan Wins ] In this ending, The Oracle wins (Orange Clan seeks victory). No adverse effect have taken place on Earth after the battle ends, but maybe shortly or soon? This is the bad ending. Requirements: - Generally, you lose to The Oracle to obtain this ending. Carla will come to the rescue. Let the timer run off. - If you lost the girl to The Oracle in "Where is Jade?", as Carla hit the soldier with the object on the floor. Then, simply lose to The Oracle nevertheless. - If you handed the girl over to Agatha in "Where is Jade?", defeat the A.I. Choose to save Carla after defeating the A.I. [ The Worst Ending - The Purple Clan Wins ] Humans are forced to live underground. This is the worst ending. In this ending, the A.I. (purple clan) wins. Humans are hunted down and killed. Requirements: - Generally, you lose to the A.I. but only after defeating both The Oracle and the soldiers. - If you lost the girl to The Oracle in "Where is Jade?", hit the soldier with the metal object on the floor. Then, defeat The Oracle, but lose to the A.I. As Carla, simply let the timer finish off. - If you handed the girl over to Agatha in "Where is Jade?", simple lose to the A.I. As Carla, let the timer finish off. That's pretty much everything you need to know on the endings. Good luck on getting them all. To be honest, I have yet to get all those small different cut-scenes myself. I have gotten all three endings though. _-__------_--_-__--_--__-_--__-_____---_-_-____--__--_ 6. C R E D I T S [creditsmenu] I'd like to thank myself like I always do and also the administrators of GameFAQs in charged of the site for their continuous great work for running the site and for hosting my previous guides/FAQs. That's all for this game. I'll wrap my things and get going. I have things to work on, but I will always write guides in the future, and hopefully we'll see a sequel to this. _--__-_____------_--__-___- Thanks to GameFreeek for reminding me of calling Sam using the payphone, which adds to your Mental Health in Chapter 1. Credit goes to "Kim" for the feedback regarding the missing Bonus Card in the guide. Also, thanks to "Rani Khair" (ranikhair@hotmail.com) for the corrections on the Bonus Card section. _-__------_--_-__--_--__-_--__-_____---_-_-____--__--_ Before I end the guide... 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