FAQ/Walkthrough by Satanic Nemesis2K

Version: 1.01 | Updated: 07/01/05 | Printable Version

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                            T W O   M E M O R I E S

Another Code: Two Memories FAQ/Walkthrough
System: Nintendo DS
Last Updated: 28/6/05
Written By: Satanic Nemesis2K
Version: 1.01

|Table of Contents_____/

-1.1-FAQ Introduction
--1.2-Game Introduction

2.0-Game Information
-2.1-Basic Controls
---2.3-Search Screen
----2.4-Dual Another System
-----2.5-Misc. Tips

-3.1-Chapter 1
--3.2-Chapter 2
---3.3-Chapter 3
----3.4-Chapter 4
-----3.5-Chapter 5
------3.6-Chapter 6

-4.1-Item List
--4.2-DAS Card List
---4.3-Alternate DAS Cards

5.0-Important Stuff
-5.1-Copyright Notice
--5.2-Contact Information


|1.1-FAQ Introduction_____/

Hello! My names Satanic Nemesis2K and Iím an FAQ writing virgin. I have been
a user of GameFAQS since 2000 (under a few different aliases) and in all my
time here I have only wrote a couple of reviews and submitted a handful of
Codes. Yeah I am a lazy sod who likes to mooch off others hard work. Well
tonight Iím making a stand and I am giving back to the community.

What better game to start an FAQ for than one of my favorite releases of
2005, 'Another Code: Two Memories'. This FAQ was started at 12:24am on
the 28th June 2005.

Note: 'Another Code: Two Memories' will be abbreviated as AC:TM throughout
the rest of the FAQ/Walkthrough unless stated otherwise.

|1.2-Game Introduction____/

AC:TM is an Adventure game made by the not too popular Cing studio. It
was released in Japan on the 24th February 2005 and was well received
by Famitsu (one of the most respected games magazines in Japan/world)
with a 35/40 score. As you can see it's an impressive score, but there 
was no news whether or not this game would ever see the light of day in
North America or Europe. After a few months of waiting Nintendo of Europe
finally dated its European release on the 24th June 2005 while North
America would receive it around the 26th of September later the same
year along with a new name, "Trace Memory".

Set in 2005, AC:TM sets you in the role of a young girl named 'Ashley'. 
Ten years ago Ashleyís parents went missing, she thought them to be
dead. That was until the day before her 14th birthday, when she
received an unusual package. Inside was a letter from her father asking
for her to come meet him at a deserted island called 'Blood Edward Island'.
The letter was also accompanied by some sort of gadget, the 'DAS'
(Dual Another System). Its up to you to help Ashley find out what happened
to her parents and uncover the truth behind the secret project known only
as 'Another'.

                             2.0-Game Information

|2.1-Basic Controls_______/

Both the style and/or the buttons can be used for AC:TM, which you
choose is pretty much down to personal preference. Although I find
it easiest to use the D-Pad to move and the stylus for everything else.


Start - Open the 'DAS' / Skip cut-scenes

Control Pad - Move Ashley / Move cursor / Navigate menus

R Button - Take Photograph / Rotate photograph right

L Button - Rotate photograph left

A Button - Examine / Speak / Confirm Selection / Skip Dialogue 
(Use A + R to skip faster)

B Button - Back to previous screen / Cancel selection

X Button - Open inventory


Using the touch screen is pretty self explanatory.  


Ashley Mizuki Robins
The star of the show. A young thirteen year old girl who begins her journey
to find her father with whom she had thought had died along with her mother
when she was only three years old. Ashley is determined to uncover the truth
behind her parents disappearance and will overcome any obstacle she can to
get there.

Richard Robins
Richard is the father of Ashley. A scientist who worked alongside Ashleyís
mother in a biometrics laboratory. He is also responsible for creating the
'DAS', which he sent to Ashley the day before her fourteenth birthday. He
was thought dead for the last eleven years.

Sayoko Robins
Ashley's mother, who has also been thought dead for the last eleven years.
Sayoko's a brilliant scientist who was born in Japan. She worked alongside
Richard Robins.

Jessica Robins
Jessica is Ashley's aunt. She is the younger sister of Richard. Apart from
being a chemistry teacher at a nearby college. She also cared for Ashley since
she was three years old. She knows some secrets about Ashley's parents, but
wont willingly share them with Ashley.

D is a ghost that roams Blood Edward Island. He died 57 years ago and has no
memory of his life or how he died. He meets Ashley at the start of her search
for her father and joins her to help learn about his life and maybe move on to
the afterlife in peace.

The Captain
The captain of the boat that takes Jessica and Ashley to Blood Edward Island.
He gives Ashley some good advice for her journey but also has a fear of Edward
Blood Island, and doesn't want to stay any longer than he has to.

|2.3-Search Screen________/

When you are playing the game you will notice that the bottom screen
will show an 3D Arial view of Ashley and her surroundings, while the
top screen displays a static image from Ashleyís viewpoint.

When you have found an area that you can investigate the 'Magnifying
Glass' icon on the touch screen will light up and become selectable.
When this is selected the Static image will double onto the touch screen.

Now you will be able to place the cursor on items and objects on the
picture and use the icons in the top right corner of the touch screen to 
examine/obtain them, take a photograph or use any item you have in your

The DAS icon on the touch screen is always available.

|2.4-Dual Another System__/

The DAS is a nifty little gadget if ever you seen one. It looks exactly
like a Nintendo DS but instead of the Nintendo logo on the top it says
'DAS'. It also takes little DAS cards which look (yet again) exactly like
DS game cards.

You can access the DAS at any time during the game by pressing the 'Start'
button or if you are using your stylus press the little DAS icon on the
touch screen.

Once you have entered the DAS menu screen you will be greeted with a
variety of options. Press left or right on the D-Pad to select the icon
you want then press A to activate it (alternatively use the stylus to

With the DAS you can:-
* Read messages found in any DAS Cards you find during your adventure.
* Browse your inventory & read their descriptions.
* Take, View, Superimpose photographs.
* Save/Load your game state.
* Activate Another I & II

To superimpose a photograph, first select the photograph option on the
DAS. Now that your in the view mode you will be able to flick through any
photographs you have taken thus far. Using left and right on the D-Pad
selects which photo you would like to choose as the bottom layer, then
press up on the D-Pad.

Your picture should now be on the top screen of the DAS. When the bottom
layer has been chosen find another photograph you would like to put over
the top of it. When you find that photograph press the A button to bring
up two new icons. The left icon will show the photo on top of your first
photograph, while the right icon will deleted your photo permanently. Be
careful what you choose.

|2.5-Misc. Tips____________/

* You can enter 'Sleep Mode' by closing over the DS.
* While holding down A, hold R to skip repeated dialogue quicker.
* To slow down the cursor speed hold L when using the D-Pad.
* There are only two save slots in the game.
* You can hold 36 Photos. The icon will show them in 4 blocks of 9.
* Double tap the touch screen when in search mode to examine objects.


|3.1-Chapter 1____________/
 The Meeting with D

Once the flyby on the boat has finished, press the chat icon twice to talk
to Jessica. You will find out that Jessica knew your father was alive all
along but gets hesitant to talk about your mother. Straight after you talk
to Jessica about everything you can you will dock at Blood Edward Island.

Richard isn't waiting for you at the docks, so Jessica decides that
she should go have a look for him while you stay behind with the sissy
captain (how fun). Press the chat icon on twice to talk to the Captain.
After you chat away with the captain about the history of the Island & 
the Edwards the strange old man will give you something to suck on... sweets!
Grea, now Jessica has gone missing!

Follow the path to the right until you come to a bridge. Before you stand
on it the bridge will lift, preventing you from crossing. Search the bridge.
You should notice a machine with a lever on the right of the bridge. Examine
it, then examine the handle. Now use your stylus to grab the handle and
rotate it in a clockwise direction in 2 full turns. The bridge should drop.
Now cross it.

Path to the Woods
Continue forward following the path until you meet a gate with a broken
sign to the right of it. Examine the broken sign to fix it. This is
randomized every time, but you shouldn't need me to tell you how to do
this. Just rotate the parts and put them into place. Itís VERY easy!
Woooo, you fixed the sign and nowyou know where the entrance to the
Edward's Mansion is for later reference. Keep examining the gate until
it tells you that the keypad is missing a gear to make it work. The
gates are locked for now, so follow the path right to a new screen. 

Keep following the path up until you come to broken rocks then take a right.
Enter the graveyard. Continue to the far right wall and examine the big stone
blocking the hole in the wall. Put the stylus on the center of the big stone
and drag it to your right. Eventually you will move it enough to uncover the

You have now had your first encounter with D... The ghost!! Its ok though,
he's like Casper. So do what you got to do and talk to him. The poor little
sod can't remember a thing and it is preventing him from moving on. You will
help him gain his memory throughout the rest of the game, so get used to his
mind reading ways. Also, now you know why its called "Two Memories". Anyway,
he will disappear for now when you remind him about his father. When he goes
just walk on through that gaping hole in the wall. Follow the trail right to
the next screen then follow the path to the left.

Gold Mine
When you can get no farther left you will notice to the south the rocks
that blocked your path earlier, continue up until you come to a gold mine.
On the far left of the mine you will see a machine that is rusted with age
and broken. Examine the plate on the machine, Ashley will try to scrape off
the rust but its no use you need something stronger than your fingers. 

Leave the machine for now and go left to the cart full of rocks and
examine the red toolbox on the ground. Take the gear. To the right
of the cart you will see a water tower, examine it. Now examine the
red toolbox near the water tower. Take the metal brush, now use that
metal brush to uncover the rusty plate on the machine. Examine the machine
then press the inventory button to use the metal brush. Now get scrubbing!
Remember the logo that you uncovered, you will use it next.
Now for a little backtracking, return all the way back to the gate of the
Edward's Mansion, were you fixed the broken sign.

Path to the Woods
Now examine the gate until the keypad shows, then use the gear to get it
working again. You will now have various pictures. Remember that logo from
earlier? No!? Oh well, here is the combination. Just press the buttons I
have circled:

 1  2 (3)
 4 (5) 6

As far as I know the button press isn't random, and that combo should
work. When the gates open follow the path north until you come to the
Path to the Mansion.

Path to the Mansion
Follow the path north until you reach the gate to the mansion. Oh noez the
gates closed and there is no way to open it. Pah, examine the hand on the 
left of the gate then the empty hand on the right, make sure you examine the
empty hand until Ashley says "Ah this must be..". Now letís go find a sphere.
Leave the gate and go into the room on the left. You will find Jessica's
glasses automatically, continue in through the door.

As soon as you enter you will be standing on a white lab coat, examine
it. On the right hand side you should notice a little corner of a photo
sticking out, pick it up. It's a photo of Ashley and Sayoko. Examine the
area in the bottom left, you will see astack of books, some falling over.
If you examine them you will find DAS card #00, pick it up. Examine the
briefcase on the table, then pick up the document inside. Leave the table
and look behind you, there should be 2 crates, the left one is open.
Examine the left crate. Irons Spheres! Just what you needed. Grab any small
iron sphere and leave the Porter's Lodge back to the gate.

Talk to D about Franny and his father. Now that he is out of the way, use
the iron sphere on the right 'empty' hand. This mini puzzle can be a bit
of a pain but if you keep at it you will get it no problem. You just have
to drag the stylus from the center of the sphere up. Hopefully this will
throw it up to the top screen. Now you have to throw it into the empty hand.
Once that is done, the gate will open. Now you will have your first memory
test. You get these at the end of each chapter.

***Memory Test #1***

Q: A few days ago, I got a letter from my father. Before that I believed
   that he had died when I was three. Using the letter, I tracked him to
   the island, but when we arrived, he wasn't there. The first person who
   went to look for him was...

A: Jessica


Q: In the past there was a wealthy family that lived on this island. But
   they died of mysterious causes, leaving the island empty. The name of
   the family was...

A: The Edwards 


Q: After I moved a big stone slab from a hole in the cemetery wall, I met
   a ghost named D. At first, D didn't have any memories of his life. But
   when he talked to me, he remembered something. It was...

A: About his father


Q: I found Jessicaís glasses by the door of the porterís lodge. I went 
   inside the lodge looking for her. There I found a DAS card containing
   a message from Dad. I also found a briefcase in the porter's lodge.
   Inside the brief case, there was...

A: An essay cover

|3.2-Chapter 2____________/
 The House of Lawrence

The game will pick up at the entrance to the Edward's Mansion, you will also
notice D will follow you around.. get used to this. Continue forward and up
the steps tot he door and D will start a conversation with you. D will
remember a little more about himself and his father. Enter the mansion's
Entry Hall by walking through the doors.

Entry Hall
You are in a big round room with a painting on the left and another on the
right, in the center of the room is a statue, beyond that is a door that
will lead into the mansion. Walk over to the door to spark off another chat
with D. If you have the photograph of Jessica still in your DAS you will 
show it to D, if not it will skip a little bit of the chat. When the chat
is over examine the door, it has a keypad and you don't know the code just

Leave the door for now and walk around to the painting on the left side of
the room and examine it. When the painting has filled the screen you will
notice the numbers 1 & 8 with odd symbols around it. Take a photo of it
with your DAS then run over to the painting on the right of the room. Examine
the other painting and take a photograph of it as well.

Now its time for a little superimposing. Enter the DAS menu and select the
photo icon. Place the photo of the bird facing left on the top screen then
select the photo of the bird facing right to be imposed over it. If you
move the overlay to the left you should notice a four leaf clover, in the
corner. align the pictures so the clover is complete and you will see the
numbers and their order in roman numerals. This code for the door is: 1128.
Go and open the door with your new found code.

Hallway #1
Your now in Hallway 1, which is a long corridor with two doors on each side
and a painting at the very end. Examine the painting to find that it is
D's great grandfather, Lawrence Edward and uncover some of D's memory. Ashley
can hear a piano playing so you best check it out. Enter the Music Room by
taking the upper left door in the hall.

Music Room
Go to the north bookshelf in the room and Ashley will automatically pick up
the essay pages. Examine the bookcase and you will see a few white books in
the upper left shelf of the case, examine them. Examine the books closer and
you will try to rearrange them, but you cannot do it right now as the books
are incomplete. We will come back to it later. Before you leave the bookcase
examine the display case to the right of it you were just at to find DAS
Card #902. Now, leave the music room and go straight across the hall into
the Butler's Room.

Butler's Room
When you enter the room head to the right were the desk is, and examine the
desk closer. There are eight drawers, four on the left and another four on
the right. Examine the top right drawer to find DAS Card #901. Look closer
at the white notepad sitting on the desk. Pick up DAS Card #01. Examine the 
notepad and you will get a new puzzle, you have to use a pencil to cover
the page to find out what was written on the page that was ripped out. Damn,
the lead on the pencil broke! Before you leave the desk examine the bookcase
to the left where you will find the first of three white books. Now you have
collected the Y Book.

head just a little south of were you enter the room there will be two white
sofa's and a white fireplace. Examine the fireplace closer. There is a piece
of charcoal in the fireplace, pick it up and use the charcoal on the notepad
in place of the pencil. All you have to do is rub the stylus all over the
touch screen, until the words "Bill will come" appears.

Go up the stairs until you see the three wardrobes. Open the left wardrobe to
find the letter from Leonard Edward. Check the middle wardrobe to find the 
Photo Album. Finally check the right wardrobe to find a scroll, the butlers
records and a case. After reading the book examine the scroll, its the Edward
Family tree. For future reference take a photograph of it. Now examine the
case. You will come to a sliding puzzle.

There are quite a few people who find these puzzles hard. I have no strategy
for you apart from keep at it. Some people have a knack for these puzzles
while others could spend all day.

When you have completed the puzzle you will be given a Silver Medal. Head
back to the Entry Hall when your done.

Entry Hall
Go the statue in the middle of the room and examine it. The base of it has
a slot, for say.... a silver medal? Use the medal and the birds will drop the
Clover Key. When you get it head back to Hallway #1.

Hallway #1
Examine the lower left door and use the Clover Key to unlock it. Enter the

Golden Bird Room
Go to the upper left of the room and follow the stairs up. You will come to a
cabinet, examine it. Ashley will notice there is something in it. There are
eight windows like this:

 1 2 3 4
 5 6 7 8

Examine window 7 so Ashley will notice a glass with a key inside. Pick up the
key. Now you have the Second Clover Key. Examine the bookcase north from the
entrance to the room, pick up the second white book you can see. You have now
obtained the E Book. Go to the table in the bottom right of the room and
examine the brown briefcase beside the white dolls (remember them dolls for
later), it used to house a gun but it is now empty. This will help jolt D's
memory. Thatís you done here, now leave the room.

Hallway #1
Cross the hallway to the door opposite the one you came from. The door is lock
so use the Second Clover Key. The door still wont open! Try using the first
Clover Key you got. Still nothing. Ahh, but if you merge the two...

Place the bottom key on top of the upper key, make sure the teeth are facing
in the opposite direction and that the heads of the keys form a four leaf
clover. The keys will combine to make one. Now you have to unlock the door.
Drag the key into the keyhole and spin it around in a clockwise direction 
until the door unlocks. Shazam! Enter the Silver Bird Room.

Silver Bird Room
As you enter the room, go north to the bookcase. Examine it, and grab the
third white book. The N book. When you get the book head to the bottom left
of the room, you will see a rug covered in blood. Ashley will comment on it
and D will get another piece of his memory back. Examine the fallen birdcage 
to start a chat scene with D and to help him recover more of his memory. When
you are done talking about men in jumpers head up the stairs to the north. 
Beside the bed is a next and a cabinet. Examine the desk.

Examine the red diary to find out that a page has been ripped out. When your
back to looking at the desk examine the torn paper beside the book to get
another piece puzzle. You know how this is done, you grab a piece and rotate
it then put it back together with the rest of the pieces until its one again.

When the page is back together you will find out about Henry acting odd. Leave
the room and head back to the music room.

Music Room
Go to the bookcase to the north and examine the white books you where playing
with earlier. Use one of the white books from your inventory to activate the 
book puzzle.

At the bottom of the books there are letters, press the books on the touch
screen in the following order:


You will notice it spells HENRYTHOMAS which are two of the Edward's. Take a 
photo of the completed books so you can do the piano puzzle. When thatís done
head over to the piano and use it. D will remember another bit of his past.
Use the piano again to play the "secret melody". The books should appear on 
the top screen while the piano keys are on the bottom screen.

For the piano puzzle all you have to do is play the zodiac keys that 
correspond to the order of the books. If you number the keys as
1 2 3 4 5 6 7 8 here is the order you need to play:

4 5 6 5 1 5 6 5 1 6 4

When you play the piano successfully the bookcase will shift to the right
to uncover a secret door. Chapter 2 completed!

***Memory Test #2***

Q: With D, I entered the mansion once occupied by the Edward family, in the
   hope of finding my father. In the entry hall there were two paintings and
   a bird sculpture. The key was hidden as part of the bird sculpture...

A: Key to the Golden Bird room


Q: In the wardrobe in the Butler's room, I discovered that Leonard, the son of
   the master of the mansion, had left the house and had two sons. Leonard
   fell ill and died young, so the master, Lawrence, gained custody of the
   boys Henry and Thomas. In preparation for their arrival, Lawrence arranged
   two special room. These two rooms were call the Golden Bird room and...

A: The Silver Bird room


Q: Who is D's father? D still cannot remember his name... And I still haven't
   found my dad... But I have been able to find some evidence leading me to
   him... The DAS card I got in the Butler's room said Dad was deep inside the
   mansion. And the message that was on the white notepad... The name that was
   on that note was...

A: Bill


Q: So in order to advance any further in this mansion I had to solve the
   puzzle with the books in the music room. In order to solve the melody
   puzzle, I found three books. There was the Y book, the N book and...

A: The E book

|3.3-Chapter 3____________/
 The Memory of Franny

Hallway #2
Welcome to chapter 3 and the 2nd hallway. As with the first hallway there
is four doors. Two on the left another two on the right but this time instead
of a painting at the end of the hallway there is a hidden door. Letís get
going though, start walking down the hall until a cut scene activates showing
D remember his friend Franny. He mentions the art room, so letís go there 
first. The art room is the first door on the right.

The Art Room
When you enter the room you will see a small table at the very top left of
the room. On top of the table is a DAS card and a page, examine the page.
It is a picture Richard drew, its how he imagines Ashley looks now. Pick up
the DAS Card #02 when you finish looking at the drawing.

Move south to the easel and examine the drawing of Franny on it. Examine it
closer and D will regain a little more of his memory. Take a photograph of the
drawing for later. We are done with the art room for now, we will be back soon

Hallway #2
When you enter the hallway just cross the hall to the left and enter the door
opposite the art room door.

Henry & Marie's Bedroom
As soon as you enter the bedroom you will see a wardrobe directly in front of
you. Examine it to find DAS Card #904. Continue to the middle of the room 
where the coffee table and sofa is. Examine the table and you will see a 
sealed green bottle with something inside (make sure you examine it closely).
You can't open it just yet, but we will be back for it.

Walk over to the area with the two beds, if you look between them on the 
dresser you will see four dolls on a music box, although one of them is 
missing (examine them until Ashley mentions them). If you remember earlier 
when you were in the Golden Bird Room there was a doll with a drum on the 
table. Well we have to go back there. So start backtracking.

Golden Bird Room
Go to the bottom right of the room and look at the desk. Grab the doll that 
has the little drum and leave. Go to the Art Room first though.

The Art Room
When you enter this room head north until you come across a chest and a few
paintings on the wall. Examine the chest until it opens. There is a load of 
items but all we need is the hammer, grab it and head back to Henry & Marie's

Henry & Marie's Bedroom
Go back up to the coffee table in the middle of the room and examine it. When
you see the table on your touch screen use the Hammer and you will get to
smash the bottle.

This is simple enough, just keep tapping the side of the bottle with the
stylus until it shatters. Inside the bottle you will find the Golden Bird Key 
and a letter to Henry from Marie.

run up to the music box with the missing doll and examine it. Use the Drummer
Doll to put it back into its place. You will find out that it needs a key to
make it work. We don't have that key yet, but we will be back when we get it.
So for now, leave back into Hallway #2.

Hallway #2
Go to the end of the hallway were there are two vases and two candelabras.
Examine the wall until Ashleyís says it is a dead end and D mentions that there
are more rooms past it. We will need to know that for later. Go to Franny's
room by entering the door to the upper left of the hallway.

Franny's Room
When you enter the room look to the south until you see a Teddy Bear on the
top screen. Examine the teddy closer to make Ashley reminisce. When youíre
done with the bear run over to Franny's bed and examine the ribbon on top of

Go over to the desk beside the bed and examine the top drawer on the
table to find DAS Card #903. After grabbing the card look at the sketchbook
on the top of the desk. Open the sketchbook to see an unfinished woodprint.

When you have finished looking at the sketchbook examine the bottom left shelf
on the oddly shaped bookshelf (beside the desk you were looking at) to find a
Wooden Box. Open the box to find a pair of Stamps. Look at the Sketch book 
again, only this time use the Stamps on it.

This puzzle had me stumped for a while and when I figured it out I could only
smile at the very effective use of the DS. One of my favourite puzzles. If you
look at the top screen you will see the base of a stamp while the bottom 
screen shows the unfinished picture. What you have to do is close the DS over
until both screens are touching in order to use the stamps. Do this twice to 
complete the picture.

We are done with this room for now, so leave. On the way out D will remember
another part of his past. You will find out that Thomas is D's father.

Hallway #2
Cross the hall into the door opposite to enter Henry's Study.

Henry's Study
When you enter the room walk left a little until you see a table surrounded
by sofa's. Examine the table then take a closer look at the picture frame.
The image in the frames will fill both of the DS' screens. This was a puzzle
that had me stuck for a while and it is quite a genius one too.

When the frame is in both screens close over the DS enough so that its nearly
closed but not on sleep mode, the reflection of the top screen should be
showing on the bottom screen. The key will be inside the book and the shapes
will make the letter F and the number 3.

Leave the table alone and go south a little, there you will find a lot of
books. Examine the bookcase closely then, using the letters at the top, check
the shelf F3. When it does a close up on the books, examine the thickest
book there. It has the letter 'I' on its spine. Now you have found the key
to the Music box in Henry & Marie's Bedroom. Before you leave go over to the
fireplace and look at the painting above it. It is a picture of angels, three
are more coloured than the rest. The trumpet, the flute and the drum.
Remember those for the next puzzle. Time to go to Henry & Marie's Bedroom.

Henry & Marie's Bedroom
Go up to the beds, examine the music box closely and use the music box key.
Put the stylus over the key on the right and wind up the music box by dragging
the stylus down. Now while the key is turning press the buttons under the 
angel with the flute, the angel with the trumpet and the angel with the drums.

Ashley will mention that she heard something move. Exit the room and head back
into Henry's Study again. 

Henry's Study
The fireplace has moved revealing a hidden room. Run over and enter Henry's
Secret Room.

Henry's Secret Room
This room looks like the inside of a shed. Just below the door you came
through is a wooden box, press the search button then examine the left of the
two crates. Inside will be a box of matches (grab them) and two photos. 
Examine  the pictures. You will be asked to spot the differences in them. The
differences are the candles, they are lit differently in each picture so press
the candles with your stylus to pass this puzzle.

Move left and you should see a a covered wooden box under a shelf. Examine
it and you will find a baseball behind it, which you will need. When you get
the baseball examine the suitcase on top of the shelf. You cannot reach it,
use the baseball to knock it down. 

This puzzle is just like earlier when you were trying to throw the iron sphere
into the hand. You just have to put the stylus on the ball and move it upwards
in the direction of the suitcase. After hitting it a few times it will fall to
the floor. Look inside the suitcase and grab the shoe that once belonged to D.
Thats us finished with this room, head back to Hallway #2.

Hallway #2
Go back to the end of the hallway were the candelabras are and use your
matches on them. You have to light the candles in the same fashion as they
were on the photo that shown the hidden door open. Light the candles I have
circled below.

   2 (3)       6 7
(1)     4   (5)   (8)

Congrats you have completed chapter 3!

***Memory Test #3***

Q: Whilst looking for my Dad and trying to find D's memories, we walked
   through a hallway and into the art room. There was an old drawing
   of Franny in the art room. The person who drew the picture was...

A: Henry


Q: There was another drawing in the art room. It had Dad's signature on it
   The drawing was of...

A: Ashley


Q: After I read my dad's message on the DAS card, we walked around the mansion
   looking for his research lab. In Franny's room I discovered...

A: D's father's name


Q: In the bookcase in Henry's study, we found a key for the music box. I
   played the music box by using the angel dolls, which triggered the
   fireplace in the study to move. We found a hidden room behind it. In the
   hidden room, there was a suitcase. Inside it we found...

A: A shoe

|3.4-Chapter 4____________/
 The Reunion with the Father

Dining Room
When you start off Chapter 4 you will be in a dining room. Run over to the
left of the room and examine the fireplace. If you look inside the fireplace
you will see a burnt scrap of paper, it is the burnt essay. Grab it. Go back 
to the table and look at the bottom left corner of the table to find a news
paper that has an article about Sayoko's murder. Read it to trigger another
flashback. Go right from the newspaper and Ashley will pour her heart out to
D. After D convinces you to continue, exit through the door on the right.

As soon as you enter the lounge D will mention the static noise in the
background. On the bar at the bottom of the room you will see a radio
examine the radio closely to turn the noise of and to play the good
old music you are used to in AC:TM.

If you picture both dials as a normal clock the position you need to put
the red marker in is: 

Left dial 10
Right dial 6

That should do the trick, if not just work at it until you hear the music.
When this is done a man will enter the room. Who is he? Is it your father?
A short cut scene will trigger. After the short scene, talk to the man 
standing in front of you. After you find some information and the discussion
is over, move too the right and there will be a table half covered in a cloth.
Examine the top of it then look closer at the lighter in the ashtray, it will
have the initials B.E. (Bill Edwards maybe?). Exit through the door to the

Hallway #3
This hallway has to doors, one on the left and a locked door with a keypad on
the right. You donít have the code just yet so go left until you see a blue 
painting on the wall opposite the door. Examine it until it fills the touch
screen and take a photograph of it. Leave through the door across from the 
painting, we will use that photo in a bit.

To the left of you is a door down some steps and to the right is a run down
kitchen. Before you check out the room run left, over to the door and examine
it. It has a rope around the handle, you need to examine it to get the knife
from the kitchen.

Now, run over to the kitchen, but stay on the south side of the bench.
There is nothing on the north side worth checking. Examine the refrigerator
area in the kitchen. On the very far left of the refrigerator picture is a 
cabinet, examine it to get a close up. Now check the drawers for DAS 
Card #905.

When you got the card go to the bottom right corner of the kitchen and check
out the oven. Inside it is a Knife that we will use to cut the rope on the
door over to the left. Before you jog over to the door check out the blood
stained hanky on the bench. Now go to the door and use the knife on the rope.

Drag the stylus from the top of the rope to the bottom in order to cut
it. This is easy. Just keep at it though because it can take a little while.

Storage Room
Its Jessica!! Run over and talk to her to see what is going on. When you are 
done talking to her examine the picture frame behind her, it will be covered
in dust. When you examine it close enough for it to fill the touch screen
blow on it to remove the dust and unveil the painting. When thatís done
examine, and take a photo of it. Now this puzzle had me stumped for a bit.

Enter your DAS and select the photographs icon. Scroll over to the blue
painting took a photo of before you saw Jessica and superimpose the orange one
on top of it. You will notice that there are two marks on the picture. Move
the orange photo so its marks overlay the one's on the blue photo. It should
show the numbers, 2369. Thatís the code to that locked door. 

Now that we are done here, leave the room and head to Hallway #3 and enter
the code into the door to unlock it.

***Memory Test #4***

Q: After solving the mystery of the candelabra of the last hallway we went
   into the dining room. In the fireplace, we found...

A: The burnt essay


Q: In the old newspaper that I found on the dining table, there was an article
   about the murder of my mother. After reading it, I remembered the night
   when my Mum was killed... My recurring nightmare is of the night she died.
   The chief murder suspect named in the article was...

A: Richard


Q: I asked my dad about the things that were written in the article. I asked
   him who murdered Mum. He replied...

A: He didn't kill Sayoko


Q: After waiting for Dad for a while, I went off to look for him. I headed to
   the back of the mansion. The doors between the kitchen and storage room
   were tied shut. What did I use to open the doors to the storage room?

A: A rusty knife


Q: Though Jessica was out of sorts and exhausted, she was fine. I was relieved
   to find her. Who did this to her? It was...

A: Bill

|3.5-Chapter 5____________/
 The Second Another

Hallway #4
Yep another hallway. There are two doorways now, on the right and a locked
one to the north. Enter the door on the right.

Lawrenceís Room
At the top of the room is a painting of three men above a fireplace, examine
the painting and each person on it to regain a little more of D's memory.
When you have done that examine the bookcase to the right of the fireplace to
get DAS Card #906.

Go down to the desk at the right of the room and examine the metal object on
the small table. It will bring up a new puzzle, you have to spin the zoetrope
in other to see moving pictures. After spinning it for a while you will
realize it doesn't work, you need special paper. Leave the zoetrope and get
ready for a little backtracking. You need to return to the Art Room which is 
in Hallway #2. Once you are back there check the chest that you took the
hammer from earlier and pick up the reel of paper.

Once you are back to Lawrence's Room use the paper on the zoetrope. Spin it
again and you will see the moving pictures. To spin it you need to place
the stylus on the right of the zoetrope and slide it to the right, do this 
repeatedly and quickly to see the pictures. (Make sure that you open the
picture to its full limit for it to register with Ashley)

You will see a hummingbird fly from flower to flower in a tree, you need to
remember its pattern to pass a puzzle soon. Now that we have finished with
the zoetrope you need to examine the desk beside it. The drawer will be locked
use the Golden Bird Key to unlock it and read the diary.

Head down to the bottom of the room and run past the bed until Ashley mentions
that she hears a noise. Beside the bed will be a nightstand with a lamp
on it. Look at the night stand to find the will. Read it then examine the
painting on the wall beside the white sofa beside the bed to activate a

You have to press the flowers on the tree in the order the bird did.
Here is the flowers below and the order in which to press them:

3       1
5       x

X is the flower you donít use. Once you pass that the painting will open and
uncover a hidden room.

Hidden Room
You will find a guy lying on the floor of the room, keep pressing his face
in order to wake him up. Before you talk to him offer him a sweet in order
to get the chocolate. Now you can talk to him and find out who the heck he is.
After you talk to him he will run off and leave you, ignore that for now and
examine the typewriter that was behind him. You will see a letter, read that.

When thatís done run over the right and look search the safe area. On top
of a suitcase is a letter. Read that and then examine the inside of the safe
to see the account book. Exit the room and head back to Hallway #4.

Hallway #4
The door to the north is now open, that man must have come this way. Follow
him on through.

Research Lab
You will be confronted with a locked door here. Look at the door and examine
the window more closely. This puzzle was a little confusing to me at first
but its really simple. When the window takes up the top screen blow on the 
mic to make the numbers for the keypad appear. The code for the door is
58198 31220, unlock the door and enter the research lab.

You will be locked in here, look at the left side of the room to see a row
of file cabinets. In the first one is a file with the Another Report. Grab it
and examine the shelf above the filing cabinet you found the report in. You
will get the DAS Card #908. 

To the bottom right of the room you will notice a very large book case beside
a smaller one. Examine the small book case to get DAS Card #907. Now examine
the bear and the photograph beside it, on the photo you will have to look
at each person on it to recover your memory.

Go to the top of the room and search the computer desk. Beside the monitor is
a small photograph, examine it then look at the man, the baby and the woman.
DAS Card #991 (White) will appear from the bottom of the photo frame when you
examine Sayoko. Now examine the monitor screen. Click on all the icons on the
computer to gain all the information you need. When thatís done with run down
and examine that teddy bear you looked at earlier again to find the last DAS
Card #992 (Red) in its back. Once you have it run up to the doubles doors
at the top of the room, they will open automatically.

Head to the end of the huge empty room. When you reach the end, look at the
keypad on the left. It will require two codes, both these codes are mentioned
on DAS Card #991 and #992. The codes are:


Once they are entered into the console the door will open and you will finally
see the invention known as 'Another'. Run up to it and talk to your Dad. 
After you have discussed everything run to the top of the room until Ashley
talks to herself. Time for some questions.

D's Questions

Q: Ashley what are you going to do? Do you want to know the truth? The
   truth about your mother and father?
A: I want to know the truth


Q: Ashley... Do you think your father killed your mother? 

A: No, he didn't kill her

Research Lab
Run over to your father to talk to him again. He will jump into another and
leave you to activate it. Use your white DAS card first to view Richards
current memory. When thatís finished, use the red DAS card to recover the true
memory. This is the end of Chapter 5.

***Memory Test #5***

Q: I went into the back of the mansion looking for Dad. I couldn't find him in
   the hallway, so I went into Lawrence's room. Inside, I found Lawrence's
   dairy and his will. I also found a portrait of...

A: Three men 


Q: We solved the mystery of the zoetrope and pressed the switch hidden in
   the painting of the tree. The painting led to a hidden room. The person
   on the floor of the hidden room was...

A: Richard


Q: When I met Dad in the hidden room there was a flurry of confusion. I had
   thought that Bill was my dad. I was disturbed to learn that Dad was at 
   the scene of my mother's death. In the confusion, Dad left, leaving me to
   find Henry's last letter on the typewriter. It was addressed to...

A: Franny


Q: D and I went into the lab to look for my dad. There I found the DAS cards
   that stored the activation codes for Another, and used them to recover
   Dad's memory. We discovered that his current memory was false. This false
   memory had been implanted in him. Shortly afterwards, we heard a voice
   coming from a speaker. The voice belonged to... 

A: Bill

|3.6-Chapter 6____________/
 The Memory of the Right Hand

Ok the DAS is gone and you have lost everything in your inventory. If you
are looking to save your game you will have to go back and examine Another.
You are in a sort of tower, so start running down the stairs to the ground
level. Exit the doors to enter the cave.

You can't get lost here, just keep following the path until you find D's 
second shoe. Follow the path to the very end and you will see Bill standing at
the edge of a cliff. After a long chat bill will pull a gun out on Richard
then you will be presented with another question session.

Bill's Questions

Q: Just out of curiosity, the night your mother died... What happened when you
   where with her?

A: Someone came in


Q: Sayoko realized that someone was in the house. What happened then?

A: She hid me in the wardrobe


Q: With your father in mind, try to recall what happened that night. Ashley,
   when you were hiding in the wardrobe, what happened?

A: I heard Mum's voice


Q: What did Sayoko say? What did you hear?

A: "You can't have Another!"


Q: Did you hear something after you heard your mum's voice?

A: I heard a gunshot


Q: When you looked out of the wardrobe, who did you see?

A: Bill

Bill will fall off the edge of the cliff. Apparently if you have uncovered
enough of D's past through the game you will get an alternate scene were
you find out how he died, but I haven't got it yet. If I figure out what I
am missing I will edit this FAQ. If anyone knows what I am missing please
email me with details on how to get it. 

When the talking is finished cross the bridge and follow the path out the
back of the cave

 The Miracle of the Blue Moon

Welcome to the end of the game. Run to the top right of the beach to talk to
the captain. D will run away. After your done talking go to the south of the
captain to find Richard and Jessica. Talk to them. When they call it quits
with the yaking run to the top left of the beach to talk to D. If you got the
alternate scene earlier were you find out how he died he will cross over in
peace to the afterlife. If not then he will be stuck among the living
forever. Oh well, at least you tried :P

Once D disappears you will have to go to Jessica and Richard once more, talk
to them to finish the game. Congratulations, you are DONE!

Note: At the end of the credits you will see a cake, blow out the candles
by blowing into the mic to be able to save. This will allow you to play the
game again but with some features changed.


|4.1-Item List____________/

Below is a description of all the items in AC:TM and where to find them.

Item Name   : Sweets
Description : Got these from the captain. Strawberry and lemon flavour,
              and caramels. Y-U-M-M-Y!
Use         : Offer it to Richard to receive a Chocolate
Location    : Captain [Dock]

Item Name   : Chocolate
Description : From the man in the hidden room.
Use         : -none-
Location    : Given in return for giving Richard a sweet, [Hidden Room]

Item Name   : Metal Brush
Description : Found in toolbox by the mine. The brush is old but usable.
Use         : To scrape the rust of the rusty sign
Location    : On cart beside water tower [Mine Entrance]

Item Name   : Gear
Description : Found in a toolbox at the entrance to the mine.
Use         : To make the gate keypad operate again
Location    : In red toolbox by the cart full of rocks [Mine Entrance]

Item Name   : Glasses
Description : These were by the door of the porters lodge. Jessica's glasses.
Use         : -none-
Location    : On the ground outside the Porters Lodge [Path to the Mansion]

Item Name   : Essay Cover
Description : Found in the breifcase left in the porter's lodge. There are
              names on it.
Use         : -none-
Location    : In the briefcase on the table [Porter's Lodge]

Item Name   : Sayoko's Photo
Description : I found a photo of my mum in a lab coat in the porter's lodge.
              I'll never forget her now...
Use         : -none-
Location    : Lab coat pocket [Porter's Lodge]

Item Name   : Iron Sphere
Description : Found in the porter's lodge. It's a bit heavy for me.
Use         : To open the gate to the mansion.
Location    : In open crate [Porters Lodge]

Item Name   : Clover Key
Description : It was hidden in the bird statue in the entry hall.
Use         : To unlock the Golden Bird Room door.
Location    : Bird Statue [Entry Hall]

Item Name   : Second Clover Key
Description : Found in the glass in the Golden Bird room.
Use         : Combined with the Clover Key it unlocks the Silver Bird Room.
Location    : In the Golden Bird glass inside the cabinet [Golden Bird Room]

Item Name   : Silver Medal
Description : Found in the puzzle in the butler's wardrobe. It was tough...
Use         : To get the Clover Key from the bird statue.
Location    : In the case with the sliding puzzle [Butler's Room]

Item Name   : Charcoal
Description : Found in the butler's room fireplace. What can I use it for?
Use         : To uncover the message missing from the notepad
Location    : Inside the white fireplace beside 2 sofa's [Butler's Room]

Item Name   : Essay Pages
Description : Found on the floor of the music room. Who dropped them?
Use         : -none-
Location    : On the floor in front of the bookcase [Music Room]

Item Name   : Y Book
Description : Found in the butler's room. It looks like the books in the 
              music room.
Use         : To unlock the code for the piano puzzle 
Location    : Found in the bookcase beside the desk [Butler's Room]

Item Name   : E Book
Description : Found in the Golden Bird room. It looks like the books in the
              music room.
Use         : To unlock the code for the piano puzzle 
Location    : In the bookcase north of the door [Golden Bird Room]

Item Name   : N Book
Description : Found in the silver Bird room. It looks like the books in the
              music room.
Use         : To unlock the code for the piano puzzle 
Location    : This books in the bookcase north of the door [Silver Bird Room]

Item Name   : Hammer
Description : Found in the chest in the art room. I bet I can break anything
              with this.
Use         : To smash the green bottle
Location    : Found in the chest beside the door [The Art Room]

Item Name   : Golden Bird Key
Description : Found in the bottle in Henry's & Marie's bedroom. What is it
Use         : Used to unlock a drawer in Lawrence's Room
Location    : In the green bottle on the table [Henry & Marie's Bedroom]

Item Name   : Stamps
Description : I found these in Franny's room. Woodprinting is new to me.
Use         : To complete the woodprinting in Franny's room.
Location    : In a wooden box on a shelf of the bookcase [Frannys Room]

Item Name   : Drummer doll
Description : I found this weird doll in the Golden Bird Room.
Use         : To complete the music box
Location    : On the desk with the empty gun case [Golden Bird Room]

Item Name   : Key
Description : I found this key in a book in Henry's study.
Use         : To wind up the music box
Location    : Inside a book on shelf F3 of the bookcase [Henry's Study]

Item Name   : Matches
Description : Found in the secret room in Henry's study. They look old but
              they still seem to work.
Use         : To light the candles beside the hidden door in Hallway #2
Location    : The left crate beside the door [Henry's Secret Room]

Item Name   : Baseball
Description : Found in the secret room in Henry's study. It'd be great to
              play catch with D.
Use         : To knock down the suitcase in the secret room.
Location    : Behind the crate under the shelf [Henry's Secret Room]

Item Name   : D's shoe
Description : Found in the suitcase in Henry's secret room. Only one of his
              shoes was in there.
Use         : -none-
Location    : Inside the suitcase on top of the shelf [Henry's Secret Room]

Item Name   : Burnt essay
Description : Found in the dining room fireplace.
Use         : -none-
Location    : Inside the fireplace [Dining Room]

Item Name   : Lighter
Description : Found in the lounge. It has the initials B.E. engraved into it.
Use         : -none-
Location    : On the table half covered in cloth [Lounge]

Item Name   : Rusty knife
Description : Found in the kitchens oven.
Use         : To cut the rope on the door to the storage room
Location    : In the oven [Kitchen]

Item Name   : Zoetrope paper
Description : Found in the art room.
Use         : To view the animation in the zoetrope
Location    : In the chest alongside the hammer [Art Room]

Item Name   : Another report
Description : Left in the lab.
Use         : -none-
Location    : In the file found in the filing cabinet [Research Lab]

Item Name   : Teddy bear
Description : ???
Use         : ???
Location    : ???

Item Name   : White DAS card
Description : Found in the photo frame in the lab.
Use         : To activate Another I
Location    : Inside the frame with the photo of Sayoko [Research Lab]

Item Name   : Red DAS card
Description : Hidden in the teddy bear in the lab.
Use         : To activate Another II
Location    : Inside the teddy bear on the bookcase [Research Lab]

Item Name   : D's other shoe
Description : Found in the cave.
Use         : -none-
Location    : On the ground on your way to meet Bill [Cave]

|4.2-DAS Card List________/

Card #      : 00
Location    : Beside some books next to the briefcase [Porter's Lodge]

Card #      : 01
Location    : Next to the notepad on the desk [Butler's Room]

Card #      : 02
Location    : On the desk, beside the drawing of Ashley [The Art Room]

Card #      : 991
Location    : Hidden in the photograph on the desk [Research Lab]

Card #      : 992
Location    : Back of the teddy bear on the bookcase [Research Lab]

Card #      : 901
Location    : Top right drawer in desk [Butler's Room]

Card #      : 902
Location    : Cabinet by the bookcase [Music Room]

Card #      : 903
Location    : In the right hand drawer of the desk [Franny's Room]

Card #      : 904
Location    : In the wardrobe as you enter the room [Henry & Marie's Bedroom]

Card #      : 905
Location    : Second drawer of the cabinet [Kitchen]

Card #      : 906
Location    : On the bookshelf [Lawrence's Room]

Card #      : 907
Location    : A shelf on the bookcase to the right of the teddy [Research Lab]

Card #      : 908
Location    : Drawer above the File Cabinet with Folder [Research Lab]

|4.3-Alternate DAS Cards__/

If you start a new game from a cleared save file (starred game) then most of
the DAS cards you find contain different text from the first play through.
They are 'Richard's Report' and about the Edwards family rather than
'Richard's Memo' which was about him living in the mansion. Although they
have different text, the cards are all found in the same places as before.
Below is the alternative text...

Card #      : 901
Report      : Richardís Report: Hereís what Iíve gathered about the Edward 
              family by looking around the mansion. Lawrence Edward, the
              founder of the Edward Company, lived a life of hardship and 
              poverty before he found success in mining. He trusted no one
              and valued money above all else in life. He built this mansion 
              as a symbol of his success. But because of his suspicious
              nature, he rigged the mansion with traps and secret rooms of 
              all kinds to keep strangers out. Well's, the butler, was a
              confidante of the Edward family, so I assume he knew how to
              negotiate all of the puzzles throughout the mansion.

Card #      : 902
Report      : Richardís Report: I discovered that Lawrence had one child, a
              son named Leonard. An aspiring musician, Leonard hated 
              Lawrence's plans for him. Leonard refused to take over the
              family business, and left home. Soon afterward, he married a
              woman named Sally, A woman he met at a bar. Lawrence didn't
              approve of the marriage so he disowned his son. Years later,
              Leonard sent his father a letter of reconciliation, but it was
              too late. Father and son never met again. I could find no record
              in the mansion of what happened to Leonard's wife Sally.

Card #      : 903
Report      : Richardís Report: Lawrence had a grandson named Henry. His wife
              was called Marie, and their daughter was called Franny. I 
              believe it was Marie who arranged the graves for Henry and
              Thomas in the cemetery in the woods. She also left a stone 
              monument to remember Daniel, Thomas' son. I assume that after
              Henry died, this island and the mansion was left to Henry's 
              daughter, Franny. But even if my speculations are correct, Iím
              not sure exactly what has happened since then... It is unclear
              to me how Bill came to inherit the estate.

Card #      : 904
Report      : Richardís Report: About Henry's paintings. Henry painted the
              portrait of Lawrence and the portrait of the two boys with his
              right hand, before the war. He did the sketch of Franny and the
              portrait of the three men after the war. It's interesting to see
              ho his technique changed after losing his dominant hand

Card #      : 905
Report      : Richardís Report: In his short life, Thomas was an aspiring
              writer. He published a few short stories and one 
              autobiographical novel based on his experiences in the war.
              Unfortunately the critics were not too kind to him. Most of his
              work is out of print.  Note: Thomas also wrote some mystery 
              novels under the pen name, David Shields. I should try and find
              some of them.

Card #      : 906
Report      : Richardís Report: I've done some more investigating about the
              life of Thomas. Thomas married his childhood sweetheart, Jane
              White. After Thomas came back from the war, she died of an
              illness. Thomas was left alone to raise their son, Daniel, on
              his own, yet more misfortune followed when Daniel was diagnosed
              with a heart condition. Thomas had problems paying the medical

Card #      : 907
Report      : Richardís Report: Its been a while since Bill offered this 
              mansion for my research. I've always questioned how he came to
              own this place. Bill said he inherited the island and the
              mansion from his mother. Apparently she died in 1994. But he 
              never talks about her much. The only thing he told me was that
              she refused to set foot in "this cursed mansion", as she 
              referred to it. If I knew who Bills mother was, the relationship
              between him and the Edward family would be clear. But to this
              day Bill refuses to talk about his mother.

Card #      : 908
Report      : Richardís Report: Bill visits me every few months to hear about
              my progress. When he visits this mansion, he often acts 
              strangely. When his right hand touches some of the furniture 
              with the golden bird designs, he sometimes recoils as if he had
              been electrocuted. Itís all very peculiar. Oddly enough Bill 
              doesn't even notice himself recoiling, and looks at me very 
              strangely when I mention it to him.


After you complete the game the first time around you can save again by
blowing out the candles at the end of the credits.

The bird on the zoetrope is replaced with a ninja on a starred game.

Richard says he doesn't smoke if you offer him the lighter.

During a play through on a starred game the DAS cards will have different
text on them.

                         5.0-Important Information

|5.1-Copyright Notice_____/

This walkthrough may not, under any circumstances be hosted anywhere else
other than Gamefaqs.com and Neoseeker.com. This walkthrough is the property of
Satanic Nemesis2K. If you want to use this FAQ on you website or any other
medium you will need to have my permission to do so. You can ask nicely by 
emailing me.

|5.2-Contact Information__/

If you notice anything I am missing contact me and I will credit you.
To get in touch with me just send me an email to...


With AC:TM FAQ as the subject and I will reply to you as soon as I
possibly can. 

|5.3-Special Thanks_______/

For making GameFAQS.com and giving a place for use game fans to
talk about our favorite games and somewhere to host this FAQ.

GameFAQ's AC:TM Board
Ampharos64, Gentleben and the rest of the board for bringing a few hidden
parts of the game to my attention.

For bringing out an amazing handheld system. Viva la DS.

For creating a game so good it made me want to make my first FAQ.

For reading this FAQ makes all the typing worthwhile. Thanks for using my