====================================================================== Trace Memory for Nintendo DS (US Version) FAQ/Walkthrough (version 1.0) By: neeker ====================================================================== ====================================================================== DISCLAIMER AND LEGAL STUFF ====================================================================== This walkthrough can be posted on GameFAQs.com, Neoseeker.com and its associates only, unless authorized by me. You may contact me at lestor_wong at yahoo.com for this purpose. Also, please note that, as with most gaming guides: + + + THIS GUIDE CONTAINS SPOILERS! + + + ====================================================================== ====================================================================== CONTENTS ====================================================================== 1. First Things First INTRODUCTION ------------ 2. Characters 3. Controls 4. Getting Started WALKTHROUGH ----------- 5. Chapter One: Ghost Memories 6. Chapter Two: The House of Edward 7. Chapter Three: The Memory of Frannie 8. Chapter Four: Family Reunion 9. Chapter Five: Retraced Steps 10. Chapter Six: Buried Truths 11. Epilogue: The Mircale of the Blue Moon 12. Conclusion Appendix 1: Version history Appendix 2: FAQs Appendix 2: Credits ====================================================================== ====================================================================== 1. FIRST THINGS FIRST ====================================================================== Hi, I'm Lestor Wong. I post on GameFAQ.com/ GameSpot.com by the username "neeker". This is my sixth walkthrough. Feedback can be directed to lestor_wong at yahoo.com. This guide consists of a walkthrough the Nintendo DS adventure game "Trace Memory". It's written based on the US version of the game, which was released on 9.26.05. ====================================================================== ====================================================================== 2. CHARACTERS ====================================================================== This section lists the early characters that appear in this game. The information is (mostly) taken from the instruction manual of the game. 1. Ashley Mizuki Robbins ------------------------ Our heroine. Ashley is a curious and independent 13-year-old-going-on-14 girl looking for the truth of her parents' disappearance. She has been having a recurring nightmare that haunts her, and she knows that it has something to do with the truth that she searches. A message from her long-lost father brought her to Blood Edward Island, where the adventure begins. 2. Richard Robbins ------------------ Ashley's father. A scientist who was researching on human memories at a governmental laboratory with his wife, Sayoko, when the two of them disappeared. He contacts Ashley 10 years later to meet him at Blood Edward Island. He's also the creator of the DTS, a small machine that he sent Ashley for her birthday. 3. Sayoko Robbins ----------------- Ashley's mother. A scientist from Japan who came to the US to research on human memories at the same governmental laboratory as Richard. 4. Jessica Robbins ------------------ Richard's younger sister. A high-school chemistry teacher. She was entrusted with the care of Ashley. Jessica is a kind and generous woman, but she seems to be hiding some secrets regarding Richard's and Sayoko's disappearance. 5. Captain ---------- The captain of the small ship that takes Ashley and Jessica to Blood Edward Island. He's a warm-hearted person, and is always ready to talk. 6. D ---- The ghost of a boy who died 57 years old on Blood Edward Island. He lost all his memories. He meets Ashley when she's searching for Jessica and Richard, and the two join up to find answers for both their mysteries. ====================================================================== ====================================================================== 3. CONTROLS ====================================================================== This section lists that controls for this game. Again, the information is mostly taken from the manual. A: Examine/ Speak/ Confirm item selection/ Continue a conversation or message/ Speed up a conversation or message B: Return to previous screen/ Cancel selection. X: Open inventory. Y: -- L: Rotate DTS photo. R: Take DTS photo/ Rotate DTS photo. D-Pad: Move Ashley/ Move cursor/ Scroll through menus Start: Open the DTS for pausing/ saving the game and checking items/ photos. Select: -- You can actually use the stylus for all these functions, but using it to move Ashley around is quite clumsy, so I'd suggest you use the D-pad for moving her instead. Apart from the above basic functions, the stylus is also used for the following: Dragging: Drag an item from one location to another. Turning: Rotate certain items, like switches, dials, etc. Scraping: Remove deposits on signs by scraping away age-old rust. You'll also need to make use of the mic for solving some puzzles. This is done by blowing into the mic. ====================================================================== ====================================================================== 4. GETTING STARTED ====================================================================== Some stuff you may like to know before you begin your adventure: MAP SCREEN ---------- When you're is moving, the touch screen displays an aerial map view of her movements. The top screen shows the backdrop of your current location. When she stands somewhere you can examine, a magnifying glass icon appears. Touch this icon to investigate the surroundings. The DTS icon also appears whenever you're in the map screen, that is, whenever you're moving. Touch it to open the DTS. CONVERSATION SCREEN ------------------- This appears when you tap a character on the search screen or place the cursor over the character and press the chat icon (which shows two persons talking). The conversation will happen on the top screen, while you can speed up the process by tapping the touch screen, or choose what you want to talk about by selecting the conversation options. Touch the inverted inverted "U arrow" to go back to the previous screen. SEARCH SCREEN ------------- By touching the various icons on the search screen, you can do things like take photos and use the items you've collected. To examine something, simply point to the object and double-tap it. You can also point to the object and click on the magnifying glass icon to examine it. DTS SCREEN ---------- In this screen, you can view your items list, the photos you've taken, view your DTS messages and save your game. Towards the end of the game, you can activate the memories of Richard using an initially locked icon in this screen. DTS CARDS --------- As you play through the game, you'll pick up DTS Cards that contain messages from Richard. These include his direct messages to you, and journals that he wrote all these years. To read the contents, click the "DTS" icon in the DTS Screen. PHOTOS ------ You can take photos of just about anything and view them by pressing the "photos" icon in the DTS Screen. You can also superimpose photos to solve some puzzles that you encounter during the game. There're two puzzles in the game that make superimposing photos compulsory. ITEMS LIST ---------- Whatever you pick up in the game will be included in your items list. Expendables that are used to solve puzzles will be discarded. SAVE GAME --------- You can save at anytime during the game, as long as the DTS icon appears on the map screen. You'll restart from where you last saved. ====================================================================== ====================================================================== 5. CHAPTER ONE: GHOST MEMORIES ====================================================================== Watch through the painfully long introduction before you finally find yourself in control. Your first task is to talk to Jessica. Go through all available conversations with her. The talk basically gives you the background of this game. During this process, you'll also accidentally take a photo of Jessica. NOTE: You can take up to 36 photos in your DTS. Photo-taking is compulsory for solving some puzzles. After you finished talking to Jessica, go back to the main screen to find the captain informing you two that you're arrived at the dock. NOTE: When you reach the dock, you can save your game at anytime by pressing the start button to open the DTS, then selecting the save game icon. THE DOCK -------- Strangely, your father isn't at the dock. You begin to kick a tantrum, and refuses Jessica's request to go look for him together. She'll then decide to look for him herself, while you stay at the dock for a conversation with the captain. Talk to the captain, and he'll give you some information about this island, etc. After you finish talking to him, return to the main screen, and he'll tell you that Jessica has been gone for too long. He volunteers to go find her, but you insist to do it yourself. He'll then pass you some candies. Candies added to your items list. NOTE: From now on, you can move around the island. Try using the D-pad to walk around the area if you want. Walk straight, then turn slightly to the right to reach a bridge. This bridge leads to the island. From here, you'll suddenly hear a scream from Jessica. Before you know it, the bridge is raised. You'll need to find a way to lower it so that you can get to the other side. Examine the area around the bridge. You should find a machine on the right side, just before the bridge. Examine it to find that it actually has a handle. Examine the handle now to go into a close-up of the machine. NOTE: To examine the area, walk around the area near the bridge until the magnifying glass icon on the top right corner of the bottom screen lights up. When this icon lights up, it means that you can examine the area. This is your first puzzle of the game, and it's really quite easy. Point your stylus to the handle, hold, and turn the handle in a clockwise direction. You'll need to turn it two full rounds before you can hear a jingle. NOTE: When you're solving a puzzle, this jingle tells you that you've successfully solved it. Walk across the bridge now to reach a new area. PATH TO THE WOODS ----------------- Follow the path until you find a stone marker. Examine it to find that it says: "Property of the Edward Family". NOTE: When I mention to examine something, just do so, even if it may seems to bring no impact. This is especially so if you're intending to get the "good" ending for the game. I don't know which of these examinations form the group that triggers the "good" ending, but I've played through this game twice without getting it, and only got it on the third time when I literally examined everything, and I mean, everything. Continue walking on the path until you reach a gate. A sign is just to the right of it. Examine the sign to find that it's broken. This will result in an opportunity for you to fix it. Fix it by pointing on the broken pieces, and using the rotate left or right icons on the screen. Once you're sure the direction of a piece is correct, drag it towards the center piece to combine it. The end result of this is that you'll get a sign that says: ---------------------- | The | | <-- Edward's | | Mansion | ---------------------- Now, examine the gate until you can find a lock on it. There're buttons on the lock, but you seem to be missing a gear to unlock it. Come back later when you find a gear. Since you can't enter into the gate at this moment, take a right turn instead and follow the path until you reach a new area. CEMETERY ------- Continue on the path until you find yourself blocked by a wall of rocks. Turn right to go into the cemetery. Before going anywhere else, go to the lower part of this area to find two graves. Examine them to find they belong to two men called Henry and Thomas. Examine these two graves in close, separately. Walk all the way to the right until you're blocked by a wall. On this wall is a stone slab, which blocks a hole in the wall. Fortunately, you've done some training in your days, and you're fit enough to move it away. Do so by pointing your stylus to the center of the stone slab, then drag it to the right. Drag it until your hear the "success" jingle. As the stone slab falls, you'll notice on the back of it is the word "D". Before you know it, D will appear. He's a ghost, by the way. Talk to him anyway. It seems that D can read your mind, which is kinda spooky. Go through the rest of the conversational options so that you can get to know him a little better. Go back to the main screen after that, and he'll ask you to help him recover his memories. You'll refuse, and will inform D that you're looking for your father. The word "father" seems to trigger some of his bad memories, and he soon disappear. Now is the time to walk past the hole in the wall. Continue on the path until you reach a new area. GOLD MINE --------- Go left until you can't anymore, then head up until you reach into yet another new area - the gold mine. To the left of the mine is an old machine. Examine it to find that it's totally rusted. There's a plate on the machine, but you can't read anything on it. Try scraping off the rust, but you'll only end up hurting your fingers. Looks like you'll need something stronger. Go to the right of the mine to find a water tower. Examine the area to find a red tool box near the tower. Inside it is a metal brush. Examine the brush to pick it up. Metal brush added to your items list. Now, go back to the plate on the old machine. Point to the plate, then click the items icon to select the metal brush. Now, examine the plate, and you'll be able to scrape off the rust by scraping your stylus on the screen. It takes a while though, so have some patience. You'll see this message on the plate: "All gold found in this mine belongs to the Edward Company. Anyone caught stealing gold will be severly punished." Beside the message is a logo of the Edgward Company. Remember this logo since you'll need it later. Near to this machine, just beside a cart of rocks, you can find another red tool box on the ground. Examine it to find a gear. You'll pick this up for that lock on the gate you saw earlier. Gear added to your items list. Now, go back to the gate. PATH TO THE WOODS ----------------- Use the gear on the lock. It works, but now you'll need the code. Remember the logo you saw on the plate at the gold mine? Ok, never mind. Just press the two buttons on the lock as stated below (in any sequence): ( ) ( ) (X) ( ) (X) ( ) This will form the logo on the lock, which opens the gate. Enter the gate and walk forward until you enter into a new area. PATH TO THE MANSION ------------------- Go forward, and you'll reach the mansion. The gate is locked though, and you've nothing to unlock it. The left side of the gate has a hand sculpture. Examine it to find that the hand is holding a sphere. The right side of the gate also has a hand sculpture, but it's holding nothing. Examine the hand until you say "This must be...". It seems that you'll need to find some sort of sphere to place into this empty hand. Now, walk slightly down, then turn left to find a lodge. Walk towards it, and you'll find that the door has a crack, which you can enter through. You'll also find Jessica's glasses on the ground near the door. Eyeglasses added to your items list. PORTER'S LODGE -------------- Walk into the lodge. You'll find yourself standing on a white lab coat. Examine the coat to find that a piece of paper seems to be underneath it. Examine that paper, and you'll find that it's actually a photo - a photo of mom and you! Photo of mom added to your items list. Now, examine the bottom left area of this room. Examine the fallen books on the desk, and you should find a DTS card. DTS Card 00 added to your items list. Read the message of the card, and you'll find that your father is waiting for you in the mansion past the gate. Now, examine the briefcase, then examine the paper inside it. The paper says: "Trace Findings. Authors: Richard Robbins, Sayoko Robbins." Paper cover added to your items list. Go to the top left corner of this room to find two crates. Examine the left crate to find some iron spheres. Pick up a small one - the big ones are just too heavy for you. Iron sphere added to your items list. Leave the room now. PATH TO THE MANSION ------------------- You'll find D outside right away. Talk to him to find out that he has regain some memories. Now, examine the gate again for the hand sculpture on the right side. Equip the iron sphere. You'll need to "throw" the sphere up so that it lands onto the hand. Do so by dragging the sphere to the top of the lower screen, then look at the top screen and hope that the sphere falls nicely onto the hand. This is quite a frustrating puzzle to do, but with some practice, you should be able to handle it. Once you're successful, the gate will be unlocked. This leads to the end of the chapter. At the end of each chapter, you'll need to do some sort of quiz to refresh your memory. The purpose is to heed the captain's earlier advice to "repeat important things in your mid so that you wouldn't forget". Here's the first one - please note that I'll only list the answers to them because I'm too lazy to type all the questions (!): ANSWERS TO QUIZ #1 ------------------ 1. Jessica. 2: Edward. 3. Henry and Thomas 4: His father. 5: The cover of a research paper. NOTE: The questions are presented in a multiple choice format. Simply touch the correct answer to proceed to the next one. ====================================================================== ====================================================================== 6. CHAPTER TWO: THE HOUSE OF EDWARD ====================================================================== You'll begin at the entrace to Edward Mansion. Go forward until you reach a flight of stairs. Go up to find a door. This is when D will talk to you again. He mentions someone called "Wells", so talk to him about this person. He also remembers visiting this mansion with his father. Ask about this visit as well. After you finished talking, examine the door to find that it's unlocked. Walk through it to reach the foyer. FOYER ----- The foyer is a big, round room that has a broken statue in the middle, as well as a door at the end. To the sides of this room are two paintings. Walk past the statue, and D will talk to you, again. This guy sure likes to talk. Anyway, he'll ask about Jessica", and you'll show him the photo of her. Once you finish talking, examine the door to find a keypad. Examine the keypad, and you'll find that you need a four-digit code to unlock it. Walk to the painting on the left and examine it. Once you get a close-up on the painting, take a photo of it. It shows a bird facing to the right, and two leaves on the right that says "1" and "8". Now, walk to the painting on the right and examine it. Repeat the process to take a photo of it. This shows a bird facing the left, and two leaves on the left that says "1" and "2". For these two paintings, examine them in close until D tells you something about the hummingbirds and the secret of the painting. Talk to him about whatever topics that arise now. Open to DTS now, and click on the photo icon. Find any one of these photos, and move it to the upper screen of your DS by pressing the icon above the photo. Find the other photo now, and click on it. You'll notice two icons appearing below it. The left one is the "overlap" icon, while the right one is "delete" icon. Click on overlap, and the second picture will be super-imposed onto the upper screen. Now, use your D-pad to move the photo left or right until the leaves intersect. Your should now see a cluster of four leaves, like below: --\ /-- ( 1 | 1 ) --- --- ( 2 | 8 ) --/ \-- Go back to the door and use the code "1128" on the keypad. Hey presto, you've unlocked it. Walk through to go to the slate hall. SLATE HALL ---------- The slate hall leads to four rooms, as well as a painting at the end of the hall. A rough sketch of these is as follows: Potrait | | Music Room------------------Butler's Room | | Silver Bird Room------------------Golden Bird Room | | To Foyer First, walk towards the potrait and examine it. D will tell you that this is a painting of his great-grandfather, Lawrence Edward. D will remember that his father brought him here to visit Lawrence, who was very ill then. After this, you'll hear the sound of a piano playing. So, what do you do? Go to the music room, of course! NOTE: If you want, examine the painting in close until you say that the man in the portrait "looks dignified". I'm not sure whether this will help D further recover his memories, but if you intend to get the "good ending", there's no harm spending an extra minute now doing so. MUSIC ROOM ---------- Go towards the bookshelf in the top half of the room, and you'll pick up some papers. These are pages from Trace, the essay that your father and mother are working on. Part of an essay added to your items list. Examine the bookshelf to find some white books on the top shelf. They all have zodiac signs and alphabets on spine, and they're placed in the following sequence: H O H T R M A S You can try to rearrange them in sequence, but you won't be able to do it because you're missing three books. Now, examine the display case just to the right of the bookshelf. You'll find DTS card. DTS Card 902 added to your items list. NOTE: DTS Cards that are in the "900" series are mostly your father's journals. Go to the piano area now and examine the piano if you want, but you can do so later, so we'll just leave it for now. Instead, check out the potrait that's on the wall beside the piano. You can leave the music room for now, and go to the butler's room. BUTLER'S ROOM ------------- Go towards the desk on the right of this room. Examine it to find a drawer to the left, on the desk. Examine this drawer to get a DTS Card. DTS Card 901 added to your items list. Now, examine the notepad on the desk. You'll find a DTS Card just it. Pick this up as well. DTS Card 01 added to your items list. Read the message on this card to find your father telling you to find him in a room deep in the mansion. Go back to the notepad and examine it. You'll now get a close-up of the pad, and find that the top page has been torn off. Use your stylus as a pencil to shade the page so that you can trace what was written on the page that was removed. Not long after you try that, the pencil lead breaks. Walk towards the sofas in the lower half of this room. Examine this area to find a fireplace. Examine the fireplace to find some charcoal. Pick one up. Charcoal added to your items list. Go back to the notepad, equip the charcoal, and start shading the page with your stylus. Do so until you heard the "success" jingle. You'll see the message now: "Bill will come." Before you leave the desk, examine the bookshelf to the left. You'll find a white book with the alphabet "Y" on it. One down, two to go! Book with the Y added to your items list. Walk to the upper part of this room to find a flight of stairs. Walk up, and you'll see three wardrobes. Examine the left one to find a letter from a certain Leonard Edward. D has no recollection who this is. Examine the middle wardrobe next to find a family album. Flip through it to find mainly photos of a pair of brothers - Henry and Thomas. Now, examine the right wardrone. Three items are in here. Check out the book first. It's the butler's notebook. Read through it to find out more about the brothers. Also, it's mentioned in the book that the keys to the bird rooms "are handed to the birds". Next, examine the scroll next to the diary to find the Edward family tree, which looks like this: Lawrence === Helen -------- | Leonard === ?? ------- | ----------- | | Mary === Henry Thomas === Jane | ----- ------ | | | Baby Baby Take a photo of this family tree if you want for future reference. Also, click on all the names that are underlined in red on this scroll. The third item in this wardrobe is a case. Examine it to engage a puzzle. This is one of those form-a-picture-from-mixed-up-sqaures puzzle. I don't know what I can do to help you on this, so just go through it to form a picture. Once this is done, you'll get a silver medal. Silver medal added to your items list. Backtrack to the foyer now. FOYER ----- Go to the statue in the middle of the room. Oh, it's a statue of two birds. Remember the butler's notebook? Ok, examine it to find a slot at the bottom. Perhaps you may want to try using the silver medal for it? Yes, it works. The sprout key will drop. Pick it up and go back to the slate hall. Sprout key added to your items list. SLATE HALL ---------- Use the sprout key on golden bird room. The door will be unlocked, so head right through. GOLDEN BIRD ROOM ---------------- The upper part of this room has an area where you can examine. Do so, and you'll find a bookshelf behind a sofa. Examine the shelf to find another white book. Two down, one to go! Book with the E added to your items list. Next, head towards the lower right part of this room to find a desk. Examine it to see some white dolls and a brown case to the right of them. It's an empty gun case. D will now remember something about seeing a gun inside this case the last he saw it. Now, go to the upper right part of this room to find a flight of stairs. Walk up to find a cabinet. There're eight windows on this cabinet, as follows: [ ] [ ] [ ] [ ] [ ] [ ] [ X ] [ ] The window marked with an "X" has the golden bird glass inside. Listen to D tells you about the glass, then examine it to find the second sprout key inside. Second sprout key added to your items list. YOu can leave the room now. SLATE HALL ---------- Use the second sprout key on the door. Strangely, it doesn't open. Try the sprout key then. No response too. Suddenly, you've got an idea. The screen will now show both keys, one on top, one below. Rotate the bottom key until the head of the key is facing the right. Drag the key up and place it above the top key. Now, rotate the key until the teeth of the key are facing the opposite direction of the other key. Next, adjust the location of the key until the heads of the keys intersect like a sprout of four leaves. Yes, the keys now combine into one! A rough sketch of how the combined key looks like is as follows - note that I can't really remember how many teeth are there on each key: ---- ---- | | | ( | ) ---------------------- | ---------------------- | | | | ( | ) ---- ---- Drag the key into the keyhole. After it's slotted in, turn the key clockwise until you hear the "success" jingle. You've open the door to the silver bird room. SILVER BIRD ROOM ---------------- Go to the top right corner of this room to find yet another bookshelf. You know what to do. Your reward is the final white book. Book with the N added to your items list. Walk now to the bottom left of the room to find a rug that has blood all over it. This will trigger more of D's memories. Examine the birdcage in this area, and you'll get to know more about the death of his father. Now, go to the top left part of this room to find a flight of stairs. Go up, then walk down to find a desk. Examine it to find a diary. Read it to find a page being torn off. Conveniently, the torn page is scattered just beside the diary, but they're in pieces. Examine these pieces to engage a puzzle. This puzzle is just like the one when you rearrange the broken sign at the gate. Once you're done rearranging them, you'll read that Henry was behaving in a weird manner after the war. Head back to the music room now. MUSIC ROOM ---------- Go back to the book case and use any of the white books you found to activate the puzzle. Rearrange the books in the following sequence: H E N R Y T H O M A S So, it's "Henry" and "Thomas". Take a photo of the spines of these books. Now, go to the piano and examine it. D will remember his father playing the piano, and telling him "play the piano and open doors". You'll now need to play a "secret melody" to activate a secret passage. This should lead to the room deep in the mansion that your father was talking about earlier on the DTS. Head over to the piano now and examine it. Examine the keys on the piano to start a puzzle. The keys have zodiac signs on them. You must press the key based on the sequence of how the white books are placed. I can't draw the signs here, but if you've taken a photo of the white books, the photo will appear on the top screen. It's really easy just following the signs on the photo and just get it over and done with. Once you've successfully completed this puzzle, the bookshelf will shift to the right to reveal a secret passage. This leads to the end of the chapter. It's now time for the memory quiz again: ANSWERS TO QUIZ #2 ------------------ 1. The golden bird room. 2. The silver bird room. 3. Bill. 4. E. ====================================================================== ====================================================================== 7. CHAPTER THREE: THE MEMORIES OF FRANNIE ====================================================================== You'll begin this chapter at the bronze hall. This chapter has some really intriguing puzzles. BRONZE HALL ----------- The bronze hall, like the slate hall, leads to four rooms as well. At the end of the hall is a dead end (which is not exactly a dead end). A rough sketch of these is as follows: Dead End (To hidden room) | | Henry' Study---------- | ---------Frannie's Room | Henry & Mary's Room---------- | ---------Art Studio | | To Music Room Walk forward a little, and D will remember something about his friend Frannie. He insists that you visit the art studio. Don't aruge with a ghost, just go there. ART STUDIO ---------- Go to the middle of the room to find an easel. Examine it for a sketch of Frannie. Examine the sketch and D will regain more memories of Frannie. He also remembers something about Henry. You may want to take a photo of Frannie, but I'm not sure whether it'll help D in his memories. Now, head to the top right corner of this room to find a table. Examine it to find a DTS Card. DTS Card 02 added to your items list. On the same table is a piece of paper with another sketch. Examine it to find that it's a sketch of you, drawn by your father. Apparently, he has been imagining how you'd look like when you grow up. Go to the top left corner of this room to find a chest. Examine it to find some items inside it, including a hammer and a roll of paper. Remember about this hammer and roll of paper as you'll come back for it later. You can leave the room for now, and go to the opposite room, which is Henry & Mary's room. HENRY & MARY'S ROOM ------------------- Once you enter the room, you should notice a dresser near the door. Examine it to get a DTS Card. DTS Card 904 added to your items list. Go to the middle of this room to find a sofa and a coffee table. Check out the table for a green bottle and a photo. Examine it for a visial impression of a happy family. Now, Examine the bottle, and you'll notice that there's something inside. You'll try to open the seal, but it's too tight. Leave the bottle for now. Go to the top right area of this room to find two beds. Examine this area, and zoom into the nightstand in between the beds. You'll find a music box with Some white dolls on it. One of the slots for holding the white dolls is missing a, er, doll. The dolls are all playing various musical instruments, but the little drummer doll seems to be missing. You may remember seeing something like this earlier in one of the bird rooms. Go back to the golden bird room now via the music room and the slate hall. GOLDEN BIRD ROOM ---------------- Go back to the desk where you saw the white dolls and the empty gun case earlier. Examine the dolls, and pick up the one that's holding a drum. Doll holding the drum added to your items list. Now, go back to the bronze hall via the slate hall and the music room. Before you head back to Henry & Mary's room, make a turn to the art studio. ART STUDIO ---------- Go back to the chest with the hammer. Grab the hammer and leave for Henry & Mary's room. HENRY & MARY'S ROOM ------------------- Go back to the coffee table with the green bottle, and use the hammer on the bottle. To literally hammer the bottle, simply tap your stylus on it. A few taps and the bottle will break. A letter and the gold bird key will drop out of it. Gold bird key added to your items list. Read the letter to find out more about Henry, and how Mary decided to leave him together with Frannie. Sad. Now, go back to the nightstand and use the doll holding the drum on the empty slot. It's not opening though, and you'll realise that you still need a key. D remembers something about the music box. Go to the bronze hall. BRONZE HALL ----------- Go all the way to the dead end at the end of the hall. When you tell D that it's a dead end, he tells you that there're more rooms past it. Notice the candle stands there? You wonder whether you've something to light them. Go to Frannie's room now. FRANNIE'S ROOM -------------- Go to the bottom left corner of this room to find a teddy bear. Check it out, and you'll recall seeing a teddy bear in your dreams. Now, to to Frannie's bed, which is at the bottom right corner of the room, and examine it. You'll find a ribbon on it. D remembers more about Frannie as you check out the ribbon. Just beside the bed, you'll find a child-sized desk. There's sketch- book on it. Check it out and you'll find two pages of woodprints by Frannie. The first is of a boy and a girl, looking happy. The second is of a girl, alone, crying. Now, examine the shelf on the left. There seems to be nothing on it until you check out the bottom left compartment. You'll find a wooden box. Examine it to pick up a pair of stamps. Two stamps added to your items list. Go back to the sketch book, and use the stamps on it. On the second page of the sketch book, you'll need to do a puzzle to complete the woodprint. In this puzzle, the stamp will appear on the left side of the top screen. The right side of the bottom screen is the print of the crying girl. So, what do you do? Simply close your DS - yes, close it tight - then reopen it to find that a stamp is already printed onto the lower screen, on the left! Do it one more time to complete the print - it's one of a scary looking one-armed man chasing the crying girl. D will remember something now. Before you leave the desk, check out the top drawer on this desk for a DTS Card. DTS Card 903 added to your items list. When you're leaving the room, D will remember that his father is Thomas - as if you still don't know. Go to Henry's study now. HENRY'S STUDY ------------- Another intriguing puzzle awaits you. Go to the middle of the room to find some sofas and a table. Before you check out the table, examine the record player and speakers nearby. After that, examine the table and you'll find a picture frame. This will eventually lead to the puzzle. The pictures on the frames will be found on both your screens. The following is a rough sketch of the screens - they're not to scale: --- TOP SCREEN --- --- | --- \ | o o --- ________________________________ --- BOTTOM SCREEN --- ___ --- / B | | ----- ----- --- | B | | | K | ----- | ( A ) Legends: \ = No, this is NOT when you're thinking! This is a KEY. o o B = Bird. BK = Book. A = Apple. To solve this puzzle, half-close your DS. Take a peep of your lower screen as you close the DS, and you'll find that the pictures on the top screen will be reflected onto the lower screen! The end result is that you'll see this the words "F3", as well as the key in the book. This tells you that you'll need to find a key in a book. So, head to the top part of the room for a large bookshelf. Examine the right side of this shelf, then zoom into the third shelf from the top on the column that says "F". Remember F3? It means the third row on columm F. Examine this portion. As you zoom in, you'll notice a book that is unusually thick. Examine it, and you'll find the hidden key! Hidden key added to your items list. Now, go to the bottom left part of this room to find a fireplace. Examine this area, and check out the painting above the fireplace. It shows some angels playing musical instruments. The three prominents ones are playing the flute, the trumpet and the drum. Remember these instruments. Examine all three of them individually. Go back to Henry & Mary's room now. HENRY & MARY'S ROOM ------------------- Go back to the music box, and use the hidden key in it. The lower screen will now show the key being slotted into the right side of the box. Touch the key and drag it down a few times to "turn" the key to fasten the spring. Do so until you can't turn anymore. Now, as the spring unwinds, quickly touch the buttons of the dolls that are holding the flute, the trumpet and the drum. The positions of the dolls to touch, at a glance: ( 1 ) ( ) ( 2 ) ( 3 ) ( ) | | | | | | | | | | | | | | | | | | | | ------------------------------- | | O | [ ] [ ] [ ] [ ] [ ] |-- | | O | You'll now feel that something has moved. Leave this room and go to Henry's study again. HENRY'S STUDY ------------- The thing that moved is the fireplace. It reveals a secret room. Head right in. HENRY'S SECRET ROOM ------------------- The bottom right corner of this room has some crates. Examine this area and zoom into the left crate. You'll find some matches inside. Pick them up - remember the candles at the end of the bronze hall? You'll also find two photos in this crate. Check them out, and you'll find a photo of Frannie standing at the "dead end" of the bronze hall and a photo of the butlet waiting at a table at the same "dead end", this time through an opened door. Looks like it's not a dead end afterall. You'll need to spot the differences in these two photos. Notice that the photo with the butler shows that some candles are lighted. So, point to both the candle stands to show the differences. Remember the positions of these lighted candles for future reference. The top left area of this room a shelf that has a suitcase on it. Try examining the suitcase, but it's too high up, so leave it for now. Just below the shelf, you'll find a wooden box that is covered by a white cloth. Examine it to find a baseball. Pick it up. Now, equip the baseball and point to the suitcase. This will begin a puzzle that is very much like the earlier iron-sphere-onto-hand- sculpture one. Hold and drag the ball upwards, and hope that it hits the suitcase. Hit the suitcase three times and it'll drop, revealing a single shoe inside. NOTE: The trick to doing these throws is to hold, drag it up and immediately release the hold to gain momentum on the ball. Examine the shoe, and D will tell you that it's HIS shoe. He also now remembers how his father bought the shoes for him, and how his father promised him "better shoes". Take the shoe. D's shoe added to your items list. Leave the room now. BRONZE HALL ----------- Last puzzle of this chapter. Go back to the "dead end" and exmaine the wall. Now, equip the matches and point to either of the candle stands to engage in the puzzle. You'll need to light up the candles in the same sequence as shown in the photo with the butler waiting table. If you can't remember it, just light up the ones that have an "X", as shown below: || (X) || || (X) || (X) (X) This will open the hidden room, as well as lead to the end of the chapter! It's also time for a quiz again: ANSWERS TO QUIZ #3 ------------------ 1. Henry 2. Me. 3. D's father's name. 4. A shoe. ====================================================================== ====================================================================== 8. CHAPTER FOUR: FAMILY REUNION ====================================================================== You'll begin this chapter in the dining room. In this chapter, you'll finally meet your father (or is he?), and get reunited with Jessica as well. DINING ROOM ----------- This is a rough sketch of how the dining room looks like (not to scale): --------------------------------------------------------- | | | | | | | | | | | | | | --------------------------- | | | | | | | | --- | | T a b l e | | --- Fire | |Newspaper | | --> | --------------------------- | Exit Place | | --- --- | | | | | | | | | | | | |-----------------------------------------| | | | | | ----------------------------------------| To |----------- Bronze Hall From the entrance, head over to the fireplace and examine it. You should find a piece of burnt paper inside. Examine this piece of paper to find that it's a scrap of Trace. Pick it up. Scrap of the Trace essay added to your items list. Above the fireplace is a portrait. Examine ot. It's of two boys, presumably Henry and Thomas. Examine the frame in close, then click on both the boys' picture. Now, go over to the dining table. Examine the bottom left corner of this table to find a newspaper. Exmamine it to find the shocking headlines: "Scientist Dies, Motive Unknown" The newspaper is dated 9/22/94. It details the murder of your mother. It also mentions that your father was a suspect then. Take a photo of this article. After reading this news, you'll be shaken. Go towards the exit to trigger a chat with D. He'll encourage you, and with tears still dropping from your eyes, you decides to press on. Exit this room now to the lounge. LOUNGE ------ Once you enter the lounge, you'll hear some weird noise in the background. Quickly go to the lower part of the room to find a counter. Examine it to find a radio on it. The noise seems to be coming from the radio. You'll need to turn the dials on the radio back to a normal frequency. There're two dials near the bottom of the radio. Point and hold on the left dial, and turn it to a "10 o'clock" direction. You'll find that the noise will go softer. Now, point and hold the right dial and turn it to a "6 o'clock" direction. The noise will now be replaced by the soothing tune of "The Miracle of the Blue Moon". According to D, this song is quite a hit during his time. This is when a man enters the room. Walk towards him and talk to him. You'll find that he's your father, Richard! Engage in a prolonged conversation with him to find out more about almost everything. You'll then be interrupted with a noise at the back. Your father will decide to go check it out. NOTE: Do not believe all he said, since he's, well, not really your father. Go to the right side of the lounge now to find a table that is partially covered by a cloth. Examine it to find an ashtray. Examine the ashtray to pick up a lighter that has the initials B.E. Lighter added to your items list. Go to the top right corner of this room and exit through the door there to the moss hall. MOSS HALL --------- The moss hall leads to two doors. A rough sketch of this hall is as follows: Kitchen | | ----------------------------------------- Copper Hall |---| | Painting | To Lounge The door to the copper hall is locked, and you don't have the code to open it now, so head towards the kitchen instead. Before you enter the door to the kitchen, turn around and examine the portrait near this door. Zoom into the potriat and you'll see a picture of a moonlit bay. It seems to have a strange pattern on the right. Take a photo of this portrait, then head towards the kitchen. KITCHEN ------- Go up, then left to find a flights of steps leading down to a door. Examine the door to find that it's tightly fastened by some ropes. It's impossible to untie this by your bare hands. Walk to your right now, keeping yourself in the lower part of the room. You'll soon reach an area with a sink and a refrigerator. To the left of the fridge, you should be able to find a cabinet holding some plates, etc. Examine the leftmost cabinet, and you'll find four drawers near the bottom of this cabinet. Examine the drawer that is second from left to find a DTS `Card. DTS Card 905 added to your items list. Still at this area, examine the sink to find a blood-stained handkerchief. Now, exit this area and go further right until you find another area to examine. Do so and you'll find an old oven here. Examine it to get a rusty knife. Rusty knife added to your items list. Now, go back to the door with the ropes on it, and use the knife on the ropes. To do so, just point your stylus to the ropes and start doing an up-and-down movement to simulate cutting the ropes. After a while, the ropes will be cut, and you'll gain access to the storage room. NOTE: No, the lighter doesn't work on the ropes. STORAGE ROOM ------------ Jessica is here! She appears to be heavily drugged. Talk to her and she'll tell you that she has been drugged possibly by a guy called Bill. Sounds familiar. After you finish talking to her on all the other options, go behind her and examine the area for a portrait. The portrait is very dusty, and you can't see the contents. Zoom into it, and blow into your mic to remove the dust. NOTE: This may take some time to complete. I was so fed up with it that I eventually used a hairdryer to do the job. Do not try blowing if you've sinusitis or asthmatic problems! This shows a picture of a bay. It also has a strange pattern on it, this time on the left. Take a photo of it. Now, open your DTS and do the overlapping function for the painting you saw at the moss hall and this portriat. Use the new painting as a base, and superimpose the moss hall painting onto it. Now, move the moss hall painting to the left until the strange patterns on them overlap. Rotate the moss hall portriant counter-clockwise now for about 90 degrees, and move the patterns until you see quite clearly that four numbers are shown: "2369". Go back to the moss hall via the kitchen now. MOSS HALL --------- Go to the door leading to the copper hall and use the code "2369" on the keypad. Hey presto, you've come to an end of a chapter again! Quiz time again: ANSWERS TO QUIZ #4 ------------------ 1. The research paper on Trace. 2. Richard. 3. He didn't kill Sayoko. 4. A rusty knife. 5. Bill. ====================================================================== ====================================================================== 9. CHAPTER FIVE: RETRACED STEPS ====================================================================== You'll begin this chapter at the copper hall. Now, this is the chapter that you'll meet your "real" father, as well as get a glimpse of the mysterious "Trace". COPPER HALL ----------- This is a long hall with a locked door at the end of it, and another room along the hall on the right, which belonged to Lawrence. You should enter Lawrence's room for now. To Research Lab | | | | | |---- Lawrence's Room | | | | | | To Moss Hall---- NOTE: The locked door leads to the research lab. You'll gain access to it later. LAWRENCE'S ROOM --------------- Go to the upper part of the room to find a potrait of three men above a fireplace. Examine it to trigger more of D's memories. You'll have to point your stylus to each different man to trigger the different memories. Now, check the bookshelf beside the fireplace for a DTS Card. DTS Card 906 added to your items list. Walk to the middle of the room to find an area with a round tin on a table. Beside this table is a desk. Examine this desk to find that its drawer is locked. Use the gold bird key to unlock it to find a notebook. Examine this book to find that it's Lawrence's journals. Read it to find out more about the Edwards. Examine this round tin on the table beside the desk now, and D will tell you that it's a zoetrope. This will lead to a puzzle, in which you'll need to spin the zoetrope to see a picture. Unfortunately, it doesn't work. This is when D remembers that you'll need paper to see the picture. NOTE: To spin the zoetrope, simply stroke it to the right quickly and continuously. Remember the roll of paper in the art studio? Damn! Backtrack all the way there to get it. ART STUDIO ---------- If you've forgotten, the roll of paper is found in a chest at the top left corner of the art studio - the same chest where you found the hammer. Pick it up. Zoetrope paper added to your items list. Go back to Lawrence's room again. LAWRENCE'S ROOM --------------- Use the zoetrope paper on the zoetrope. Start spinning the zoetrope until it opens fully to finally see the picture. What you can see is a bird flying from flower to flower on the picture. Remember the sequence of which flower the bird went to, as this is required for the next puzzle. NOTE: If you're playing this game for a second time, you'd see a "ninja" flying around instead of a "bird". From where you're now, go to the lower part of this room. This is the bed area of the Lawrence's room. Beside the bed is a nightstand, which you should examine to find Lawrence's will. Read it - it seems that Lawrence has named Henry as his sole heir. Now, walk past the bed and you'll hear a noise. Is there a hidden room somewhere in this room? Well, there is. Go towards the sofa near the bed and examine the painting behind it. This will activate a puzzle, which requires you to tap the sequence of how the bird you saw in the zoetrope was flying from flower to flower. If you can't remember, refer to the following: ( 2 ) ( 3 ) ( 1 ) ( 4 ) ( 5 ) ( - ) NOTE: Ignore the flower with the "-". A button will appear on the 5th flower. Click on it, and a door! Go into this hidden room now. HIDDEN ROOM ----------- A man is lying unconscious here. Tap his face a few times to wake him up. Give him the candies, and he'll give you a chocolate. It turns out that this guy loves chocolate. Talk to him, and he'll claim to be your father, Richard. Now, who should you believe? My guy feeling that you should believe this guy, because he looks more... believable. But at this point of the time, the game won't "allow" you to believe him, so you'll automatically doubt him throughout the conversation. Anyway, after the conversation, he'll be quite shaken by you not believing him, as well as your question about how your mother died. He'll then leave the room. D will then talk to you. Notice behind D, there's a typewriter. Once you finish talking, examine the typewriter for a letter from Henry to Frannie. It looks like Henry has committed suicide after killing his brother, Thomas. Before you leave this room, go right to an area with a safe. Examine the safe for an account book. Notice's also a suitcase with a letter on top of it. Read it. Now, go back to Lawrence's room, then return to the copper hall. COPPER HALL ----------- You'll notice that the door to the research lab is now opened. Go through it. RESEARCH LAB ------------ Walk all the way up to find another locked door. Examine it, and you'll realise that you need to punch in a code to open it. Notice also that the window on the door now appears on the top screen as you engage this puzzle. What does this mean? Well, simply blow into the mic, and you'll find the code for this door appearing on the window. It reads: ---------------------- | | | 58198 | | 31220 | | | ---------------------- Key in these numbers onto the keypad to open the door. NOTE: After entering this door, you'll can never go back to the mansion. If there're things items you haven't collect or examined, do so before you enter. This is especially so if you intend to get the "good" ending. You'll be in an enclosed area in the lab. First, go to the bottom right side of this room to find a bookshelf that has a photo and a teddy bear on it. Examine the bear to find that it has a ribbon. It looks familiar. Next, examine the photo to find four people on. Click on each of them when examining the photo. Now, notice there's a smaller shelf perpendicular to the one with the teddy bear and photo. Exmaine it to get a DTS Card. DTS Card 907 added to your items list. Go to the left side of this room now to find some filing cabinets. Examine the one on the left to find a memo about Trace. Trace memo added to your items list. Examine the shelf directly above this memo to get a DTS Card. DTS Card 908 added to your items list. If you've gotten all the "900" series of DTS Cards, you'd have collected all of Richard's journals. Read them all if you haven't done so yet. Now, go straight to the end of the room to find a desk with a computer monitor on it. Examine the desk to find a photo on it. The photo has a man, a woman and a baby in it. Click on the man to remember finally that he's your father, Richard. Click on the baby to find that, well, it's you. Then click on the woman, who's your mother, to unlock a slot below the photo frame. You'll get a white DTS Card. DTS Card 991 added to your items list. This card contains the first protocol for triggering Trace. You'll also get a password from it: "ASH853LEY" Now, examine the monitor on the desk to find four icons. Click all the icons to find out more about Richard's plans. The right most icon has an information about the second protocol for triggering case. It gives you another password: "SAY919OKO" The top icon gives you a hint to the location of this card. It mentions something about a birthday present. Remember the teddy bear with the ribbon? It was the birthday present you got from your parents when your mom was murdered. Go back to the shelf that has the bear. Examine it, and D will tell you that the back of the bear has a slit. You'll find a red DTS Card in this slit. DTS Card 992 added to your items list. It's now time to leave this room. Walk past the desk with the monitor to reach the door. It'll open automatically. Go towards the end of the next area to find another door. Examine the keypad on the left wall of this door to find that it requires a password. Key in --------------------- | | | ASH853LEY | | SAY919OKO | | | ---------------------- to open the door. Walk in to meet Richard and a weird looking machine. Talk to him, and he'll tell you that the machine is non another than the mysterious "Trace". Continue talking to him. He'll eventually tell you that he's not sure whether he did kill your mom - even though he has a memory that tells you that he did, he suspects the memory is not real. He'll then ask you to help activate Trace with him as the subject of testing. You'll be quite reluctant to do so at first. Now, walk to the back of the room, and D will encourage you to help Richard. He'll doso by asking you two questions. The answers to these questions are as follow: ANSWERS'S TO D'S QUESTIONS -------------------------- 1. I want to know the truth. 2. No, he didn't kill her. Walk back to Richard, and he'll tell you that you can don't do it if you don't want to. You'll then tell him that you'll. After he prepares himself in Trace, equip the white DTS Card and use it on the machine. You'll find yourself in the DTS Screen. You'll also notice that a previously locked icon in this screen is now opened. This is the "memory" icon. Click it to trigger a memory that seems to suggest that Richard has killed Sayoko, even though it doesn't look conclusive at all. Now, use the red DTS Card on Trace. Do the same process in the DTS Screen to trigger Richard's real memory. When Richard returned home on that fateful day, Sayoko has already been shot. He didn't kill her. Watch the cut-scene that follows. A voice will then appear from a speaker in this room. It's from Bill. Apparently, he's asking the lot of you to see him at the cave behind the mansion. As you leave the room to find Bill, the chapter will end. But before you go, another quiz to do: ANSWERS TO QUIZ #5 ------------------ 1. Three men. 2. Richard. 3. Frannie. 4. Bill. ====================================================================== ====================================================================== 10. CHAPTER SIX: BURIED TRUTHS ====================================================================== You begin this chapter without the DTS, so it means you can't save your game from now. It's not a big issue though, since this is a short chapter that consists primarily of conversations. RESEARCH LAB ------------ You'll find yourself at the back of the research lab when the chapter begins. You've earlier found that Richard wasn't the murderer of your mom, so all is good. The only person left in the way of the truth in your own memory is Bill, and you'll need to follow the only path to the cave to find him. Follow the flight of stairs down all the way until you reach the ground floor. In the process of going down, there'll be some conversations, so just read through them quickly. A door is at the ground level. Walk through it to enter the cave. THE CAVE -------- There's only one way forward, so just continue on the path. Again, there'll be some conversations on the way, and as usual, you can just browse through them on the run. If you've examined everything I told you to so far, D will tell you that he has been in this cave before. Someone was chasing him then. He also remembers what happened in the silver bird room, about his father's alleged murder. Soon after, you'll come across a shoe in the cave. Yes, that's D's other shoe. Finding this shoe will trigger another memory. NOTE: If you don't get these two memories, it simply means you won't be getting the "good" ending. Continue walking in the cave until you reach Bill. A lengthy conversation follows. Just read through it until Bill asks you six questions. You'll have to answer them all correctly to find out the truth in the murder of your mom. After every two questions, there'll be a break before he asks you two questions again. By the sixth question, you'll get the truth. As usual, I'm lazy to type the questions, so here are the answers to them. ANSWERS TO BILL'S QUESTIONS --------------------------- 1. Someone came in. 2. She hid me in the closet. 3. I heard mom's voice. 4. "You can't have Trace!" 5. I heard a gunshot. 6. Bill. What follows next is that Bill will try to shoot Richard. This is when Bill somehow manages to see D. The identity of Bill will also be revealed - he's Frannie's son. The fear of seeing a ghost will result in Bill slipping and falling into down from a cliff. Richard tries to rescue him in vain. As this comes to an end, Richard will go back to the mansion to look for Jessica. He tells you to go to the beach and wait for him. Take the bridge nearby to do that. On the bridge, D will remember his final memory. This tells you how he died. By now, you'd have succuessfully unlocked all his memories. Congratulations! After crossing the bridge, go straight and exit the cave to end this chapter. ====================================================================== ====================================================================== 11. EPILOGUE: THE MIRACLE OF THE BLUE MOON ====================================================================== Nothing much to do here, except to walk around talking to people. THE BEACH --------- First, go to the top right corner of the area to talk to the captain. Surprisingly, he manages to see D, which startles D so much that he runs off. Next, go to towards the area near the exit of the cave to talk to Richard and Jessica. Before you leave, you'll find D at the top left corner of the beach. Run towards there to talk to him for a final time to trigger a really touching ending. In the process, you'll need to touch his hand on the touch screen to send him to the next phase of his life. NOTE: Once again, if you didn't recover all his memories, you won't get this ending. Now, go back to Richard and Jessica and finish off the last conversation to watch the credits. So, that's it! YOu've beaten Trace Memory! THE STARRED GAME ---------------- After the credits, blow the candles, and save your game to unlock the starred game - this game is only available if you get the "good" ending. The starred game is essentially the same game, with minor changes to some scenarios. When you play through the starred game and get a "good" ending again, you'll get an surprise puzzle. Solving this puzzle will give you a special message. I won't spoil the puzzle for you, so you'll have to work it out for yourself to find out what's the message about. :) ====================================================================== ====================================================================== 12. CONCLUSION ====================================================================== Let me first say that I really enjoy this game, even though it's way to short. My last attempt (the 4th time) took me 2:25:15) to complete, and that's with examining everything to get the surprise puzzle. Still, games like this are getting lesser nowadays, and I'm just happy to have a good old puzzle adventure game to play in the midst of playing violent beat-'em-them ups all the time. I hope you enjoy the game as much as me. I also hope that this guide will be helpful to you in solving the mystery for both Ashley and D. Meanwhile, if you'd like to check out my other works, please go to this URL: http://www.gamefaqs.com/features/recognition/52881.html Last but not least, I wish you all the best in playing this game. ====================================================================== ====================================================================== APPENDIX 1. VERSION HISTORY ====================================================================== Version 1.0: Guide completed. (10.8.05) ====================================================================== APPENDIX 2. FAQS ====================================================================== Comments, feedback and questions will be answered here. If the question is related to puzzle-solving, you should find it in the walkthrough, so I'll only answer any questions that have not been discussed in the guide. ====================================================================== ====================================================================== APPENDIX 3. CREDITS ====================================================================== Cing: Nice effort, but we'll have a longer sequel, yes? GameFAQs.com/ Neoseeker.com and the other sites who wrote and asked to host my works: Thanks for continuously giving me the opportunity to write. For those who has supported me over the past few guide: Thanks. ====================================================================== Copyright © Lestor Wong 2005.
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