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    FAQ/Walkthrough by Deadmeat X

    Version: 1.20 | Updated: 10/30/05 | Search Guide | Bookmark Guide

                                 V E R S I O N   1.20
     |                                |          FAQ / Walkthrough by Deadmeat X
     |                                |             
     |        ________________________|             Last Updated - October 30
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                     A K A     T H E   I N D I G O   P R O P H E C Y
         |)                          LEGAL NOTE                            (|
         |)                                                                (|
         |)  All rights reserved. No portions of this FAQ may be copied,   (|
         |)  edited, and/or published on any site other than GameFAQs.com  (|
         |)  without the author's written permission. The author's a nice  (|
         |)  guy though. If you want to put this work on your site, just   (|
         |)  me an email, and I'll most likely give you my blessings,      (|
         |)  unless your site is really ugly or your first name is Dave.   (|
         |)  This FAQ is for personal use only. Publishing of any parts    (|
         |)  of the document for commercial use is prohibited and illegal  (|
         |)  if you don't have my permission. Copyright by Evert van       (|
         |)  Aart, 2005 and counting.                                      (|
         |)                                                                (|
    |)       (|                                                |)       (|
    |)   0   (|                Table of Contents               |)   0   (|
    |)       (|                                                |)       (|
    0    Table of Contents                   TOC0
    1    Introduction                        INT1
    2    The Boring Stuff                    TBS2
       a   Legal Note                          LGN2
       b   More Work By Me                     MWB2
       c   Contact Information                 CTI2
       d   Version History                     VHT2
    3    Game Basics                         GAB3
       a   Story                               STR3
       b   Characters                          CHA3
       c   Controls                            CTR3
       d   Moving Around                       MOV3
       e   Interacting                         INT3
       f   Health			           HEA3
       g   Action Sequences                    ACT3
    4    F.A.Q.                              FAQ4
    5    Walkthrough                         WLK5
       a   The Murder			   MUR5
       b   Investigation		   	   INV5
       c   The Day After			   DAY5
       d   Confession			   CON5
       e   Police Work			   POL5
       f   Alternate Reality		   ALT5
       g   Reconstruction			   REC5
       h   Tyler & Kate			   TYL5
       i   Lost Love			   LOV5
       j   Hide and Seek			   HID5
       k   Friendly Combat			   FRI5
       l   Debriefing (Carla)                  DEC5
       m   Debriefing (Tyler)		   DET5
       n   Agatha				   AGA5
       o   Questions & Bullets		   QUE5
       p   Double or Quits			   DOU5
       q   The Storm			   STO5
       r   Dark Omen			   OME5
       s   Face Off				   FAC5
       t   Back to Agatha			   BTA5
       u   Happy Anniversary!		   HPP5
       v   Bloody Washing			   BLO5
       w   Confrontation			   CFT5
       x   Captain Jones Is Really Upset       CJI5
       y   Fallen Angels			   FAL5
       z   Soap, Blood & Clues		   SBC5
       aa  The Fugitive			   FUG5
       bb  Janos				   JAN5
       cc  Meeting Kuriakin			   MEE5
       dd  Mayan Secrets			   MAY5
       ee  The Clan				   CLA5
       ff  Danger & Obliquity		   DAO5
       gg  Fate On Russian Hills		   FRH5 
       hh  Child's Play			   CSP5
       ii  Checkmate!			   CHE5
       jj  The Pact				   PAC5
       kk  Jade				   JAD5
       ll  Frozen To The Bone		   FRO5
       mm  Where Is Jade?			   WHE5
       nn  Bogart				   BOG5
       oo  Revelation			   REV5
       pp  Final Countdown			   FIN5
       qq  Epilogue				   EPI5
    6    Appendices				 APP6
       a   Endings				   END6
       b   Bonus Card Locations		   BON6
       c   Extra Life Locations		   LIF6
    7    Closing Time                        CLO7
         |)                       QUICKSEARCH KEYS                         (|
         |)                                                                (|
         |)  In this busy life we lead, we can't waste a single second.    (|
         |)  That's why God created Quicksearch keys (with a little help   (|
         |)  from yours truly). See those 4-character codes behind         (|
         |)  each chapter? Hit [Ctrl] + [F], and enter this code. Then     (|
         |)  simply hit the Search button, and before you can say "What    (|
         |)  button?", you'll be right where you want to be. It's magic.   (|
         |)                                                                (|
    |)       (|                                                |)       (|
    |)   1   (|                    Introduction                |)   1   (|
    |)       (|                                                |)       (|
    	Once every while, a game comes along that's completely new, and 
    different from anything you've ever played. The Indigo Prophecy / Fahrenheit 
    is such a game, combining adventure elements, old-style arcade button bashing, 
    and a plot worthy of a high budget horror/thriller movie. 
    	The dark and mysterious storyline puts you in the shoes of four 
    different characters, each with their own background and goals. With these 
    four people, you have to uncover a dark secret.
    	As said, the gameplay is a combination of adventure elements, which 
    lets you choose your own path through the storyline, and arcade-like button 
    smashing, thereby combining thinking with skills in way that you've never 
    seen before.
    	Fahrenheit isn't an easy game, and that's where I come in. This FAQ 
    will give you a good idea of how to get through the game, what different paths 
    you have, how your choices influence the story, and how to find secrets.
    	I will not try to walk you through the action sequences where you have 
    to press buttons in a certain order. Whether or not you pas these tests 
    depends solely on your keyboard skills, and no amount of text I write can 
    improve that. If you're really stuck in an action scene, try lowering the 
    difficulty, or swallow your pride and get someone to help you.
    	I hope you find this FAQ useful. I've tried to make it as complete as 
    possible, but with a complex game like Fahrenheit, the chance that I've missed 
    something is really big. should you find anything, don't be afraid to mail me. 
    Check the Contact Information section further down for details.
    Have fun,
    Evert "Deadmeat X" van Aart
    |)       (|                                                |)       (|
    |)   2   (|                 The Boring Stuff               |)   2   (|
    |)       (|                                                |)       (|
    	If this FAQ had been on TV, this would have been the moment to 
    go to the bathroom or to get another beer from the fridge. Unless you're 
    really looking for my contact information or the version history (although 
    I can't think of any good reason why you would), it's perfectly safe to 
    skip this chapter.
                                a. Legal Note
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    LGN2
         |)                          LEGAL NOTE                            (|
         |)                                                                (|
         |)  All rights reserved. No portions of this FAQ may be copied,   (|
         |)  edited, and/or published on any site other than GameFAQs.com  (|
         |)  without the author's written permission. The author's a nice  (|
         |)  guy though. If you want to put this work on your site, just   (|
         |)  me an email, and I'll most likely give you my blessings,      (|
         |)  unless your site is really ugly or your first name is Dave.   (|
         |)  This FAQ is for personal use only. Publishing of any parts    (|
         |)  of the document for commercial use is prohibited and illegal  (|
         |)  if you don't have my permission. Copyright by Evert van       (|
         |)  Aart, 2005 and counting.                                      (|
         |)                                                                (|
                               b. More Work By Me
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    MWB2
    Did you enjoy this FAQ? No? Then you won't like my other work either:
                             c. Contact Information
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    CTI2
    	Since this FAQ is still 'work in progress', I'll happily accept any 
    and all contributions from you, my readers. Did I miss something? More 
    options, actions I didn't see, Bonus Cards I didn't find? Or maybe you have 
    a bit of trivia for me to entertain the audience with? Send it in! I feel I 
    have the obligation to verify every addition, so it will take a few days before 
    I will actually add it to the FAQ. By helping me, you will receive a reward 
    most mortals can only dream of - you'll get mentioned in the Credits section 
    of this FAQ!
    	Please note, I'm working as hard as I can. In fact, I'm devoting 
    nearly all of my free time to it at this point. However, that isn't a whole 
    lot of time, so it may take a while for me to complete this. Sending me mails 
    like "Get to work you lazy slob!" won't help anyone. Also, please don't send 
    contributions to parts of the game I haven't covered in the guide yet.
    	Got a technical problem with your game? Well, I'm no tech support, so 
    I probably can't help you. However, I'm collecting solutions to technical 
    problems from you, the readers. So, if you had a bug / crash / whatever, and 
    you solved it, feel free to email me with the problem and the solution. Help 
    your fellow gamer out.
    And a couple more notes:
    - I don't always reply to e-mails, out of sheer laziness. I read every 
        e-mail that I get, but sometimes, I'm too lazy or in too much of a hurry 
        to reply. If you don't get a reply, don't send me the mail again.
    - Please don't add this address to MSN. I will remove anyone I can't 
        identify from my list.
    Alright then, here's my address:
    evert.vanaart (at) gmail (dot) com
                              d. Version History
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    VHT2
    - September 29. Today, I'll submit the first version to GameFAQs.com. It's 
        far from finished, but i feel that already, it adds something to the 
        current guides available. The first four scenes are done, and pretty much 
        all of the basic stuff is here too. Not a bad start.
    - October 2. Added a total of 7 chapters. More to come tomorrow. The next 
        week is a kind of holiday for me, so I expect to get a large part of the 
        walkthrough done before the end of the week. 
    - October 8. "These days turned out nothing like a had planned", to say it 
        in the words of Powderfinger. Hardly did any writing, I was temporarily 
        out of motivation. Today, I added a pretty awesome description of how to 
        get a perfect composite sketch, thanks to David Baker. Though I promise 
        nothing, I hope to write some more tomorrow.
    - October 12. I should stop making promises like that. Anyway, added three 
        more scenes. Next update ETA: When I feel like it, dammit.
    - October 19. More chapters! Woohoo!
    - October 20. What's with all the enthousiasm? No less than 5 chapters added. 
        I feel the most difficult chapters to write are behind me, so things 
        should begin to speed up now.
    - October 22. Updated all the way to Meeting Kuriakin.
    - October 23. Almost done, just seven more easy chapters to cover!
    - October 25. Walkthrough is done! Will add the endings later on.
    - October 30. Done and done. This will be the last major update. Added the 
        Endings, and removed the utterly useless Bonus Listing. Also, some minor 
        corrections in the walkthrough.
    |)       (|                                                |)       (|
    |)   3   (|                    Game Basics                 |)   3   (|
    |)       (|                                                |)       (|
    	All the basic stuff, like controls and storyline, can be found in 
    this chapter. Some parts have been taken from the official manual.
                                    a. Story
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    STR3
     You're in a trance.  You pick up a knife 
     and stab a man you have never met before. 
    As you come around you realize what you've 
     done. The police will come. There's only 
              one thing to do - run.           
                                      As an ordinary IT manager working in the 
                                      city,  there isn't a clear answer to why 
                                       you've suddenly become a murderer. All 
                                       that's left is the weapon in your hand 
                                      and a strange symbol carved into your arm. 
                                         But this isn't an isolated incident: 
                                        others are killing total strangers too.
       Now you have to discover the truth 
     before you loose your mind or get caught 
        by the police. But you've got an 
      advantage: you can take on the role of 
    four key characters to help you understand 
      what's going on and link all the signs 
     together. become Lucas Kane the murderer, 
       one of two detectives, or Marcus Kane, 
            Lucas's brother and priest.
                                          Look at everything from a different 
                                           perspective. Tackle everyone in a 
                                         different way. Play as each character 
                                        and you'll discover  just what's behind 
                                                    these murders...
                                   b. Characters
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    CHA3
      L U C A S   K A N E
      Fahrenheit's main character - an average 
      IT manager, who suddenly turns into a murderer. 
      But Lucas knows he wasn't in control when 
      he did it. All he can do is try to discover 
      the truth before he gets caught by the police.
                            C A R L A   V A L E N T I
                            Nobody challenges Carla, the NYPD detective 
                            in charge of the Doc's Diner murder. Initially 
                            she puts the brutal murder down to the work 
                            of a psychotic mind. But the ritual pattern 
                            left behind makes her look further than the 
                            obvious suspect.
      T Y L E R   M I L E S
      NYPD detective Tyler is troubled by his 
      relationship problems and long working 
      hours. He's more than ready to wrap up 
      this case immediately. That is, until 
      Carla takes things one step further. 
      This murder isn't going to be solved easily.
                            M A R C U S   K A N E
                            Marcus hadn't heard from his brother Lucas
                            for two years. And now he comes to him 
                            with blood stained hands. As a priest, 
                            he's torn between doing the right thing 
                            and his family ties. Is blood thicker 
                            than holy water?
                                  c. Controls
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    CTR3
    	These are the default controls for the PC version. As I don't own 
    the PS2- or XBox-version, I can't say what the controls for those versions 
    are. You can edit all the controls in the Options menu. I'll discuss the use 
    of all these buttons in more detail in the next sections. Should you still 
    need more help, try playing the game's tutorial.
    M E N U   C O N T R O L S
      Arrow Keys		Highlight option / Change settings
      Enter			Select option
      Backspace		Cancel / Back
    G A M E   C O N T R O L S
      Arrow Keys		Move character
      Left Mouse Button	Swing camera (hold and move)
      Right Mouse Button    Switch / turn camera (hold and move)
      Mousewheel		First person view
      Space			First person view
      Numpad 1		Reset camera
      Numpad 3		Display mental state
      Right Shift 		Run
      Enter			Switch character / PDA mode
      Escape		Pause menu
      Right Ctrl		Display PDA
    A C T I O N   C O N T R O L S
      Arrow Keys		Left action buttons
      Numpad 2/4/6/8	Right action buttons
      Left/Right Arrow	Stamina meter action buttons
         |)                      NOTE TO LAPTOP USERS                      (|
         |)                                                                (|
         |)  Even though Fahrenheit runs smoothly on a good laptop,        (|
         |)  there's one problem: most laptop keyboards don't have a       (|
         |)  numeric part. As you can see above, you need the numeric      (|
         |)  keys for the action scenes. So, if you're using a laptop      (|
         |)  (like me), you have to change the settings first, or you      (|
         |)  won't be able to do a single action sequence. Personally, I   (|
         |)  changed the keys for character movement to the WASD keys,     (|
         |)  and assigned the arrow keys to the action buttons on the      (|
         |)  right side.                                                   (|
         |)                                                                (|
                                d. Moving Around
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    MOV3
    	In Fahrenheit, you control your character with the Arrow Keys 
    (default). The control mode is the so-called 'character-relative' movement 
    mode, which means that all directions are seen from the eyes of your 
    M O V E M E N T   K E Y S
      Up		Walk forward
      Left  	Turn left
      Right 	Turn right
      Down  	Turn around 180 degrees
    	Pressing the Run key (Default - Right Shift) will make your character 
    run instead of walk. Instead of using the Up arrow (or whatever key you've 
    bound walking forward to) to walk, you can also press the left and right 
    mouse button at the same time to make your character walk.
    	There are three basic camera modes, all can be accessed by pressing 
    and holding down one of the following mouse buttons, and then moving the mouse 
    around. At all times, you can press Numpad 1 (default) to reset the camera to 
    its starting position.
    C A M E R A   M O D E S
      Left		Free-look - The camera will remain in the same position, but 
    		  you can look around by moving the mouse.
      Right         Rotate - By moving the mouse left and right, you can rotate 
    		  the camera around your character. This isn't allowed in 
     		  every scene. If you're not allowed to move the camera 
      		  freely, clicking the right mouse button will often change 
    		  the camera angle.
      Middle	First Person - Allows you to look through the eyes of your 
    		  character. You can't turn around all the way, but this mode 
     		  is really useful if you want to take a close look at 
    		  something. The Spacebar also activates the first person mode.
                                e. Interacting
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    INT3
    	Fahrenheit uses a unique system to interact with objects and persons 
    near you. Instead of simply using your keys, you have to use your mouse to 
    select certain options. Even though it's pretty unnecessary, this system 
    works pretty well. When you come near an item you can interact with, you'll 
    see a symbol of this item at the top of the screen. Often, this symbol will 
    also show what you can with the item. For example, a symbol of a bed with a 
    downward arrow next to it shows that you can lie down on the bed.
    	Next to the symbol at the top of the screen is a small oval. From the 
    center, a white line leads in one of the four directions - left, right, up or 
    down. You can activate the action depicted by the symbol by clicking and 
    holding the left mouse button, and then moving the mouse in the direction 
    of the white line. It may seem weird at first, but you'll soon get the hang 
    of it. 
    	Conversations work the same way. At certain points in the 
    conversation, your character will have the option to reply. A set of 
    replies will show up at the top of the screen. each reply has a keyword 
    under it, summarizing the contents of the reply, and an oval next to it. 
    Drag the mouse to the direction that fits the answer you want to give.
    	Also, when you have to make a choice of reply in a conversation, a 
    blue time bar will show up. If you don't select one of the dialogue options 
    before the time runs out, the option that's highlighted in red will 
    automatically be selected. Sometimes this means a clumsy reply, other times 
    this will end the dialogue altogether. In this case, the little clock symbol 
    next to the time bar will be red.
                                    f. Health
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    HEA3
    M E N T A L   H E A L T H
    	An important aspect of Fahrenheit is Mental Health. Each playable 
    character will  have a little meter, displaying how sane he or she is. 
    Basically, actions that can damage the character's ego, upset him, or make 
    him sad, will have a negative influence on your Mental Health. On the other 
    hand, if you successfully complete a task, if you do something good, or if 
    your character does or sees something that puts him at easy, your mental 
    health will rise.
    	Mental Health is measured on a scale from 0 to 100. Certain actions 
    and events will influence the Mental Health by adding or removing 5, 10, 20 or 
    even 30 points, depending on how serious the event is. Don't let the meter 
    drop too low, this will make your character do stupid things, which will 
    end the game. At any time, you can press Numpad 3 (default) to view the 
    Mental Health bar. This bar will also come into view when you loose or gain 
    mental health.
    L I V E S
    	Some Action Sequences (see below) will put you in potentially lethal 
    situations. If this happens, you'll see several white circles at the top of 
    the screen. Some of the circles will be filled with a white dot - these are 
    your lives. Every time you fail a button combination during such an action 
    sequence, you'll loose one life. if you loose them all, it's Game Over. You 
    can get extra health by finding religious symbols.
                               g. Action Sequences
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    ACT3
    	While the adventuring part gives your brain something to do, the 
    Action Sequences are all about finger-work. There are two basic kinds of 
    P H Y S I C A L   A C T I O N   R E A C T I O N
    	This is the most common type. Basically, it's Dance Dance Revolution, 
    but without the music, and with cool action scenes instead. You'll have to 
    guide your character through several (sometimes dangerous) actions by 
    pressing the right buttons at the right time.
    	At the start of a PAR sequence, two pads will appear on screen. These 
    are colored circles, with four sides - left (blue), right (yellow), down 
    (green) and up (red). The left pad is controlled with the character movement 
    keys - by default the arrow keys, although many people change this to the 
    WASD keys. the right pad is controlled by the numpad keys by default. If 
    you've got the movement on WASD, you might want to change the keys for the 
    right pad to the arrow keys.
    	Anyway, during the sequence, some parts of the pads will light up. 
    Your goal is to press the corresponding key(s) as fast as possible. If you 
    press the wrong key, or if you're too slow, you'll fail that part of the 
    sequence, with different results - sometimes you'll die, sometimes you'll 
    simply miss out on an extra cutscene. 
    	Each sequence consists of a series of combinations. How many keys you 
    need to press for one combination depends on the difficulty level you set. 
    After each combination, you will see either "GREAT!" or "FAILED!", and then 
    the result of this action. Not long after that, another combination will 
    start - usually, you're warned by the words "GET READY!" flashing just before 
    a new combo starts. Action Sequences can range from 1 to well over 20 
    T R A C K   A N D   F I E L D
    	At other times, a blue bar will appear on the screen. It will look 
    something like a volume-control bar. This indicates a so-called 'Track & Field' 
    action sequence. To pass this, you need to press two keys alternatively as 
    fast as you can. Doing so will raise the meter. You usually need to get it 
    as high as possible to pass the sequence. The two keys used are the keys 
    for turning your character left and right.
    O T H E R S
    	At times, you'll come across other Action Sequences. Usually, these 
    are a variation of the two types I've listed here. I will explain them in 
    more detail in the actual walkthrough.
    |)       (|                                                |)       (|
    |)   4   (|                       F.A.Q.                   |)   4   (|
    |)       (|                                                |)       (|
    	Here, I will try to answer all your questions. If you've got a 
    question or a problem, I advice you to read through this section before you 
    send me an email. There's a good chance that your question is answered here 
    already. If it is, and you still send me an email, it will be redirected to 
    the trash bin without a reply.
    G E N E R A L
      Q - Fahrenheit? Indigo Prophecy? What's up with the double names?
      A - I honestly don't know. Fahrenheit seems to be the European name - since 
          I'm from The Netherlands, I'm going to stick with this name. In the US 
          of A, the same game is named The Indigo Prophecy. The difference is in 
          the sex-scene - in the American version, pretty much all nudity has 
          been removed or censored, while Europeans can enojy it in all its 
          pixellated goodness.
      Q - Your FAQ is awesome!
      A - Thanks.
      Q - Can my PC run this?
      A - Fahrenheit doesn't have any extreme requirements, most PC's should be 
          able to run it. Here's the minimum requirements from the official site.
    	Operating System  	Windows® 98SE/Me/2000/XP
    	Processor 		Pentium® III 800 MHz or faster
    	Memory 			256 MB RAM
    	Hard Disk Space 	Approx 2 GB Free
    	CD-ROM Drive 		8x Speed
    	Video 			32 MB SVGA video card
    	Sound 			Compatible with Windows® 98 or higher
    	DirectX® 		DirectX® version 9.0c or higher
         I would like to add "A good keyboard" to this list. Trust me, if your 
         keyboard has a giant response time, you'll get nowhere.
     Q - What's with the horrible ending?
     A - David Cage's dog ate the last 20 pages of the script.
    T E C H N I C A L
      Q - Where can I find teh 1337 haxxors for the game?
      A - If you've acquired this game illegally (shame on you!), and it's telling 
          you to enter an original DVD, I suggest you look on 
          www.gamecopyworld.com for cracks. Don't tell 'em I sent you though.
      Q - My game crashes at startup, a Quantic Dream screen filled with 
          Hexadecimal numbers shows up and/or I get a message about a buffer 
          overrun. What's the deal?
      A - There seem to be various answers to this problem. 
          1. Try to just click "Ignore" when the Quantic Dream window pops up. 
             For some people, the game will resume, and the main menu will load 
             (in French).
          2. If you have Stardock Cursor XP (a piece of software that allows you 
             to change the looks of your cursor), disable or uninstall it. This 
             solved it for a lot of people, including myself. You may still need 
             to do step 1 though.
          3. Download all the latest drivers for your video card.
          4. Sometimes, mounting-software like Alcohol or Daemon Tools causes this. 
             If all else fails, try to uninstall this software if you have it.
          If nothing works, try contacting Atari's tech support.
    G A M E P L A Y
      Q - I can't get past Action Sequences #X! Help!
      A - As you may notice, I don't try to walk you through these action 
          sequences in the walkthrough. If you really have trouble with one of 
          them, follow these three simple steps to victory.
          1. Improve your keyboard skills (got teh micro?)
          2. Lower the game's difficulty setting.
          3. Swallow your pride and ask your friend/brother/sister/ 
             mother/girlfriend/teacher to pass the scene for you.
      Q - I can't get a perfect sketch! Help!
      A - Although getting a good sketch is in no way needed to finish the game, 
            I've put a description for it in the walkthrough.
    |)       (|                                                |)       (|
    |)   5   (|                    Walkthrough                 |)   5   (|
    |)       (|                                                |)       (|
    	Welcome to the main part of this document. I will try to guide you 
    through the game in the easiest way possible. A few pointers before we start.
    - I will not try to walk you through Action Sequences. These are purely based 
        on skill. If you don't have the skill - sucks for you. 
    - The walkthrough is as spoiler-free as I could get it. I won't give away 
        any big plot turns or anything, so don't worry about. However, reading 
        ahead of where you are in the game is never good - it will always spoil 
        part of the game in one way or another.
    - The way I describe is, in my opinion, the easiest through the game. Of 
        course, you can make it harder for yourself - by depressing your character, 
        by skipping some elements. It's your choice, but if you follow my 
        walkthrough, you'll usually get to the end in one piece and as smoothly 
        as possible.
    - At the end of each scene, I'll give a list of actions that will influence 
        your character's Mental Health. I advice you try to keep the Mental Health 
        as high as possible. Of course, you can also try to send him/her into a 
        depression, but that will soon lead to a Game Over screen.
    	Ready? Then select "New Movie". if this is your first time playing, 
    play the tutorial to get the hang of things. After that, a nifty cut-scene 
    will throw you right into the action...
                                 a. The Murder
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    MUR5
    W A L K T H R O U G H
    	You find yourself knee-deep in some very smelly shit. You've just 
    killed a man in a diner's restroom, and there's a cop in the diner itself. 
    After a couple of minutes, the cop will get up and go to the bathroom - you 
    want to be gone before that happens. There's a couple of things you can do 
    to put Lucas a bit at ease. 
    - First of all, pick up the body, and drag it to the stall. You have to 
        complete a tiny Track & Field sequence to do so. 
    - Now, look for the knife on the ground. Lucas will hide it somewhere - you 
        won't see where, you'll discover why in the next chapter. 
    - Also, you can pick up the mop in the corner, and use it to sweep the floor. 
        You have to hold the left mouse button and move the mouse up and down 
        several times to do so. It isn't easy - often, the sweeping animation stops 
        as soon as you move the mouse down - but it can be done. It seems to help 
        if you move the mouse up and down really fast.
    - Lastly, you can wash your hands at the sink. This is the most essential step: 
        if you rush out without washing up, the cop will immediately notice you, 
        and you'll have to run out the back door. So, save yourself the trouble, 
        and wash your hands. 
    Once you've done these four things, you're ready to leave the restroom.
    	Turn left as you exit the bathroom. Look for a table on the right 
    with a plate of food on it. This is your table. You should see a bill. Unless 
    you want to get Lucas into more trouble, I suggest you pay the bill (the 
    dollar symbol that appears when you've looked at the bill). Now, you can sit 
    down to eat and drink a bit, or you just leave the diner. If you've paid the 
    bill, you can simply walk out the door, otherwise the waitress will give you 
    some trouble about it. Once outside, turn right and right again, and enter 
    the subway entrance you see. You can also get a taxi, but this will leave 
    more traces.
    B O T T O M   L I N E
    	The only essential actions are paying the bill and washing your hands. 
    You can skip all the other actions if you want - including hiding the body and 
    the knife - but it's better for your mental health if you do them. Skip the 
    mopping if it's taking too much time. There's a couple of other actions you 
    can do to increase your Mental Health, but you don't have to do them.
    M E N T A L   H E A L T H
     +5  	Use the mop to remove the blood from the floor. Move 
         	  the mouse up and down while holding down the left mouse 
         	  button to do so 
     +5  	Drag the body to the empty stall	
     +5  	Hide the knife
     +5  	Wash up at the sink
     +5  	In the bathroom, there's a condom-vending machine  
        	  near the door. Look at it, and then hit it by
         	  moving the mouse from right to left a couple of
         	  times. Then, pick up the coin that drops
     +5  	Whether or not you've picked up this coin, use the jukebox near the 
              diner's exit for some relaxing music
     +5  	Sit down at your table, and drink from your glass	
     +5  	Sit down at your table, and eat some food	
     +5  	Pay the bill that lies on your table, and then leave 
     +10  	Take the subway home. The subway entrance can be found by going right 
              from the diner, and then right at the intersection. The entrance is 
              some 100 meters further, on the left side of the road
     +10  	Take a taxi home. To get to the taxi, turn right from the diner, and 
              then cross the intersection. The cab is parked on the left side 
              of the road
     -60    As soon as you discover the murder, your Mental Health will take 
              a steep drop. This can't be avoided
     -10   	Hang around in the diner for too long. The cop will go to 
              the restroom - shown in a split screen. The ten points will be 
              deducted if the cop gets up when you're still in the diner 
     -5    	Look out the restroom window
     -20   	Rush out of the restroom without washing up. You'll bump into 
              the waitress, and she'll draw the attention of the cop
     -5    	Talk with the patron with the hat
     -5    	Talk with the waitress
     -10   	Try to start a conversation with the cop
     -5 	Try to get behind the counter
     -5	Use the payphone near the restroom door
     -10   	Leave the diner without paying your bill
                                b. Investigation
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    INV5
    W A L K T H R O U G H
    	In this scene, you'll play with the two detectives, Carla and Tyler, 
    as they try to solve the Doc's Diner murder. From the car, walk into the 
    diner. Carla and the cop from the diner will have a short conversation. 
    You'll have various dialogue options, but don't worry - in the end you'll get 
    to ask them all. When you're done, walk over to the waitress, and interrogate 
    her. Again, the order in which you ask the questions doesn't matter. At some 
    point, Kate will hesitate. You can then choose to either cheer her up, or 
    insist she keeps talking. This choice doesn't seem to matter much either - 
    but options have the same effect.
    	After the conversation, talk to the two policemen at the bar. Switch 
    to Tyler, and talk to the two guys as well for a small Mental Health boost. 
    For even more Mental Health, go behind the counter, and drink some coffee. 
    This works for both characters. Now, go to Lucas's table, and investigate it. 
    You can find various things, but the most important one is a book lying under 
    the table. You can only find it with Carla. Also, check out the payphone in 
    the corner as Carla for some more Mental Health. When you've seen everything 
    in this room, go out the back door.
    	There's a bum in the alley - you probably saw him in a small 
    cut-scene at the end of the previous scene. Don't try to talk to him as 
    Tyler, you'll get nowhere. However, being the sexist failure he is, the bum 
    will gladly talk to Carla. A couple of conversation choices will lead to the 
    desired result - you'll get some information on what the bum saw.  He'll give 
    you a description of some person that came out of the back door - The Devil, 
    according to the bum. One of the conversations that lead to this result is 
    "You" followed by "Seen Anything". Now walk around the diner, and enter it 
    through the front door again. Head into the restroom.
    	Here, you can investigate the various objects around the room with
     both characters. Do so to get some vital clues. I especially recommend 
    checking out the stall Lucas was in with Carla to find his blood on the 
    floor. The main goal in the restroom, however, is to find the murder 
    weapon. Since you didn't see where Lucas hid the knife, you'll have to 
    search for it. It can be in three different locations. 
    1. In the garbage can
    2. In the water reservoir of the toilet in the rightmost stall. First, 
         flush the toilet. If the knife is in there, you'll hear a clang, and then 
         you'll be able to get the knife.
    3. In a hole in the wall of the leftmost stall.
    	You can only search in the first and second place with Tyler, and you 
    need to control Carla to check the third place. When you've found the knife, 
    you're ready to leave. Talk to your partner, talk to the two cops as Tyler to 
    give them a list of clues, and then enter the car outside.
    B O T T O M   L I N E
    	Before you can leave, you have to interrogate the waitress and find 
    the knife. This is, however, the absolute minimum. I really recommend finding 
    all of the other clues too. Talking to the bum won't really give you any 
    real information, and will damage your Mental Health, so you can skip it if 
    you want to.
    M E N T A L   H E A L T H
     +5	Go behind the counter, and interact with the coffee pot twice to 
              drink some coffee.
     +10	Find the book underneath Lucas's table
     +5	Interact with the payphone in the corner
     +10	Find the knife as Carla (in the leftmost stall)
     +5	Discover the blood on the floor in the stall where Lucas was sitting 
              in the very first cut-scene
     -5 	Talk to the bum. It seems all options lead to a small Mental Health 
              loss of 5 points, it doesn't even matter if the bums gives you the 
              information or not
     -10	In the alley, try to open the back door of the diner to get back 
              in, only to realize it only opens from the inside. Doh!
     +5	Talk to one of the morgue guys hanging at the bar
     +5	Talk to the other morgue cop
     +5	Drink a cup of coffee behind the counter
     +5	Use the payphone
     +10	Find the knife as Tyler, either in the garbage can, or in the 
              rightmost stall, inside the water reservoir of the toilet
     -10	Turn on the jukebox
     -10	Take a pee in the restroom
     -10	Try to talk to the bum. Since he recognizes you as a cop, he won't 
              give you any information at all
     -10	In the alley, try to open the back door of the diner to get back 
              in, only to realize it only opens from the inside. Doh!
                                c. The Day After
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    DAY5
    W A L K T H R O U G H
    	The day after is always worse than the day itself, right? You wake 
    up on a blood stained bed, with ditto wrists. I don't mean to alarm you, but 
    in about 5 minutes, a cop will come knocking on your door. You want to have 
    hidden the evidence by then. So, get up. Like on many 'morning after's, the 
    room will start spinning. Take the medicine from the table next to your bed 
    to make it stop. Turn back to your bed, and interact with it two times to 
    cover up the blood stains. It's no use to check out the wardrobe - you need 
    to clean up your arms before you can get dressed.
    	Exit your bedroom. As soon as you enter the living room, a phone 
    will start ringing. It's your brother, Markus. After the conversation, walk 
    into the kitchen. Open up the fourth kitchen cupboard from the left to find 
    a Bonus Card (+5). Around this time, you'll suddenly be thrown into an Action 
    Sequence. You have to complete one combination. If you get it right, Lucas 
    will have a vision, showing a cop knocking on his door and discovering some 
    incriminating evidence.
    	Near the front door, there's a pillar. Next to it a blood-stained 
    piece of clothing - you saw it in the vision if you get the Action Sequence 
    right. When you look at the cloth, you'll get another vision. After that, 
    pick up the piece of clothing, and head into the bathroom. Put the cloth in 
    the washing machine. Now, I suggest you wash up, take a pee, and use the 
    bandages from the medicinal cabinet. Then, return to your bedroom, and get 
    dressed. You can do other things around the apartment - most of them simply 
    affect your Mental Health. Review the list at the end of the chapter to see 
    what you can do.
    	At some during the last paragraph, the cop will have knocked on the 
    door. Don't worry, you'll have plenty of time to answer the door. Get dressed 
    if you hadn't done so yet, and then go back to the living room. Pick up the 
    key from the kitchen table. Now, open the door. If you've followed the 
    walkthrough up till now, you have hidden the clothing, covered up the blood 
    stained sheets, and got dressed, so you haven't got much to worry about. 
    First, admit it was you, and then allow the cop to come in.
    	As said, if you've disposed of the evidence, the cop will leave soon 
    enough, without too much suspicion. If you didn't, you'll have to complete 
    some Action Sequences to prevent the cop from seeing it. If you screw up 
    these too, it's Game Over. When the cop is gone, you can explore the rest of 
    the apartment if you want - try to boost your Mental Health a bit. Also, go 
    out onto the balcony. After the scene with the crow, turn left. A Bonus Card 
    (+10) is cleverly hidden in the left corner of the balcony. now, leave the 
    B O T T O M   L I N E
    	Cover up the sheets, put the piece of bloody clothing in the washing 
    machine, bandage your arms and get dressed. When the cop knocks, first admit 
    it was you and then allow him to come in. Don't forget the Bones Cards - one 
    in a kitchen cupboard, one on the balcony.
    M E N T A L   H E A L T H
     +10	Take the medicine from the bed table
     +5	Cover up the bloody sheets
     +5 	Answer the phone and talk to your brother
     +5	Drink some milk from the fridge
     +5	Drink a glass of water in the kitchen
     +5	Put on some music
     +5 	Put the piece of blood-stained clothing in the washing machine
     +5	Take a piss in the bathroom
     +10	Bandage your arms
     +10	Get the cop to leave without raising any suspicion
     -5	Examine the photo next to your computer
     -20	After bandaging your arms, you'll have to close the medicinal cabinet. 
    	  Doing so will give you quite a startle, and will reduce your Mental 
    	  Health by a pretty big amount
     -5	Read the newspaper at the front door
     -10	Turn on the TV
                                 d. Confession
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    CON5
    W A L K T H R O U G H
    	This is a pretty short and easy chapter. First of all, walk forward 
    until you meet Markus. During the conversation that follows, try to maintain 
    the peace between the two brothers. So, don't be too much of a critic as 
    Markus, and don't react too aggressively as Lucas. when you get the choice 
    between 'Convince' or 'Break Off', choose the first. At the end, Markus will 
    offer you a crucifix. I suggest you take it - not only because it's the right 
    thing to do, but also because the crucifix doubles as an extra life, which 
    might come in handy soon.
    	After the conversation, Lucas will get another vision, of a child 
    falling into the water. However, there are complications. A time bar will 
    start. You can now turn around and walk away, but this will greatly damage 
    your Mental Health. Instead, I suggest you quickly run into the water. You'll 
    now have to complete a series of 4 Track & Field Sequences to rescue the 
    child. In case you forgot, it's the sequences where you have to press the 
    left and right keys rapidly.
    	When you've got the kid out of the water, Kneel down next to him, 
    and attempt to revive him (the green line symbol). you'll have to pump his 
    heart 4 or 5 times to succeed. Wait for Lucas to count to three, and then 
    pump by clicking and dragging the mouse downward. Don't pump too early or 
    too late or you'll fail 9resulting in a Game Over). If you've got it right, 
    the word 'GREAT!' will appear. After a few pumps, the child will wake up. 
    The policeman will let you go because of your courage.
    B O T T O M   L I N E 
    	Let the brothers be nice to each other. Don't respond aggressively, 
    don't break off the conversation, and accept the crucifix. After that, I highly 
    recommend you try to rescue the kid, unless your Mental Health is really high 
    (and your own consciousness allows you to walk away).
    M E N T A L   H E A L T H
     +10	Approach Markus in the park
     +20	Save the kid from drowning, and then pump his heart to revive him. 
              You have to do both - it seems to be impossible to walk away without 
              being arrested once you've dragged the kid out of the water
     -5	During the conversation, choose the 'Sick' option as Markus, and then 
              reply with 'Aggressive' with Lucas
     -10	When you get to choice to either convince Markus or to break off the 
              conversation, choose the latter
     -30	When the child falls in the water, walk away instead of saving him
                                e. Police Work
    -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    POL5
    W A L K T H R O U G H
    	Tyler and Carla continue their investigation into the murder at the 
    diner. You'll arrive at the Police Station as Carla. Greet the guy at the 
    desk, and then go through the metal detector. If you want a Bonus Card, turn 
    right as you pass the metal detector, and check in the dark corner for a +10 
    card. Now, head up the stairs, and enter the main office. Walk to your 
    office - a split scene will show you the way. Just before you enter the 
    office, you'll be bothered by two people: A wuss named Jeffrey whines about 
    some money Tyler owes him, and Garrett from Forensics says he has some test 
    results for you.
    	After this, enter your office. Drink some water from water cooler in 
    the corner to calm yourself. For a bit of fun (and Mental Health), pick up 
    the yoyo on the desk, and play around with it for a while. You first have to 
    move the mouse down 4 times, then to the right twice, and then to the right, 
    followed by a clockwise arc to the left side. After this, you'll start over. 
    When you're done, pick up the phone to call Tyler. You can now switch to him 
    if you want to, but I suggest you first use your PC. Go to your inbox. You 
    have an email from Tommy, your neighbor, but the email you're after is the 
    untitled one. Also, check the right drawer of your desk to find a Bonus 
    Card (+5).
    	Now, switch to Tyler. Get up. If you want to, you can first look at 
    Sam, and then make love to her. Yes, it's a sex scene, and no, you won't see 
    any skin, just some impressive shots of Tyler's furniture, accompanied by 
    some moaning. To end the sex, switch back to Carla and have her use the 
    phone again. Now, get into the shower as Tyler, and then get dressed. 
    There's a third Bonus Card in the corner of Tyler bathroom (+10).
    	As you enter the living room, examine Sam. Tyler will note she's 
    sulking, because she's upset about something. Use the coffee cup on the 
    counter to start a conversation. You can choose to be either tender and 
    understanding, or a bit harsh and cold. It doesn't actually influence your 
    relationship, but negative answers will dent Tyler's Mental Health. After the 
    conversation, pick up your coat, give Sam a kiss, and then get out of there.
    	As you arrive on the Station, follow the same path as Carla did to get 
    to the office. Jeffrey will bother you too. I suggest you make a proposition, 
    this will unlock a small mini-game later in the game. Enter the office. After 
    the cut-scene, hang up your coat. You can drink some water, and you can play 
    around with the basketball if you want to. Enter the main office again, and 
    approach Carla and Garrett. You can now ask Garrett about the evidence you 
    found. The order in which you ask the questions doesn't matter, you'll get 
    to ask them all in the end.
    B O T T O M   L I N E
    	Get to your office as Carla, and call Tyler. Don't forget to read the 
    Kirsten mail before you switch to Tyler. Now get Tyler washed up and dressed, 
    and get him to the Station. Talk to Garrett to end the scene.
    M E N T A L   H E A L T H
     +5	Drink some water in your office
     +5	Play with the yoyo for a while
     -5	As you enter the main office, you notice that Tyler isn't here yet
     -5	Get apprehended by Jeffrey as you get near your office
     -5	read the email about Kirsten
     +5	Look in the mirror
     +5	Examine Sam while she's sleeping
     +20	Make love to Sam
     +5	Take a shower
     +5	Urinate
     +10	Give a positive answer during the conversation with Sam. You'll have 
              to choose an answer twice, and each time, there's two positive and 
              two negative answers. The positive answers, like 'Tender' and 
              'Convincing' respect Sam's feelings. Treat your lady with respect, yo
     +10	Kiss Sam after picking up your coat
     +5	At the office, play around with your basketball
     +5	Drink some water at your office
     -10	If you chose to have sex, end it by calling with Carla
     -20	Pick a negative answer, like 'Firm', during the conversation with Sam
     -30	Leave without kissing Sam goodbye
     -10	If you didn't kiss Sam goodbye (see previous), she'll send you a 
              pretty bitchy email. Reading it damages your Health
     -5	Trigger the conversation with Jeffrey by getting near the office
                             f. Alternate Reality
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    ALT5
    W A L K T H R O U G H
    	This is the first scene with a fairly long Action Sequence. As you 
    leave the toilet, first turn right to find a Bonus Card (+10) in the corner. 
    Now, wash your hands (hygiene for the win!), and leave the restroom. You'll by 
    in a big room at your bank, with 36 small workspaces. There's a coffee machine 
    on the east wall, so go have a nice warm cup if you want some Mental Health. 
    	Also, there's two Bonus Cards hidden in the workspaces. I found them 
    in the 3rd workspace from the left on the top row (+5), and in the 2nd from 
    the bottom and 2nd from the right (+10). However, I have a feeling that the 
    locations might be random, so you may need to check all workspaces if they're 
    not in the places I mentioned. If you can confirm that they're random, please 
    email me.
    	Now, make your way to the red dot on the map, and enter your office. 
    Sit down at your desk. This will trigger an Action Sequence. If succeed the 
    one combo, you'll hear Warren's thoughts about you. Now, look in the drawer 
    to your right to find a crucifix (which means one extra life). Use your PC 
    to give Lucas quite a scare. After this, Tiffany, your ex, will call. 
    I suggest you allow her to come to your apartment, it's good for your 
    Mental Health.
    	After this phone conversation, a second Action Sequence will start. 
    Again, it's just one combo, and it will give you another quick peek into the 
    future. Whether or not you passed the sequence successfully, you'll be sent out 
    to fix a workstation. In the big room, walk to the red dot. As you come near 
    it, you'll have another vision. Approach the red dot, and fix the station. 
    Now, the first long Action Sequence of the game will start.
    	Start by running away to the left. This will trigger the PAR sequence 
    (those colored wheels). You'll be dodging giant bugs for a couple of 
    combinations. after a while, one bug will grab you from behind, and you have 
    to complete a fairly easy Track & Field sequence to escape his grab. You'll 
    then have to complete some more PAR sequences. When you get to the elevator, 
    just randomly mash some buttons, and you'll have passed the scene. Remember, 
    the situation in this Action Sequence is quite dangerous, so if you fail a 
    combination, you'll loose a life.
    B O T T O M   L I N E
    	Get to your office, complete the two short Action Sequences, allow 
    Tiffany to come to your place, and then complete the big Action Sequence. 
    It's not really difficult, but it'll give you a fair idea of things to 
    come. If you can't pass this scene, lower your difficulty setting now.
    M E N T A L   H E A L T H
     +5	Wash your hands in the restroom
     +5	Drink some coffee from the machine at the east side of the room
     +10	Answer 'Yes' when Tiffany calls you
     -5	Pass the first Action Sequence to hear Warren's thoughts
     -5	Look at the picture in your left drawer
     -20	Use your PC, and get quite a scare
     -20	Pass the long Action Sequence
                              g. Reconstruction
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    REC5
    W A L K T H R O U G H
    	You'll find Carla at the morgue. in this really short chapter, you 
    have to complete a total of four Action Sequences to make Carla understand 
    what the coroner is saying. If you do right, you can discover the 
    following facts.
    - The victim didn't see the killer until the last moment
    - He fell, and damaged his skull
    - The victim saw something surprising before he died
    - The killer was left-handed
    	Afterwards, the coroner will mention a similar case...The Kirsten 
    case! Can you feel the plot thicken? Well, time to see what Tyler's doing.
    B O T T O M   L I N E
    Complete four pretty easy PAR sequences.
    M E N T A L   H E A L T H
     +10	Pass an Action Sequence. Carla will understand what the coroner is 
              saying, and draw her own conclusions from it
     -10	Fail an Action Sequence. Carla won't understand the facts
                               h. Tyler & Kate
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    TYL5
    W A L K T H R O U G H
    	Another short scene, and one that causes a lot of frustration. You 
    have to make a composite sketch of the killer using a piece of software. 
    Afterwards, the game will tell you if you did awful, decent, or good, by 
    showing you a percentage. Thanks to David Baker, I managed to get the highest 
    possible score: 75-100%. The results of getting a good sketch aren't that 
    drastic, so you may as well try to nail it. I'll now quote the description 
    David Baker sent me, with a few additions here and there.
    	If the description below isn't enough, I've also provided a screenshot 
    of the near-perfect sketch at the following URL:
         |)		                  H E A D                              (|
         |)                                                                (|
         |)  The correct head is medium wide and tall, with pronounced     (|
         |)  ears and slightly shaded cheeks. There are five other heads   (|
         |)  that are incorrect:                                           (|
         |)    1. Narrower with unshaded cheeks                            (|
         |)    2. Wide and round, very large ears, and a pronounced        (|
         |)         and dimpled chin                                       (|
         |)    3. Narrow with an earring on the left ear                   (|
         |)    4. Square head with thin ears                               (|
         |)    5. Long and narrow head with a square chin                  (|
         |)                                                                (|
         |)                           E Y E S                              (|
         |)                                                                (|
         |)  The correct eyes are large and look almost sleepy with        (|
         |)  pronounced irises, the right one drooping slightly. The eyes  (|
         |)  are slightly lower and further away from the nose than the    (|
         |)  other eyes. There are seven other eyes that are incorrect     (|
         |)    1. Squinting eyes                                           (|
         |)    2. Eyes with rectangular glasses                            (|
         |)    3. Normal eyes with slight bags underneath them             (|
         |)    4. Eyes with oval glasses                                   (|
         |)    5. Squinting eyes with the right one drooping               (|
         |)    6. Normal eyes with slight bags underneath them, the left   (|
         |)       iris more pronounced than the right                      (|
         |)    7. Normal eyes                                              (|
         |)                                                                (|
         |)                          M O U T H                             (|
         |)                                                                (|
         |)  The correct mouth has well-defined lips in a relaxed          (|
         |)  position with a shadow under the lower lip. There are five    (|
         |)  other mouths that are incorrect:                              (|
         |)    1. Frowning lips with a shadow underneath the lower lip     (|
         |)    2. Snarling mouth                                           (|
         |)    3. Light lips pursed together                               (|
         |)    4. Weird crooked mouth                                      (|
         |)    5. Very wide mouth that is horizontal                       (|
         |)                                                                (|
         |)                 N O S E   &   E Y E B R O W S                  (|
         |)                                                                (|
         |)  The correct eyebrows are medium thickness, curving downward   (|
         |)  towards the bridge of the nose. the nose is slip and only     (|
         |)  clearly defined at the bottom. There are five others that     (|
         |)  are incorrect:                                                (|
         |)    1. Thick eyebrows that angle straight down towards a        (|
         |)         wide nose                                              (|
         |)    2. Eyebrows with points in the middle and wide nose         (|
         |)    3. Thick, horizontal eyebrows with a wide nose              (|
         |)    4. Thin horizontal eyebrows that turn downwards at the      (|
         |)         edge of the face, with a pointed nose                  (|
         |)    5. Very thin, circled eyebrows with a slim nose             (|
         |)                                                                (|
         |)                           H A I R                              (|
         |)                                                                (|
         |)  The correct hair is short, slicked back, and comes to a point (|
         |)  in the middle. There are five others that are incorrect:      (|
         |)    1. Short and curly                                          (|
         |)    2. Longer and parted on the right                           (|
         |)    3. Dreadlocks                                               (|
         |)    4. Short flat-top                                           (|
         |)    5. Balding                                                  (|
         |)    6. Longer, unkempt, and unparted                            (|
         |)                                                                (|
         |)                      F A C I A L   H A I R                     (|
         |)                                                                (|
         |)  No facial hair. All of the other options have some sort of    (|
         |)  facial hair and are incorrect.                                (|
         |)                                                                (|
    B O T T O M   L I N E
    	Try to make it match as much as possible, but only if you don't mind 
    making things harder for Lucas. I you want to go easy on both sides, change 
    one or two of the above things to something that looks alike, you'll probably 
    get 50-75%.
                                 i. Lost Love     
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    LOS5
    W A L K T H R O U G H
    	In case you're wondering - yes, this is the chapter where you can see 
    a sex-scene, as long as you have the European version. I'll get to that. 
    First though, get out of the chair. You can do several things around the 
    apartment, and most of them boost your mental health. You can try watching 
    TV. It'll mention the accident in the park, and then they'll show the 
    composite sketch. This might decrease your Mental Health if you got over 50% 
    on the sketch.
    	You can also play some guitar, or beat the shit out of your punching 
    bag. I suggest you do both - not only are they a good practice for the more 
    difficult Action Sequences later on, but they also restore some Mental Health 
    when completed successfully. If you fail three combinations while playing or 
    punching, Lucas will give up. When you're done playing, check out the fourth 
    kitchen cupboard from the left to find a bonus Card (+5). Yes, it is in the 
    same spot as the other one, and no, it doesn't matter if you found the first 
    one or not.
    	Try to boost your Mental Health as much as possible - refer to the 
    list to see what you can do. Now, go to your bed, and lie down for a nap. 
    Soon, Tiffany will wake you. Answer the front door. Now, if you want to have 
    sex with her, you have to follow the steps listen below. Even if you're not 
    some pervert who gets off on digital sex, I'd still suggest try to 'score'. 
    If you fail, this will greatly damage your Mental Health, and you want as 
    much as possible for the next couple of chapters.
    - Ask her if there's any news.
    - Choose the 'Glass' option, then walk to the kitchen. Pick up the glass and 
        bottle from the counter, pour a glass, and give it to Tiffany.
    - Now you need to find her stuff. There are two small boxes with her initials 
        on it in the apartment. One is in the corner left of the phone, the other 
        is left of the PC in the bedroom.
    - When she asks about you, can have four options - Sincere, Reassuring, Cold 
        and Aggressive. Choose one of the first three.
    - Become all sentimental.
    - Ask her if she's alone.
    - She'll now ask you to play the guitar for her. Turn on the amp, and pick up 
        the guitar. The Action Sequence that follows is the same as before - one 
        song, two colored wheels, three chances to screw up.
    - If you successfully complete the sequence, you can kiss her
    - Let's get down and dirty! If you're playing the USA version, you won't see 
        much. If you're a proud European, you actually have to do a little 
        'thrusting' action sequence. Oh noes, my sensitive soul! Don't worry 
        Americans - thanks to your frustrated soccer moms, you won't have to see 
        any of this poorly animated filth. Your souls are saved!
    	Afterwards, whether you had sex or not, Lucas will doze off, and wake 
    up after a while. Leave the bedroom. There's a crow on the chair. Leave the 
    apartment to end the scene.
    B O T T O M   L I N E
    	Take a nap, flirt with Tiffany, and enjoy a little sex scene. In case 
    you're wondering - Yes, I am against the kind of censorship seen in the 
    American version. The sex-scene, though pretty graphic, was absolutely no 
    worse than you see in the average Hollywood movie, but because it's in a 
    game, it's suddenly really evil. Hey USA, can you spell hypocrisy?
    M E N T A L   H E A L T H
     +5	Put on some music
     +10	Play one song successfully on guitar
     +10	Beat the hell out of your punching bag
     +5	Drink some milk from the fridge
     +5	Have some gin from the bottle in the kitchen
     +5	Urinate in the toilet
     +10	Use the medicin next to your bed
     +10	Take a short nap (before Tiffany comes)
     +5	Give Tiffany a drink
     +5	Become sentimental with Tiffany
     +10	Successfully play the guitar for Tiffany
     +30	Have sex with Tiffany. Score!
     -10	Turn on the TV, and wait until they show the sketch. You'll only 
              loose Mental Health if you did well on the sketch
     -5	Examine the picture next to your PC
     -20	Try to kiss Tiffany before you've played guitar
     -30	If you kiss her too soon, Tiffany will leave
     -20	After playing guitar for her, tell Tiffany to leave
     -20	Wake up from the dream sequence (can't be avoided)
                              j. Hide and Seek
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    HID5
    W A L K T H R O U G H
    	This chapter contains some annoying elements. You'll start out at a 
    graveyard. Walk down the path, and turn the camera so that you can see to the 
    right of Lucas. After a while, there's a short path on the right with a Bonus 
    Card (+10) at the end. Pick it up, and get back to the main path. Turn right, 
    and keep walking down the path. To the right, you'll see Markus waiting for 
    you. However, first walk straight ahead, until you come to a dead end. Pick 
    up the crucifix (extra life) from the grave to the right of this dead end. 
    Now, go to Markus, and put the flowers on the grave. This will, for some 
    reason, trigger a flashback scene.
    	Watch the cut-scene. When the brats are gone, walk forward a little. 
    You'll get a vision, in which the hangar goes up in flames. If you complete 
    the little Action Sequence that starts successfully, you'll also see how you 
    can sneak past the guards. Now, you need to save those kids! It's no use 
    talking to the guard at the front, he won't believe you. Instead, go to the 
    rightmost end of the fence, behind the tower. Approach the net that's 
    hanging over the fence, and climb up. You have to use your mouse movement 
    to climb - just click and drag it in the right direction. Some people seem 
    to have trouble with this, but it's really not that hard once you got the 
    hang of it.
    	When you drop down on the other side of the fence, look to the left. 
    Off in the distance, there's a big rock near the next fence. You need to get 
    to that rock. Time your movement carefully, so you'll avoid the two 
    patrolling guards. It's best to run if both guards in the area you're in are 
    at the edge of the field. When you get to the rock, crawl through the hole 
    in the fence nearby. Now, hide behind the boxes. From time to time, a truck 
    will drive past from the left to the right. When a truck comes, walk up 
    behind it, and then follow it, keeping the truck between you and the guard. 
    Keep walking next to it until you're halfway between the first hangar and 
    the second one. Then, walk straight towards the red cross on the map. If you 
    get caught, leave the cover of the truck sooner or later, depending on what 
    guard saw you.
    	When you get to the red cross, enter the hole in the wall. Lucas 
    will now warn Markus of the danger. You now need to find all three other 
    kids, otherwise you'll loose a big amount of Mental Health. The little brats 
    can be found at the following locations.
    1. From the start, walk straight ahead. You'll see a wall of boxes in front 
         of you. Run to the left, and around this wall. On the backside of the 
         wall, you'll see one loose panel at the bottom. That's where the first 
         kid is.
    2. Go up the stairs and walk to the end of the path, you'll find the 
         second kid.
    3. At the bottom of the stairs, there's a part of an airplane. Check behind 
         it to find the last brat. Lie to him to get him out of the hangar.
    	When you've got them all, a cut-scene will start, and after that, 
    you'll be warped back to the present. Markus will give you the address of 
    some expert on the occult.
    B O T T O M   L I N E
    	Talk to Markus. Climb over the fence on the right side, run to the 
    left, crawl through the hole in the fence, walk behind the truck, get inside 
    the hangar, and find the kiddos.
    M E N T A L   H E A L T H
     +10	Save all the kids in the hangar
     -30	Fail to save them all
                               k. Friendly Combat
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    FRI5
    W A L K T H R O U G H
    	It doesn't matter who you select to play the chapter as - it comes 
    down to the exact same thing anyway. At the start, you first need to warm 
    up. Use one of the machines, and complete the (quite annoying) Track & Field 
    sequence to complete the warm-up. Each characters needs to do two warm-ups to 
    be ready for the fight. If you want, you can make your characters drink a 
    little to increase their Mental Health. Check in the corner behind the ring 
    to find a Bonus Card. Now, when you've done two warm-ups with each character, 
    approach the ring, and start the fight. It's a pretty straightforward PAR 
    sequence, but it's good training for the harder stuff later on.
    B O T T O M   L I N E
    Warm up, and win the fight.
    M E N T A L   H E A L T H
     +5	Drink some water
     +10	Complete the warm-up
     +20	Win the fight
     +5	Drink some water
     +10	Complete the warm-up
                             l. Debriefing (Carla)
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    DEC5
    W A L K T H R O U G H
    	The scene will start with Carla and Tyler getting questioned by 
    their boss. It doesn't matter much what you answer. After a couple of 
    questions, you're free to go. Carla and Tyler will each go their own way 
    from here. I'll first describe Carla's path. 
    	You have to find some information on the mysterious Kirsten case. 
    Start by walking straight forward. At the dead end, you'll find a Bonus Card 
    (+10). Now, return to the start, and walk down the corridor. When you get to 
    the gate, first use the light switch to the right, and then head through it. 
    	Now, a rather annoying sequence will start. You have to make Carla 
    breathe normally. You can do so by alternately pressing the left and right 
    movement keys. If you don't press any key, the meter will move to the right 
    end of the bar. You have to try to keep it in the middle, by tapping the keys 
    in a steady tempo. If you tap them too fast, the meter will go to the left 
    side of the bar, and that isn't good either. If the meter reaches either 
    side, Carla will give up and run back out. You can move forward, and change 
    your direction by holding down the right mouse button.
    	In front of you is a small basement with several file cabinets. The 
    cabinets are placed in rows of four. On the first and he last cabinet of 
    each row, there's a wheel that allows you to move the cabinet next to it, 
    thus creating pathways for Carla. Start by turning the rightmost wheel. Head 
    through the newly formed path. At the next row of file cabinets, first turn 
    the wheel on the left, followed by the one on the right. You should now have 
    created a path towards the central area with the computer terminal.
    	The terminal doesn't have any power, so you'll need to find a 
    switchbox first. Facing the terminal, turn left, and head through the path 
    between the two file cabinets. The switch is on the wall behind the next row 
    of file cabinets. First, turn the wheel on the right, and then the wheel on 
    the left. This should create a path to a switchbox on the back wall. It's 
    brightly lit, so you can't miss it. Use it, and then backtrack to the - now 
    powered - computer terminal.
    	Now, you have to find the right tape. It's in the section '1990-2000'. 
    Facing the terminal, turn right, and turn the leftmost wheel on the row of 
    cabinets here. Head through the path. It seems like a dead end. Turn the 
    wheel to the left of you. a path opens up, but there's nothing for you in 
    there. Instead, return to the computer, and turn the wheel on the left once 
    again. Now, Turn the rightmost wheel on the same row, and head through the 
    opening. Almost there - turn the wheel in front of you, and the section 
    '1990-2000' will open up. Pick up the tape from this aisle, return to the 
    computer, and use it.
    B O T T O M   L I N E
    	Turn on the light, get to the computer, turn on the power (to the 
    left), and find the tape (to the right of the computer, in the section 
    '1990-2000'). Use it with the terminal to end the scene.
    M E N T A L   H E A L T H
     +20	Find the right tape
     -10	Fail to control your breath
     -30	Give up by leaving the basement - Tyler will do it later on
                             m. Debriefing (Tyler)
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    DET5
    W A L K T H R O U G H
    	As Tyler, you have to find out something about Lucas's book. Start 
    by turning left (seen from Tyler's point of view), and follow the walkway 
    around the corner, and to the end to find a Bonus Card (+20). Now, head down 
    the stairs at the door, and walk to Takeo (the little Japanese dude). After 
    getting his attention, you can complete a small Action Sequence, but the 
    reward is absolutely useless. Choose 'expertise' when you have the chance, 
    followed by 'insist'. The conversation will end, but as you walk away, Takeo 
    will ask you to retrieve a book for him.
    	Head to the table under the stairs. First, examine the book Takeo 
    gave you. You should note that the author is named 'De Gruttola'. Put away 
    the book, and now put Lucas's book on the table. you can zoom in on parts 
    using the magnifying glass. Skip a couple of pages. On the page after the 
    title page, you'll see some sort of stain in the upper left corner. Zoom in 
    on it to discover a personal message from one 'M.K.' (Markus Kane). As you 
    put the book away, a bookmark falls from it. Pick it up - it's an important 
    clue, yo!
    	Now, to find the missing book. Walk up the stairs. To the right of 
    the main entrance, there is a table with a book on it. If you read it, you'll 
    notice that the author of Takeo's book, De Gruttola, is connected to the 
    number 1796. Head back to where Takeo is, and climb the small stage behind 
    him. There's another big book on the table here. Reading it reveals the 
    location of your book - the white section on the third floor. 
    	Go to the third floor, and find the bookcases with a white square on 
    them. Pick up a book from these bookcases, and give it to Takeo. Once you've 
    recovered from the shock regarding his accent, ask him any two questions about 
    the book. It doesn't matter much, as Takeo doesn't have much useful 
    information anyway. After the conversation, head for the door. You'll find 
    a Bonus Card (+20) on your way out.
    B O T T O M   L I N E
    	Talk to Takeo, and pick 'expertise' follow by 'insist'. Examine both 
    books on the table with the magnifying glass. Pick up the bookmark that 
    falls from the Shakespeare book. Pick up the right book from the third floor, 
    from a bookcase with a white square. Return to Takeo, talk about the book, 
    and you're done.
    M E N T A L   H E A L T H
     +20	Find the small bookmark that falls from the Shakespeare book
     +10	Give the correct book to Takeo
     -5	Give the wrong book to Takeo
                                  n. Agatha
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    AGA5
    W A L K T H R O U G H
    	Lucas arrives at Agatha's house. Walk up to the door - it's on the 
    left after ten meters, and it's well lit. No-one answers when you ring the 
    bell, and, like in every horror movie, the door isn't locked when you try it. 
    Once inside, enter the door on the right. In this small kitchen, you can find 
    a Bonus Card (+5). Return to the corridor, and go through the door at the end. 
    Another empty room. There's another door on the wall to your left. Go through 
    it to finally find the witch Agatha.
    	After the conversation, get behind her wheelchair, and push it back 
    to the corridor. Now enter the door on your left (seen from the front door). 
    Hmm, scenic. Tell her about your misfortune. After two questions, it will 
    seem like the visit is over. But, before you can leave, Agatha asks you to 
    feed her birds. Pickup the seed from the lower drawer of the cabinet in the 
    corner, and use it on three different cages.
    	Now, the conversation will continue. When Agatha asks you to, push 
    her to the living room. You now need to prepare for some sort of ceremony. 
    To the left of the door to the corridor, there's a small cabinet. Pick up 
    the candles from its lower drawer. Also, head back to the kitchen to find 
    some matches. Once you've got everything, put and light three candles on the 
    table. Next, close the curtains of both windows, and use the switch next to 
    the door to turn off the light. 
    	There's one last thing to do before you sit down: rob the elderly! 
    Enter Agatha's bedroom (where you first found her). On the small table next 
    to the bed, you can find a crucifix. Trust me, you want this extra life for 
    the upcoming Action Sequences. Also, enter her bathroom (the second door in 
    the bedroom), and pick up the Bonus Card in the corner (+20). Now return 
    to the living room, and sit down next to Agatha.
    	A long and ridiculously easy Action Sequence will start. The 
    cut-scene that plays during the sequence will tell the story of what happened 
    in the diner, and it will reveal a thing or two about the mysterious man who 
    sat at your table. The plot is thickening! When you're done, Agatha will tell 
    you to come back the next day.
    B O T T O M   L I N E
    Find Agatha, follow her commands, and then watch the cut-scene / PAR sequence.
    M E N T A L   H E A L T H
     +20	Successfully complete the Action Sequence
                           o. Questions and Bullets
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    QUE5
    W A L K T H R O U G H
    	We find Carla at a shooting range. Approach the last guy, and talk 
    to him. Ask about the Kirsten case - in this and the following conversations, 
    it doesn't really matter what you ask, you can get plenty of useful 
    information. At two points, you will have to do a shooting gallery mini-game. 
    It's pretty simple, and if you're playing this with a mouse, you should be 
    able to get a good result without too much hassle. Not that it really matters 
    whether you shoot well or not - it only slightly affects your Mental Health, 
    and it doesn't do anything for the conversation. Keep asking questions until 
    the chapter ends.
    B O T T O M   L I N E
    Ask questions, shoot, ask questions, shoot, ask questions.
    M E N T A L   H E A L T H
    +10	Shoot well
    -10	Shoot crappy
                              p. Double or Quits
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    DOU5
    W A L K T H R O U G H
    	Remember that wuss Jeffrey from the Police Work chapter? You could 
    challenge him for a basketball game. Well, now's the time to serve him good. 
    The whole chapter is one big PAR sequence, pretty much like Friendly Combat. 
    At the start, you can choose to make of Jeffrey. Doing so will net you some 
    Mental Health, but if you don't do it, Jeffrey will let you start. Just use 
    your keyboarding skills, and you should get through this chapter with ease.
    B O T T O M   L I N E
    Pwn or be pwned.
    M E N T A L   H E A L T H
     +5	Make fun of Jeffrey
     +5	Score a few points
     +20	Win the game
     -5	Let Jeffrey score some points
     -20	Loose the game
                                 q. The Storm
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    STO5
    W A L K T H R O U G H
    	You'll either love or hate this chapter - most people seem to be 
    edging towards the latter. Pick up the phone to initiate a long series of 
    Action Sequence, in which you'll be dodging nearly every piece of furniture 
    in your apartment. You start with about 30 short PAR sequences, and from 
    there, the so-called Track & Field sequences make their entry.
    	At the end, you'll play as Markus for a bit. Run down the hall, and 
    examine the first door on the right. Complete the short Track & Field sequence 
    to kick down the door, and then run onto the balcony, and complete one more 
    sequence to save Lucas.
    B O T T O M   L I N E
    Dodge! Dodge! Do- Oh my God where the fuck are the walls going?!? Aaaahhhh!
    M E N T A L   H E A L T H
     +10	Save Lucas
                                 r. Dark Omen
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    OME5
    W A L K T H R O U G H
    	Finally, another good adventuring chapter. You'll start with a 
    cut-scene of Carla taking a shower. Don't worry if you've got the censored 
    American version - you're not missing a whole lot of skin. When you gain 
    control of Carla, first check in the corner of the bathroom for a Bonus Card 
    (+10). Now, leave the bathroom, and walk through the bedroom, into the living 
    room. Answer the phone. After the conversation, you can switch to Tyler if 
    you want to, but I would suggest playing as Carla for just a bit longer. Go 
    back to the bathroom and get dressed. You can watch some TV in the living 
    room to pass the time.
    	After a while, a guy will come knocking on the door. Hmmm, a 
    good-looking guy knocking on the door of a girl late at night? Forget it you 
    pervert, he's gay. The wine glasses can be found in the cupboard above the 
    furnace. He'll then read your future through Tarot Cards. The future looks 
    grim indeed. There's no way to avoid the Mental Health loss here, but don't 
    worry, you can do some things to restore it afterwards (refer to the Mental 
    Health list). When Tommy is gone, it's time to switch to Tyler.
    	Let's see, what to make of this bookmark-thingie? Well, for the first 
    and only time in the game, the internet is useful! Boot up the PC, and go to 
    the web. On the rightmost tab, you'll find some stock numb- OMG! Now that 
    Tyler 'Mister Obvious' Miles has finally figured it out, call up Carla. After 
    the conversation, get out of your chair, pick up the piece of paper, and use 
    it on the fax machine near the door. 
    	Switch to Carla. Walk to the fax machine (next to the PC), pick up 
    the paper, and leave your apartment. Remember Tommy saying he was dating 
    some dude from a bank? Well, what are you waiting for? Ring his doorbell. 
    Afterwards, go back inside and call Tyler. Now, as Tyler, pick up the paper 
    from the fax machine, put it on your desk, and sit down. First turn on the 
    lamp, and then use the piece of paper. Voila! At the end of the chapter, you 
    can choose who goes to the bank the next day, but it doesn't matter, really.
    B O T T O M   L I N E
    	As Carla, answer the phone, get dressed, and have some 'fun' with 
    Tommy. Switch to Tyler, look on the web, call Carla, and fax her the paper. 
    As Carla, pick up the paper, and show it to Tommy. Call Tyler, and then, as 
    Tyler, hold the paper to the light.
    M E N T A L   H E A L T H
     +10	Lie down on the bed
     +5	Have a pee in the toilet
     +5	Watch some TV
     +5	Eat some Chinese food from the kitchen counter
     +5	Open the door when Tommy rings the bell
     +5	Toast with Tommy
     +5	Ask Tommy about himself (choose the 'Tommy' option)
     +20	After you've made the discovery with Tyler, and faxed Carla the 
              bookmark, show the paper from the fax machine to Tommy, across the 
              hall from the apartment
     -5	During the conversation with Tommy, choose the 'Carla' option
     -5	During the conversation with Tommy, choose the 'Work' option
     -5	Pick the first pair of cards
     -5	Pick the second pair of cards
     -5	Pick the third pair of cards
     -10	Pick the fourth pair of cards
     +10	Go on the web to discover the origin of the piece of paper
     +5	Play around with the basketball
     +5	Fax the paper to Carla
     +10	Find the watermark on the piece of paper
     -20	If you walk around the office for too long, Tyler will yawn, and 
              you'll loose a significant portion of your Health
                                 s. Face Off
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    FAC5
    W A L K T H R O U G H
    	Ooh, exciting! The plot finally brings the police to Lucas. You'll 
    have some time before Carla or Tyler enters your office, so you want to get 
    of some evidence first. Before you do anything, look in the right drawer for 
    a Bonus Card (+10). Now get up. On the corner of your desk is a piece of 
    paper...with a corner missing! Use it twice to hide it. Do the same for the 
    book to the left of your PC. Like in the first scene, you won't see where 
    you hide it. 
    	Now listen up. As soon as Carla comes into your office, take your 
    hands off the keyboard. You heard me. Take 'em off. You will fail all 
    upcoming PAR sequences, and that's a good thing. Half of the sequences 
    have absolutely zero effect, the other half will damage your Mental Health 
    AND raise suspicion when you pass them. That's right, you get a penalty for 
    doing something right. Oh Quantic Dream, you crazy game developers you! Just 
    sit still. If you do nothing, Lucas won't react to the bugs either.
    	Anyway, you should avoid raising suspicion as much as possible. 
    Answer with 'Truth' rather than lying for the first couple of questions. When 
    you're shown the composite sketch, joke about it. When the subject of your arms 
    is raised, lie about it. When Carla asks you about the situation in the office, 
    reply with 'No'. This should get you through the conversation without raising 
    suspicion. Afterwards, Lucas will get up and go to the restroom.
    	Now, as Carla, you can search for some evidence. Pick up the pen from 
    Lucas's desk. Also, check the right drawer of his desk to find the Shakespeare. 
    The piece of paper can be found in the box next to Lucas's desk. If it isn't, 
    try the left-hand drawer of Lucas's desk. The location is random, so it might 
    be in a third spot. When you've got these three things, wait for Lucas to come 
    back. Carla (or Tyler) will now go away.
    B O T T O M   L I N E
    	Hide the book and the paper. During the conversation, FAIL all Action 
    Sequences, and choose the replies that don't raise Carla's suspicion. As 
    Carla, pick up the pen, and find the book in the right-hand drawer.
    M E N T A L   H E A L T H
    Carla / Tyler
     +5	Find Lucas's pen
     +5	Find the book in the desk drawer
     -10	Pass the first Action Sequence with the bugs
     -10	Pass the second Action Sequence with the bugs
     -20	Pass the third Action Sequence with the bugs
                               t. Back to Agatha
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    BTA5
    W A L K T H R O U G H
    	Time to find out what this witch really knows. Enter her house, and 
    walk straight to the living room. Uh-oh. If you're low on Mental health, don't 
    inspect the body, as it will cost you 30 points. Now, the police are on their 
    way. You can simply leave through the window, but it seems Agatha left you a 
    little surprise or two. The first can be found in her bedroom - A +10 bonus 
    Card. Now, go into the room with the cages.
    	You can inspect the cage opposite of the door. There's a piece of 
    paper in there, but the cage is locked. Head into the kitchen, and pick up 
    the knife that's on the table. Return to the cage, and pry it open with the 
    knife. You can also find a key in the bag of seeds you used in an earlier 
    chapter. Reading the note inside will slightly boost your Health. Now, return 
    to the living room, and escape through the window before the cops get there.
    B O T T O M   L I N E
    Find Agatha, and escape. The part with the note is optional.
    M E N T A L   H E A L T H
     +20	Start of the chapter
     +10	Find Agatha's hidden note
     -30	Examine Agatha's body
                            u. Happy Anniversary!
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    HPP5
    W A L K T H R O U G H
    	You start off as Tyler. Walk to the oven, turn it on, then get some 
    champagne from the fridge. After you've poured some in the glasses, Sam will 
    appear. Put some music on. Now you'll have to dance with her. It's rather 
    easy, and the results aren't that big if you screw up.
    	The scene then cuts to Carla. This is where the fun starts - you have 
    to combine all the evidence you found to identify Lucas. The difficulty of 
    this part depends on how well you played as the police. Still, even if you 
    didn't collect a single clue, you can't get stuck - Martin, the cop from 
    diner, will help you out of you're out of evidence. Here's a list of the 
    possible combinations.
    - The two Shakespeare books. You can only do this is you've found the book in 
        Lucas's Desk in the Face Off chapter.
    - If, at the end of the first chapter, you took a taxi as Lucas, check the 
        fax machine for a list of taxi destinations, and combine it with Lucas's 
        file (in the letter-inbox on Carla's desk).
    - The fingerprints on the pen (on your PC) with those from knife (on Tyler's 
        desk). Only if you picked up the pen in Face Off.
    - After you've examined the bank's employee file (Carla's inbox), the cop 
        from the diner will come in. Afterwards, pick up Lucas's picture (also 
        from the inbox), leave the office, and show it to McCarthy. This works 
        every time.
    - If you've found the piece of paper in the Face Off chapter, you can now 
        combine it with the bookmark.
    - If the sketch you made was good (75-100%), you can use it to find a link to 
        Lucas. First, memorize Lucas's file (in Carla's inbox), then link it to 
        the sketch, which is on the board next to Tyler's desk.
    	I'm not sure how you can use the list of phone calls. If you do know, 
    please send me an email. You need to link two clues to be sure. When you've 
    got them both, call up Tyler to tell him the good news. As Tyler, stand up, 
    and ignore your girl's bitching. You've got work to do!
    B O T T O M   L I N E
    	Dance! Then get serious, and combine the evidence you've found to 
    find out that *gasp* Lucas did it! Who would have thought?
    M E N T A L   H E A L T H
     +30	Complete the dance with Sam
     -20	Leave at the end of the scene
     +10	Find a link between two pieces of evidence
     +5	Show Martin Lucas's photo
     +20	Discover who the murderer is
     -20	Once every while, Carla will yawn
                              v. Bloody Washing
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    BLO5
    A cut-scene! Easy for you to pass, easy for me to describe! Everybody wins!
                              w. Confrontation
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    CFT5
    W A L K T H R O U G H
    	One of the coolest chapters. You'll start as Carla, who's about to 
    charge into Lucas's apartment. Walk to the door - you should remember which 
    one from The Storm - and bust it open. Ooh Lucas, I live what you've done to 
    the place! Kick open the door to the bathroom and bedroom. Looks like you've 
    missed him.
    	The scene will then shift to Lucas, and you'll get to play a long and 
    really cool Action Sequence. I'm not even going to spoil it - just enjoy, 
    and good luck (in that order).
    B O T T O M   L I N E
    Take the red pill, Neo.
    M E N T A L   H E A L T H
     +30	At the start of the chapter
     -20	Discover that Lucas isn't in his apartment
                        x. Captain Jones Is Really Upset
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    CJI5
    W A L K T H R O U G H
    	This chapter rocks, if only for its title. anyway, you have to answer 
    three question from a really upset Captain. It doesn't matter who answers 
    them, unless someone's really low on Mental Health (every time you let one of 
    the cops answer, s/he loses 5 Health points).
    B O T T O M   L I N E
    Temper temper.
    M E N T A L   H E A L T H
     -5	Give Jones an answer
                               y. Fallen Angels
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    FAL5
    W A L K T H R O U G H
    	This scene starts and ends with a conversation, but what you say is 
    of little importance - just pick your favourite answer, and enjoy the 
    storyline. The biggest part of this scene consists of a long and 
    beautifully done Action Sequence, not unlike the one in Confrontation. You 
    know what to do.
    B O T T O M   L I N E
    Angels suck balls.
                            z. Soap, Blood and Clues
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    SBC5
    W A L K T H R O U G H
    	Another 'investigation' chapter, although not nearly as good as the 
    other ones. Approach Tyler. When he's gone inside, talk to Garrett at the 
    door. Just ask a few questions, it doesn't matter much what you pick. Now, 
    enter the place. There's a couple of spots interest for both characters - the 
    dead man, the dead woman, the phone near her (Tyler only), the blood between 
    the two bodies, the blood near the toolbox and the toolbox (Carla). Once 
    you've seen everything with  both characters, you're ready to leave, but 
    not before you've picked up the Bonus Card (+10) from the shopping cart.
    B O T T O M   L I N E
    Search the whole place with both characters.
    M E N T A L   H E A L T H
     +5	Check the blood on the floor near the toolbox
     +5	Examinate the corpse of the man
     +5	Examinate the corpse of the man
     +5	Examinate the corpse of the woman
     +5	Look at the payphone while sitting next to the woman's corpse
                             aa. The Fugitive
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    FUG5
    W A L K T H R O U G H
    	From the start, go straight ahead to the first intersection, and then 
    turn right. As you approach the place shown in the other frame, Lucas will 
    have another vision. Uh-oh, the police are on your trail. To the right of the 
    shop with the yellow sign, you'll see a fence that's blocking off an alley. 
    Before you interact with the fence, walk across the street, and look around 
    the sidewalk to find a Bonus Card (+20). Now, cross the street again, and 
    climb the fence. You have to use the same technique you used in the 
    Hide & Seek chapter. Good luck.
    	After climbing over two fences, you'll see two policemen to your 
    left. The policemen are shown in a separate frame. Wait until they stop 
    looking in your direction, and then dash across the open area. You should 
    remain unnoticed. On the other side, climb the drain pipe in the corner. 
    It's the same climbing technique you used before, you should know how to do 
    it by now. 
    	At the top, move along the narrow ledge. At three spots, you have to 
    complete a small PAR sequence to avoid falling off. At the end, climb down 
    the drain pipe, and over the next fence. Approach the right-most window, and 
    try to open. You have to complete a ridiculously long Track & Field sequence 
    in order to get it open. when you've got it, climb into your ex's apartment.
    	Now, there are a couple of things you can do to boost your Mental 
    Health. First, lie down on the bed. When you get back up, a PAR sequence will 
    start. If you complete it, you'll see Tyler looking under the bed. Now, leave 
    the bedroom. Go to the kitchen. In the second cupboard from the left, you can 
    find another Bonus Card (+5). In the cupboard to the right of that one is some 
    food. If you want to boost your Health even further, eat and drink some from 
    the fridge.
    	Enter the bathroom. You can find an extra life in here. It's not 
    visible from the default camera point, but if you just walk around a bit, 
    you'll find it. Go back to the living room, and watch some TV. Be sure to 
    watch it to the end - there's some important information to be seen! Avoid 
    using the answering machine, as it will only damage your Mental Health.
    	After a while, Tiffany will come in. You'll then need to hide from 
    the police. If you completed the PAR sequence earlier on, you know that 
    hiding under the bed isn't a good idea. Instead, hide in the closet in the 
    living room. When Tyler is in the apartment, you have to complete a bunch 
    of Action Sequences to avoid being found. You can screw up once or twice, but 
    it will seriously damage your Mental Health. If you complete it successfully, 
    Tyler will leave. Phew.
    B O T T O M   L I N E
    	Get past the horrible climbing parts, then enter Tiffany's place. 
    Boost your Mental Health, and watch TV. When Tyler comes knocking at the 
    door, hide in the closet in the living room, and complete the PAR sequences 
    to keep him off your back.
    M E N T A L   H E A L T H
     +10	Force open the window
     +10	Lie down on the bed
     +5	Eat something from the rightmost cupboard
     +5	Eat a sandwich from the fridge
     +5	Drink some milk from the fridge
     +10	Watch TV
     -5	After the first two fences, you'll encounter the crow again
     -10	Fail to climb up or down one of the drain pipes
     -20	Listen to the message on the answering machine
     -10	Fail one of the PAR sequence when Tyler is searching around
                                 bb. Jason
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    JAN5
    W A L K T H R O U G H
    	Creepy stuff right here, as well as a very obvious reference to 
    Silence Of The Lambs. When you're inside, walk straight ahead until you come 
    to a dead end, where you can find a Bonus Card (+10). Return to the previous 
    intersection of hallway, and now go left (right seen from the entrance). Walk 
    up to the guy here to enter Janos's cell.
    	In case you forgot, this is the guy that killed Kirsten. Walk up to 
    the table, and start the conversation. At the start, choose 'Kirsten' 
    followed by 'Not Crazy' to get him to talk about the Laundromat. After that, 
    it doesn't matter much what you ask, you'll get all the information you want. 
    When you're done, leave the cell.
    	Oh crap, this doesn't look good. As soon as you regain control of 
    Carla, you'll see two messages: "Walk!" and "Breathe!". Remember the scene 
    in the basement of the police station? good news, you can do the whole 
    breathing-sequence again! Start by walking straight ahead, keeping your 
    breath meter in the middle by pressing left and right.
    	As you exit the first corridor, a madman will walk past you. Stop 
    walking and breathing, until Carla says it's safe. Now turn left (by holding 
    down the right mouse button), and follow this corridor. After some ten meter, 
    another crazy will walk right past you, so once again, stand still and stop 
    breathing. Almost there! Walk straight ahead. When the light comes back on, 
    run straight ahead, to the door, where Barney will save you.
    B O T T O M   L I N E
    	Talk to Janos, get him to talk about the Laundromat, and then escape 
    an asylum full of crazy killers. 
    M E N T A L   H E A L T H
     +10	At the start of the chapter
     +10	Get Janos to talk about the Laundromat
     -20	When the lights go out
                            cc. Meeting Kuriakin
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    MEE5
    W A L K T H R O U G H
    	At the start, turn left, and check in the corner to find a Bonus Card 
    (+5). Now, go talk to the professor. Start by saying you're from the NY Times. 
    If you fail the little PAR sequence that follows, reply jokingly to avoid 
    raising suspicion. Now, ask whatever you want about the case. The professor 
    will explain a lot, meanwhile guiding you past two museum pieces.
    	At the second museum piece, he asks you who you really are. Reply 
    with the truth, and then show him your arms to win him over. follow him out 
    the back door. Now, you're attacked by several cars, so it's time for another 
    Action Sequence. Yay! Unfortunately, the professor won't survive (heart 
    attack), so it would seem you're once again on a dead end...oh wait.
    B O T T O M   L I N E
    	Ask the professor about the Mayan rituals, then convince him to help 
    you, and then dodge some cars in the parking lot. One of my favorite chapters.
    M E N T A L   H E A L T H
     +20	Get the professor to help you
     -20	After the Action Sequence.
                              dd. Mayan Secrets
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    MAY5
    W A L K T H R O U G H
    	At the start, you'll have opportunity to ask the Oracle two 
    questions. It doesn't matter much what you choose, just pick the option 
    you're most interested in. After this, you'll have to complete an 
    Action Sequence in order to escape a pissed off panther. It's easy and more 
    repetitive than some of the earlier sequences, so you should have no 
    problem with it.
                                ee. The Clan
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    CLA5
    W A L K T H R O U G H
    	Oh great, an 'interactive' cut-scene. Excuse my sarcasm for a 
    second, but how does pressing some buttons during cinematic scene consist 
    of revolutionary gameplay? Meh, just play the scene and judge for 
                           ff. Danger & Obliquity
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    DAO5
    W A L K T H R O U G H
    	One of the last awesome scenes in the game, unfortunately. You'll 
    start as Lucas. Get up from the bed. At this point, you can switch to Carla, 
    but this will only complicate things for yourself. Instead, walk to the 
    phone, and use it to call Markus. 
    	As Markus, choose to pick up the phone (instead of talking with the 
    stranger). Run towards the door in front of you. Inside your office, pick up 
    the phone. You now need to convince Markus to close the door. Choose the 'No 
    Time' option to do so, and then quickly lock up the door. Return to the phone 
    to end Lucas's part.
    	You'll now control Carla. Kick in the door Tyler is standing next 
    to, and get ready for some nudity (if you live in Europe). Hmm, looks like 
    it's the wrong door. Search the corridor to find another door labeled '369' 
    (its location is random). Open it.
    	When Carla and Tyler are gone, you'll once again take control of 
    Lucas. Walk to the ringing phone, and answer it. Looks like things just keep 
    getting worse and worse for our hero. Well, no time to waste - You've got a 
    damsel in distress to save!
    B O T T O M   L I N E
    	As Lucas, use the phone. As Markus, run to your office, and pick up 
    the phone. Pick the 'No time' option, then lock the door, and go back to the 
    phone. As Carla, kick in the door of 269, then find the REAL 369, and open 
    the door. Back as Lucas, answer the phone.
    M E N T A L   H E A L T H
     +30	Manage to save Markus from the Oracle
     +20	Hide from the police
     -60	Fail to save Markus
     -20	Answer the phone at the end of the scene
     +30	At the start of the scene
     -30	Discovering that Lucas is gone
                           gg. Fate On Russian Hills
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    FRH5
    W A L K T H R O U G H
    	Lucas to the rescue! Run to the rollercoaster at the back of the 
    park. Once there, get into the control booth, and throw the switch. Get into 
    the cart that appears, and pull down the safety bar. When you get to the top, 
    you need to cross a narrow beam to get to Tiffany. To do so, you need to hold 
    down the up button, and meanwhile manage to keep the meter in the center by 
    pressing left and right. It's sort of like Carla's breathing game, only more 
    difficult. When you get to Tiffany, untie her.
    B O T T O M   L I N E
    Get up the coaster, cross the beam, and untie Tiffany.
    M E N T A L   H E A L T H
     +20	Untie Tiffany
     -XX	At the end of the chapter, you'll loose all Mental Health except 
              for 5 measly points	
                              hh. Child's Play
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    CSP5
    W A L K T H R O U G H
    	Another stealthy mission, and a difficult one too. Start by getting 
    out your bed and waking up Markus. Climb out of the window. You'll need to 
    follow the yellow line on your map, meanwhile avoiding guards and search 
    lights. Start by heading left, towards the wall. When the light is on the 
    other side, quickly follow the wall towards the corner. Head to the big 
    rock next to the wall, and wait for the light to pass. When it does, start 
    walking around the rock. When you're halfway past it, a separate frame will 
    pop up, showing tow guards. Stop moving, and wait until they're looking at 
    each other, then continue, and go back to the wall. 
    	Now, follow the wall until you come to a stack of boxes. From here, 
    follow the yellow line to the leftmost barrack. When you're here, you'll see 
    a small cut-scene, showing a guard that comes your way. Quickly dash back to 
    the stack of boxes you came from, and hide behind them until the guard has 
    passed. Now, head back to the barrack, and head east. When you approach the 
    big open space between the two rows of barracks, another cut-scene will show 
    a guard that you need to distract. 
    	Walk back west. When you're at the end of the barrack, you should see 
    a '!' icon. Use it to distract the guard. Now, quickly head back to Markus, 
    and dash across the open area. Hide behind the rock, then switch to Markus 
    and get him across too. 
    	Almost there. Follow the yellow line between the two barracks. You 
    will see a guard next to a pole, and you'll need to distract him. As Markus, 
    walk around the barrack, to the second red cross on your map, and use the 
    garbage can here. when you switch back to Lucas, wait until the guard has 
    left, then climb up the pole, using the beloved climb technique you saw 
    several times earlier. 
    	Now, you have to climb across a wire, avoiding the spotlights. Press 
    left to move forward. To get past the lights, wait until they move forward, 
    then move to the edge of the light. As soon as the light start to move back, 
    climb forward as fast as you can. When you get to the end of the wire, slide 
    down the pole. Now, it's simply a matter of avoiding the few remaining 
    spotlights, and getting to the red cross on your map. Once there, open 
    the door, and head in.
    B O T T O M   L I N E
    Follow the yellow line, dodging and distracting guards as you go.
                               ii. Checkmate! 
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    CHE5
    W A L K T H R O U G H
    Another semi-interactive cut-scene. Enjoy.
                                jj. The Pact
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    PAC5
    W A L K T H R O U G H
    	Not much action in the chapter, but there's a main plot twist to 
    compensate it. As Carla, walk up to the grave with the flowers, and look 
    down. Now, when Lucas shows up, you can react either Trusting or Wary. 
    This only has impact on your Mental Health. Also, the PAR sequences in 
    this scene don't have any essential rewards. You can ask Lucas whatever 
    you want. At the end of the scene, you will automatically create a pact.
    B O T T O M   L I N E
    Talk to Lucas until the scene ends.
    M E N T A L   H E A L T H
     +10	React to Lucas with 'Trusting'
     -10	React to Lucas with 'Wary'
     +10	At the end of the sequence
                                  kk. Jade
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    JAD5
    W A L K T H R O U G H
    Another 'press buttons to watch cut-scenes' chapter. Yay.
                           ll. Frozen To The Bone
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    FRO5
    W A L K T H R O U G H 
    	Things aren't looking good for humanity. After a short while, Tyler 
    will ask Carla what's on her mind. You can now either lie or tell the truth. 
    The first lowers your Mental Health, the second boosts it, but other 
    than that, there's no real consequences. Afterwards, Sam will come in. 
    Walk up to her. You can now choose to either follow her to Florida, or 
    stay with the police. Choose whichever you want - this is the last you'll 
    ever see of Tyler anyway.
    B O T T O M   L I N E
    To major choices, and they both don't matter.
    M E N T A L   H E A L T H
     +10	Tell Tyler the truth
     -10	Lie to Tyler about Lucas
     +20	Join Sam, and leave for Florida
     -XX	If you choose to stay, you'll loose all Mental Health but five points
                              mm. Where Is Jade?
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    WHE5
    W A L K T H R O U G H
    	This is an important chapter, since you can influence your ending 
    here. I should note that nothing you do in this chapter will exclude some 
    possible endings - in other words, the final choice is made in the last 
    chapter, and that's when you'll choose your ending. For information on how 
    to get each ending, read the 'Endings' part in the Appendices.
    	Anyway, enter the building. In the big hallway, there's a lot of 
    doors. Finding Jade here can actually be quite a pain, but luckily you've got 
    me to tell you that you should enter the last door on the left. Inside, you'll 
    find Jade. Pick her up, and leave the room. When the Oracle arrives, quickly 
    exit through the fire exit.
    	A cool fight scene will follow. Actually, when I say 'cool', I mean 
    'stolen from various other games and movies', but that's not the point. Beat 
    the Oracle, or loose on purpose (for a certain ending). You'll end by running 
    along the side of a building (what the fuck?), and then you'll disappear into 
    some small room.
    	Another major turning point! Give the child to Agatha if you want, 
    it's your choice. Now for a friendly warning...If you enjoyed the plot up to 
    this point, turn the game off after giving the kid to Agatha or keeping it to 
    yourself. Quit the game, deinstall it, forget about it...
    You're still here? Alright, but don't say I didn't warn you...
    B O T T O M   L I N E
    	What. The. FUCK. is an Artificial FUCKING Intelligence doing in a 
    game about the OCCULT and about MAYAN RELIGION?! 
    Seriously, fuck you David Cage. Fuck you.
    M E N T A L   H E A L T H
     +10	Find the Indigo Child
     +10	Refuse to give the kid to Agatha
     -10	Loose the child to the Oracle
     -10	Give the brat to Agatha
                                nn. Bogart
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    PAC5
    W A L K T H R O U G H
    	But wait, it gets even better! Remember that bum from behind the 
    diner? Well, I guess they ran out of time to create new characters at Quantic 
    Dream, because he's back. And not only that, he's also leading a big 
    underground organization. Follow the black hobo until you come to the camp. 
    If you saved Markus earlier on, he'll also be here. Sit down next to Bogart, 
    and ask him whatever you want.
    	Now, Lucas will go to bed, and you'll control Carla. There are two 
    trains to the left of the fire. One door will contain Lucas, one has the 
    Indigo Child (if you saved her), one has an Extra Life, and the last one 
    has a flashlight lying on a box. At the back of the area, there's an old 
    radio. Examine it. It needs to pieces to work - batteries and an antenna. 
    	You can get the batteries from the flashlight in the train. For the 
    antenna, go to the start of the area. Shielding off the 'base' from the rest 
    of the platform is a makeshift wall of greenish metal plates. Check one of 
    these plates to find an iron rod. Use both items on the radio. Hmm, only five 
    points lost...Carla doesn't seem to care a lot about the apocalypse. You can 
    restore these five points, plus another five, by warming yourself at the fire. 
    Now, go to where Lucas is sleeping, and lie down next to it.
    	Right, you thought that, at this point, you had seen all stupid plot 
    twists, right? Well, guess what buddy, you're wrong. One kiss and...Aaahhhh, 
    my eyes! Let's take two second to mourn the death of a potentially good 
    story-line before we move on.
    B O T T O M   L I N E
    See? Told ya you should have uninstalled the game while you could...
    M E N T A L   H E A L T H
     +5	Warm your ass at the fire
     +20	Oooooooohhhh
     -5	Learn that everyone you ever cared about will be dead in a few days
     +10	See Markus
     +10	Aaaaaahhhh
                               oo. Revelation
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    REV5
    W A L K T H R O U G H
    Simply get out of bed, exit your room, and listen at the next door.
                             pp Final Countdown
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    FIN5
    W A L K T H R O U G H
    	The last chapter isn't all bad (at least it's better than the corny 
    song with the same title...), but it can't right the wrongs of the previous 
    chapters. First off, complete a long Track & Field sequence to get to the door 
    of the hangar. Once inside, you will have to fight certain and people, and 
    the outcome of those fights determine the ending you'll get. refer to the 
    'Endings' chapter further down for details.
                                qq. Epilogue
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    EPI5
    	And that's that! Congratulations on beating Fahrenheit / Indigo 
    Prophecy. Enjoy one of the three endings. If you want, you can go back to 
    check out the other endings, you can replay it on a different difficulty, or 
    you can unlock some bonus stuff. Either way, I'm out of here. Thanks for 
    reading, and maybe till next time!
    	By the way, I apologize for the criticism and the language of the 
    last few chapters. I was pretty much fed up with the game and, to a lesser 
    extent, this FAQ. Plus, the shitty ending really ruined a lot for me. Direct 
    all hate-mail to omgyouistehsuxxor@gmail.com
    |)       (|                                                |)       (|
    |)   6   (|                    Appendices                  |)   6   (|
    |)       (|                                                |)       (|
                                    a. Endings
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    END6
    	Fahrenheit has three possible endings. The first point in the 
    game where you can influence the ending is the 'Where Is Jade' chapter. 
    Note that nothing you do in this chapter is final - no matter what you 
    do, you can still get all the endings in the final chapter. In other 
    words, your choices in the 'Where Is Jade' chapter only influence the 
    lay-out of the final chapter, but they don't block out certain endings.
    	Understand? No? Alright, simply answer these questions, and go to 
    the corresponding walkthrough for the final chapter to read how to get the 
    ending you want. So, if you want the 'good' ending, and you didn't give 
    Jade away, go to description 'ac' to read what you should do in the final 
    chapter. The descriptions are below the questions.
    	One last thing, I'm not going to spoil the endings for you in detail. 
    The short answers to the first question should give you a pretty good idea. 
    Read the 'Endings FAQ' on GameFAQs for a full description.
    	Now, answer these questions, and then scroll down to find the 
    walkthrough of your choice. Enjoy the ending.
    >>>  I want the following ending...
         a)  Both clans are defeated
         b)  The Orange Clan wins
         c)  The Purple Clan wins
    >>>  In the chapter 'Where is Jade?', I...
         a)  Lost the girl to the Oracle
         b)  Gave the girl to Agatha
         c)  Didn't loose the girl, she's with me at the start of the final chapter
    Here are the descriptions for the situation you picked:
    aa	-  Hit the soldier with the piece of metal on the floor
    	-  Defeat the Oracle
    	-  Defeat the AI
    ab	-  Defeat the AI
    	-  Refuse to give Jade to the Oracle
    ac	-  Defeat the Oracle
    	-  Defeat the soldiers
    	-  Defeat the AI
    ba	-  Hit the soldier with the piece of metal on the floor
    	-  Loose to the Oracle
    bb	-  Defeat the AI
    	-  Accept the offer to save Carla
    bc	-  Loose to the Oracle
    	-  As Carla, simply let the timer run out
    ca	-  Hit the soldier with the piece of metal on the floor
    	-  Defeat the Oracle
    	-  Loose to the AI
    	-  As Carla, simply let the timer run out
    cb	-  Loose to the AI
    	-  As Carla, simply let the timer run out
    cc	-  Defeat the Oracle
    	-  Defeat the soldiers
    	-  Loose to the AI
                             b. Bonus Card Locations
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    BON6
    	In this chapter, I'll give a list of all the Bonus Card, where/when 
    they can be found, and their value. Bonus Cards can be found throughout the 
    game. Usually, they're pretty well-hidden, somewhere the camera doesn't 
    reach, or hidden inside something. Gathering these cards will allow you 
    to unlock special bonus materials (covered in the next chapter).
    1.    Scene	The Day After
          Value	+5
          Where	In the fourth kitchen cupboard from the left
    2.    Scene	The Day After
          Value	+10
          Where	On the balcony, hidden in the left-hand corner
    3.    Scene	Police Work
          Value	+10
          Where	As you enter the Police Station (with either character), walk 
                      through the metal detectors and turn right. Search the dark 
                      corner to find the bonus Card
    4.    Scene	Police Work
          Value	+5
          Where	In the right-hand drawer of Carla's desk
    5.    Scene	Police Work
          Value	+10
          Where	In a corner of Tyler's bathroom
    6.    Scene	Alternate Reality
          Value     +10
          Where	In the toilets, near the wall opposite of the mirrors
    7.    Scene	Alternate Reality
          Value	+5
          Where	In the third workstation from the left of the top row. This 
                      might be random
    8.    Scene	Alternate Reality
          Value	+10
          Where	In another workstation - In the second row from the bottom, 
                      the 2nd one from the right. This might be random
    9.    Scene	Lost Love
          Value	+5
          Where	In the fourth kitchen cupboard from the left
    10.   Scene	Hide and Seek
          Value	+5
          Where	At the start, walk down the path, until you see a short path 
                      with the Card to the right
    11.   Scene	Friendly Combat
          Value	+10
          Where	In the corner behind the boxing ring
    12.   Scene	Debriefing (Carla)
          Value	+10
          Where	At the start, walk straight ahead, until you come to a dead end
    13.   Scene	Debriefing (Tyler)
          Value	+20
          Where	As you enter the shop, turn left (camera right), and follow 
                      the second floor walkway, around the corner, and to a dead 
                      end. You can see the card from the start if you enter first 
                      person mode and look to the left
    14.   Scene	Debriefing (Tyler)
          Value	+20
          Where	After giving the right book to Takeo, it will be on the floor 
                      in front of the stairs that lead to the exit
    15.   Scene	Agatha
          Value	+5
          Where	Inside the kitchen
    16.   Scene	Agatha
          Value	+20
          Where	In Agatha's bathroom (next to her bedroom)
    17.   Scene	Dark Omen
          Value	+10
          Where	In the corner of Carla's bathroom
    18.   Scene	Face Off
          Value	+10
          Where	In the right-hand drawer of Lucas's desk
    19.   Scene	Back to Agatha
          Value	+10
          Where	In Agatha's bedroom
    20.   Scene	Soap, Blood & Clues
          Value	+10
          Where	Inside the shopping cart
    21.   Scene	The Fugitive
          Value	+20
          Where 	Across the street from the first fence you need to climb
    22.   Scene	The Fugitive
          Value	+5
          Where	Second cupboard from the left in Tiffany's kitchen
    23.   Scene	Janos
          Value	+10
          Where	Straight ahead from the start, at a dead end
    24.   Scene	Meeting Kuriakin
          Value	+5
          Where	At the start, turn left, and check in the corner
    25.   Scene	Epilogue
          Value	+200
          Where	At the end of the credits
                             c. Extra Life Locations
     -==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-==-    LIF6
    	Some Action Sequences place you in situations that are potentially 
    lethal. If you fail a combination during such a sequence, there's a good 
    chance that you'll be killed. Luckily, you can have several lives - up to 6 
    at max. When you're out of lives, it's Game Over. You can replenish your 
    lives by finding crucifixes. These can be given to you, or you can find 
    them in well-hidden spots.
    1.    Scene	The Park
          Where	At the end of the conversation, accept the crucifix from Markus
    2.    Scene	Alternate Reality
          Where	In the righthand drawer of Lucas's desk
    3.    Scene	Hide and Seek
          Where	Instead of turning right to meet Markus at the start, continue 
                      down the path until you come to a dead end. Check the grave 
    		  to the right of this end to find a crucifix
    4.    Scene	Agatha
          Where	On the small table next to Agatha's bed
    5.    Scene	The Fugitive
          Where	Inside Tiffany's bathroom. Hard to find, but you should get 
                      it if you walk around the bathroom for a while
    6.    Scene	Bogart
          Where	In one of the trains. You can't see it, but you can get it 
                      by walking around the train
    |)       (|                                                |)       (|
    |)   7   (|                  Closing Time                  |)   7   (|
    |)       (|                                                |)       (|
    Alas, all good things must come to an end. I hope you enjoyed my first FAQ 
    in quite a while. I know I had a good time writing it. Before I go, there's 
    some people I have to give credits and/or thanks to.
    In random order, the people who have contributed to the FAQ:
    - David W Baker
    - WorldLife331
    - Glitchkreig
    - Ciaran
    - Richard Moore
    - Elvor
    - Conor Farrell
    - Troy
    - Halvor Kolsrud
    - Mamouzellos Giorgos
    - Michael Remollino, for his excellent Endings FAQ.
    - CJayC, because GameFAQs is still awesome.
    - Quantic Dream, for making an moderately original and entertaining game.
    - Myself, for writing this.
    - You, the reader, for bothering to read this last bit.

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