Walkthrough by miluda

Version: 1.1 | Updated: 07/08/11 | Printable Version

Another Code: R - A Journey Into Lost Memories
Walkthrough written by Miluda

Version 1.1 - 08/07/11 - Added a couple of things.
Version 1.0 - 06/08/09

If you have any questions or comments then email me at miluda@gmail.com. 


Chapter 1: Sudden Flashback........................[CHT1]
Chapter 2: Matthew's Story.........................[CHT2]
Chapter 3: I Want You To Know......................[CHT3]
Chapter 4: Secret of the Lake......................[CHT4]
Chapter 5: Silent Clock Tower......................[CHT5]
Chapter 6: Uncovering the Truth....................[CHT6]
Chapter 7: Heartless Deception.....................[CHT7]
Chapter 8: To My Sweet Daughter....................[CHT8]
Final Chapter: Doorway to Memories.................[CHT9]

New Game Plus......................................[NGPL]
Website Puzzle.....................................[WEB0]

Chapter 1: Sudden Flashback                                            [CHT1]

We start off with the DAS start up screen, follow the simple instructions to 
start the game.

Path to the Camp
Check the door to the guesthouse on your left to discover it's locked. Walk 
along the path and Ashley will notice another, path take it and talk to the 
man there, Dan the Ranger. When he asks what size bag was lost; it does not 
matter what you choose, but the correct answer is the left option, the big 
bag. After talking to Dan the guesthouse will now be open so head over there.

Guesthouse - Shop
Inspect the blinds and peek through them to see the shopkeeper. Look at the 
employees only door to get him out. With the camp ID card you can go on a 
spending spree! You can buy two packets of crisps, two cans of Cool Pop, a 
t-shirt, a mug, a brown cap and a figure of the Lake Juliet mascots. Make 
sure you take a pamphlet from the table from the left of the room - it's 
your ever faithful map. Tommy tells you about the Rainbow Stone by the door. 
Its only purpose is to introduce you to the camera function of the DAS. Take 
a photo of the stone and look at the picture on the DAS. Ooh it's all 

Camp Gate
Use the camp ID card on the lock on the right to open the door.

Richard's Campsite
Take the Orange Cool Pop on the blue cooler and drink it. Richard will tell 
you to go recycle the empty can using the recycler you saw on the path 
before you turned into the campsite. Go to the recycler, use the can and 
simply pull the handle. You'll receive a token that can be used at the 
gumball machine in the guesthouse shop.

Go back to Richard and he'll give a nice little overview of what happened in 
the DS game, a music player and a mysterious device Ashley's mother made, 
the TAS. When you try to listen to the music player you'll discover that it 
doesn't work, and the item inspect screen will turn up. Rotate the music 
player onto its back and Ashley will note that it doesn't have a battery. 
On the picnic table there is conveniently a battery so combine it with the 
music player. Once you've done that you can use the music player any time to 
listen to music from Another Code: R, as long as you have heard it in the 

Guesthouse - Shop
Peek through the blinds to see a boy rummaging through the shop food stocks, 
and you are forced to take a picture. Check the lock of the stock room door 
so you can chase after the kid. The TAS will beep so use the TAS on the lock 
and it will give you the code to unlock the door.

Press A B Up 1 and + on your wiimote to open the door. Head out of the back 

The path is blocked by a fence. Click on the dog, pick up the beef jerky on 
the floor and place it through the upper right hole in the fence.

Tommy will appear and Ashley will have to prove her innocence. Show him the 
photo you took earlier of the boy and Tommy will believe you.

Or you can say that you don't have any evidence and will be forced to find 
some in the storeroom. Click on the muddy footprints and then click on the 
empty plastic bottle on the floor.

Back in the shop you get the charcoal and can now buy chocolate almonds and 
beef jerky. They are both on the shelf behind the till. Head back to the 

Chapter Quiz
Q. What did he send me with the invitation?

Q. Who did I meet near the campsite gate?
A. Dan

Q. Who did I see in the storage room?
A. A boy with a teddy bear

Memory Quiz
Q. Where was Ashley's mother when Ashley had a flashback after looking at the
   music player?
A. In a room with the J.C Valley logo.

Chapter 2: Matthew's Story                                             [CHT2]

Richard's Campsite
Look in the tent that's on a wooden platform for some matches. Put the 
charcoal in the barbecue and use the matches. To light it you have to hold 
the match for a couple of seconds over the paper that's on the charcoal. Fan 
the flame using a piece of cardboard by the cooler.

Talk to the blonde girl.

Pick up Richard's hat and bag and Ryan's briefcase. Exit and head north.

Path to the Lakeshore
Talk to Dan. You can see Ryan and Elizabeth at the other campsite so give 
him back his briefcase. After talking to them head north again and you'll 
spot the kid from the storeroom. He went to an old shack south west.

Path to the Shack
Inspect the door. Click on the middle plank of the door so the hand icon 
grabs it and slowly move it to the left. Move through the old shack and exit.

Back Lane to the Shack
Follow the path to a well. Click on the teddy bear by the well. Open the 
well. After Matthew runs off go back into the shack.

Shack North
You are prevented leaving by the shaggy dog. Click on the dog and then click 
on the crates. Lift the top box up until Ashley gives up. Head to the villa.

Path to the Villa Remains
TAS the lock. The lock code will have parts where you need to press two 
buttons at the same time. So 1 stacked above 2 means you have to press 1 and 
2 at the same time.

Villa Remains
Look at the charred remains and check the papers in the ground on the bottom 
left. After chatting to Matthew head go north to the lakeshore and take the 
right path eastwards.

Path to the Boathouse
Walk to the boathouse and Ashley will start talking to Matt. Inspect the 
boathouse door lock and tell Matthew to look around. TAS the lock. You will 
need to enter a 3 and I'm sure you've noticed that your Wiimote does not have
a 3 button, but it does have a + button. Press 1 + 2 to get your 3.

Boathouse - Reception
Turn right and exit through the door by the desk.

Boathouse Pier
Walk to the end of the pier, look at the water and look at the object 
floating in the water. Go back inside the boathouse and enter the other room.

Boathouse - Storage
Look at the shelf unit and take the rope on the lowest shelf.

Boathouse - Reception
Pick up the life ring that's on the floor by the table. Head back to the 

Boathouse Pier
Combine the rope and the life ring and use it on the winch. Fling the life 
ring around the bag and winch it in. 

Look at the bag and the lock and Ashley will try to open it. Talk to Matthew 
to get his family photo. Turn the picture over to see the names on the back 
and if you rotate it a little the names line up to show the word LAKE. Use 
the code to open up the bag.

Chapter Quiz
Q. Then he told me the kid's name. What was it?
A. Matthew

Q. What did I find at the villa remains?
A. Twin Lion door knocker

Q. What was floating in the lake?
A. Matt's dad's bag.

Memory Quiz
Q. Where was Ashley's mother when Ashley had a flashback after looking at the
   picture in Matt's dad's bag?
A. By a door with a crest on it.

Chapter 3: I Want You to Know...                                       [CHT3]

Boathouse Pier
Head to the old cottage Dan mentioned. It's south east to the boathouse.

Old Cottage
Follow the suspicious muddy footprints to the study. Look at the trapdoor by 
the bed. Go back to the living room and look at the kitchen area. Check the 
left cupboard under the sink and look at the lever. The trapdoor is now open 
so go down there.

Old Cottage - Cellar
Look in the drawer, the sheet of paper and then the pink ink. Pick up the 
paper and use it with the hotplate on the left of the screen. Simply move 
the paper around until the image appears. Don't worry, you can't burn it. 
After the lights go out, flip the switch up. The switch is on the far right 
in the middle of the screen. Look at the picture of Ashley's parents (if 
you've played Hotel Dusk then make sure you look at the other photos).

Old Cottage - Living Room
Matt mentions the book on the table. It is just there as a tutorial to 
superimposing pictures and is completely optional. Look at the book, take a 
photo of both pictures, go to the DAS menu and look at one of them.  On the 
right there is a button that says "superimpose", click on it and choose the 
other photo. Ta da. The two pictures are now superimposed. You should see a 
heart shape.

Exit and head north.

Path to the Covered Bridge
After running into Elizabeth and Richard, Matt will run off again. Head to 
the big tree that's left of the boathouse.

Path to the Lonely Oak
Talk to Matt. After a chat he wants Ashley to find his treasure. Take 16 big 
steps to the left. Look at the rock that's shining slightly at Ashley's feet. 

Go west to the mine.

Path to the Mine Entrance
Look in the crate and pick up the handkerchief. If you bought some beef 
jerky from the shop you can give it to the dog, but it doesn't matter if you 
didn't. Head to the old shack.

Shack - North
With Matthew we can now get the music player we were unable to get earlier. 
Lift up the box. Head past the boathouse and north, towards the cottages.

Path to the Covered Bridge
Follow Sunglasses Man to the mermaid statue and Ashley will have another
flashback. Look at the clock tower. Go pick up Matt in the small cabin 

TAS the bridge lock. The code requires you to tilt the Wiimote. The icon
indicates which way to tilt and will turn orange when you have done it 
correctly and then just press the button.

Path with Roundabout
Richard's cottage is the first you see on the left. Inspect the intercom and 
he'll open the door for you. Go upstairs to the bedroom.

Richard's Cottage - Bedroom
Matt wants to look up his dad on the internet so inspect the laptop on the 
desk. Use the DAS on the laptop. Pick up the phone when it rings, and open 
the bedside drawer for batteries that can be used with Elizabeth's music 
player. Look at the laptop again. Look at the water pictures, and look at the
notes (make sure you scroll all the way to the bottom until Ashley comments). 

To find the email password look in the left drawer and at the piece of 
paper in there. Fold the paper and let the writing on it guide you. The first
fold is the lower right corner to the top left. It says 0691 but you're 
reading it upside down so the real code is 1690. Enter the code in the 
laptop to snoop through Richard's email. Open DAS and click on Connect 
(top row, right).

Chapter Quiz
Q. What was [the photographer's] name?
A. Gilbert Moss

Q. Where was the door with the crest?
A. Clock tower

Memory Quiz
Q. Where was Ashley's mother when Ashley had a flashback after looking at 
   the picture in Gilbert Moss' cottage?
A. Mermaid statue

Q. Who did Ashley remember standing at the mermaid statue?
A. Guy in cap

Chapter 4: Secret of the Lake                                          [CHT4]

Richard's Cottage - Bedroom
Open the right drawer for a small box, a pH tester. Head to the mermaid 

Path to the Mermaid Statue
Look at the security camera, it's like a white lamp post. Look on Connect for
Matt, then check Connect for Ashley and then check for Matt again. Go to the 
mermaid statue.

Mermaid Statue
Use the pH test on the water. Add the chemical by tipping the wiimote slowly 
left, stopping when you get to the red line. Hold the wiimote vertically and 
gently shake to mix the liquids.

Now you have to do another water test and you have a choice of three places 
to do so: the stream before the shack, the boathouse pier and the puddle 
before Gilbert Moss' cottage. The puddle is the closet choice.

After doing the second test you get another message from Richard so head back
to his cottage.

Richard's Cottage
Click on the door to let Dan in. If you told him earlier that you lost a big 
bag then he'll give back Ashley's bag. If you said you lost a small bag then
Dan will bring a small bag, the wrong bag. You can choose to keep the small 
bag but Dan will bring the right bag back to Ashley shortly afterwards.

Inspect everything in the bag and talk to Dan. Click on the bathroom door to 
get Matt. Head to the half built cottage, it's north east of Richard's 

In front of the Half Built Place
After overhearing Mr Smith on the phone Matt will run after him. Follow them 
north and you'll meet Charlotte. Drop off Matt at Richard's cottage and then 
back to the half built place to retrieve the guitar pick.

Inspect the area in front of the cottage and look at the drain, specifically 
the small pink thing at the bottom. Look to the left of the cottage and pick 
up the hose. Use the hose with the tap. Attach the hose and twist the 
wiimote anticlockwise to open the tap. The hose will leak so head back to 
Richard's cottage to look for something to repair it with.

Richard's Cottage - Bedroom
Open the left drawer of the table with the laptop on. Pick up the roll of 
tape. Head back to the half built place.

In front of the Half Built Place
Combine the tape and hose. Use the taped hose on the tap, turn the tap on and
pick up the guitar pick case. Head to Bob's Diner, which is east of Richard's
cottage and loud music can be heard outside.

Look at the photos on the wall, the first one right of the menu will trigger 
a flashback. Just outside to the left of the diner there will now be a can 
in front of Bob's car. Pick it up and crush it, making sure you use the 
recycler in front of the diner. You will get a special souvenir token. Go to 
Richard's bedroom.

Richard's Cottage - Bedroom
Give Matt the burger. You can give him other foods before the burger but it 
doesn't do anything special. Check the pink and green magazine on the floor 
and flick through the pages. Answer the door when the bell rings and then 
talk to Matt. Head to Ryan's cottage, the light green one.

Ryan's Cottage
Click on the intercom and click on the door. When Ryan is done talking follow
him to the study.

Ryan's Cottage - Study
Pick up the kaleidoscope on the shelf unit next to Ryan. Hold up the wiimote
and rotate to see the image, as if you're looking through a real 

Head back to Richard's cottage and on the way Ashley will run into Elizabeth 
and Janet.

Richard's Cottage
Pick up the phone.

Chapter Quiz
Q. What was missing from [Ashley's] bag?
A. Pick case

Q. What did [Ryan] show me?
A. Kaleidoscope

Q. Who was the other person [Ashley ran into after visiting Ryan]?
A. Janet

Memory Quiz
Q. What was Ashley's mother holding?
A. Kaleidoscope

Chapter 5: Silent Clock Tower                                          [CHT5]

Richard's Cottage
Head to Elizabeth's home, which is just next door.

Alfred Residence
Follow Janet upstairs to Elizabeth's room.

Alfred Residence - Elizabeth's Room
Check the music box on the dresser next to Janet. Click and hold A on the 
key and twist the wiimote to wind it up. Open the lid. Ashley will then drop 
the box. Turn the piece that fell out over, peel off the note and slide the 
piece back into the lid. Go down to the dining room.

Alfred Residence - Dining Room
Talk to Janet. Go to Rex's room which is opposite the dining room.

Alfred Residence - Rex's Room
Talk to Elizabeth. Inspect the fallen drawer and look at the fishing photo, 
the picture of a young Elizabeth and the letters. Head back to the dining 

Alfred Residence - Dining Room
Talk to Janet. Go back to Richard's bedroom.

Richard's Cottage - Bedroom
Check the bedside table for a note from Matt. Exit the cottage.

Path with Roundabout
Talk to the dog. Click on the dog again and give it Matt's note. Head for the
clock tower.

Path to the Clock Tower
Click on the dog to say thanks and then talk to Matt. Head back to Richard's 
cottage, and on the way Matt will get sick.

Richard's Cottage
Look in the drawers by the bed and the drawers in the bathroom for medicine. 
Look in the freezer's ice tray. Head to Bob's Diner.

Talk to Bob. He'll tell you to ask Mrs Graham, so head up north.

Path to Charlotte's House
Try to enter the greenhouse. Mrs Graham will give Ashley a medicine recipe 
and a pestle and mortar. Go inside the greenhouse.

The red herbs are on a table to the left. Pick some up. Go back to Richard's 

Richard's Cottage
Pick up the plastic kettle on the kitchen top. Now to get the pure water. 
Head to the stream by the shack.

Path to the Shack
There is a little stream just before the shack. Fill your jug with the water 
here. Go back to Richard's cottage.

Richard's Cottage
Combine the mortar and pestle with the herbs. Hold the wiimote vertically and
pound the herbs into a powder. Put the powder and water into the pot on the 
stove. Give the mixture to Matt.

Richard's Cottage - Bedroom
Click on Matt and give him the medicine when prompted to. Show him the recipe
from Mrs Graham. Head to Mrs Graham's house.

Path to Charlotte's House
On the way you're forced to talk to Lucy, Mrs Graham's niece. After talking 
to her knock on the door of the house and enter.

Charlotte's House - Living Room
Talk to Charlotte. Go to the shed that's to the left of her house.

Use the key on the door and enter. Look at the table in front. Look at the 
object under the cloth - it's a scale with two keys attached to it. On the 
left of the scale there is a plate to place the weights. If you can't see 
the plate press the gold middle button and the plate will move. 

To the right of the table there is a cupboard, look at the small box to pick 
up some weights. Use the weights with the scale and exit the screen. 

Use either the J and L badge (red gumball prize) or the souvenir token (from 
the recycler outside the diner) on the scale with two big weights. Free the 
keys from the top and go back to Charlotte's house.

Charlotte's House - Living Room
Talk to Charlotte. Go through the door behind Charlotte and in front of 

Charlotte's House - Back Room
Check the right of the room for a cabinet. Look at the book on the bottom 
and flip through the pages. Go back to Charlotte to give her the envelope.

Chapter Quiz
Q. What was it [that Ashley touched making Elizabeth angry]?
A. Music box

Q. What else was there [in the dropped drawer]? 
A. Fishing photo

Q. Where did I find Olivia's flower key?
A. In Gilbert Moss' photo album

Memory Quiz
Q. Who was the man Ashley remembered wearing the bracelet?
A. Rex, guy with the facial hair.

Chapter 6: Uncovering the Truth                                        [CHT6]

Go pick up Matt at Richard's Cottage and then head to the clock tower. Use 
the keys on the clock tower door and enter.

Clock Tower - Base
Inspect the stairs on the left. On the table, third drawer down pick up the 
box of nails. Look at the cupboard in the corner, on the second self down 
look in the box and pick up the hammer. Use the hammer/nails on the stairs. 
Bang the nails in gently.

Before we go up there are clues here to solve a puzzle. Take a photo of the 
mostly blue picture by the stairs and a photo of the clock above the table. 
Read the book in the cupboard, and note the last diagram has a picture of a 
clock with the hand at five. Now go upstairs.

Clock Tower - Clock Room
In the middle of the room is the clock mechanism. Check the panel on it and 
you'll see three keyholes for your three keys. The solution to this puzzle 
lies in the photos we just took. Open the DAS and superimpose the empty 
clock picture with the blue one. Three numbers will be highlighted, but 
that's not the solution as the diary said the hand must be at 5. So rotate 
the picture (using +/-) until the clock hand is at 5. You'll get Moon 1, 
Sword 4 and Flower 6.

Use the keys with the keyholes. Insert the Moon, Sword and Flower keys in 
that order. Turn the Moon key once, then the Sword key four times and 
finally, turn the flower key six times. The clock will now be turned on.

Ashley will try to get the puzzle box out from the moving gears. Exit the 
screen as you can't at the moment. In a corner there is a small wooden table,
pick up the wiper and a small pin badge nearby on the floor. Use the wiper 
to get the puzzle box out. Poke the box to move it off the gear.

You can go up the ladder to the bell, but there's only a crack on the column 
wall to look at.

Head for Charlotte's house to give her back the keys. On the way you'll meet 
Elizabeth and then Tommy.

Charlotte's House - Living Room
Talk to Charlotte, and after a long chat follow her to her bedroom.

Charlotte's House - Bedroom
Look in the third drawer on the right side of the dressing table. Pick up 
the chamber and combine it with the kaleidoscope. Rotate the wiimote to see 
the pretty butterflies. Talk to Charlotte again and then go back to her 
living room.

Charlotte's House - Living Room
Charlotte will go and open the back door. Follow her and exit the house.

Back Lane to Charlotte's House
Follow the path to go to the area above the cottages. Head north to the 
former Crusoe Resort Offices.

Path to the Abandoned Building
Matt will mention the security camera inside the fence perimeter. Check 
Connect on the DAS, then check the fence door and rope. Walk right and check
the two tunnel entrances. Check Connect again. Look at the tunnel entrances 
again and Matt offers to go through them. Choose the right option, the tunnel
closest to them. Walk left and Matt will come up on the other side of the 
fence. Examine the rope. Check Connect for a picture of the building. Check 
Connect again for a picture with a saw in view. Check the rope again and 
show Matt the DAS. Matt will go get the saw. Use the saw on the rope. Keep 
wiimote horizontal and push and pull the saw to cut the rope.

TAS the lock on the right. The combination will change after a few seconds, 
so be quick. Enter the building.

Abandoned Building - Hall
There are only two rooms you can go in. Go to the room closest to the exit 
and next to Matt.

Abandoned Building - Office
Check the cardboard box on the table directly in front of Ashley and pick up 
the key. Check the big poster on the wall. Go to the other room.

Abandoned Building - Reference Room
Check the set of lockers nearest to the door, and then the second locker on 
the left with a single large red bear sticker on it. Check the shelf. Kelly's
doll is on the other side of the shelf. You have to flip the shelf slowly 
and carefully to get it. Talk to Matt and show him the doll. Move Ashley 
around until you see the ghost.

Abandoned Building - Hall
Show Davis the puzzle box and he'll give you the key to open the box. Talk to
Matt and he'll run off. Matt went south to Capulet Point, past the JC Valley 

Path to Capulet Point
Talk to Matt and he'll ask Ashley to open the puzzle box. The note you want
must be on top, so for a red note to register the red face will be top. Tilt 
the wiimote as if it was the box.

Once it's open give the report to Davis and show him the pin found in the 
clock tower. Head to JC Valley.

Path to JC Valley Entrance
Look at the intercom and then the door. Walk away and a woman will come.

Chapter Quiz
Q. Matt found something in the clockwork. What was it?
A. Puzzle box

Q. What did she give me [after returning the keys]?
A. Butterfly chamber

Q. What did I find in the locker in there?
A. Kelly's doll

Memory Quiz
Q. Where was Ashley's mother when Ashley had a flashback after hearing the 
   clock tower bell?
A. Clock tower

Q. What did Elizabeth's dad give Ashley's mother?
A. Pendant

Chapter 7: Heartless Deception                                         [CHT7]

Follow the woman and enter the elevator.

JC Valley B1F
Just past the entrance you'll see an information board. Inspect it to get a 
map. Enter the meeting room.

101: Meeting Room
TAS the lock and you'll get a surprise. Inspect the TAS and turn it over. On 
the desk at the back of the room pick up the cordless phone. The battery in 
the phone is dead, so put it in the charger on the desk. Ashley will 
automatically remove the now charged battery so combine it with the TAS.

Now TAS the lock. The code is the room number: 101. Get the 0 by using 1 - 1.

JC Valley B1F
The shutter is closed so the only place to visit is the reception, the first 
room you passed.

Check the big JC Valley logo behind the desk. Ashley will see another room 
behind the glass. Check the door to the right, and look at the panel covered 
in lipstick. Head back to the meeting room and Ashley will automatically look
at Judd's profile and have another flashback.

101: Meeting Room
Near the door there's a small cupboard in a corner. Check the bottom cupboard
and take the can on the right that has a green label that says cleaner. Back 
to the reception.

Use the cleaner on the panel. Shake the can and then press A to spray. The 
code is eight digits long, a date. The two profiles on the wall have dates 
but are red herrings. Check the reception desk for a small plaque with the 
date Aug 25 2007. Enter the date on the panel, remembering that Americans 
like putting the month first, so the code is 08252007. Press enter and the 
door will open. Follow the path to the next room.

Security Room
Check the panel on the wall in front of Ashley, it's a video communications 
device. Press "202: R Robins" to call Richard. The Connect feed will now 
change to show pictures from the cameras inside JC Valley. Look at the 
pictures on Connect and exit. After more talking check Connect for the 
picture from Richard's room. Call "103: M Tyler/G Barnes". Press 103 when 
Mike calls back.

Show Mike Connect when he turns up. Check Connect for the picture from 
Richard's room. Head to Mike's room, 103.

103: Mike/Gina
Look at the desk on your right, the one closet to the door. On the left side 
of the desk look at the photo frame and Mike will enter the room. Check the 
desk on the back and look at the name tag on the left of the desk. Talk to 
Mike. When Mike leaves, try to leave the room too. The comms will ring, so 
press 203 on the comms panel. After that exit.

JC Valley B1F
There are two more rooms on this floor, the Seminar Room and Lounge. The 
Lounge has a recycler and gumball machine, but you don't need it any more. 
Both rooms have nothing important in them, so take the elevator down.

JC Valley B2F
Walk along the hall and Sofia will run off, closing the shutter behind her. 
Go to 202, Richard's room. TAS the lock. One of the characters in the code 
will be hidden. Just point the wiimote away and the missing code will be 
revealed. Enter Room 202.

202: R Robins
Click on Mike, hold down A and waggle the wiimote to wake him up. Check the 
computer monitor behind Mike. Check Connect for the room Gina went to. Exit 
the room.

JC Valley B2F
Check the shutter Sofia locked - books have prevented it from completely 
closing. Look at the gap under the shutter and check the name tag on the 
floor. Ashley will mention that the card lock is on the other side.

TAS the lock of room 201. The code will have N E S W which stand for north, 
east, south, west. So for N just press up. Enter 201.

201: Researchers
On the desk to the right grab the mirror, which is right of the laptop and 
small and pink. Go back to the shutter.

JC Valley B2F
Use the mirror on the shutter gap. Back to 201.

201: Researchers
On the desk on the left grab the fishing pole. Go back to the shutter.

JC Valley B2F
Use the fishing pole to poke the mirror until you can see the lock in the 
mirror's reflection. TAS the mirror. 

TAS door 203. The circle in the code means you have to rotate the wiimote 360
degrees before pressing the button. The icon will turn orange and make a 
sound when you've got it right. Enter 203.

203: S Callaghan
Check Gina, shake her until she wakes up and then talk to her. Call Room 202.
Check the small panel on the bottom right side of the door, and open it with 
the guitar pick. Note the colour of the flashing light. Talk to Mike on the 
video comms again and if the light was blue, have Ashley point to her 
trousers. If it was red have Ashley point to her top instead. Press the 
button Mike tells you to. If the light was red, press the button under the 
blue light and vice versa.

Exit and head to room 103 with Gina.

103: Mike/Gina
Decode the mail by scanning the blocks in one swoop. Start with the block the
arrow points to. Every block has a white space that shows the direction the 
next block you should scan. So if there's a block that looks like a C, then 
the next block to scan is the block to the right.

Like this: http://oi25.tinypic.com/wjvsrr.jpg

Once you've swiped all the blocks press the conversion button.

Chapter Quiz
Q. Who was it [who locked Ashley in a room]?
A. Sophia

Q. What did I use to contact [Richard]?
A. Video conference

Q. What did we use to crack the code?
A. Scanner pen

Memory Quiz
Q. Who opened the door and let Ashley's mother in?
A. Judd, the older guy

Chapter 8: To My Sweet Daughter                                        [CHT8]

JC Valley B1F
Head to Ryan's room on the floor below.

JC Valley B2F
Follow Ryan to his office.

205: Ryan Grey
After Ryan stops talking and leaves, you get an incoming call on the video 
conference panel. Press the glowing icon to answer. Check Ryan's desk for 
two interesting things: a familiar pin on a pile of books and check the 

TAS the lock. The code will look quite different to the other codes, with 
characters you can't actually enter like T. The first part of the code is 
the main clue: it's the Home icon. Press Home on the wiimote and the true 
code will be revealed. Note it down, press Home again to exit the screen and 
enter the code. (If you are having trouble figuring this out then I have put
the code at the very bottom of the page.)

Head to 204, Rex's room, on the left.

JC Valley B2F
TAS Rex's door. The code to enter is really long! Enter the room.

204: Rex Alfred
Check the book on the desk, photographing the last two pages with the black 
lines. Check the celestial globe on shelf behind the desk, to the right. The 
globe has two movable lions and a rotating dial with the alphabet. 
Superimpose the photo with the three black blocks onto the other photo from 
the book. Click the right button to shift the photo to the right slightly, 
keep clicking right and note down the combinations. This tell you which way 
to turn the statues and what letter to use.

Look at the secret compartment and the small case inside. After Rex arrives 
head to the elevator down.

JC Valley B3F
There is only one place to go: the Another lab. Check the door and then check
the sensor on the right. Keep the hand over the sensor to open the door.

"Another" Lab
Head to Richard's room.

202: R Robins
Check the bottom right desk drawer. Check the chocolate. Check the chocolate 
again. And again. 

Pick up the chamber and combine it with the kaleidoscope. Look through the 
kaleidoscope, noting down the shapes you see. Stop when the shapes repeat. 
Click the mysterious box. The shapes seen through the kaleidoscope correspond
to the shapes on the box, and the box represents your wiimote. To open the 
box press the buttons at the same time. It must be done at the same time or 
it won't open.

Combine the item from the box with the TAS and then head back to the Another 

Chapter Quiz
Q. What did Ryan show me?
A. Twin Lions clock.

Q. What memory data was stored in the fluid?
A. Memories of the day I was born.

Q. What was in the box?
A. TAS upgrade module.

Final Chapter: Doorway to Memories                                     [CHT9]

"Another" Lab
Choose Ashley's memories. The game will not let you choose the memories from 
Ashley's mother.

Go to the control room.

"Another" Control Room
Look at the control panel. Use the TAS on the middle circular section. Insert
the TAS by hold your wiimote vertically, button facing you and very still. 
Hold for a few seconds and it'll go in. (If you are having problems try 
placing your Wiimote on a table.)

Go back to the lab.

"Another" Lab
Write a J on the laptop, just as Ashley saw in the flashback. Back to the 
control room.

"Another" Control Room
Call Gina. Take the elevator down to go after Ryan.

JC Valley - Tunnel
Keep going left.

Path into the Cave
At the end of the path examine the door. Take the other path.

Cave - Opening
Examine the rocks and Richard will move them. Exit the cave.

Path out of the Cave
Head for the spring as Richard forces you to.

Secret Spring
No you can't test the water here! Exit and follow the path left to the wharf.

Click on the boat.

Keep following the path and watch the scenes.

Congratulations! You've beaten the game. After the credits save your game so 
you can play again with minor changes. Your saved game will now have a star 
by it.

New Game Plus                                                          [NGPL]

Here's what changes on the second playthrough:

- Press and hold A and B to zoom through the text.

- Richard will send Ashley messages about Lake Juliet.

- Some puzzles will have different solutions.

- Kelly's doll is now a ninja.

- You can see a dragon at the top of the clock tower.

Website Puzzle                                                         [WEB0]

Go to the NoE Another Code: R website (http://www.nintendo.co.uk/NOE/
using your Wii's internet channel and click on the link to the special 

It's that box again! Use the Wiimote to solve it and you will be rewarded 
with art from the game.

F.A.Q                                                                  [FAQ9]

Q. Where are the cans located?
A. From the shop x2, camping x2, boathouse desk, Richard's desk, in the water 
   by the mermaid statue, outside the diner after meeting Bob, Mike's desk x3  
   and Richard's lab desk.

Q. Does answering questions change anything?
A. Nothing major. It all leads to the same path.

Q. Do I need the red gumball prize?
A. No, as you can use the souvenir token instead.

Q. When is Another Code: R coming out in America?
A. Probably never.

Q. What happened to Cing?
A. They are gone :(. Rika Suzuki and some of the other ex-Cing people now
   make digital online novels for Bellwood inc.

Q. What was up with Matt in the ending?
A. Well, Cing had plans for Matt so it was left open.


This walkthrough may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise 
distributed publicly without advance written permission.