Copyright (c) 2005 - 2006 by the author piecemealcranky. All rights
reserved.

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The world is filled with choices. Unlimited possibilities.


__--___---_ _ --  -_--_--

But sometimes the hardest choice to make, is living with the one choice that
was made for you.

                                 __--___---_ _ --  -_--_--

My name is Lucas Kane, and I am a murderer.

                 __--___---_ _ --  -_--_--


             F   A   H   R   E   N   H   E   I   T

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_-_-__-_---_-_--_-___--__-_--_-_-----_----_____-__-_---_-__--_

                      I  N  D  I  G  O

                P   R   O   P   H   E   C   Y

                    _-__------_--_-__--_--__-_-


GAME TITLE: Indigo Prophecy / Fahrenheit
PLATFORM: Sony PlayStation 2
AUTHOR: piecemealcranky
DATE CREATED: Saturday, October 8th 2005
E-MAIL: piece_meal_cranky@yahoo.com
LAST UPDATED: Monday, October 9th, 2006
VERSION: 2.0 [Complete]



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Last Updated: Thursday, October 13th, 2005

Completed 3 chapters. Nothing much. More updates throughout the week. Thanks
to GameFreeek for adding a little extra note for Chapter 1. That is all for
now. I will see you guys in the next update happening very soon.

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Last Updated: Saturday, October 15th, 2005

Finished on chapters 6, 7 and 8. Chapter 9 is still under work. Regular
updates will happen in the next few weeks. I'll keep the FAQ updated.

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Last Updated: Sunday, October 23rd, 2005

Chapters 9 and 10 are both complete. Other chapters are finished but I will
update all of the chapters shown on the contents section (incomplete ones) in
one go. The tagline has been modified. The tagline originated from the
trailer.

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Last Updated: Friday, October 28th, 2005

Chapters 11, 12, 13, 14, 15 and 16 are all completed. Others are undergoing
updates. Let me remind all of you that the section "Miscellaneous" will be up
once all the chapters are covered. This will take me some time, but until
then, stay tuned. =)

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Last Updated: Wednesday, November 2nd, 2005

I've finished Chapters 17, 18, 19, 20 and 21. If you notice, I've added a
Soundtrack listing from the game. I've included the lyrics, the artist, the
album and when you hear the song in the game. Those should be a little
helpful. Another addition will be added to the Miscellaneous other than the
Bonus Card Locations. More information in the next couple of weeks. Until
then, have a wonderful November.

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Last Updated: Tuesday, November 28th, 2005

I'd like to apologize for not updating the guide for a long time. It has been
a few weeks now. I've been busy these past few days. However, I did make a
few updates on the guide. I've finished The Talisman/Crucifix Locations
section, and a few more chapters. Others are under work, and I will update
the guide as quickly as possible.

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Last Updated: Thursday, December 1st, 2005

The Miscellaneous section is now complete. No more updates for this section
unless of course something needs to be updated in the future. I will now go
on with the walkthrough and complete the section in the next update. 2006 is
coming. Can't wait. Why? I don't know. =)

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Last Updated: Friday, December 30th, 2005

Five more chapters will be completed in the next update happening soon. Very.

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Last Updated: Friday, January 20th, 2006

I apologize for the late update, but I was unexpectedly been extremely busy
with school work. But, I take into consideration that school work should not
be plunged together with my FAQs. So, I'm sorry. But look on the bright side.
This FAQ is finally complete! And guess what? The Endings section is also up.
So you can view the requirements to get those different endings you can get.
Check out the "Miscellaneous" section for further information. Also, the only
chapter incomplete right now is "Child's Play". I'll have it complete on the
next update, finishing the guide 100%. Thanks for being with me this whole
time. I'll see you guys on the final update.

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Last Updated: Saturday, April 22nd, 2006

That's all guys. I've packed my things for Indigo Prophecy, and we, hopefully
soon, shall see a sequel to this, if they're even on it. And I hope you enjoy
the guide. I will still reply to emails, even if this guide is obsolete.
Although I may not promise 100% accurate information from me. Thank you all.


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Last Updated: Monday, October 9th, 2006

Looks like an update is unavoidable this time. Credit goes to "Rani Khair"
(ranikhair@hotmail.com) for the corrections on the Bonus Card section. That's
the only update. The FAQ is basically complete. If you spot any similar
mistakes, please announce them to me.


~~~~~~~~~~~~~~~~~
TABLE OF CONTENTS
~~~~~~~~~~~~~~~~~

To search for a specific or a particular topic, title or chapter, hold down
the CTRL and press F. You will come to the search menu. Copy the keys written
at the side of the topic you want to jump to and paste it into the box. Hit
enter to start the search.

1. Game Introduction [intromenu]
2. Legal Notice [noticemenu]
3. Basics [basicsmenu]
   I. The Story [sub3.1]
      - The Murder
      - The Prophecy of the Indigo Child
  II. Characters [sub3.2]
      - Lucas Kane
      - Markus Kane
      - Carla Valenti
      - Tyler Miles
 III. Game Modes [sub3.3]
  IV. Controls [sub3.4]
   V. Interactions, Sequences & Lives [sub3.5]
4. Walkthrough [walkmenu]
      Chapter 1: The Murder [chapmur]
      Chapter 2: Investigation [chaptigation]
      Chapter 3: The Day After [chapaft]
      Chapter 4: Confession [chapfession]
      Chapter 5: Police Work [chapwork]
      Chapter 6: Alternate Reality [chaplity]
      Chapter 7: Reconstruction [chapstruction]
      Chapter 8: Tyler & Kate [chaptyka]
      Chapter 9: Lost Love [chaplove]
     Chapter 10: Hide and Seek [chapseek]
  Chapter 11/12: Friendly Combat [chapbat]
     Chapter 13: Debriefing [Carla Valenti] [chapfing1]
     Chapter 14: Debriefing [Tyler Miles] [chapfing2]
     Chapter 15: Agatha [chapgatha]
     Chapter 16: Questions & Bullets [chapbull]
     Chapter 17: Double or Quits [chapquits]
     Chapter 18: The Storm [chapstorm]
     Chapter 19: Dark Omen [chapmen]
     Chapter 20: Face Off [chapoff]
     Chapter 21: Back to Agatha [chapbackto]
     Chapter 22: Happy Anniversary! [chapversary]
     Chapter 23: Bloody Washing [chapwash]
     Chapter 24: Confrontation [chaptation]
  Chapter 25/26: Captain Jones is Really Upset [chapset]
     Chapter 27: Fallen Angles [chapgels]
     Chapter 28: Soap, Blood & Clues [chapsob]
     Chapter 29: The Fugitive [chapgitive]
     Chapter 30: Janos [chapnos]
     Chapter 31: Meeting Kuriakin [chapkuriakin]
     Chapter 32: Mayan Secrets [chapcrets]
     Chapter 33: The Clan [chapclan]
     Chapter 34: Danger and Ubiquity [chapger]
     Chapter 35: Fate on Russian Hills [chaprussian]
     Chapter 36: Child's Play [chapplay]
     Chapter 37: Checkmate! [chapmate]
     Chapter 38: The Pact [chapact]
     Chapter 39: Jade [chapjade]
     Chapter 40: Frozen to the Bone [Carla Valenti] [chapbone1]
     Chapter 41: Frozen to the Bone [Tyler Miles] [chapbone2]
     Chapter 42: Where is Jade? [chapwhere]
     Chapter 43: Bogart [chapgart]
     Chapter 44: Revelation [chaprevelation]
     Chapter 45: Final Countdown [chapdown]
     Chapter 46: Epilogue [chapfinale]
5. Miscellaneous
     - Extra Life Locations [sub5.1]
     - Bonus Card Locations [sub5.2]
     - Soundtrack [sub5.3]
     - Endings [sub5.4]
6. Credits [creditsmenu]


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1. G A M E  I N T R O D U C T I O N  [intromenu]

The story begins when Lucas Kane, in a possessed trance, stabs a man in the
restrooms of an East Side diner and then flees the scene in confusion. There
have been similar, ritualistic murders in New York. Valenti is the officer
charged with solving the case, and tracking down Kane. Other characters in
the game include Marcus Kane, the priest, brother of Lucas, and Tyler Miles,
Carla's police partner.

For no apparent reason, ordinary people are killing total strangers. Although
there are no direct links between the murders, they all show the same ritual
patterns. Lucas Kane becomes one of these murderers, and haunted by strange
visions he must try to keep one step ahead of the police to discover what is
happening to him. Inspector Carla Valenti and Agent Tyler Miles are heading
up the investigation. A series of disturbing clues takes them into a world
they can only dream of. Meanwhile the early onset of winter paralyses
Manhattan in an unbearable grip of snow and cold. Each day the temperature
drops as the winter conditions draw over the dark streets of New York.

Plot Summary taken from http://imdb.com/title/tt0476990/plotsummary

Before we begin, I thought you'd like to know that I've compressed this FAQ
so it is mainly based on activities for the main walkthrough, and not
elaborated for sections such as bonus, things you can unlock and so on. I
promise you I'll try to go in-depth on each level, explaining in detail of
what you should be doing and not be doing, though I don't include every
single action available throughout the missions.

Now, you get to play as the fugitive, and the cops. Whatever happens, you
make the choices. Lucas Kane will continue to run and figure out what has
happened, and the police will continue tracking him down.

I suggest playing through the Tutorial first to get the basic feeling of the
game. The controls are a little strange and tough at times, but it is all
about getting used to it. The Tutorial is available when you select "New
Movie".

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2. L E G A L  T E R M S  [noticemenu]

All further questions NOT available within the FAQ/Guide can be emailed to
the following address:

piece_meal_cranky@yahoo.com

Please include a proper title (with proper grammar) in the subject column
associated with the game Indigo Prophecy/Fahrenheit. The author may discard
emails without a proper subject in the "subject" column.

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No part of this FAQ may be reproduced in any form, shape, or transmitted, in
any ways, or in any forms by any means (electronically, mechanically, through
various recording devices, or otherwise) without prior permission from the
author. This means no copying, no publishing, or any other illegal
activities.

This FAQ is for personal use and for viewing purposes only. Readers may print
a copy of the FAQ for he or she's own personal use without publicly or
discreetly distributing a copy in order to earn money or make profit.

This FAQ is protected by the International Copyright Law and all its contents
are limited for the use of the websites which hold responsibility and have
authorized permission to host it. This FAQ is hosted by sites which hold the
responsibility of not permitting any sort of publishing, selling, or copying
the contents and materials present in the FAQ.


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3. B A S I C S  [basicsmenu]

I. The Story [sub3.1]

[ The Murder ]

Note: This is taken directly from the official site.

New York, January 2009

Manhattan is paralyzed by snow. An unprecedented cold wave is sweeping across
the city. While eating alone in a diner one evening, Lucas Kane suddenly
loses control of himself and enters a trance like state He take the knife
from his table and, like a puppet dangling from a string, he walks slowly
toward the restroom.

Once in the restroom he carves a strange symbol on his forearm and stabs the
first person to enter the restroom.

Throughout this ritual murder Lucas has a vision of a lost little girl who is
reaching out her hand to him as if to ask for help. When he recovers his
senses he realizes what he has done. The body lies at his feet and he is
covered with blood.

He manages to leave the diner discreetly and disappears into the freezing
cold night. Lucas Kane's life has taken a sudden turn; he is now a murderer.


[ The Prophecy of the Indigo Child ]

At the dawn of time, a prophecy was given to the first humans. The day will
come when a child with a pure soul will be born. This perfectly pure child
will have the memory from before his birth and will carry with him the secret
of secrets, the answer to everything and have extraordinary powers.

This child is called the "Indigo Child". No one knows where or when this
child will appear, but ever since his birth was announced, it has become the
biggest hope of humanity, the one that will reveal the truth, the one that
will give infinite and eternal power.

The first men organized themselves as Clans with the goal to control as many
territories as possible thus to improve their chance to see the Indigo Child
be born in their possession. The quest for the Indigo Child is the real
reason of all of history's conquest and wars that man has made since the
birth of humanity. It is the reason why men seek to own more and more
territory and wealth.


II. Characters [sub3.2]

[ Lucas Kane ]

Fahrenheit's main character. He is average guy, who in a trance-like state
unwillingly commits a murder in the washroom of a restaurant, the Doc's
Diner. The murder is committed according to an ancient Mayan ritual. Since he
committed his crime, Lucas got a strange, uncontrollable ability to see
through the eyes of the people performing new murders.

Age: 31
Height: 1.80m
Weight: 84kg
Place of birth: Wishita, USA.
Birthdate: June 9th, 1978
Job: IT manager
Family: Lucas is single and has one brother, Markus.


[ Markus Kane ]

Lucas' brother. He became a priest a few years ago. When they were children
Markus was Lucas' confidant and still is today. Although they haven't seen
each other in over two years, the ten year dateversary of their parents'
death will bring them closer.

Age: 37
Height: 1.80m
Weight: 78kg
Place of birth: San Diego.
Birthdate: February 12th, 1972
Job: Priest
Family: Markus has one brother, Lucas.


[ Carla Valenti ]

The police detective in charge of the Doc's Diner murder file. With her
partner Tyler Miles, they will hunt down Lucas Kane.

Age: 28
Height: 1.70m
Weight: 59kg
Place of birth: Brooklyo
Birthdate: July 14th, 1981
Job: NYPD Detective
Family: Carla is single and doesn't have any brothers or sisters.


[ Tyler Miles ]

Carla Valenti's teammate. He is also in charge of the Doc's Diner murder.

Age: 24
Height: 1.90m
Weight: 83kg
Place of birth: Bronx
Birthdate: September 17th, 1985
Job: NYPD Agent
Family: Tyler has a girlfriend (Sam), 3 brothers, 2 sisters.

Information taken from http://www.atari.com/indigo/


III. Game Modes [sub3.3]

[ New Movie ]

- Tutorial: A training session before you begin. Your game shall roll in
afterwards.
- New Game: Start a normal game, without the Tutorial.

[ Continue ]

Start from previous last saved game.

[ Chapters ]

Select one of the unlocked chapters. This also means re-playing a certain
level. You may also choose to play without saving.

[ Options ]

- Change Audio, Visual (Pal, NTSC, etc), the Controls (Vibration Function,
Invert Camera, PAR Position), your Login Screen, turn Auto-save on or off and
select a difficulty level.

[ Bonus ]

- Sequences, Gallery, Movies, Soundtrack, Credits.


IV. Controls [sub3.4]

Here are the default controls for the PlayStation 2 version. I am not stating
the PC or the Xbox versions here. Also take note that these controls are only
available during normal game-play, and does not imply to other sequences.

Directional Pad/Left Analog Stick: Navigation

Right Analog Stick: Camera Target, Actions

L1/R1: Camera Switch

L2: Camera Reset

R2: First Person View

Start: Pause

Select: View PDA

Triangle: Character Switch

Circle: Mental State

X (Directional Button): Run


V. Interactions, Sequences & Lives [sub3.5]

In this section I will compile everything you need to know as you progress
through the game. The game-play isn't much changed compared to the PC
version, just the buttons and controls are different.


A. Sequences

[ Analog Stick Maneuver ]

I honestly do not know the exact name for this action sequence, but I just
call it, a short name, ASM. If you've played the Tutorial, you'd notice that
you will have a simple training session where the cars will drive toward you
and you will then have to dodge these cars, using this method, the ASM. So
what the hell is this?

This is simple, really. It all depends on how fast how fingers and your eyes
work together. Right after seeing the message "Get Ready!" on the screen, you
will know that this sequence shall take place.

There will be two rounds, colored circles on your screen, both left and
right. They both represent your Analog sticks. The right analog stick
communicates with the right circle, and the left Analog stick communicates
with the left one. Pretty simple I might add.

Now, this all depends on how fast your mind can interpret these numbers
prompted on the screen by four different colors, at random locations. Each
circle has four respective sides:

Left - Blue
Down - Green
Right - Yellow
Up - Red

Now, this implies both of the circles. Each time the colors appear on the
sides on the circle, you shall have to push the Analog stick (depending on
which circle; left or right) towards the direction on the colored side.
Example, the color that lights up on your screen is red (up) and it is from
the left side circle. All you have to do now is push your left Analog stick
up and a confirmation sound shall be heard. This will continue for a given
amount of time until the action sequence is over.

Now, you don't have to really worry about timing, though timing is the main
catch here. If you pushed at a wrong direction, it doesn't affect your action
sequence, but if you fail to follow the rhythm of the colors appearing at
random locations on the circles, you will get the message "Failed!" after
each sequence. If you managed it perfectly, you shall get the
message "Great!".


[ L & R Meter ]

At some point during the game, a blue bar, meter-like blue bar to be exact,
will appear on your screen. This shows the amount of effort the character has
to place on an object or itself or anything for that matter. The principle is
very simple, and if you have studied the Tutorial, which I suggested earlier
that you should, you shall have no problem with this one.

The trick is to press the L1 and R1 buttons as fast as you can, alternately.
That means pressing the L1 first, and followed by R1 and so on as fast as you
can. You want to press the buttons alternately since pressing either buttons
twice or more may result in a game over situation. This is where everyone is
confused. You don't need to level the bar up to the max. All you need to do
is press the L1 and R1 buttons as fast as possible, ALTERNATELY. This meter
usually appears during action sequences and will sometimes cause your life or
your game if you don't do it right. Make sure you press the buttons
alternately for pressing the same button twice or more will lower the meter.
You usually need to maintain the meter point as high as you can, but of
course, by pressing both buttons alternately, NOT simultaneously.


B. Interactions

[ Dialogues & Objects ]

It is the basic of the game to communicate with the characters (playable or
non-playable) or objects. All of these actions can be performed using the
action button (Right Analog Stick). Now, when you approach an object or
someone (otherwise already prompted by the game), if the person is someone
you are able to talk to, then you will see an icon in the middle top of the
screen, like a symbol. Using the Right Analog Stick, following the white line
towards any of the directions shown on the icon (up, left, right, down) will
perform the certain move or anything at all. This can stretch from opening a
door to just watching a scene. This is very important and is the basic for
interacting with objects or people around you. If there are more to these
objects or people, I will let you know during the walkthrough. Also during a
conversation, there will be a bar depleting very fast as you are replying. If
you wait too long, you can't choose the options given anymore, so you have to
make up your mind quick before the bar runs out.

Note: During the walkthrough, I will usually point out "examine"
or "interact" as which simply means "use". So, if you have to
interact/examine with/a certain object it means use the object or item.


C. Lives

[ Mental State & Health ]

Your mental state can be viewed by pressing the circle button, or by viewing
your PDA (Select button). Your mental state shows exactly what your character
feels at that particular moment. There are many things that affect your
mental state (some are unavoidable) and I will list them down during the
walkthrough. Basically anything that upsets or kills your character's mood
will put the meter down. Your mental health or mental state will affect your
game so be wise during your game. Usually on your first time through you may
not avoid some negative phenomenon that kills your mental state, but that's
okay.

Now, don't get the game wrong, you still have to fight for your life. During
dangerous scenes that can kill you, there will be a few dots on your screen
(up, left side), some are empty and some are white. Those that are empty
means that you've used them, and the ones still shining brightly shows how
many lives you have left. If you fail a certain task (when the dots are
visible only); let's say the ASM sequence, one of these dots will be taken
away, and once all of them are gone, it is game over. You can recover your
lives by collecting the crucifix or the talisman (you will find out when you
progress through the game).


_-__------_--_-__--_--__-_--__-_____---_-_-____--__--_




4. W A L K T H R O U G H  [walkmenu]

Here you will find the complete walkthrough for all 46 chapters. Remember
that I shall not guide you through the sequences. I will just remind you that
there will be one. The walkthrough for the L & R Meter and of course, the
Analog Stick Maneuver games won't be mentioned here. Please scroll up to the
above section for further information, if you're unsure on how to get  pass
those sequences or how to interact with objects and so on. The "Main" section
shows a complete guide particularly for a certain level. A "Summary" shows
everything that you can do to increase or decrease your Mental Health, or in
other words, the bottom line. =)

The walkthrough is listed according to the chapters listed in the game, found
in the "Chapters" menu at the main game page. During the walkthrough, I will
usually point out "examine" or "interact" as which simply means "use". So, if
you have to interact/examine with/a certain object it means use the object or
item. Also as you progress, if you find the ASM sequences terribly difficult
for you to handle, head to the Options menu and change the difficulty there.

If that is all, let's begin.

Note: The Tutorial is really good for you. It shall give you a good feeling
on how to manage the characters in a new game. You can immediately start a
game by choosing "New Game" through the main menu option called "New Movie".
Selecting "Tutorial" will get you to a training session before you begin. The
game will follow up once you're done with the Tutorial.


C h a p t e r  1 :  T h e  M u r d e r

[chapmur]

You will have a scene in the toilet. After watching it, you gain control of
Lucas. Let me remind you that you do not want to waste too much time. There's
a police outside the restroom (you're in a diner) and he will not hesitate to
enter. Now, you have to clear the evidence. Notice your Mental Health
declining at the very beginning? This is normal and is unavoidable. It will
reduce 60% of your Mental Health. Don't worry, you shall recover it soon.
Also there will be a note stating that whenever the red icon appears on the
top, right corner of the screen, this shows that the game is auto-saving.
Just want to remind you. =)


M a i n

Approach the man on the floor, and use the Right Analog Stick to carry him
up. You will notice the L & R Meter on the screen. Press the L1 and R1 button
alternately to get the man into the middle stall and use the Right Analog
Stick again to place him on the seat of the toilet.

Now, you should notice the window on the left side of the wall (facing the
stalls). There should be a mop leaning against the wall. Approach the mop,
and use the Analog Stick to use it. Push the Analog Stick to the appropriate
direction again to use the mop. Now push the Right Analog Stick up a few
times to clean the stain in the middle of the restroom. There should be a
trail of blood towards the man on the seat of the toilet. There's nothing you
can do about it now, so ignore it.

Now get rid of the mop and walk towards the urinals. There should be a symbol
appearing on your screen as you approach it. Now, that is the knife you used
for the murder. Get rid of the knife quick. A scene outside the restroom will
roll in as soon as you use the Right Analog Stick. You wouldn't know exactly
where the knife is. You shall find out in the next chapter.

Now, you want to get cleaned up. Head to the sink (right side sink) and use
the tap. Lucas will wash his hands and face to avoid suspicions. Now you're
cleaned. You can also choose to use the dryer, but it has no effect. If you
choose to leave the diner with blood stains on your hands and clothes, the
waitress will notice you and soon draw the attention of the cop, which makes
things a lot more complicated.

Head over to the Condom machine. It is situated near the door on the wall,
blue in color. Use it once and Lucas will say it is broken. Use it again and
again to hit the machine until a coin drops out. Examine the machine to get
the coin.

Make your way outside. Notice the door to your right, and a phone on the wall
close to the door? Take note. Now, make your way to the very end of the diner
and towards the left side near the police officer. Don't disturb him for the
moment; leave him. Head towards the jukebox near the wall and push the Right
Analog Stick to use the coin on the machine for a nice relaxing music.

Head back towards the backdoor but stop once you notice a table with
leftovers on it, on your left. That's your table. Examine the table once to
check for the bill, and push the Analog Stick again to place it back on the
table. Check the table again and Lucas will pay the bill. Now, sit down. Use
all the icons on your screen one at a time.

Eat a little and drink. They will add to your Mental Health. Now there will
be a scene where Lucas notices the presence of a cup of coffee on the table.
Coffee is not to his taste, according to him, so whatever happened a little
while ago, doesn't mean he was alone.

Now leave the table, and towards the front door. From the front door, turn
right. Make another right and cross the road. There should be a subway to
your left. Walk towards the stairs. You can also leave with a taxi. To get to
it, turn to look to the right from the diner's entrance doors and cross the
road to the other side. The taxi would be on the left side of the road. Once
you've done either one, you're done.


S u m m a r y

Positive Mental Health:

- Drag the body to the stall [+5]
- Use the mop to clean the blood stains on the floor [+5]
- Hide the knife [+5]
- Use the sink to clean yourself [+5]
- Acquire the coin at the condom machine after hitting it [+5]
- Use the coin on the jukebox for some tunes [+5]
- Pay the bill [+5]
- Eat after sitting down at your table [+5]
- Drink after sitting down at your table [+5]
- Take the subway or the taxi home [+10]

Negative Mental Health:

- Lucas gains consciousness after the murder. This is unavoidable [-60]
- Look out through the window inside the restroom [-5]
- Rush out of the restroom without cleaning the blood stains [-20]
- Wait inside the diner too long until the body is discovered by the cop
  [-10]
- Talk to the waitress [-5]
- Try to talk to the cop while he is sitting by the counter [-10]
- Talk to the guy on the table [-5]
- Use the payphone. Lucas cannot get through his brother, Markus [-5]
- Try to get behind the diner's counter [-5]
- Leave the diner without paying the bill [-10]




C h a p t e r  2 : I n v e s t i g a t i o n

[chaptigation]

Now you are introduced to Detective Carla Valenti and her partner, Tyler
Miles. Before you proceed, right after Carla has stepped out of the car, you
shall notice a question mark symbol on top of the screen. You can push the
Analog Stick to watch a little scene but it doesn't matter if you don't. Now,
after you gain control of Carla, walk into the diner.


M a i n

You will have a quick scene where the policeman greets both of the
detectives. Now, I'll leave this section to you. You will have a little chat
with the police officer asking a few questions. This is just another dialogue
scene, and you will be having lots of them in the future. Get used to this,
and try to actually answer quickly enough. Some people just don't know what
to do, and this will cause the bar to run out, and you can't continue the
conversation. Whatever you say first, you will get to all of the options from
the start. So, ask wisely and listen carefully. When you're done, the game
informs you of the use of the triangle button. I'll remind you that the
triangle button is for switching between characters ONLY when the icon of the
other character appears on the right hand (top) corner of the screen.

The police officer will inform Carla to interrogate the waitress. Apparently
she is in a state of shock, so it is advised that you do not push it. Right
after the conversation, walk towards the waitress. You should be able to see
her during your conversation with Martin, the police officer. Notice the
other two police officers standing by the counter? Get to them later. Sit
down opposite of the waitress.

Another dialogue here. Simple. Don't push her. Keep on going with the
questions, finish them all and listen to the conversation carefully. You will
eventually get to the option where you can "insist" or "cheer up" the
waitress. It doesn't matter which option you choose, but it always wise for a
detective to go easy on witnesses.

After asking for her help and thanking her, Martin approaches them and takes
the waitress away. Now, stand up and approach the police officers. Start a
conversation with both of them. Once you're done, get Carla near the payphone
(near the backdoor, at the corner). Check the payphone and you will see a
scene. Now, switch to Tyler using the triangle button and walk towards the
police officers standing by the counter. Talk to both of them to raise
Tyler's Mental Health. Once you're done, switch to Carla and get her inside
the restroom.

Tyler will enter the restroom together. Start with the obvious marks left
behind by Lucas. You should know well, except for the knife, which remains a
mystery since we do not know where it is hidden. Head towards the leftmost
stall and use Carla to check for the blood on the floor (Lucas's blood; the
murderer's bloodstains). There should be a small hole on the wall on your
left while facing inside the stall. Once the icon appears on top of the
screen, examine it. There could be a knife or nothing underneath. Now make
your way out and get a look at the mop.

Switch to Tyler and check the sink to find traces of blood. If you have not
found the knife by Carla yet, use Tyler to check the garbage can (near the
dryers). The knife could be hidden there, or not. It depends. Now, approach
the corpse of the man in the middle stall and check his body. Tyler will
mention about his money and credit cards, left on his body. Now, head to the
rightmost stall and open the door if you haven't. Check the toilet and use it
to check for evidence. If you haven't found the knife yet, it shall be hidden
there.

Now, switch back to Carla and get her to examine the corpse of the man. She
will mention about the injuries the man had during the murder. Now you're
done. Make your way out of the restroom.

Switch to Carla, and get her to go through the backdoor if you wish. This
step is not necessary, so you may skip this part. There will be an old man,
the one you might have seen on the first chapter. You can talk to him or not,
it is not essential to do so. If you wish to talk to him, start the
conversation with the option "You" and continue it with "Seen Anything". He
will tell you something, which does not do any good. Leave him afterwards.

IF you choose Tyler to go out through the backdoor, you cannot make the old
man speak of anything he had seen or otherwise. You just can't. However,
Tyler appears to be more observant outside and notices the footprints on the
ground if you examine it properly. It is somewhere around the door area. He
can also check the side areas as the camera switches, as well as the window
from the restroom. These aren't important, so you can ignore this step.

Do not check the backdoor for either characters, since it is locked and will
minus your Mental Health. Instead, you have to take the whole way back to the
Diner via the main front entrance.

Now get Tyler behind the counter inside the diner. Approach the back cabinet
until you see an icon appearing on top of the screen. Look for the white line
going to the side. Follow the path of the white line using the Right Analog
stick to grab the coffee (make sure you follow the direction too). Before you
proceed, if this is your first time, I suggest you look carefully to this
icon. You will spot many of these in the future. Follow the white line which
moves to the side and forming a partial circle on the icon/symbol and grab
the coffee cup. From here, make your way to the payphone at the corner near
the backdoor. Use the phone to call Tyler's girlfriend, Sam (thanks to
GameFreeek for reminding me). Once you're done, switch back to Carla.

Now approach Lucas' table using Carla. From here, you can check his book
under the table, the coffee cup and his blood on the seat. Either way, use
all the options you can here. Once you're done, it is time for some coffee.
Get Carla behind the counter and use the cup to drink coffee and add a little
to your Mental Health.

Ask Tyler if he has seen anything, or just choose to leave once you're
satisfied. He would ask if you would want to take another quick look; choose
no if you really want to leave. Now, either using Carla or Tyler, head to the
car outside and a scene will roll in. You're done with chapter 2.

Note: The knife can be found by Tyler in the garbage can or either in the
rightmost stall inside the water tank. Tyler cannot examine the hole inside
the leftmost stall, only Carla can.


S u m m a r y

Positive Mental Health:

[ Carla Valenti ]

- Examine and interact with the payphone [+5]
- Acquire the knife inside the leftmost stall [+10]
- Examine and drink the coffee from the cup [+5]
- Examine the bloodstains on the floor inside the leftmost stall where the
knife could be hidden [+5]
- Discover the book underneath Lucas' table [+10]

[ Tyler Miles ]

- Talk to one of the police officers by the counter [+5]
- Talk again to one of the police officers by the counter [+5]
- Acquire the knife either from the garbage can or the water tank inside the
rightmost stall [+10]
- Examine and drink the coffee from the cup [+5]
- Use the payphone to call Sam [+5]

Negative Mental Health:

[ Carla Valenti ]

- Try to talk to the old man outside the diner via the backdoor [-5]
- Try to open the backdoor from the outside [-10]

[ Tyler Miles ]

- Turn on the jukebox for some music [-10]
- Try to talk to the old man outside the diner via the backdoor [-10]
- Urinate inside the restroom [-10]
- Try to open the backdoor from the outside [-10]




C h a p t e r  3 : T h e  D a y  A f t e r

[chapaft]

The next morning comes... Lucas wakes up with bloody sheets around him. Still
think yesterday was a dream? Well not anymore. Let me remind you that during
this hour, you will want to get things moving rapidly. You don't want to
waste too much time. In a couple of minutes, a cop will be knocking on your
door. You want to familiarize yourself with the apartment and the main
objective; hide all evidence that could take Lucas behind bars.


M a i n

Get Lucas up from bed. He would feel a little dizzy. Grab the medicine from
the table next to the bed. Next, face the bed and interact with it. Lucas
will say something about him not being tired. Interact with it again to cover
the bloody sheets. He says he'd change the sheets later, but for now, you'll
have to move fast.

There's a small radio on the table and a book. It appears Lucas is quite a
reader himself. Now, make your way out through the door.

Once you're in the hall, the phone rings. Get pass the television area and to
the other side. Examine the phone to pick it up. It's your brother; Markus.
Watch this short chat scene. Once it is over, head to the kitchen and make
your way to the fourth cupboard and open it. You will find a Bonus Card [+5].
You can open the fridge to find some milk or just drink from the tap water
near the kitchen sink.

Somewhere around this point, you will be struck by a strange vision, and you
must press the button combinations right when they appear. This is your very
first encounter with the ASM (Analog Stick Maneuver). Remember to be very
fast and since this is your first, it is fairly slow to give you a chance to
feel what it is like. Lucas sees a cop inside his apartment looking around,
in his vision that is.

Now, you don't have much time to waste. Before you proceed, make your way to
the balcony and collect the Bonus Card [+10] hidden there. Around the
telephone area, there would be a concrete pillar, and there should be a piece
of clothing on the ground. Lucas gets another vision right after seeing the
clothing on the floor. Now, interact with the piece of clothing and there
should be a small square screen appearing on your screen right after picking
it up showing you where the washing machine is. That's where you put the
yesterday's clothing.
There should be a door nearby, not far from the telephone or the pillar. Look
for it. It is the entrance to the bathroom. Also, before you proceed, take
note of the small table facing the kitchen's counter. It is around your hall;
that is where your apartment key is. Remember the spot.

Enter the bathroom, and put the piece of clothing into the washing machine.
Now, go get a nice shower. Once this is done, walk to the mirror and interact
with it. You can choose either the tap or the mirror. Of course choose the
mirror for now. Lucas will open it. Grab the bandages and use them. Lucas
will wrap them around his hands. Next close the cabinet. There will be a
creepy little image once Lucas closes the mirror (surprise... surprise).

He'd get a little depressed, but that is okay for now. You'll be able to
raise your Mental Health soon. Now, head back outside to the main hall and
into your room.

Proceed to your wardrobe and open it up. Interact with the appropriate icon
to take a default attire and close the wardrobe now. Like Lucas had seen
through his vision earlier (if you did the ASM perfectly), the cop is here to
check his apartment. Make sure you are dressed by now.

You have a good amount of time to get the key for your apartment, and open
the door ONLY when the piece of clothing is placed inside your washing
machine and your bed sheet is covered. If you haven't already done those,
quickly get to work! Now, rush to the table I told you to take note of
earlier. It is situated somewhere around the kitchen's counter, just a little
bit further outside towards the main hall.

Interact with the key to obtain it. Make your way to the door. The main
entrance door is situated not far from the bathroom's door, a little to the
right. Unlock the door and a little scene plays.

Now, another dialogue rolls in. Now the cop would ask if everything's
alright. He had complains from the neighbors they heard shouts from this
apartment. Whatever answer you choose now doesn't matter if you have already
cleared the house from anything that could go against you. Let the cop in.

Now, the suspicion bar will stay low. Even if it rises a little, it won't
fail you. Once the scene is finished, you are done. Don't bother reading the
news article underneath the door; it will minus your Mental Health, but this
is your game; you make your own choices. =)

You can turn on the TV too, but that is not to your importance, and will not
be very healthy for your Mental State. The music however, helps you calm down
and adds to your Mental Health. Once you're done here, just get out through
the door, and you may proceed to the next chapter.


S u m m a r y

Positive Mental Health:

- Use the medication on the table beside the bed [+10]
- Cover the blood-covered sheets [+5]
- Get to the phone and talk to Markus [+5]
- Place the piece of clothing into the washing machine [+5]
- Use the bandages [+10]
- Urinate in the bathroom using the toilet [+5]
- Put on some music using the radio [+5]
- Drink a glass of water from the tap water [+5]
- Drink some milk from the fridge [+5]
- Get the cop that observes the apartment to leave without triggering any
suspicions [+10]

Negative Mental Health:

- Examine the image next to the computer table in the bedroom [-5]
- Frightened by the image on the mirror in the bathroom [-20]
- Watch/Turn on the TV [-10]
- Read the news article underneath the front entrance door [-5]




C h a p t e r  4 : C o n f e s s i o n

This chapter involved two sections; the part where you have a little talk
with Markus and after that, a rescue mission. For now, make your way through
the park until you get to Markus.

[chapfession]

M a i n

Make your way towards Markus. The small screen would be gone by that time. He
would be on your left. Approach him closer. A cut-scene rolls in.

You should know that whichever options you choose for this dialogue scene
would end up the same. But try to keep it low and not too aggressive or
pushing the subject way too far. As for Markus, keep him steady, but even if
you choose to tell Lucas the right thing to do (turn himself in to the cops),
it wouldn't affect anything.

Once you get to the part where you have the options "Convince" and "Break
Off", choose to convince Markus.

Soon Markus will hand you a crucifix or the talisman. Choose to take it,
since it acts as an extra life for the game. You soon will find these around
the levels in the game, so whatever you do soon after; you will know what is
best.

Now, there will be a cut-scene where Lucas heads back and got struck by a
vision again; this time a small kid would fall under the ice. Apparently the
police officer back at the diner is also heading towards the scene. A bar
will appear at the top of your screen. It is a time bar, and will show how
much time you have left to save the kid.

Note that you can choose to leave the scene (and you will get a negative
Mental Health), but I suggest you keep up with the rest of the guide and save
the drowning kid.

Once the scene is over and the bar appears, hold down the X button and rush
towards the water. Lucas dives in.

Now, get pass the L & R Meter sequence. Press the L1 and R1 alternately for
as fast as you can. You should have no problem with this. Now, you will reach
the bottom, where the kid is. You must get back up the water. Get pass the L
& R Meter again but make sure you do this faster, since you don't want to
drown. if you fail, a cut-scene will show up with the crowd around the edge
and waiting for Lucas to show up, but well he never will, which means you're
dead. You don't want that to happen. =)

Now, you will get back up. You will have two more L & R Meter sequences
before you regain control of Lucas in third person. Use the Analog Stick to
get Lucas to stand up after those sequences. Now, approach the kid on the
ground. Interact with him and Lucas will get on his knees. Now, pick the
green colored icon on top of the screen. You have to pump the kid's body in
order to save him before the bar runs out.

When Lucas counts to three, use the Right Analog Stick towards the direction
stated on the icon to pump his chest. Make sure it is not too early. A little
late is fine. This is fairly easy and isn't tough at all. You should get pass
this very fast. Do it four to five times and you're done. A scene rolls in
and you may proceed to the next chapter.

Note: If you save the little boy from drowning and got him back up on land,
and you choose to leave the scene without pumping his chest, you will be
arrested by the police. You can choose to leave the scene right after the kid
falls down without diving underwater attempting to save him. You will lose a
lot of Mental Health this way, so I advise you to rescue him one way or
another.

Update (9/10/2006): It seems I've missed the Bonus Card in this Chapter worth
20 points. To get to it, from the starting point, run forward to the centre
of the park and navigate to the right. You should see a blonde-haired lady
walking. The Bonus Card is here. Credit goes to "Rani Khair"
(ranikhair@hotmail.com).


S u m m a r y

Positive Mental Health:

- Approach Markus [+10]
- Save the kid and pump his chest to save him [+20]

Negative Mental Health:

- Choose "Sick" as your reply from Markus and "Aggressive" for Lucas [-5]
- Choose to "Break Off" with Lucas [-10]
- Refuse to save the child from drowning right after he falls [-30]




C h a p t e r  5 : P o l i c e  W o r k

[chapwork]

You start at the police precinct. Navigate Carla towards the man on the desk
and he will greet her. Listen to the conversation, and afterwards, turn to
your right after going through the metal door. Don't go up the staircase yet;
go to the rightmost corner and acquire the Bonus Card [+10]. Now get up the
staircase and take the right turn (the right double doors here). Go through
the door.


M a i n

You should see a small screen showing Carla's office. Before anything, grab a
cup of coffee from the coffee machine. If you entered from the door on the
right at the staircase before entering the office area, the coffee machine
will be on your left after entering the double doors. Approach Carla's office
(together with Tyler's) shown on the screen. The door is white in color and
is situated in front of you as you enter from the right double doors. Now, as
you approach the door, Jeffrey, one of the guys in the station will bug you
about Tyler. Listen to it. You will get a minus Mental Health. This is,
unavoidable.

As you open the door, Garrett (the officer from the diner) will call upon
you. He will tell you about how the test worked out. He shall be at his desk
all day. Now, enter through the door.

After Carla hangs her coat, make your way to the other side of the room and
have something to drink. It will add up to your Mental Health. Take note of
the other desk. Your desk is the one closer to the windows. The other desk is
Tyler's. Carla should, by now feel that she has to call Tyler up. Do so.
Approach the phone and use it. There should be a short scene by now.

You can switch between characters after the conversation. Notice the yoyo on
her desk? You can play the yoyo if you wish. All you have to do is follow the
icon on the screen and push the Right Analog Stick towards the direction
shown by the white line on the symbol before the bar runs out. You have to
push the Analog Stick four times downwards, two times to the right, and
finally another one to the right with a curving end (an arc) clockwise. Then
you shall receive your Mental Health and you will soon start over. Exit the
yoyo whenever you want.

Once you're done, do not switch characters just yet. Get Carla on her chair
and use the computer. Now, you can read some news, check her mails and even
enter a person's name to check into the database.

Check her mail. It is the first icon (leftmost) on the screen as a selection.
Enter it, and read all the mails, but make sure you do not leave the last,
untitled email behind. Read it. Carla shall read the content. Kirsten? Sounds
fishy right now. Open her right drawer and acquire the Bonus Card [+5]. Now,
check the rightmost icon at the main screen of the computer. Press up on the
D-Pad to enter Kirsten on the search list. Then hit the X button to search.
The case is classified. Now a lot more fishier. That is all. Now, switch to
Tyler.

Note: I'd like to remind you that if you don't check Carla's mails
(especially the last one below other mails on the computer) you cannot finish
the chapter normally. Right after talking to Garrett about the murder, you
will have to get Carla to her computer and check that e-mail to end the
chapter.

Once you gain control of him, get Tyler on his feet. Move towards the door
inside the bedroom and step into the shower. A small screen appears showing
Sam moving out towards the living room. Now, use the toilet, and look at the
mirror. At the corner near the toilet in the bathroom, there should be
another Bonus Card [+10].

__--_____-_----__

[ Optional ]

There is in fact a way to have sex. In this particular scene, you are not
shown much. To do this, first as you regain control of Tyler from the bed,
get up and proceed to look at Sam (interact with the symbol on top of the
screen). Tyler will tell a brief introduction about Sam. Now, notice the love
symbol on top of the screen? Interact with it and they will kiss a little and
the screen fades. Now you gain control of Carla. Switch back to Tyler and you
will get to hear a little moaning (yikes!) and nothing else. If you call
Tyler (again) using Carla while they're making love, Tyler will get a
negative Mental Health. Try not to be a party pooper. =)

__--_____-_----__

Now, get out and enter your bedroom. Look into Tyler's wardrobe and get
dressed. You can't leave the house with your boxers on.

Now, get outside to the living room and you will notice Sam on the chair near
the counter. Tyler will mention something about her lately. Grab the coffee
and a conversation starts. Get ready for a dialogue.

Whatever you reply does not affect your relationship with Sam but it does
influence Tyler's Mental Health. Try to be "Understanding" or "Tender". Be a
good boyfriend, not a jerk. Once everything's done, proceed to the entrance
door. I suggest you take a look around on where the music player and the
phone are first before you leave. They are around the television area. Take
note of them now.

Grab Tyler's coat to your left, and approach Sam and give her a kiss. Then,
get out through the door. If you didn't kiss her, she will ask you to. If she
asked you and you still ignored her, you will get a huge point of negative
Mental Health. Now, it's back to the precinct.

You regain control of Tyler at the lobby. Proceed through the metal detector
doors and have a little chat as the man on the desk greets you. Get up the
staircase and go through the double doors on the right (closer). Proceed to
the office. Remember to grab a cup of coffee from the coffee machine for a
little Mental Health points. Next proceed to the office in front. Yet again,
Jeffrey jumps into a conversation.

You can pick any sort of reply to try and convince Jeffrey about the money
Tyler owes him. Whatever you choose, nothing will change anything. After
that, choose to propose to Jeffrey. Either way, you will end up to a
proposition. As a result of this, you soon will have a little mini-game with
Jeffrey. That will happen in a few more chapters, but for now, enter the
office.

Carla will be sitting on her desk. As soon as she exits, proceed to grab a
cup of water from the water cooler, and you can also play with the basketball
to add up to your Mental Health. It is situated at the corner of Tyler's
desk. Get to your computer if you wish to read some e-mails. Nothing much in
particular. Exit the room.

Proceed towards Carla and Garrett at his desk. Approach them closer and a
dialogue scene will roll in. The evidence you found in Chapter 2 can be
discussed now. Example; the coffee cup, unless you didn't examine it. In that
case, you will not get to ask about the coffee cup. It doesn't matter which
one you ask first; you get to ask all of them eventually. Now, a cut-scene
plays, and you're done. You may proceed to Chapter 6.

Note: If you did not discover the book under the table during chapter 2,
Frank (Garrett's partner) will discover the book himself and mentions it to
you.


S u m m a r y

Positive Mental Health:

[ Carla Valenti ]

- Grab a cup of coffee from the coffee machine [+5]
- Drink the water from the water cooler [+5]
- Play the yoyo [+5]

[ Tyler Miles ]

- Look self in the mirror [+5]
- Look at Sam while she sleeps [+5]
- Make love with Sam [+20]
- Shower in the bathroom [+5]
- Urinate in the bathroom at the toilet [+5]
- Reply positively to Sam during the conversation at the kitchen
(e.g. "Tender" or "Understanding") [+10]
- Give Sam a kiss before leaving to work [+5]
- Grab a cup of coffee from the coffee machine [+5]
- Grab a cup of water from the water cooler [+5]
- Play with the basketball in the office [+5]

Negative Metal Health:

[ Carla Valenti]

- Notice Tyler is not present at the office [-5]
- Bugged by Jeffrey [-5]
- Read Kirsten's e-mail [-5]

[ Tyler Miles ]

- Disturbed by Carla when Tyler's making out with Sam [-10]
- Reply negatively during the conversation with Sam at the kitchen
(e.g. "Firm") [-20]
- Refrain from kissing Sam even is she asked you to [-30]
- Bugged by Jeffrey at the office [-5]





C h a p t e r  6 : A l t e r n a t e  R e a l i t y

[chaplity]

In this Chapter you're visiting Lucas' workplace at a bank. Let me remind you
that during this chapter, at the second half of the game will be a sequence,
an ASM sequence so be prepared (don't worry as I will mention when and where
you will start the sequence).


M a i n

You're in the washroom. At the end of the walkway, there should be a Bonus
Card [+10]. Collect it and proceed to the sink to wash up for 5% Mental
Health. You can use the dryer at the side of the wall if you wish, but it is
okay if you leave it. Exit the washroom through the door at the other side.

Lucas will be at a big area with a lot of workspaces.

__--_____-_----__

[ Optional ]

If you're low on Mental Health, get to the coffee machine. To get to the
coffee machine, after exiting the washroom, walk forward in between these
workspaces to the other side. Once you reach the end, turn to your left. The
coffee machine is there.

There are two Bonus Cards hidden here. To get to the first one, from the
coffee machine, you should notice a fire extinguisher (on your left facing
the coffee machine). Walk towards it and turn left. Look for the second
workplace on your left. Get to the other side and there should be a Bonus
Card [+5] there. There is another Bonus Card here. To get to it, first you
should exit the workplace where you got the Bonus Card from. Now, there
should be a sign stuck on the wall, triangular-shaped sign in grey. Approach
and face the grey sign. Turn to your right and walk forward from there. Don't
reach the end of the walkway. When you see a walkway to your right, turn
there. Now walk down the walkway until you reach the last workplace at the
end. Turn left and there will be a Bonus Card [+10] there hidden inside.

__--_____-_----__

Now, use the map and get to the red dot on the map. You are the blue one I'd
remind you. Enter the door into your office. Lucas' background voice will be
heard. Now, that is Warren sitting on the chair. You share your office with
Warren. Now sit down and get ready for an ASM sequence.

The sequence is short and easy, and not very fast too. You will get to hear
what Warren has in mind. By now you have a few options; check the drawers,
use the computer (work) and get up from the chair. If you use the computer
(monitor icon), Lucas will startle and this will minus his Mental Health.
You'll see (if you choose to). Before anything, open the right drawer.
Collect the crucifix and you'll get an extra life. Close it. Forget about
opening the left one. You will only get to see Lucas' ex-wife's picture
together with him; thus deducting his Mental Health.

Soon Tiffany; Lucas' ex-wife will give you a call. Answer the phone when it
rings. She will ask Lucas permission to visit him tonight. Answer "Yes" and
you will have Positive Mental Health. I deeply suggest you allow her to,
especially if you just triggered the computer cut-scene.

That's that. Now, you will have yet another ASM sequence. Short and fairly
fast. Try not to fail this time. Lucas will get a premonition on what will
happen soon. Now, just wait for a cut-scene to roll in.

Whether or not you successfully finished the ASM sequence, you will have to
go and check the computer on Station 62. Exit the room to the big area. Make
your way to the red dot on the map and as you reach there, you'll get another
short vision. Approach the computer and interact with it to fix it. Now
here's where the long ASM sequence begins.

There are bugs and all sort of things here. When the game says "Move!",
approach the big bug to your right and you'll immediately begin the sequence.
If you fail one ASM sequence, one life will be deducted. Now, just continue
until one big bug will strangle you from behind. This is when the
L & R Meter pops up. Press the L1 & R1 buttons alternately for as fast as you
can here until Lucas gets loose. Now you will continue your ASM sequence back
again. Remember if you fail one sequence, one life will be deducted, and when
all your lives are used up, it is game over.

Soon Lucas will use the fire extinguisher to fight those creatures. When you
come to this part, you'd know this will end pretty soon. Complete the long
ASM sequence to move on to the next chapter.


S u m m a r y

Positive Mental Health:

- Wash up in the washroom [+5]
- Have a cup of coffee from the coffee machine [+5]
- Answer "Yes" when Tiffany asks for your permission to come over to your
apartment tonight [+10]

Negative Mental Health:

- Hear Warren's thoughts after passing the first ASM sequence [-5]
- Look at the picture of Tiffany and Lucas on the left drawer [-5]
- get Lucas startled after looking at the PC for the first time [-20]
- Get pass the long ASM sequence beginning at Station 62 after
fixing it up [-20]




C h a p t e r  7 : R e c o n s t r u c t i o n

This is a fairly simple and easy chapter. You'll be visiting a morgue where
Carla discovers secrets behind the murder, but there's a catch. You will have
4 ASM sequences throughout her journey discovering what's behind the murder.

[chapstruction]

M a i n

The coroner will explain as he cuts and examines the dead body of the victim.
As for Carla, if you do the ASM sequences successfully, Carla will have a
perfect explanation, or perhaps facts from the murder and the victim.

The sequences are fast (but not too fast) so you will have to catch up and be
alert as the message "Get Ready!" appears on the screen. If you fail a
sequence, your Mental Health will drop down and you will not be able to see
what the game has in store if you do well.

That's it. The whole chapter involves you pushing the sticks towards the
direction shown by the two circles in the game. After that, Carla will get a
little surprise from the coroner... the "Kirsten" case. You will realize by
now the story gets better and better, and how the story will be twisting and
twisting towards the end.


S u m m a r y

Positive Mental Health:

- Pass one ASM sequence out of four in total [+10]

Negative Mental Health:

- Fail an ASM sequence [-10]




C h a p t e r  8 : T y l e r  &  K a t e

[chaptyka]

In this chapter you will, as Kate (the waitress at Doc's Diner) describe the
murderer's image using the computer browsing through a few set of pictures.
The image ought to be as closest to the real face of the murderer as
possible, but if you fail to do so, even getting 0%-25%, you will still pass
the chapter and move on, even in later chapters. The more precise it is shows
how much you are helping the cops to capture Lucas.

Note: This chapter is not divided into the "Main" and "Summary" sections
since it is short, simple and all you have to do is browse through the
selections to get a composite image of Lucas Kane.

Alright, to be honest I never really have gotten 75%-100% before, but it is
possible I might add. Some mentioned the requirements of getting 100%. Some
said that, the waitress could have a higher chance of sketching a perfect
picture (you that is) if Lucas runs out of the washroom with his bloody hands
and bump into the waitress. That incident would help her achieve a higher,
more precise composite sketch of Lucas.

Since I haven't got a picture to show you how it should be, I shall briefly
describe how the image should turn out like. I'm not sure if this would be
useful, but I will describe what it would look like and what you shouldn't
choose for the image. The most important part is that you try to exactly
remember how Lucas looks like, but unless you want to help the cops, you
would want to make it less alike with Lucas' facial appearance.

There are five different parts for you to browse through; head, eyes, mouth,
nose & eyebrows, hair and facial hair.

[ Head ]

- Not too wide; normal length
- Ears visible; not deep hidden behind the head and not thin
- Does not have a hollowed chin
- Does not have a square chin
- A little shaded chin

[ Eyes ]

- Big eyes; slightly drooping; appears a little tired/sleepy
- Clean eyes without bags
- Without glasses of course
- Does not have narrowed eyes
- The pair of eyes you're looking for is further apart from the nose compared
to other selections

[ Mouth ]

- The correct mouth has a little dark shadow (covered) beneath the lower lip
- Not parallel or pressed against each other
- Not wide or looks very straight

[ Nose & Eyebrows ]

- The eyebrows are curving downwards to form a line connecting the nose but
slightly visible
- Eyebrows aren't very thick; visible and gets a little thinner as it curves
downwards
- The nose is visible and distinct at the bottom (lines of the nose do not
appear too visible in the middle area in between the nostrils at the bottom
and the eyebrows at the sides)
- Does not have a pointy or slim nose
- The eyebrows aren't the ones curving downwards at the side of the face

[ Hair ]

- Simple; the hair meets in the middle of the forehead, pushed a little
backwards and is short
- Not bald
- Not parted or dropping on the forehead
- Not messy or has lining for each hair

[ Facial Hair ]

- No facial hair
- Does not have beard/goatee or whatsoever




C h a p t e r  9 : L o s t  L o v e

[chaplove]

My favorite one. Why? Heh... I'll tell you later. Right now you should
remember this chapter revolves around Lucas' apartment and Tiffany will come
to pay her ex-husband a visit. Simple if you follow my walkthrough.


M a i n

First, get up from the chair. You can view a short cut-scene by pushing the
Right Analog Stick to the right (question mark icon). Now, there are a lot of
things you can do here; from sitting on a chair to playing the guitar. But
before you go running around, lingering at the areas of your apartment,
switch on the TV if you want. You will lose a little Mental Health if Kate
(the waitress at Doc's Diner) performed a good sketch on Lucas. Use the
controller on the table to switch the television on.

I'd suggest you follow my method (doesn't matter if you are confident of
yours; if not follow my sequence). First get up from the chair and approach
your kitchen. Walk inside and use the fourth cabinet to get yet the same
Bonus Card [+5] (you can get the same one twice; you did this before). Now,
notice the kitchen counter? Approach the edge and you will see an icon appear
on top of the screen. Use the Analog Stick if you wish to pull out a bottle
of gin from the kitchen counter. Then you may go ahead and have a drink
(don't take together with the medicine found in your bedroom at the table
beside the bed).

Make your way to the punching bag. You can punch your way out of this. Just
interact with the punching bag and whoala... you get to punch. It is very
simple; just another ASM sequence just faster and requires a lot of anger.
Well he should since he's punching his way of the erhm... thing. The sequence
should end fast and won't take too much time. However keep in mind that there
will only be three chances for you if you mess up a sequence. Notice the
white dots at the right (top) corner of the screen? Those are your chances on
this, which also imply to the guitar. The pads appearing on the too circles
fade faster than other sequences so you should keep your fingers on the
sticks and your eyes on the screen.

Once you're done with the punching bag, proceed to play the guitar. Approach
the amplifier and interact with it to switch it on. Now proceed to the guitar
and you can choose three different genres to play; cool, blues and bossa.
Whichever you choose doesn't matter; the guitar is simple and there is no way
it can get simpler than that. Just remember to not make three mistakes (the
white dots; right, top corner of your screen represent your lives) otherwise
Lucas will give up and you will have to start it again. Don't worry; no
Mental Health points will be deducted if failing is your option.

Once done, proceed to your music player situated near the TV set at the
shelf. Put any music on to get a little more Mental Health since later on if
you do terrible (purposely or not) will affect Lucas a lot.

Now proceed to your kitchen and open the fridge to find the leftovers on the
milk. Get a sip of the milk and close the fridge. Go inside your bathroom and
use the toilet.

That is all now. You should already by this time acquired all the Mental
Health you need (if you followed my way of course). You can get some air
outside at Lucas' balcony but that doesn't matter since it isn't beneficial.
Now, proceed into your bedroom and lie on your bed. If you did not drink the
bottle of gin from the kitchen counter, take the medicine on the table with
the radio beside the table, here. then take a short nap. Tiffany will be
knocking on your door soon.

Lucas opens his eyes. His doorbell rings. Time to get up. Proceed outside.
You should see Tiffany by now through the small screen on your right. Before
anything, close the window here in your bedroom. Now get out and close the
window outside here beside the shelf where the music player is (near the
amplifier).

Now, run to open the door. A little cut-scene will come up. Prepare for a
dialogue scene. As the options for the dialogue appears, choose "News" and
followed by "Drink".

Okay, go get her a drink. Get to the kitchen counter near the edge and you
should see the icon pop up (if you have already taken the bottle outside it
should be there on the counter). Now, pour the drink into the glass and take
it to Tiffany. Hand it to her. A cut-scene rolls in.

You will next have to bring her stuff. There are two boxes here in the
apartment, with her initials on them. There should be a box a little bit
further from the telephone. There's one. Interact with it to pick it up and
approach Tiffany's spot to put the box there. Enter your bedroom next.
Make your way towards the computer table; the box should be left of the
computer table. Pick it up and put it down back at the living room near
Tiffany.

Now, a cut-scene rolls in, and another dialogue scene approaches. When she
asks if everything's alright, reply with the option "Sincere". Afterwards,
there will be a few options on your screen to reply to Tiffany. Since I do
not recommend you losing Mental Health at this point, you should probably go
ahead and choose "Sentimental" as your option. Next, choose "Alone" but make
sure you don't immediately rush into things and kiss her just that, without
those two options as a start. Now, another ASM sequence... just the guitar.

Tiffany wants you to play a song. Walk towards the amplifier and switch it
on. Approach the guitar and interact with it. For this particular scene you
are not able to choose a song, so you're left with the given song. Simple,
but can lure you into something else if you don't concentrate. Make sure you
don't miss your eyes on the colored pads for more than three times
otherwise... something bad will happen (explained below). Alright, now here's
the spot.

After that another dialogue scene rolls in. You wouldn't want the chapter to
end just like this now would you? Before she leaves, choose to "Kiss" her. If
you failed the guitar ASM sequence and/or treated her badly all along, you
most probably cannot have the option to kiss her and the game will
immediately tell Lucas to get rid of her. Now, try to treat her like you
would treat your own girl and kiss her...

Now, I'll close my eyes until you're done... Unfortunately I can't do that
since this time there's a little "mini-game" to get through with. Ugh.
Alright, Lucas will, as predicted have sex with Tiffany (you made him do it
remember?). Now, just like the basketball in the office, you will have to
push the Right Analog Stick a few times to the particular (shown) directions
and you shall hear some moaning. It is explicit, I shall warn you. If you're
not eligible or otherwise like to be called "pmc" you would do as what I did;
not watch a single thing and look for a second and get through with it. =)

Do the "thrusting" moves and you're done... with that scene not with the
chapter just yet. Now, a cut-scene rolls in. Lucas wakes up from a dream.
Both of your windows are opened? I did tell you to close them did I? Well
just to make the plot a little more interesting. Close the window here in
your bedroom and your computer's monitor. Get outside to the living room.
There will be this creepy crow on your recliner. You can look at it but
there's nothing much you can do. Now, close this window here too, and move
forward to close the door to your balcony.

That is all. Go back to your bedroom and get back to sleep. Am I forgetting
something? The main door? It was opened wasn't it? Yes it was. Now, if you go
through that door, and around your apartment's hallway you will have a scary
thing to see. That will deduct Lucas' Mental Health points and you don't want
that to happen. So, ignore that scene and just go to bed. I advise you to. If
you really wish to see what could've scared Lucas you may go ahead (or re-
play the chapter later). You're done with this one.

Note: Let me remind you that unless you want to die, you ought not to take
the bottle of gin together with your medicine. Lucas mentioned that
previously. Just a reminder. Also, if you go out through your main apartment
door to your hallway and watch the little girl scene, your Mental Health
points will be deducted. So, just go back to bed and nothing will happen.


S u m m a r y

Positive Mental Health:

- Drink a bottle of gin from the kitchen [+5]
- Finish off the punching bag ASM sequence [+10]
- Play the guitar and complete the ASM sequence successfully [+10]
- Switch on the music player (any song) [+5]
- Drink some milk from the fridge [+5]
- Urinate in the bathroom [+5]
- Take the medicine on the table at your bedroom [+10]
- Have a little nap before Tiffany arrives [+10]
- Hand over Tiffany a glass of drink [+5]
- Reply sentimentally towards Tiffany [+5]
- Play the guitar successfully for Tiffany [+10]
- Have sex with Tiffany [+30]

Negative Mental Health:

- Turn on the TV and see the sketch (will deduct your Mental Health points
only if you did well on the sketch) [-10]
- Look at the image on your computer table in the bedroom [-5]
- Kiss Tiffany too early (before playing the guitar for her) [-20]
- Kiss her too soon until she leaves [-30]
- Complete the guitar sequence and tell Tiffany to leave the apartment [-20]
- Go through your opened main door and see the little girl scene [-20]




C h a p t e r  1 0 : H i d e  a n d  S e e k

[chapseek]

Three screens separated from each other show up on your television. You will
get control of Lucas as his background voice speaks of the history of his
life. He's holding some flowers. You will be at the cemetery.


M a i n

Walk straight and follow the path in front. Listen to what Lucas has to say
regarding his parents. Walk straight ahead until you see a little opening, to
the right of Lucas. There would be a Bonus Card [+10] at the corner. Use the
analog stick to angle the camera to view Lucas' right side. Continue down the
path. You should spot a man standing on Lucas' right side, ahead a little.
Don't turn right just yet. Instead, continue walking forward and you'll come
to a dead end. There will be a talisman or a crucifix situated on the right
of the dead end, somewhere around the corner that leads to the right area.
Pick it up for an extra life. You should walk around if you cannot find it.
Try each and every corner.

Go back and approach the man you saw standing. It was Markus. Now, Markus
shall greet you. Approach the grave and interact when an icon pop ups on top
of your screen. There will be a cut-scene soon. A flashback scene will
appear...

After the cut-scene, you will find yourself playing as Lucas in a younger
body. That's how it looks like now doesn't it? Obviously it is and believe me
you wouldn't want to stay too long here.

First you would have a side camera angle once you gain control of young
Lucas. Move straight forward and get ready for an ASM sequence. It is fast
and short. Simple and focus your eyes. You don't want to miss this one. Why?
Well you get to see how you can sneak into the hangar where you friends came
into.

Note: Zoom into the map by holding the circle button.

I recommend you see the vision. Now, move forward and run straight ahead and
strafe a little to your right and you shall see a fence in front. Your
mission now is to get pass to the other side. You cannot get through other
paths; one of the paths in guarded by a soldier. He won't let you through.

This is the tough part. As you climb the fence (after interacting with it)
there will be an icon with a moving white line forming an arc either to the
right or left, in a particular circular direction. using the Right Analog
Stick, move the dot on the icon and follow exactly where the white line goes
and which way it goes. It is important that you do it fast too, since that's
the main problem that will cause you to fail, over and over.

As young Lucas climbs, so will this start to end. You will get through if you
do it properly. It all begins with practice. As you do it on and on, you will
start to notice what this is all about. the easiest way is to place your
thumb on the Analog Stick, and get ready for the white line and push it
towards the direction stated, and meeting the point on the edge of the arc.
Do it fast, and make sure it is a circular kind of arc.

Finally push the Analog Stick to the front and young Lucas will climb over.
Once you reach the ground, take cover behind the big rock. There is a
stationary guard near the gates, where these trucks go out (notice them?).
You cannot enter through there. There will be a moving guard in front (he
could either be on your right or to the left). Look out for him. Now, make
your way to the other side where yet another big rock rests. Reach the other
side and look for a small hole (opening) on the fence behind the rock. It is
small I shall add, so you might have to look carefully to search for it.

Crawl through the opening. You will have a checkpoint here, so whatever
happens (failing the mission) will restart you back here. Approach the boxes
on the right. Remember those trucks driving out through the gates? All of
them came from the hangar with the stationary guard on your left. So, this is
exactly what you have to do in order to get pass to the other side.

There should be a small middle area between the hangar you're heading to (see
the map) and the one to the right. You have to make your way to the other
side and into the hangar through the small hole you see in the young Lucas'
previous vision (if you have successfully completed the ASM sequence
followed).

Now, like I said, the vision will help you a lot. When one of the trucks
approaches you, stay hidden behind the boxes. As it gets closer and its body
already passed the guard to the left, follow the truck. Remember you should
stay hidden and follow the truck beside it (on the truck's right side; the
truck is on your left). You get the picture.

Now quickly stop as you have reached the middle point of the area in-between
the left hangar and the right one. Let the truck move straight and when you
are completely sure of your location, head towards the middle area. Walk
straight and you should spot a hole on your left, covered at first. Now,
remove the piece of rock blocking the hole, and crawl inside.

Now, a cut-scene follows. Whatever happens next will all depend on how you
actually manage young Lucas properly through those corners and such, and not
get confused by the controls, and of course within the time limit. ;)

There are three kids you have to save in order to pass this mission
successfully. The time limit starts when you step foot into the hiding area.
=)

First kid: You will start in an area with boxes. Run forward until you see a
wall of boxes in front. Make a left, and search thoroughly around this area
where there should be some sort of a panel at the bottom. Look for an "eye"
icon on top of the screen. That shows that you have found the spot where the
kid hides. Interact with it and continue to the next one.

Second kid: There should be a staircase. Go up and run all the way to the
end. Look to your right and check the wall here. Towards the end of the
stairway, the kid is hiding behind the wall there. Interact with it once
the "eye" icon pops up.

Third kid: Run back down the stairs, and the camera switches angle. There
should be some plane parts in front. Go around the back and the last kid can
be found hiding there. Now, he wouldn't listen to you. Whatever you choose to
convince him (even being sincere) he wouldn't believe you. Choose to "Lie" to
him and he'll finally move his butt.

Once you've successfully found all three of them, a cut-scene follows.
Whether or not you found them, the mission will pass, but you'd face the
consequences. When Lucas gains consciousness at the cemetery, his Mental
Health will increase or decrease based on your mission previously. If you
fail to save all of them (yes missing one kid will be counted as a failed
mission), Lucas will have a negative Mental Health and vise versa.

There's another similar level in the game later on. For now, you're done.


S u m m a r y

Positive Mental Health:

- Save all three kids in the hangar before the time limit runs out [+10]

Negative Mental Health:

- Fail to save all three kids in the time limit [-30]




C h a p t e r  1 1/1 2 : F r i e n d l y  C o m b a t

[chapbat]

This is a good chapter that will train you on your ASM sequence. It has two
chapters for Carla Valenti and Tyler Miles respectively. Whoever you choose
(be that Tyler or Carla) will end up on the same story, except that the
person you gain control at the start of the chapter is the person you choose
and the beginning cut-scene is different.


M a i n

Navigate your character towards the ring. Proceed to the left corner to
obtain a Bonus Card [+10]. You have to perform two distinctive workouts (to
warm up) before you can go in the ring.

By going through the warming up process, you are actually going to have to
complete the L & R Meter sequence. They're slow, yes and tiring as well.
Don't believe me? Try one yourself. You'd feel the pressure, but this is
normal. For those L & R Meter sequences, I suggest you switch fingers as you
tap on those L1 and R1 buttons. Otherwise, pause the game whenever you feel
your finger bones are breaking. If you fail to continue during anytime on
your workout, you'd have to start over.

Each character must complete two different workouts. After completing two
workouts for a character, switch to the other using the triangle button.
Drink from the water bottle in the middle on the bench anytime for some
Mental Health for both characters.

I'd suggest those things where you can hang yourself against the wall for
Carla. In the meantime for Tyler, you might want to do some push-ups. This
still is, under your enjoyment and your wish. The equipments in the gym are
limited to both characters. Carla can't use the big machine for your arms
where Tyler can, and so on. It appears Carla is a lot faster when it comes to
warming up compared to Tyler. I don't know, maybe it's just me.

Once you're done for both characters, use either one of those detectives to
jump into the ring. Interact with the symbol when you approach the ring. Now,
a cut-scene plays.

You will be playing as Carla, even if you chose Tyler at the very start as
your character. Now, there will be 10 different ASM sequences, depending on
the movements of Carla. Since her movements vary from 1 to 10, the ASM pads
light up differently, although it could be the same, I'm not sure.

It is crucial that you make sure you don't miss the first few pads lighting
up on those circles as the sequences begin. This will, even if you get the
rest correctly, fail you and Tyler appears to be more aggressive if you fail
to concentrate. So remember; the main key is to focus before the ASM
sequences start. Usually when it says "Get Ready!" the pads will already
start to light up on those circles, and they fade very fast too, so you
cannot rest your fingers too frequently for now.

If you're losing, concentrate just a little bit more and I believe you have a
very high chance to catch up on Tyler. Whatever you do, don't leave any pads
behind. Try to get them all, since sometimes it could cause you to fail and
Tyler might get the opportunity to counter-attack.

When you complete all 10, a cut-scene rolls in and Tyler will ask if Carla
would want a re-match. This is entirely up to you. Up to the time where you
think you had enough, you may choose "No". However, having a re-match won't
add up to your Mental Health anymore when you win. So, the only reason I
could think of (if you'd want a re-match) is to practice on your ASM
sequence. That is in fact acceptable as a reason. =)


S u m m a r y

Positive Mental Health:

[ Carla Valenti ]

- Complete the warm up [+10]
- Drink from the water bottle on the bench [+5]
- Finish and win the fight [+20]

[ Tyler Miles ]

- Complete the warm up [+10]
- Drink from the water bottle on the bench [+5]

Negative Mental Health:

[ Carla Valenti ]

- Fail a warm up three times (in a row or otherwise) [-5]
- Lose the fight with Tyler [-10]

[ Tyler Miles ]

- Fail a warm up three times (in a row or otherwise) [-5]




C h a p t e r  1 3 : D e b r i e f i n g

[chapfing1]

[ C a r l a  V a l e n t i ]

There are two chapters with the same title, divided for Carla and Tyler
respectively. This section will follow Carla's path and we will get to Tyler
in the next chapter. This place takes place at the basement of the precinct.
Remember the door at the main lobby where the man at his desk would greet
both Carla & Tyler? Well you're going to do some exploration on Kirsten's
case. =)

You'll start with Tyler in the chief's office; your boss. The best reasonable
answers would be "Ritual" and "Uncertain". That is, of course based on my
opinion. Whatever you choose does not matter.


M a i n

You'll start off in the dark area. Proceed to the path on Carla's left right
when you gain control of her and obtain the Bonus Card [+10]. Make your way
back out to the starting area and proceed towards the door where Carla was
looking at during the very start of the chapter.

Don't open the door just yet. To your right, there should be a switch for the
lights. Turn to the small corner while facing the door to your right and the
switch should be there. Interact with the switch to turn it on. Now, open the
door.

A note pops up on your screen telling you something on the L1 and R1 buttons.
Alright, here comes the tiring and most horrible part of the chapter. Carla
has some sort of "phobia" or intense fear for being in small corridors or
tight areas. She'd explain to you the whole way. To keep Carla calm during
the whole "make way & search" mission, you have to press the L1 and R1
buttons alternately like you did for the L & R Meter. This sequence goes on
the whole way even during interacting with objects (except when you deal with
the computer terminal) so watch the meter all the time. I suggest having a
partner or someone by your side to remind you of the meter in case you get
into the game too much and forget all about it.

All you have to do, is try to keep the white bar in the middle so it doesn't
fall to the right and thus making Carla feel all freaked out and bad things
happen soon after. There will be the L1 and R1 icons on this "panic meter",
and one of them will be emphasized or highlighted. Press the button which is
highlighted on the meter (doesn't matter; try to press them alternately as
fast as possible) to keep the meter to the left. However, if you press the
buttons too many times or incredibly fast, this will also result in you
failing to fight Carla's fear. So, try to maintain the bar in the middle, but
not too much to the left and don't let the bar falls immediately to the
right. Keep an eye on it all the time.

Note: If you fail to keep Carla calm (fail the panic meter sequence), a cut-
scene plays and your Mental Health will be deducted. Once this happens, you
can end the chapter by switching characters with Tyler. The icon will appear
on the screen, but I advise you to deal with this once and for all. For more
information, scroll down to the bottom of this "Main" section. =)

Let's get back to the door. As you enter the bar appears. Keep her calm. Now
I shall guide you to what you should do and what are your top priorities.
Once you're in, you should start to notice these shelves or the file
cabinets. In front of you there are four shelves, and on the rightmost and
the leftmost shelves are valves where you can move the shelf next to the
shelves with the valves to the side, and form a path so you can move to the
other side or search the tapes there.

If you still don't understand what the heck I stated above, it doesn't
matter. As long as you read slowly and carefully, you should be fine. Now,
move like the wind to the rightmost shelf you see. There should be a valve
here. Interact with the valve to move the shelf next to it to the left a
little, so you can move in between them. Start to understand the concept? I
hope so.

Now you'll come to a new row of file cabinets. You should start to notice
your path is blocked, so you have to move the cabinets. First, head to the
leftmost shelf with the valve sticking out at the side and interact with it.
Now, quickly move to the rightmost shelf with the valve as well and interact
with the valve. Now pass through the path opened to you and a cut-scene
follows.

The terminal (computer) does not have power supply to it. The switch is off.
It doesn't matter if you try to examine the terminal or not. Carla will end
up doing the same thing. First, while facing the terminal unit, proceed to
the left set of shelves. The first set of shelves has already opened a path
to the shelves behind the ones you see now. The switchbox is hidden behind on
the left side of the shelves on the wall. Get through to the back set of
shelves. Now, interact with right valve and followed the left valve. A path
should open and take you directly to the switchbox. Head to it and switch it
on. A small screen pops up showing you the terminal. The power is restored.
Head back to the terminal main area.

While facing the terminal, turn to the right to face the set of shelves. You
must make your way to the other side this time. You have to search for the
right tape. Fortunately this time, you're in luck. The tape is NOT placed
randomly, and you are given a hint. The tape is situated in the section
containing all the "1990-2000" files and tapes.

First off, there are boxes blocking your pathway so you have to make an
opened path first to get to the correct tape. I'll guide you there. First,
proceed to turn the valve on the leftmost shelf (the first row of shelf near
the terminal). Now, a path opens up. Go through it and reach the second set
of shelves. Use the valve near you (left side) to open yet another path, but
there's nothing here. The tape you're looking for cannot be found here.
Notice the boxes to your right? It's blocking you crossing to the other side.
Get back outside to the main terminal area.

Use back the valve on the left on the same set of shelves. The shelf next to
it should come closer. Now use the valve to the right. The shelf should open
a path for you. Go to the other side. Use the valve here (the second set of
shelves) to move the shelf next to it so you can search here. Now, the tape
is situated on the left shelf (facing the dead end wall in front of you).
Interact when an icon pops up on top of the screen. Carla will grab the tape.
Make your way back to the terminal and use the tape.

A cut-scene follows, and you're on with Tyler's mission.

__--_____-_----__

[ Optional ]

If you haven't already known you can actually play this chapter using Tyler
as your character. This means; no more controlling the terrible panic meter
any longer. However, by doing this, you will lose a lot, and I mean a lot of
precious Mental Health, and can wear down Carla in return. Why? How? Read on
as I explain briefly how you may play as Tyler Miles in this chapter.

First you should intentionally fail the mission by either letting the panic
meter drop down or by tapping the buttons quickly until the bar reaches the
left side, thus failing the mission. Once you do this, Carla will immediately
get a -10 on her Mental Health. This is not the worst part yet, but we'll get
there. A cut-scene follows her outside the archive room. Now, she'll be
crouching down on the floor, with the character switch icon (Tyler) on the
screen. Now, you may switch characters with Tyler, and give up 30 points of
your Mental Health. If you get up from the crouching position you may not get
to switch characters, not until you attempt to fail the panic meter again.

If you're playing the first "Debriefing" chapter by Carla, if you skip this
using the method above (give up the chapter using Carla), then you will
continue with Tyler's mission in the bookstore. Later, you will return to the
police precinct using Tyler and from there, you can speak to the man on the
counter. He would point the direction Carla went (the double doors leading to
the basement where the archives are). You then will find Carla sitting her
butt giving up hope.

From there, Tyler would take over. Let me remind you this should not be in
your mind when you start a new game since, you'd lose a lot of points this
way. The lights don't work when you play as Tyler here, so he'd use his
lighter to light up the place. The rest of the chapter goes the same as
Carla's.

__--_____-_----__


S u m m a r y

Positive Mental Health:

- Use the correct tape containing Kirsten's case on the terminal [+20]

Negative Mental Health:

- Fail to control the panic meter [-10]
- Leave the basement and give up the chapter by Carla (continue with Tyler
soon after) [-30]




C h a p t e r  1 4 : D e b r i e f i n g

[chapfing2]

[ T y l e r  M i l e s ]

If you start with Tyler first, you will as usual begin the chapter in the
chief's office; your boss. You will soon continue with Tyler at the bookstore
(if you start the "Debriefing" chapter with him) and continue next with
Carla's path.


M a i n

After the cut-scene, at the starting position, navigate Tyler to your right
(Tyler's left side). Get pass the table on the walkway. This is a giant
bookstore. Now, move forward, pass the corner and ignore the stairs leading
up on your right. There should be a Bonus Card [+20] at the end. Pick it up.
Now, return back to your starting position (near the door) and get down to
the lowest floor.

Walk forward and interact with the Japanese man in front. Change your camera
angle if you find it hard to see him. Interact with him. You can pick "Cough"
or "Lose" or "Insist" as your choices, but either way, you still need to pick
two choices to get his attention. Once he gets up on his feet, you will get
the message "Get Ready!" on the screen. This looks like a time for an
unexpected ASM sequence. Three pads will light up. It's best if you don't
miss them, but if you do, it doesn't matter much.

Now, Tyler will say something about this Japanese man (named Takeo) if you
successfully completed the ASM sequence. After that, continue the dialogue
scene with "Expertise" and "Insist" as your choice of words. These are the
best choices of words, but if you wish not to take my advice, it is fine. You
will still pass the scene anyway, and continue with the game.

Now, the dialogue scene will end. Looks like there's nothing much you can do.
Proceed towards the staircase which leads to the exit door. Fortunately Takeo
calls Tyler back to him (just as you reach the stairs) and explains to him
about this problem he's having. He wants you to search for a book (yes
located somewhere around this place) which comes from the same series as the
one he should hand over to you soon, and in return, he will tell you anything
you need to know. The book you are looking for is placed in a fixed position
and not in a random place (thank God for that) so it would be easy if you
follow this walkthrough. Don't just go ahead and search for the book just
yet... Now, the book is still on Tyler's hand. You need to place it
somewhere.

First, notice the section underneath the staircase (located on same floor
where you should be right now) just a little forward? There should be a table
there too which comes with a magnifying glass. Proceed to the table there.
Interact with the table to place the book you are holding on the table and
use the magnifier to check around the title for the book's author.

Take note of the author's name (De Gruttola) and proceed to use the other
selection on your screen (the other icon) to check for the book from Doc's
Diner (William Shakespeare's The Tempest). This is your objective and you
should not miss this. However, if you do ignore this crucial part of your
research, another cut-scene follows. I'll explain at the bottom of this
section, so read the "Optional" section if you wish to, but first, I'll
explain your objective now. You will be holding the magnifying glass and the
book on the screen. Use the Analog Stick to control the magnifier and check
for details on the book. The first page has no clues whatsoever, so you may
skip that. Go through the pages using the icons on top of the screen until
you reach the second last page right after the main title appears; "The
Tempest". Now, bring the magnifier up and a little to the left. There should
be a note written in pencil on top of the page. Tyler will mention something
about the note and will highlight on it. If nothing happens, but you can
still see a small handwritten note on the page, you should linger around that
area until Tyler mentions something about it. Now exit the book and a piece
of paper falls to the ground. Pick it up by interacting with it. A new clue
appears... a bookmark.

Now, I shall direct you to exactly where the book is placed. I will then
reveal to you on how to discover the position of the book.

First of all, get away from the table area and up using the stairs. While
facing the exit door, turn to the left and move along this walkway, the
opposite way where you obtained the bonus card.

Now you should see a staircase leading up on Tyler's left. Use the staircase
to get up. Once you reach on the platform, turn to your right to get up to
the third level. Now, once you're at the third level, turn to your left and
you should see a row of books marked with white spots. Proceed towards the
end of the row and approach the shelves here. Make sure you're standing at
the end of the walkway, and next examine the bookshelf there. Use the proper
icon on the screen when it appears to choose the book.

Now, get back down to see Takeo and hand him the book. If you have done
properly, you should obtain the right book. Before I proceed, I shall explain
how to get the position of the book.

As you've been told, the author of the book is De Gruttola. There should be a
table on the corridor leading to the bonus card you found earlier (right side
facing the door). If you examine the book placed on the table, you should
notice that the author of the book, De Gruttola, is linked with the number
1796. There should be a small stage facing Takeo (behind him) where you will
find another thick book showing the positions of titles sorted by colored
spots on the shelves.

If you read the book, you are revealed that the missing book is situated on
the third floor at the white colored lights section, which i have pointed out
above.

Once you hand Takeo the right book, he finally reveals himself. Now there is
a little dialogue scene, which does not matter since Takeo himself couldn't
possibly be much of a help. I advise you to ask anything regarding the book
found at Doc's Diner, but hey, it's your game!

Tyler thanks Takeo for his not-so-vital information. Now head to the stairs
and pick up yet another Bonus card [+20]. Perhaps this is the first one in
the game where you could discover it so easily. Now, exit through the door.

You should be done. If you skipped Carla's path, Tyler returns to the
precinct and will take her place.

__--_____-_----__

[ Optional ]

What happens if you skip the part where you search through the pages from the
book found at Doc's Diner? Well, you simply wouldn't obtain the bookmark, but
not exactly.

You will in fact find it, and if you have discovered the missing book's
location, and did not look at the pages from "The Tempest", then a cut-scene
will follow. Since the bookmark is crucial for later chapters, it cannot be
left behind.

As Tyler leaves the bookshop (approaches the stairs) after Takeo exposes
himself and given enough information, a bookmark falls on the ground and you
may pick it up. This acts the same and you will still get some Mental Health
points this way, but I'd advise you the proper method of discovering the
bookmark.

__--_____-_----__


S u m m a r y

Positive Mental Health:

- Discover the bookmark which could fall of at two locations; near the stairs
or at the table with the magnifier [+20]
- Hand over the missing book to Takeo (the right book) [+10]

Negative Mental Health:

- Hand over an incorrect book to Takeo [-5]




C h a p t e r  1 5 : A g a t h a

[chapgatha]

Lucas' is on the streets, heading towards Agatha's house, a lady which could
be of help for Lucas, suggested by Markus. The house is shown on the small
screen which should be on your television screen right now. The house is well
lit and is situated on Lucas' left. You'll start off directly at the front
walkway. Just walk forward to get closer to Agatha's residence.


M a i n

Get up the steps and approach the main door. Ring the doorbell. No answer.
The door is not locked. Open it up quickly. Now, there are three doors in
this hallway. Enter the room to your right. This will lead to the kitchen.
There is a Bonus Card [+5] situated in front of you. Nothing else really
matters for now. You may examine the objects present here. Also, before you
leave, take note of the matches placed close to the knife together on the
table with the white cloth (near the window) in this particular room. You'll
return shortly here to obtain the matches, but for now exit the room.

You'll return back to the hallway. There should be a door far in front. Don't
take the door on your left; it is the raven room. You'll return here shortly
so take note of this corridor. For now, go through the door ahead of you.

You will come to another room with stuffed animals and things like that,
preferably a seance room. Take note of the drawer near the door you just
entered through (left side facing that door). Enter through the only other
door in this room. You are introduced to Agatha.

There will be a conversation. This dialogue scene (and others that occur in
the house) will not really affect your game, so go ahead and pick any answers
to reply to her questions. Try to be sensible though, and pick what you think
would suit the situation that's happened to Lucas. It is better to make clear
that Markus introduced her to you, but whichever you choose doesn't really
matter.

Agatha is an old lady with full of orders. She would want the conversation be
taken to the raven room. Before you proceed, check her bedside table for an
extra life on the bed's right side (facing the bed itself). You would want
this since you could probably be low on continues. The talisman will provide
you an extra life. From here, there should be another door in this room which
leads to her bathroom near her locked wardrobe. Enter the bathroom and pick
up another Bonus Card [+20] hidden by the camera angle at the corner behind
the old tub. Now, return back to Agatha's side.

Get behind her wheelchair and push it back outside to the seance room. You
should first interact with the wheelchair to get hold of it, approach a door
and interact with it to go through it. Get back to the corridor with the door
that leads to the kitchen (near the entrance door) and the door on the left
(the raven room), which should be on your right if you're facing the entrance
door. Enter it.

You will be surrounded by several crows in cages. Is this a quiet place for a
nice urgent talk? Clearly Agatha has bad tastes for everything. No wait of
course... she could be 80 or something.

Continue the conversation. You will be asking Lucas questions through Agatha.

After two set of questions, Agatha now wants you to feed her birds. Do as
you're told. There should be two drawers at a small cabinet at the corner of
the room (left side facing the door). Get to it and check the lower drawer
and you should find a packet of seeds. Now, there are three cages you have to
pay a visit to. Feed the birds in those cages to continue the chapter. They
aren't very hard to find, though with the darkness, I can understand if you
have a little trouble. The first cage is to your left (facing the drawer),
the second is located close to the first and the third is obvious.

Once you're done with the cages, another dialogue conversation shall start.
Not a dialogue scene, just something you should listen to this time. Now,
after the conversation, get behind her wheelchair and interact with it to
grab hold of it. Push her outside and towards the door that leads to the
seance room. Once you're in the room, move a little and a cut-scene rolls in.
Agatha will instruct Lucas what to do next. You need to acquire the box of
matches situated in the kitchen and gather three candles which can be found
in the small cupboard near the door that leads to the corridor. Open the
small cabinet which houses the candles and pick them up. Place all three
candles at their respective places on the table near Agatha. Get back to the
corridor and enter the kitchen. Collect the matches near the knife where you
saw earlier and get back to the seance room. Light up the three candles. Now,
Agatha needs you to close the curtains and switch off the light.

To close the lights, approach the door which leads to the corridor. There
should be a switch on the right side (facing the door). Interact with it to
switch it off. Now proceed to close the curtains, both of them in this room.
It is obvious of where they are, I don't have to remind you where.

Once you're done, go ahead and sit beside Agatha. Whatever happens next, is
between you and Lucas, and Agatha babbling her way into making you confuse.

This will be an ASM sequence and a long one too. This is ridiculously simple
and I'm sad to say, easy. Why? The pads light up slowly and to be honest,
they do fade fairly slowly too, so those are enough reasons to hold the
word "easy" into your dictionary. You can finally get the chance to listen
and watch what Lucas and Agatha are discussing about, and in general, watch
the whole thing without interruption. Well, since those circles are on your
screen, you can always watch this back WITHOUT having to do any sequences at
the "Bonus" section in the main menu. Check it out when you have time.

Now this ASM sequence will tell the story of what exactly happened to Lucas
on the murder day. Watch with concentration and silence. Finish this sequence
and you're good to leave. If you fail once however (I don't see how; even if
you miss one chances are you're still be able to catch a glimpse of it) the
flashback will end as well as the sequence, and a cut-scene plays. Agatha
tells Lucas to concentrate the next time. 5 points will be deducted this way,
so try not to fail at any point.

Move on to the next chapter.


S u m m a r y

Positive Mental Health:

- Successfully complete the ASM sequence at the end of the chapter [+20]

Negative Mental Health:

- Fail the ASM sequence at a point [-5]




C h a p t e r  1 6 : Q u e s t i o n s  &  B u l l e t s

[chapbull]

This chapter revolves around your accuracy while firing a gun. Ever done
shooting range training before in other games? I believe you have at least it
done once. Unfortunately, this is a little harder because the Analog Stick is
not reliable at times. But as long as you know what you should do, you'll be
fine. You will be meeting Robert Mitchell or Sergeant Mitchell in this
chapter, and soon interrogating him regarding the Kirsten's case. Whatever
you choose as your questions do not affect the conversation or anything
related to it. The shooting however, affects your Mental State.


M a i n

A cut-scene will roll in as the chapter starts. Sergeant Mitchell is at the
second last row (last person) in this area. Move forward and approach the
last guy standing towards the end. Interact with him.

Ask a little about the case, the murderer, anything at all. You won't swerve
from the topic nor will you miss anything. Try to use the important choice of
words as your questions, so you'd know much better about the whole case and
what exactly happened. But before you can go any further, Sergeant Mitchell
wants you to do some shooting. Approach the row you're standing near to and
get ready with the gun. Now this mine-game will affect your Mental State. I'm
not sure how the game calculates your accuracy, but if your time reaches 21
to 30 seconds or more, and your targets move very fast, you have a high
chance to get a positive Mental Health towards the end, and a little
compliment from Sergeant Mitchell.

To shoot, use the R1 button. You can reload the gun with the R2 button
(reload is manually - you have to do it yourself). You steer the crosshair
using the Left Analog Stick. This is ridiculously tough at first, I
understand. Try to keep the crosshair (the target in the center) around the
middle area in between the sections where the enemies from below and above
appear. Example:


                                      ----
                                     |    |
                                     |    |  <------ Higher target/enemy
                                     |    |
                                     |    |
                                      ----

                         ==============
          Place your crosshair in between these two targets
 ----
|    |
|    |  <------ Lower target/enemy
|    |
|    |
 ----

This way you can easily move the crosshair to the right and left, a little up
or down to hit the lower or upper targets without moving too much. You should
navigate the crosshair in a line movement; not in a circular motion or
anything like that. Try to be static and move in a line (left, right, up or
down) towards the targets as they appear. Don't twist the Analog Stick to the
desired target; this will cause you to miss the shot and the target could
possibly be gone by then. Keep it low, don't move too much; stay in a spot
where you may see all directions (learning where the enemies come from will
also be helpful). In other words, all these require great accuracy which can
only be obtained by a good course of training.

The targets will move faster as you go to a higher level and more enemies are
taken down. When it gets very fast you know you have done your job well.

If you shoot an enemy (with the terrorist picture on the moving targets) the
game adds a few seconds to your time left. Shooting an innocent (a different
picture shown) will deduct your time left. Get done with this fast for
there's another dialogue scene next. Now, Sergeant Mitchell shall comment on
your shooting based on how bad or how terrific you performed. This will
affect your Mental State.

Now continue the conversation. Listen and choose the options wisely. Another
shooting course will come up. Pick up the gun and continue. Now perform the
very same. The targets start slowly and soon will move faster toward the
end.

Once you're done with this, that's that for now. No more shooting. Not now,
never again (oops is this a spoiler?). =)

There's another dialogue scene. Continue your interrogation. Ask all sort of
questions; from the victim until the whole killing techniques.
The plot will be thicker now. A cut-scene follows. Looks like Carla will be
shooting again... but don't worry you won't get to play this time. =)

You're done.


S u m m a r y

Positive Mental Health:

- Shoot well for each shooting course [+10]

Negative Mental Health:

- Shoot terribly for each shooting course [-10]




C h a p t e r  1 7 : D o u b l e  o r  Q u i t s

[chapquits]

Its time to finish the deal with Jeffrey. Remember Jeffrey; the guy whom
Tyler owes a hundred bucks from (now it is 200)? Well, you're going to play a
little basketball game (ASM sequence; duh!) and the first to score ten points
will win. =)


M a i n

There's nothing much I should write down here. It is all based on your skills
doing the pushing and looking. Open your eyes and look for the pads and push
the stick to the corresponding directions. Simple but yet a little tough.
Remember this ASM sequence is rather quicker than previous ASM sequences. Not
very fast; fast enough to let you blink.

First as you start the chapter, Tyler's background voice is heard. A cut-
scene follows Jeffrey and Tyler into the court. Now, the show is on. You'll
have a choice to make; "Warm Up" or "Make Fun". Choose to make fun of Jeffrey
for now to get additional Mental Health points.

Now, the game goes like this. I should only explain to you regarding how the
game goes, nothing else.

If you choose to warm up, Jeffrey allows you to take control of the game. The
person who holds the ball and scores will get one point (see your overall
point on the top left of the screen - Jeffrey's on the right). If Jeffrey's
taking control of the game (meaning he has the ball), you have to stop him
first to acquire the ball for the next round and again to get a point. It is
better to not lose the ball to him and continue bashing him up. It is just
the matter of putting the ball into the basket and getting a score. You
obviously haven't seen or play a basketball game if you're reading this. This
is simple and uncomplicated.

Get done with a total of ten points and you'll advance.


S u m m a r y

Positive Mental Health:

- Choose "Make Fun" as your option a the beginning [+5]
- Score a few points in the game [+5]
- Win the game [+20]

Negative Mental Health:

- Allow Jeffrey to score some points [-5]
- Lose the game [-20]




C h a p t e r  1 8 : T h e  S t o r m

[chapstorm]

This chapter consists of a long ASM sequence. Due to this difficult sequence,
it would be wise if you have collected the talismans from the previous
chapters. The chapter continues with several sequences, and attaches itself
with another sequence where you can navigate Markus into Lucas' apartment.


M a i n

Lucas enters his apartment. His phone rings. There's not much choice so you
should pick up the phone. It will not stop ringing.

Picking it up will start a cut-scene and soon the game will continue to an
ASM segment. Be ready; this is not a series of normal ASM sequences. They are
normal but the L & R Meter will also follow up in between them fairly fast,
so be sure to stay alert.

The ASM sequence shall have a similar pattern at the start and towards the
middle section of the chapter. Usually the pads that light up would be in a
three combo state; one pad, another pad and followed by the last two that
will light up together at either one of the circles on the screen.

The furniture will tear itself apart. The television set, the boxes, his
fridge, everything. At some point in between the ASM sequence an L & R Meter
sequence will pop up. Be fast and get ready! Start tapping the buttons
alternately as fast as possible. The ASM sequence continues.

Then as predicted, another L & R Meter sequence shows along. Get pass it as
usual but this time it is important to maintain the bar as high as possible.

As Lucas reaches the door and starts to struggle, opening it up (this is an
ASM sequence - be warned), he is pulled outside of the apartment and another
L & R Meter sequence will make its way into the chapter. Get pass it quickly.
This is very important and could sometimes be difficult if you do not tap the
L1 and R1 buttons alternately.

Now everything inside will come to perish; the pillars, portions of them,
everything. Soon the floors will slip down and away. This time Lucas has to
make it to the other side fast before he drops. This is another L & R Meter
sequence. Get pass this and your role as Lucas here shall end soon.

You will have a cut-scene outside the apartment showing Markus, Lucas'
brother making his way into his apartment. Now, his apartment is the one
directly in front. Not tough to look for at all. As you face the front when
you start, his apartment is situated on the right (the first door), and it is
visible on the screen.

Approach it quickly and interact with the "eye" icon. Now, Markus will say
this is the correct door. Interact with the door. Now, Markus could hear
screaming coming from the inside.

You have to take the door down. Get pass the L & R Meter shortly afterwards.
This is simple and will not too much of your effort to pass along. Now, run
forwards towards the balcony. Now, you will have another L & R Meter.

Save Lucas and get pass the sequence. A cut-scene plays and you're done with
the chapter.


S u m m a r y

Note: There aren't any obvious negative Mental Health points in this chapter.
In fact, there isn't much for the positive Mental Health either. Since this
chapter is a long ASM sequence, it has no obvious track of negative Mental
Health points.

Positive Mental Health:

- Save Lucas from falling [+10]




C h a p t e r  1 9 : D a r k  O m e n

[chapmen]

This is another "search for clues" chapter which revolves around both
characters; Carla and Tyler. I believe there are several ways to get pass the
chapter; whichever routes you take, you should know what to do next. However,
for this chapter's walkthrough, I am taking one of the most common ways to
get pass this. I'm trying to drop down important notes only so you could go
through the chapter slowly without missing too many cut-scenes or
conversations/dialogues. I'll include two different ways to get pass the
chapter but leads to the same ending (the cut-scenes are different).


M a i n

The chapter starts with Carla having a wonderful shower. No nudity really.
Just close your eyes till the scene ends (you can't skip this as far as I
know). Now, the phone will ring. You have to pick it up before getting
dressed. At the corner of the bathroom there should be a Bonus Card [+10]
hidden there, so pick it up. Get out through the only door here and you'll
reach the bedroom. Take note of Carla's wardrobe on her right.

Now, reach the other end of her bedroom and proceed through the door. Once
you come to the living room, the phone is by the door on Carla's left (as she
exits the door that connects her bedroom and the living room). Pick the phone
up. Tyler will have a little conversation. Carla wants Tyler to fax the small
piece of paper found from the Shakespeare book.

__--_____-_----__

[ Method 1 ]

This is the first method, which all revolves through Tyler's actions. This
method is just the same if you compare it with the other one, but remember
whichever method you take shall lead you right to the bank.

Note: To do this method, you have to get dressed and greet Tommy by the door
(you have to wait until he arrives). Don't switch to Tyler after the first
phone conversation. Stay with Carla and wait until Tommy rings the doorbell.

Before switching to Tyler, you would want to do most of the things you still
can now and gather a lot of Mental Health points here and be careful to not
follow the second method's path. Get back to the bedroom and approach the
wardrobe. Open it up and interact with it again to put on the same old
clothes. After this, lie down on the bed for a while to get some points for
your Mental Health.

Get back to the living room, and grab the leftovers of food from the kitchen
counter. They will contribute some Mental Health points to Carla. Now,
navigate Carla to the couch where the remote for the TV should be on the side
of the couch. First sit down and you should have the option to watch the
television. You can change channels and/or close it. Waste a few minutes for
some precious Mental Health points. Go to the toilet. There should be another
door in this living room (apart from the main apartment door which leads
outside of Carla's apartment) on the other side of the door that leads to her
bedroom. The toilet should be there. Use the toilet when you get inside.

Now, you should be done with everything in the apartment. By now there should
be someone by the door, and you cannot switch to Tyler. Just continue with
Carla for now. Answer the door. Interact with it. A cut-scene will follow.
Tommy, Carla's neighbor will sit down. You have to search for the wine
glasses. They aren't very easy to search for since the controls will kill you
for such place. Approach the cabinets at the kitchen. Now, the wine glasses
are in the middle section of the cabinet. While facing the cabinet housing
the glasses, the fridge should be on your left. That should help you a bit.
Now, keep on interacting with the icons on your screen. This is simple. The
correct cabinet is the one at the corner, and you should push to the left on
the Right Analog Stick. Open it and grab hold of those wine glasses.

Approach Tommy and place the glasses on the table. Sit down on the chair.
Have a toast with Tommy. Now, talk a little to Tommy. Some statements or
questions will upset Carla a little and bring her down. To be safe, here are
the options you should choose for this dialogue scene:

- Choose "Tommy".
- Choose "Difference".

Later it is Tommy's turn to talk to Carla. Neither options will bring you
good points for your Mental Health, so pick either one.

Now, Tommy will have a small game for you. He will predict your fate through
these Tarot Cards. Ever heard of them?

You will first have to mix the cards up. Pick up the cards and mix them up.
Notice the cards going into the same spaces every single time you start to
mix them up? It doesn't matter how many times you mix the cards; the result
remains the same.

Now, put the cards down using the other icon on the screen. Now it is time to
choose the cards. Using either the directional buttons or the left Analog
Stick, you may choose the cards. Follow Tommy's instructions. You will have
the same cards whenever you play this chapter so it doesn't matter if you
start to feel scared or afraid. Once you're done with everything, Tommy will
leave. Just to remind you his apartment is just on the other side, across
Carla's. Now switch back to Tyler.

While at the office with Tyler, interact with the question mark icon on the
screen. After the cut-scene with Tyler expressing his feelings, get Tyler to
his desk (while he is standing) and pick up the piece of paper. You have to
face the table from the front (by the chair) to pick it up properly. Now,
walk to the fax machine situated close to the door (the machine with the blue
light near Carla's desk). Now, interact with the fax machine to fax the paper
to Carla. Interact with it again to take back the paper from the fax machine.
Head back to the desk and put the paper back to where it was.

Before anything, quickly proceed to the basketball and play with it to get
some Mental Health points (the ball is situated at Tyler's desk near the
wall). Afterwards, drink some water from the water cooler and go outside the
office. Walk forward and reach the other end where the double doors are. When
you reach the double doors, turn to your right. You should see the coffee
machine. Drink some coffee for a few Mental Health points.

Now, hurry back to the office and sit down on the chair at your desk. Use the
computer. Navigate to the web news section of the computer (your mail, the
police database, etc) and read the last news on the tab at the web screen.
Tyler will finally discover something regarding the stock numbers! Now, call
Carla right away. A cut-scene will play.

Quickly switch back to Carla. Approach her fax machine situated to the left
of her computer and grab hold of the copy of the piece of paper. Take the
paper outside of the apartment and open the door in front of you as you exit
to the hallway. This is where Tommy lives. Ring his doorbell. A cut-scene
follows. Now, get Carla to her phone and give Tyler a ring. After the
conversation, switch back to Tyler.

Using Tyler, while sitting on the chair facing the computer, switch on the
light. There should be a bulb icon on the screen which represents the study
lamp. Now, use the piece of paper shown as an icon on the screen. Tyler will
move the paper towards the light. Now, you must move the light to identify
the number for which bank this paper is printed from. Use the left Analog
Stick and move the light to the center of the paper on the screen. Now, give
Carla a ring.

That's the end of method number one.

__--_____-_----__

[ Method 2 ]

This is a completely different method but leads to the same end. If you wish
to do this method, please ignore anything written above (unless stated here)
and follow this walkthrough from head to toe.

Continue from the point where Carla receives the first phone call at the
start of the chapter. From here, you should ignore everything on Carla and
proceed immediately to Tyler. Switch characters.

Once you gain control of Tyler, interact with the question mark icon on the
screen. Now, there are a few ways to get pass this. But before anything, grab
the piece of paper from Tyler's desk (you have to be in front of the desk by
the chair) and take it to the fax machine. Interact with it to fax the paper
to Carla. Interact with the machine again to take back the paper. Place it
back on Tyler's desk.

Now, get Mental Health points for Tyler by playing the basketball, having a
drink from the water cooler and by having a cup of coffee from the coffee
machine outside the office.

Now there is a paper with a list of stock quotes on Carla's desk. Approach
her desk (at the side or by the chair) and you shall see an icon on top of
the screen. Interact with it and Tyler will finally get the whole thing. Go
back to your desk and give Carla a ring.

Carla has an idea and says she'd call right back. Now, Tommy; Carla's
neighbor will be at the door. Get dressed and answer the door. A cut-scene
will follow. Tommy, Carla's neighbor will sit down. You have to search for
the wine glasses. Notice those leftovers of food on the kitchen counter? Grab
them while you can because later you can't do anything else to get your
Mental Health points up (this is the consequence you face taking the second
method) They aren't very easy to search for since the controls will kill you
for such place. Approach the cabinets at the kitchen. Now, the wine glasses
are in the middle section of the cabinet. While facing the cabinet housing
the glasses, the fridge should be on your left. That should help you a bit.
Now, keep on interacting with the icons on your screen. This is simple. The
correct cabinet is the one at the corner, and you should push to the left on
the Right Analog Stick. Open it and grab hold of those wine glasses.

Approach Tommy and place the glasses on the table. Sit down on the chair.
Have a toast with Tommy. Now, talk a little to Tommy. Some statements or
questions will upset Carla a little and bring her down. To be safe, here are
the options you should choose for this dialogue scene:

- Choose "Tommy".
- Choose "Difference".

Later it is Tommy's turn to talk to Carla. Neither options will bring you
good points for your Mental Health, so pick either one.

Now, Tommy will have a small game for you. He will predict your fate through
these Tarot Cards. Ever heard of them?

You will first have to mix the cards up. Pick up the cards and mix them up.
Notice the cards going into the same spaces every single time you start to
mix them up? It doesn't matter how many times you mix the cards; the result
remains the same.

Now, put the cards down using the other icon on the screen. Now it is time to
choose the cards. Using either the directional buttons or the left Analog
Stick, you may choose the cards. Follow Tommy's instructions. You will have
the same cards whenever you play this chapter so it doesn't matter if you
start to feel scared or afraid. Once you're done with everything, Tommy will
leave, but before he does, he notices the faxed piece of paper Tyler sent you
earlier. Carla will ask him right now (instead of going to his apartment).
You're not finished yet. Once he leaves, hurry to the phone and give Tyler a
call.

Using Tyler, while sitting on the chair facing the computer, switch on the
light. There should be a bulb icon on the screen which represents the study
lamp. Now, use the piece of paper shown as an icon on the screen. Tyler will
move the paper towards the light. Now, you must move the light to identify
the number for which bank this paper is printed from. Use the left Analog
Stick and move the light to the center of the paper on the screen. Now, give
Carla a ring.

That's the end of method number two.

__--_____-_----__

From here, the only difference is that Carla doesn't have time to get extra
Mental Health points through method 2 but also you don't have to pay Tommy a
visit in his apartment. However, it is faster and easier. I cannot recommend
which is better; I can only say it is all up to you. This is your game; you
paint it. =)

Towards the end, you have the option to choose which detective will pay a
visit to the bank tomorrow. If you choose Tyler, he will show up tomorrow. If
you choose Carla, then she will show up instead. This will not affect a
single thing but someone different will start to question Lucas in the next
chapter.

You're done with this chapter.

Side Note: Perhaps I have forgotten to inform you that there is in fact a
Bonus Card (worth 5 points or so) somewhere around the desks in the office
with Tyler (face opposite the coffee machine). Credit goes to "Kim"
for the feedback.


S u m m a r y

Positive Mental Health:

[ Carla Valenti ]

- Lie down on the bed inside the bedroom for a brief moment [+10]
- Grab the leftovers of food on the kitchen counter [+5]
- Watch the television [+5]
- Use the toilet [+5]
- Answer the door when Tommy rings the doorbell [+5]
- Have a toast to "love" with Tommy [+5]
- Choose "Tommy" as a dialogue option [+5]
- Get Tommy to explain to Carla about the bank's ID code on the watermark
(happens when you visit his apartment or when you take the second method
above) [+20]

[ Tyler Miles ]

- Fax the piece of paper to Carla [+5]
- Play the basketball situated near Tyler's desk [+5]
- Drink a cup of water from the water cooler [+5]
- Drink a cup of coffee from the coffee machine outside the office [+5]
- Discover where the piece of paper originated from (from his computer at the
web news or from the paper on Carla's desk) [+10]
- Guide the light to the center and find the watermark
on the piece of paper [+10]

Negative Mental Health:

[ Carla Valenti ]

- Choose "Carla" as a dialogue option [-5]
- Choose "Work" as a dialogue option [-5]
- Pick the first set of Tarot Cards (unavoidable) [-5]
- Pick the second set of Tarot Cards (unavoidable) [-5]
- Pick the third set of Tarot Cards (unavoidable) [-5]
- Pick the fourth set of Tarot Cards (unavoidable) [-10]

[ Tyler Miles ]

- Tyler yawns showing he's exhausted for staying up for too long [-20]




C h a p t e r  2 0 : F a c e  O f f

[chapoff]

This is a cool, simple chapter. In this chapter, you will play as Lucas Kane,
trying to pretend to be innocent and trying to keep a low, steady and safe
profile from either one of the detectives coming over to interrogate him. I
will briefly explain which option you should take in order to keep the
suspicion bar as low as possible.

Important Note: In this chapter, whenever the screen emphasizes on the bugs
or anything out of the usual, do not ever complete that particular ASM
sequence. Just fail it. Nevertheless, unless the ASM sequences are for the
detective who will be interrogating you (either Carla or Tyler), fail it. You
will be safe and will avoid further suspicion. Another side note to remember
is that the ASM sequences usually appear in between questions so Lucas could
read their minds.


M a i n

The detective that will interrogate Lucas in this chapter will change
depending on your previous chapter. If you have sent Carla to go, then she
will arrive, if not, it would be Tyler. Who else would it be?

You'll start with Lucas in the bank, inside his office. He has another vision
that the police will be here to interrogate him. At first, he didn't know
that for sure. Well, you cannot go outside the office, so stay here. From the
table, check Lucas' right hand drawer to get a Bonus Card [+10]. I'd
recommend you to not hide anything since it is completely useless, and since
the locations are random it would be difficult for the detective you will
play soon after. There is a torn piece of computer paper on Lucas' right
side. You can hide that. There is a book on his left. You can hide that too.
I advise you not to; it is completely useless and a waste of time. Just sit
on your computer and wait until the bar on the screen runs out. The detective
in charge (Carla/Tyler) will knock and enter Lucas' office.

Now, the first set of dialogue options will appear on the screen right after
the detective says he/she wants to ask you a few questions. Answer with a
positive tone, "Subject" to look more into, "Huh? I never knew this case.
Never heard of it before" kind of thing... you get it? Just to avoid
suspicion, you are advised to follow the rest of the walkthrough.

Now the first question comes up. The detective would want Lucas to confirm
the list on his/her hand if it came from this bank. An ASM sequence will play
to let Lucas (you) know what is playing on either Tyler or Carla's mind. This
will go on through the interrogation process so I don't have to mention to
you. No Mental Health points will be deducted provided you fail an ASM
sequence.

The first question pops up. Your answer should be "Truth".

The second question; where can you establish where the list comes from? This
is a no-no question to lie about. Go ahead and answer truthfully. "Truth" yet
again.

The third question; is there a way to determine where this list is printed
from? Yet again, this is another dangerous question to lie about. Be sure to
answer "Truth" and watch the options carefully throughout this whole chapter
otherwise you'll be catching flies behind bars.

Now, either one of our detectives will show Lucas a composite sketch of the
killer's facial appearance made by yourself of course. Now, go ahead and
answer "Joke" as your reply. This will not raise any suspicion. A worthless
ASM will begin. Ignore it completely. If you proceed, you'll lose some Mental
Health. Nobody wants that now do we?

Okay, the next question follows up; was there anything unusual happened at
the bank lately? Yes, remember Lucas being wild the first time you visited
this bank? Answer with "Illness" and you should not raise any suspicion.

Now the detective will question you on your arms. Answer with "Lie". Now
remember that you should ignore all other ASM sequences that do not read the
detective's mind (where the bugs show up) due to the fact that Lucas will
startle most of the time and soon raise suspicions.

The last question now comes; the detective will question on the man on the
photograph. Answer truthfully and never lie since he is your brother. What
could be hurt telling the truth? Now, you should end the whole interrogation
process.

Note: If you raised a tiny bit of suspicion (if the green bar is just a
little visible), the detective will question you on where you were on that
January night. If you ever come to this sort of question, always lie about
it. Don't ever answer "Restaurant" otherwise that shows you were there when
the murder happened and since you are already closing to be a suspect, that
option is suicide.

Lucas will exit and proceed to the bathroom. He walks slowly. Remember I told
you not to hide anything while the detective was on his/her way to Lucas'
office? That's right. This will be a hell lot of easier. First, check the
torn piece of computer paper. This could be hidden on the left drawer of the
table if you hid it previously.

Now, close to the computer paper is a pen. Take the pen with you to get some
prints on it. Now, go to the left side of the table. Approach closer and move
around until you see a book icon on top of the screen. Interact with it to
take the Shakespeare book with you. This book could be hidden in the right-
hand drawer at the computer table, if you hid it previously.

Note: As one of the detectives, I advise you to obtain all these evidence.
These items will help you in Chapter 22.

Now, once Lucas' returns, you're done. Poor Lucas...


S u m m a r y

Positive Mental Health:

[ Lucas Kane ]

None

[ Carla Valenti/Tyler Miles ]

- Collect the pen on Lucas' table [+5]
- Find the book [+5]

Negative Mental Health:

[ Lucas Kane ]

- Pass the first ASM sequence with the bugs [-10]
- Pass the second ASM sequence with the bugs [-10]
- Pass the third ASM sequence with the bugs [-10]

[ Carla Valenti/Tyler Miles ]

None




C h a p t e r  2 1 : B a c k  T o  A g a t h a

[chapbackto]

This is a short, simple chapter. Be sure to pack a lot of energy to start
running around the house. You'll see.


M a i n

Walk up the steps and proceed inside the house like you did before. Walk
straight ahead into the seance room, the room at the far end (don't turn to
any other rooms). Open the door. A cut-scene plays.

Okay... This is bad; real bad. Take note of the window in front. Forget about
inspecting Agatha's dead body. You know she's dead, and examining her will
kill 30 points of your Mental Health. Is it really worth it? You decide.

A bar will appear on the screen, showing you a police patrol car, on their
way to check what's happened to the house. It is time to check the house
thoroughly before leaving. To leave, there is a window in this room where in
the cut-scene you watched earlier, a man jumped through it. Use that window
to escape, but not now. Not yet anyway.

Now, remember her bedroom? Go through the only other door here and into her
bedroom. There will be a Bonus Card [+10] here. Acquire it and exit the
bedroom towards the seance room and next towards the corridor. The police are
still on their way.

Now, facing the entrance door, go to the room to your right (the raven room).
Here should be a cage in the middle. The one that is a little brighter in
color compared to others (opposite the door). Remember the drawer at the
corner of the room where in one of them lays the packet of seeds you fed the
birds the day before? Well, open the drawer and take the packet of seeds.
There should be a key inside. Use the key to open the cage and take out the
note inside.

You'll get an additional Mental Health points. Hooray for now!

Note: Alternately, if you're too lazy to obtain the key, you may use the
knife on the table with the white sheet in the kitchen (the room on your left
facing the entrance door). It is where the box of matches was found. Use the
knife to pry the cage lock open in the raven room.

You'll get a piece of old paper regarding a murder similar to the one Lucas
committed.

Get out of there and head towards the seance room again. Interact with the
window and choose "Escape". Lucas will jump down.

A cut-scene plays and you're done.


S u m m a r y

Positive Mental Health:

- Begin the chapter [+20]
- Acquire the note hidden inside the cage in the raven room [+10]

Negative Mental Health:

- Examine Agatha's body on the ground in the seance room [-30]




C h a p t e r  2 2 : H a p p y  A n n i v e r s a r y !

[chapversary]

Time to settle down the case and find out the murderer. In this chapter, it
is all about how well you did when you played the 20th chapter. I'd advise
you to do whatever I have mentioned to you previously, so it is easier to get
through this chapter.


M a i n

Tyler will be at home. A cut-scene plays. Sam is in the bedroom. Wonder what
she's doing...

Anyway, proceed to the kitchen. There should be an oven there. Approach all
the items around every corner if you're not sure where it is. It is near the
middle section. Turn it on. Now, there's a fridge nearby. Open the fridge.

Grab the champagne from the fridge. Go to the kitchen counter and pour the
drink into the glasses. Now, Sam will show up by the door...

After this cut-scene, there should be a record player/music player. Interact
with it to put on the Teddy Pendergrass song.

Okay, for the next few minutes, the whole chapter would turn into an ASM
sequence. Failing one of these will not affect your Mental State nor will it
affect the relationship. Try to be a good dancer. The pads light up slowly so
you should have no problem.

You should be done with the sequence after several minutes. The chapter
switches place with Carla. Now, a cut-scene will play. As Carla, this is the
time to gather everything from the night of the murder and the when you did
the interrogation with Lucas.

Items on Tyler's desk will hold all the evidence found from the diner (Doc's
Diner). On Carla's desk, you can find evidence from the bank) the
interrogation process).

Okay, here's how to do it. As you grab hold of an item, you have the
options "Examine" and "Memorize", and later "Link". For first time players,
you should always examine the item to be sure of what the item is. Choose
examine and Carla will give a little introduction towards the items you hold.
The "Memorize" option lets you memorize a selected item so that you may link
it with different evidence. Simple? Yes, quite, but this could get pretty
complicated.

First of all, you should receive a phone call. It is Garrett. He calls to
tell you about the prints found on the pen has been sent to your computer.
This will help you as evidence later. Also there will be a list of taxi
destinations during the night of the murder, available at your fax machine
(will be useful if Lucas had taken the taxi to get home).

Somewhere in between these occurrences, Martin (the police from the diner)
will step inside and will have a little conversation with Carla. He will
confess about what happened at the park (this may only happen if you, as
Lucas saved the kid from drowning). Martin would be outside finishing his
paper work. You can also use Martin as a witness (read the bottom section to
see a list of all evidence you can link with each other).

First, I have told you to collect everything from the diner, and all the
evidence from the Chapter "Face Off" where the detective(s) interrogate Lucas
in his office. Here are the things you can collect. To refresh your memory, I
provide a list of items you can find and sort out as evidence from the diner
and Lucas' office. Also, the sketch made by Kate Morrison (the waitress) can
also be used as evidence.

Doc's Diner:

- Find and acquire the knife. This will help Carla & Tyler to obtain
fingerprints from the person who committed the crime.
- The payphone. Through this, Carla can trace the list of calls made at the
night of the murder. Whatever this means, the list of calls seems a little
tough to be made out as evidence.
- The Shakespeare book (The Tempest). Through this, another Shakespeare book
can be linked together.
- The list taxi destinations will be faxed to the fax machine. If Lucas had
taken the cab back home on the first chapter, then you can link this with his
file.

Naser & Jones Bank:

- The pen on the table. This cannot be hidden by Lucas. This will provide a
match between the pen and the prints found from the murder weapon (the knife
in the washroom at the diner).
- The piece of paper on Lucas' table. This will lead to a discovery that the
edge has been ripped or torn out. The missing piece would be the one used a
as bookmark found from the Shakespeare book.
- The Shakespeare book on Lucas' table. Through this, the other Shakespeare
book (found from the diner underneath the table) can be linked together.

My Suggestions:

The easiest would probably be the torn piece of paper and the fingerprints.
Remember to do the usual; drink from the water cooler, take a cup of coffee
and play with the yoyo.

I'd suggest the fingerprints as a start. First, use the computer, and examine
it if you haven't. Now, memorize it.

Walk over to Tyler's desk and there should be a paper on the edge of the
table. Examine each paper to be sure you get the paper which contains the
fingerprints from the murder weapon. Now, link them together. You'll get one
solid proof.

Time for another one. By now Martin (the cop from the restaurant) should
already knocked on your door and left. If he didn't show up yet, examine the
file on Carla's desk near the fax machine (the one in blue) which contains
the information on Naser & Jones bank's employees. Now, this file can also be
used to link together with the composite sketch of the murderer stuck to the
board near Tyler's basketball. This file is blue on the icon, near the edge
where the fax machine is (between the fax machine and the table). Now,
examine it. There should be another icon that pops up on top of the screen.
It is the picture of Lucas Kane. You can take this picture and bring it
outside the office. Now, a small screen will appear on the screen showing
Martin doing his work. Walk over to him with the paper on your hand and
interact with the icon on the screen when it appears (you have to come close
to him).

Martin will inform that the man in the picture is the man he saw at the
diner. Now, you should have completed the puzzle.

All the evidence and matches:

Before I proceed further, here's a list of all the puzzles you can link
together (provided you acquired the items in past chapters).

1. The Shakespeare books can be linked together. This is possible only if you
have found the Shakespeare book from Naser & Jones bank, in Lucas' office
(refer to the "Face Off" Chapter for further info). Even if you have not
discovered the Shakespeare book (The Tempest) from the diner, Frank
(Garrett's partner) will discover it himself.

2. The fingerprints from the pen and the murder weapon can be linked
together, since they came from the same person. Check the computer and
examine the fingerprints. Memorize them and walk over to Tyler's desk. You
can link this with the paper containing the fingerprints found from the knife
at Doc's Diner. This is simple, and would be one of your choices to make
things easier.

3. The initials of Markus Kane. First, memorize the Shakespeare book from
Tyler's desk and proceed to the file of Lucas Kane on Carla's table (the
employee file). Link them together. The initials "MK" will be a link to him.

4. If, in Chapter 1, you used the phone as Lucas to call Markus, then Markus
number can be traced. Examine & memorize the piece of paper on Tyler's desk
(near the basketball). You can now link this to Markus's number.

5. Examine the torn piece of paper (the bookmark) Tyler used earlier at the
light (situated on his desk) and memorize it. Approach the paper on the other
side of Carla's desk and link them together. The torn piece of paper which
was found from the book (used as a bookmark) was torn from the paper with the
stock list found from the bank.

6. The composite sketch with Lucas Kane's picture. This can be done if you
have a high, successful rating on the sketch made during the chapter "Tyler &
Kate". Examine and memorize the picture stuck to the wall near Tyler's
basketball on the board. Next, approach the employee files found at Carla's
desk and link these two elements.

7. Martin as a witness; Examine the employee files and there should be
another icon that shows a picture. Take it outside the office and proceed
towards Martin. Now, interact with Martin and he'd confirm that the man on
the picture was the man in the diner.

Once you have found the evidence, call Tyler up. Use the phone. Now you're
with Tyler. Get up from Sam. Carla is bein' a party pooper again...

Get up and head towards the phone. Answer it. A cut-scene rolls in, and the
chapter ends.

Note: If you left some evidence previously, you can simply go to the main
menu of the game, and choose "Chapters" to select the chapter you want to
replay. Be sure to overwrite and save the changes to your log-in name so it
would appear in later chapters that have connections with the ones you want
to replay (the evidence).


S u m m a r y

Positive Mental Health:

[ Carla Valenti ]

- Drink a cup of water from the water cooler [+5]
- Have a cup of coffee from the coffee machine [+5]
- Play with the yoyo [+5]
- Show Martin (outside the office) Lucas' photo to get a confirmation [+5]
- Find two evidence and their match [+10]
- Identify the killer [+20]

[ Tyler Miles ]

- Finish the dance [+30]

Negative Mental Health:

[ Carla Valenti ]

- Yawn when she is sleepy [-20]
- Indicates she's tired and lose some points when Martin enters
the office [-5]




C h a p t e r  2 3 : B l o o d y  W a s h i n g

[chapwash]

This is a cut-scene chapter. It is not necessary for me to elaborate on this
chapter. Just watch the vision Lucas has again and you'll move on to the next
one.




C h a p t e r  2 4 : C o n f r o n t a t i o n

[chaptation]

Okay, there aren't many Mental Health points you can find in this Chapter, so
I'll go straight to the walkthrough (though I'll still mention it at the
bottom).


M a i n

You will start as Carla, at Lucas' apartment. You're going to arrest him.
Now, after the cut-scene, follow Tyler to Lucas' door. Kick the door open by
interacting with it. Now, a cut-scene plays and... Something's up. The
apartment wasn't this bad the other time now was it? Uh-oh... something's
gone wrong.

As Carla, check Lucas' bedroom (near the stereo) and open his bathroom in
case if he's hiding anywhere.

Looks like both of the detectives missed him. A cut-scene plays and the game
cuts to Lucas.

Now, from here onwards, you will continue with a long ASM sequence (not the
longest, but kind of). Be sure to not miss the pads and be ready when Lucas
reaches the helicopter. He will start to dangle on the base of the helicopter
and while this scene starts, the L & R Meter sequence will play.

Once you're done, you're done. =)


S u m m a r y

Positive Mental Health:

[ Carla Valenti ]

- Start the chapter [+30]

[ Lucas Kane ]

None

Negative Mental Health:

[ Carla Valenti ]

- Check all the doors and discover that Lucas is missing [-20]

[ Lucas Kane ]

None




C h a p t e r  2 5/2 6 : C a p t a i n  J o n e s i s R e a l l y  U p s e t

[chapset]

Go through the dialogue scenes. You will have a total of three questions to
answer, and for each reply, the person who replied (be that Carla or Tyler)
loses 5 Mental Health points.


S u m m a r y

Negative Mental Health:

- Give Captain Jones an answer (X3) [-5]




C h a p t e r  2 7 : F a l l e n  A n g e l s

[chapgels]

Get ready for a long ASM sequence right after you finish off the conversation
scene with Agatha.


M a i n

I wouldn't spoil the game for you telling you what to pick for your replies
in the conversation that would happen between Lucas and Agatha (alive?).
First you'll start with Lucas on the seat in a church. Get him up as you
interact with the arrows on the screen. Whatever you choose for the
conversation soon should not affect your game or the progress in any way. Ask
questions in whatever way you please, and finish off the dialogue scene.

Right after you ask Agatha two sets of questions, a cut-scene will play and
she disappears. You'll immediately start an ASM sequence, so get your thumbs
on the sticks ready. Just be aware of the L & R Meter sequences that will cut
through during the ASM more than once.

Now, continue soon with another dialogue scene with Markus. After picking two
sets of replies, you'll have the options "Lucas" and "Markus". Picking one as
an option will trigger a scene where the character you picked will explain
what he has in mind. Doesn't matter but just get through this.

The chapter ends.




C h a p t e r  2 8 : S o a p , B l o o d  &  C l u e s

[chapsob]

This is yet another investigation chapter. This chapter will act as to make
you go deeper into the storyline, but if you feel it is completely useless to
inspect all the evidence in the Lavomatic, you may proceed to talk to Tyler
(if you're controlling Carla) to exit the chapter. Nevertheless, you still
have to check a few things before you walk back outside (like the bodies and
the blood near the toolbox).


M a i n

Get Carla across the street and towards Tyler standing in front of the crime
scene. A cut-scene plays. Tyler will proceed inside the Laundromat. Get Carla
to talk to Garrett on your left. Ask him two sets of questions; pick
whichever options you want. Interact with the door and get inside.

Now, you can switch characters. Don't do it just yet; for now, I'll guide you
through anything you can inspect on with Carla.

There will be a toolbox and some bloodstains near where Tyler was standing
(on your right facing the door from the inside). Examine the blood and the
toolbox itself. Proceed towards the end of the shop and grab the Bonus Card
[+10] from the shopping cart. There will be a police officer taking
photographs of the victim. Walk forwards and examine the body of the victim.
Now, continue through this side of the shop and check the bloody spots on the
floor. Finally inspect the body of the killer with a knife stuck in his eye
and soon interact with the "eye" icon on the screen (the symbols carved on
the killer's arms).

Now, switch to Tyler using the triangle button. Proceed forward and check the
victim's body and the phone. Continue towards the killer's body and inspect
it. Now, approach the door where later will there be an icon on the screen.
Examine the keys on the door, and proceed to talk to Carla.

Inquire to leave the place. The chapter ends.


S u m m a r y

Positive Mental Health:

[ Carla Valenti ]

- Inspect the arms of the killer [+5]
- Examine the blood close to the toolbox near the door [+5]

[ Tyler Miles ]

- Inspect the victim's body [+5]
- Examine the phone after inspecting the victim's body [+5]
- Inspect the killer's body [+5]




C h a p t e r  2 9 : T h e  F u g i t i v e

[chapgitive]

Try to get a lot of Mental Health points for this chapter. This will not be a
walk in the park however; so try your best.


M a i n

You'll gain control of Lucas on the streets. Have Lucas turn right a few
meters in front by the corner and walk straight ahead. There will be a
homeless guy (different) sitting on the left. Don't waste time checking him
out; you will trade in your Mental Health points for that. A small screen
will appear showing you Tiffany's apartment. Soon after a cut-scene will play
as you approach. You cannot access her apartment through the front door; the
police are here.

There is a set of fence on your right. You should turn around if you have
passed it and it should then be on your left. Before you proceed, cross the
street and search around the sidewalk to acquire a Bonus Card [+20]. Get back
to the fence and start climbing. Seems familiar doesn't it?

A little tip:
-------------

Okay, this is probably the hardest part of the whole chapter (probably in the
game some might say). Remember the fence you had to climb in one of the early
chapters? Yep. The nightmare is back to haunt you. There are no other
alternatives to get pass this. You have to make it through.

Despite what I have mentioned, there is in fact a proper way of climbing the
fence. I promise you if you can get a grip of the right method you will soon
understand the concept and probably make your way through easily. This is
really tough for me to describe in words. I'll try my best.

You would notice that the moving dot on the icon as you interact with the
fence moves in a particular direction. What you must do is try to follow the
path that the dot takes you through. This means navigating from the center of
the icon (it always starts at the center) through the rest of the path as
quickly as possible using your Analog stick.

For every icon you get through, the path of the small dot on the icon itself
will start to move in a different pattern. Thus, you have to quickly follow
the dot in order for Lucas to get through for that single set.

Example:


        _S__
        |   | This is the pattern of the dot
        |__/

Now, from the terrible illustration above, the "S" represents the line that
you start from; from what I mentioned earlier, the middle line. You will
start off here and make your way through the line. From the illustration
above, the line starts from the middle ("S"), goes to the right and moves
downwards in an arc shaped pattern, soon making its way back to the middle or
the start point. This will vary from each set of fence. It can go up, to the
left, down or basically anywhere within the icon.

I hope this helps. Now back to the walkthrough.

Note: This implies to the pole you'll be climbing soon as well.
-------------

Get through the two set of fences. Try not to get too close to the crow on
your left. This will deduct your Mental Health. Another small screen will
appear, showing you two policemen on the watch. They are having a little
chat, and at some point they will look away from your position. Keep an eye
on those cops and wait until they look away. When that time comes, quickly
rush to the other side and take cover here. You should have enough time to
hurry across without being seen.

Now, you will yet again make another set of climbing. This is exactly the
same as climbing those fences earlier. I'd remind you that you mustn't lose
focus otherwise you'll dash the Analog stick and Lucas will fall. Try to
maintain the same technique and keep a watchful eye on the icons and follow
the pattern smoothly.

Once you reach the top, navigate Lucas through the edge to the other side. In
between these events, there are ASM sequences so you have to keep steady to
survive this. Falling means game over.

Once you reach the end, you will have to climb down. Climbing down requires
just the same technique you used so I hope you would get the hang of things
by now.

You will have to get through this third fence to the other side (the back of
the apartment). You will notice the windows into Tiffany's apartment. The
second window can be opened, but there's a catch. You have to get through a
very long L & R Meter sequence, so make sure your fingers aren't numbed
during the process.

However, given that you failed the sequence, you will have to get the brick
(they are on the ground) and use it on the windows. Either way, break the
window and sneak into the apartment.

You are in a bedroom. Interact with the bed and rest on it for a while. Now
you will have a short ASM sequence to complete. Watch the cut-scene, and exit
the bedroom.

Make your way to the kitchen. Open the fridge to find something to eat. Grab
the sandwich and the drink. Now, check the cabinets beside the fridge to get
some food for you to eat, and one of them keeps a Bonus Card [+5].

Approach the small cardboard box near her couch and interact with television
remote. Turn the TV on to gain some points for your Mental Health. If you
ignore this action, sooner or later Lucas will turn this on himself.

Make your way to the bathroom near the bedroom you came from. Search around
if you're not sure where it is. There is an extra life for you inside the
bathroom near the bathroom sink. You'll need it so make sure you acquire it.

Anytime soon Tiffany will return and a cut-scene will play. Remember the
early chapters where Tiffany visited your apartment? If you managed to have
sex with her previously Lucas will be given an option to give her a kiss,
thus providing an extra 10% to your Mental Health. If not however, it's just
some normal chat.

The police are here. Tyler will check around the house for your presence.
You'll have to hide. There is not much time, so be hurry. Here are the spots
where you may hide and be safe:

- Outside the window through the bedroom.
- Her dressing cabinet in her bedroom.
- Under the table in the living room.
- The closet in the living room.

Make sure you do not hide under the bed (remember the ASM sequence earlier?)
and the bathroom. The spots mentioned above will guarantee a success. There
are ASM sequences that will interrupt you. This will keep Tyler from finding
Lucas. If you fail a sequence twice, it is game over. Failing once will only
affect your Mental Health.

Tyler will leave soon and the chapter ends.


S u m m a r y

Positive Mental Health:

- Successfully open the window without breaking it with the brick [+10]
- Rest on the bed in the bedroom [+10]
- Eat a sandwich from the fridge [+5]
- Have a little drink from the fridge [+5]
- Grab the food inside the cabinet beside the fridge [+5]
- Watch the television (Lucas will do so if you ignore this action) [+5]
- Give Tiffany a kiss (available if you successfully had sex with her
previously) [+10]
- As soon as Tyler leaves the area [+10]

Negative Mental Health:

- Interact with the homeless guy outside Tiffany's apartment [-5]
- Look at the crow at the ledge after the second set of fence [-5]
- Fail to open the window without the brick [-5]
- Fall from a pipe (going up or down) [-10]
- Fail an ASM sequence while Tyler searches around the house (fail more than
once and it is game over) [-10]




C h a p t e r  3 0 : J a n o s

[chapnos]

Janos; a very short name for some quite adventure. You'll take the role of
Carla this time around, so try to focus on the conversation that will happen
soon.


M a i n

This is no tough at all. Make your way into the hallway and to the other end.
Run all the way to the end. Acquire the Bonus Card [+10] here, and turn
around and face the way you came from.

Make your way down the first hallway to your left and you should see a man.
Not trying to waste time, enter Janos's cell. Try to ask him things that
appeal to you. There isn't a need to kill your brain choosing an option to
initiate and continue the conversation. Pick a few options to continue the
dialogue conversation, and when you're done, exit the cell.

Ooh... The lights have gone out. Time to face reality with Carla. Wait...
she's afraid of these situations isn't she? Because of that, it makes the
whole thing a lot tougher.

The whole game begins again. Remember that time when you had to control the
panic bar in that tight, quiet basement area where Carla searched for the
tape? Yes, you will have to redo the breathing process again (you should be
fine with it by now) but to add to the spice, you have to dodge crazy
lunatics in here too. Moving the panic bar or yourself whenever you spot
these crazy bunch of whackos will kill Carla almost instantly.

Here's what you do. As you start, ignore the employee that was here a while
ago. He's gone. Move forward and get a hang of the panic meter again as you
approach outside the corridor. You will have to make your way back to Barney
safely. As you reach the front, a prisoner will be sneaking in front of you.
Keep your hands off from the buttons and listen to Carla when she says he's
gone. Make a left and reach the other corridor.

There will be another prisoner here so don't move and don't mess with the
buttons or the Analog sticks. Now, move forward when she says it is finally
safe and the lights will finally be back on. Sprint towards the exit in front
of you and a scene will play.

That concludes the chapter.


S u m m a r y

Positive Mental Health:

- Enter the hallway and receive a few Mental Health points [+10]
- Initiate a conversation with Janos and gain extra information [+10]

Negative Mental Health:

- Lights go off (unavoidable) [-20]




C h a p t e r  3 1 : M e e t i n g  K u r i a k i n

[chapkuriakin]

I will guide you through dialogue options which will allow you to pass the
chapter.


M a i n

You'll get control of Lucas in a museum area. Turn left from the start and
head behind the glass case at the corner to collect a Bonus Card [+5]. Now,
you can view all sort of things here if you like. When you're done, head over
to the Professor and interact with him.

Professor Kuriakin will inquire Lucas which paper he's from; reply with
either The New York Times or Freelance. You should continue.

Now the Professor will take you through two different museum exhibits. Follow
him and choose whichever options you want. The replies or questions you
choose will not affect the game. Not yet...

When Professor Kuriakin finally asks you who you really are, choose to tell
him the "Truth". Then, you must provide a little evidence showing you have a
relation to a victim of the ritual. Choose to show him your arms or tell him
about the visions. This will convince him that you are in fact telling the
truth; and everything he has been telling you over the past two minutes was
true. He will finally lead you out through the exit. Follow him outside.

Now, you will begin the action sequences until the chapter is over. Remember
to keep your fingers on the L1 and R1 buttons. You will also have the L1 & R1
Meter sequence in the middle of the ASM sequence. The chapter then ends.

Note: If you fail to convince the Professor (tell him a lie, choose "Trust"
after telling him the truth, etc) he will start to panic and will warn the
guard. Escape through the back door before the guard whip out his gun to be
safe. You'll still go through the sequences, but the good news is that 20
points will not be deducted towards the end.


S u m m a r y

Positive Mental Health"

- Convince Professor Kuriakin towards the end before you exit [+20]

Negative Mental Health:

- The Professor comes close to his fate and dies in the parking lot [-20]




C h a p t e r  3 2 : M a y a n  S e c r e t s

[chapcrets]

Start the chapter by inquiring two sets of questions. A minute after that an
ASM sequence takes place. That's pretty much all really. You'll finish the
chapter afterwards.

Mote: You don't receive any Mental Health points in this chapter.




C h a p t e r  3 3 : T h e  C l a n

[chapclan]

Just continue with the sequences and watch the entry of this chapter.

Mote: You don't receive any Mental Health points in this chapter.




C h a p t e r  3 4 : D a n g e r  a n d  U b i q u i t y

[chapger]

You can lose a lot of precious Mental Health points here if you don't do this
properly.


M a i n

You'll start off with Lucas on the bed. He has a vision of Markus, and loses
10 points from his Mental Health.

Quickly get up from the bed and run to the other side to the phone by the
door. Don't leave otherwise you'll fail the chapter.

Interact with the phone and give Markus a call. Now, you will shift to Markus
as your character. There are two options on the screen. Choose "Telephone" as
your choice, and hold down the X buttons and sprint across to the door in
front. Enter the room. Pick up the phone to your right.

There's not much time to explain, so as Lucas, choose "No Time" as your
choice of reply towards Markus. You will soon regain control of Markus, so
immediately go to the door you entered from and interact with the icon on the
screen to lock it safe. Pick the phone back up.

You will gain control of Carla outside the hallway. Walk Carla towards Tyler
in front and kick the door open. Turns out it is the wrong room number. Now,
there is a red exit door here. In this area interact with the door on your
left, the last one, marked as "369".

The detectives are disappointed. You'll regain control of Lucas. Have Lucas
answer the phone to end the chapter.


S u m m a r y

Positive Mental Health:

[ Lucas Kane ]

- Successfully warn Markus [+20]
- Re-enter the room via the window [+20]

[ Carla Valenti ]

- As she walks down the hallway [+30]

Negative Mental Health:

[ Lucas Kane ]

- Loses some points at the start of the chapter after visualizing
Markus [-10]
- Fail to warn Markus [-60]
- Towards the end, answer the phone when it rings [-20]

[ Carla Valenti ]

- Discovers that Lucas disappeared once again [-30]




C h a p t e r  3 5 : F a t e  O n  R u s s i a n  H i l l s

[chaprussian]

Here you will be rescuing your ex-wife, Tiffany. If you haven't noticed,
she's on top of when you first start off tied to the poll. You must save her
because her screams will get on your nerves!


M a i n

You will see a crow that flies off during this chapter. It will lead you to a
control panel. Ignore the crow for now. At the start of the chapter, turn
right and follow this path and grab the extra life behind the last building
you see in front. Turn around and get back to where you came from to find a
Bonus Card [+20] on the ground, far in front. Take it.

Now continue forwards down this path. You should see the entrance to the
roller coaster and set of stairs. There is a small shack on the right of the
stairs. Get inside and interact with the lever. Get back outside and get up
the steps and use the cart. You'll be taken upstairs.

Now, the crappy part arrives. You have to do that L1 & R1 thingy again (a
little similar to the panic meter you used on Carla). The bar will either run
to the left or right; whichever side it hits, it is an instant game over. Got
me?

You want to keep it close to the middle section for as long as possible, and
without losing your grip on the meter and soon crash the bar on either side.
If you're good, you may even let it slip by and hit the button to keep it
from reaching either side. This however, must be performed quickly. It is
risky however, but without you realizing it, the whole scene will be over.

Get behind Tiffany and interact with the rope to untie her. The chapter then
ends.


S u m m a r y

Positive Mental Health:

- Interact with the rope to untie Tiffany [+20]

Negative Mental Health:

- Complete the chapter [-? Leave you with 5 Mental Health points]




C h a p t e r  3 6 : C h i l d ' s  P l a y

[chapplay]

This is an annoying, ridiculously difficult chapter. Brace yourself for
acquiring an infinite amount of patience to pass the chapter. =)

Note: There aren't any Mental Health points you can gain, so no Summary
section for this chapter.


M a i n

You'll start in the bedroom. Interact with the icon on the screen. Young
Lucas will jump out of bed. Walk up to Markus and wake him up. A short cut-
scene will play. Examine the window near you to get out.

You should realize by now that you've been here before in one of the previous
chapters; unfortunately, this is twice as difficult compared to the last.

However, you have a guide. Notice the yellow line on your map? Following the
line gets you straight to the hangar you want to be. There will be guards and
searchlights that will impede your objective. Try to learn and watch their
movements before you try to sneak pass them.

You want to head west. Move forward and turn to your right. There are
searchlights here, and a guard in front. Watch him closely, and when he stops
moving, follow the yellow line to between the searchlights. Follow the wall
and a little bit of your own skill to avoid being caught under the lights.
Move towards the houses you see.

There's a guard here at the corner as you approach, so turn to your right and
make your way behind, following the yellow line closely. Get near the jeep at
the end of the area near the house and hide behind it quickly. The guard
shall walk pass you now. Once he's gone, follow the yellow trail west until
it goes north. Proceed until a cut-scene is triggered.

Now, you shall create a distraction. Control one of the brothers and move to
the back, where you can find some rocks you can interact with. Use it to
distract the guard watching over at the front. He will approach you to
investigate. Switch to the other character, either Lucas or Markus, and learn
the movements of the lights. If you panic, you'll fail. Slowly get pass it,
not in a hurry, but in a steady pace. Head for the area in-between the two
houses you see in front. Wait here.

Now, use either Markus or Lucas to get through the spotlights undetected, the
very same way you did with the other. Once both got past, continue along the
area until they stop again. Markus shall cause the distraction this time, and
you may not choose.

U-turn back to the end of the building, and underneath you will find a barrel
on the other side. Have him kick the barrel to cause another distraction.
Once the guard is alerted by the noise, have Lucas run to the telephone pole
and start climbing!

Once you're up there, you must get him to avoid the searchlights while he
shimmies along the wire. Get to the other side. Once you're at the other
side's pole, drop down to find a row of searchlights in front.

Take your time and learn their movements. You don't want to fail now. Move
pass the lights and get around the wall of the hangar and search for a door.
open the door. Chapter complete.




C h a p t e r  3 7 : C h e c k m a t e !

[chapmate]

There's no need for a walkthrough. Follow the slow ASM sequence through the
whole chapter and watch/listen to the cut-scene. Note that if you don't push
the Analog Stick to the directions prompted on the screen, you won't get to
see or hear the cut-scene completely.




C h a p t e r  3 8 : T h e  P a c t

[chapact]

A short simple chapter. Follow the walkthrough.


M a i n

You'll start with Carla in the cemetery. Pay Lucas a visit. Find your way to
Tiffany's grave, the one with the flowers on it. It is near the area where
you found the extra life in the mission Hide and Seek. Interact with the
flowers to trigger a conversation scene.

Reply with "Trusting" at the first part of the dialogue scene. Later on,
you're on your own. Choose any options you wish. It won't affect your Mental
State or Health.

Towards the end, Carla will receive an extra 20 Mental Health points, and
Lucas receives 10.

Note: If you wish to choose "Wary", you'll lose 5 Mental Health points, but
you cannot back off from helping Lucas, since it is a part of the game's
storyline.


S u m m a r y

Positive Mental Health:

[ Carla Valenti ]

- Choose "Trusting" as your reply option in the dialogue scene [+10]
- Towards the end of the conversation/chapter (unavoidable) [+20]

[ Lucas Kane ]

- Towards the end of the conversation/chapter [+10]

Negative Mental Health:

[ Carla Valenti ]

- Choose "Wary" as your reply option in the dialogue scene [-5]




C h a p t e r  3 9 : J a d e

[chapjade]

There's no need for a walkthrough. Follow the slow ASM sequence through the
whole chapter and watch/listen to the cut-scene. Note that if you don't push
the Analog Stick to the directions prompted on the screen, you won't get to
see or hear the cut-scene completely.




C h a p t e r  4 0 : F r o z e n  T o  T h e  B o n e

[chapbone1]

[ C a r l a  V a l e n t i ]

This is the last chapter you'll ever see Tyler in action again. Yea, it is
kinda dumb for his absence in the finales, but this is how the game goes, so
I suggest (when its time to choose between Sam and the police) that you
pick "Leave" since either way, you'd still not see Tyler anymore. But despite
that, it won't hurt if you choose to "Stay".


M a i n

You'll immediately come into a cut-scene, and soon it will take you into a
dialogue scene. Choose "Admit" as your reply option and you will gain
positive Mental Health points in return.

Later, you'll get control of Tyler. Have him talk to Sam at the door.
Choose "Leave" as your option to gain some positive Mental Health points. If
you choose to stay with the force, you will be left with 5 Mental Health
points. That's only enough to stay alive. But who cares now that Tyler's not
appearing in upcoming finale chapters.

Before you end the chapter, walk to the coffee vending machine and have a
drink. It doesn't matter now does it? Just in case you're wondering if I
hadn't mentioned it. Now go talk to Carla to end the chapter. Goodbye Tyler.
He was my favorite. =)


S u m m a r y

Positive Mental Health Points:

[ Carla Valenti ]

- Choose "Admit" as your reply option during the conversation [+10]

[ Tyler Miles ]

- Choose "Leave" as your option during the dialogue scene with Sam [+20]
- Have some coffee from the vending machine [+5]

Negative Mental Health:

[ Carla Valenti ]

- Choose "Lie" as your reply option during the conversation [-10]

[ Tyler Miles ]

- Choose "Stay" as your option during the dialogue scene with Sam [-? Leave
you with only five Mental Health points]




C h a p t e r  4 1 : F r o z e n  t o  t h e  B o n e

[chapbone2]

[ T y l e r  M i l e s ]

This is completely identical to the above chapter, apart from Tyler's
personal PDA.




C h a p t e r  4 2 : W h e r e  i s  J a d e ?

[chapwhere]

Forget about accessing the doors in this room. Proceed immediately towards
the last door on your left, at the end of the hallway.


M a i n

Exit the car and head for the door. Enter the building. Lucas will ignore the
nun and continue past the door. You will be in a hallway with a few doors on
both sides, with a meter on top of the screen. This shows how much time you
have left before the Oracle comes. You must get to Jade before the Oracle
does. Proceed for the second door on your left to find a Bonus Card [+10].
Get back outside to the hallway. Proceed next down the hallway and enter the
last door on your right. Take the extra life by the window and get back out.
It is worthwhile, so spare a few seconds and take it. Now, get out and enter
the door opposite of you (the last door on your left).

Get to the girl and pick her up. This is Jade. You've found her. Get back
outside. Now, regardless whether or not the meter goes out, the Oracle will
arrive as soon as you exit the room. Now, don't try to fight the Oracle, at
least not here.

There should be a door on Lucas' left. Head for the door. Now, you're on your
on. There will be a very long ASM sequence after some period of time. A few L
& R Meter sequence will squeeze through a few times, so keep your fingers
numb-free the whole way.

You will, after all the exhausting battle, reach Agatha, but is this Agatha?
She was killed wasn't she? Well, refuse to give Jade to her. The A.I. will
try to pull you into her. Complete the L & R Meter and the chapter will be
over.

Note: Giving away Jade to Agatha doesn't affect the ending you achieve.
Replay and choose to give her the Indigo Child. A different cut-scene will be
available at the very end if this option is chosen.


S u m m a r y

Positive Mental Health:

- Find and carry Jade, the Indigo Child [+10]
- Refuse to give Jade to the Purple Clan [+10]

Negative Mental Health:

- Fail to find Jade before the Oracle arrives [-10]
- Choose to hand Jade over to Agatha [-10]




C h a p t e r  4 3 : B o g a r t

[chapgart]

This chapter involved a little nudity, and if you own a copy of the European
version, you get to see the whole thing. Having the US version will censor
the nudity, as far as I've been told. I have the European, but nevertheless,
it doesn't matter. You have to go through the sex scene to get pass the game.
There's no way around it. ;)


M a i n

You'll start underground. Follow the bum (told you he had to do with all
these) down the passage. As you reach a ramp on the right, follow the left
path and pick up the Bonus Card [+20]. You'll reach as what it appears to be
a railway station, destroyed that it. Reach the fire. If you saved Markus,
Lucas gets an additional 10 Mental Health points. Seat beside Bogart to
continue with a conversation and the chapter.

You'll gain control of Carla. Heat yourself by the fire. Find the middle car
and search around for an extra life. That's pretty much all you can do for
now. You can, with a little work, fix a broken radio. It doesn't help you get
any positive mental health points though, but you can do it for fun.

There's a radio at the end of the area near the last train. Get to the wire
from the first car where Lucas is in and the batteries from the last car at
the end, inside. Fix them to the radio and you can hear news. That's all
really.

Get back to Lucas inside the first car and sleep beside him. Enjoy. :P


S u m m a r y

Positive Mental Health:

[ Lucas Kane ]

- Have Markus alive on the previous chapter [+10]
- While/after having sex with Carla in the train [+10]

[ Carla Valenti ]

- Heat herself by the fire [+10]
- While/after having sex with Lucas in the train [+20]

Negative Mental Health:

[ Carla Valenti ]

- Fix the radio and listen to the news [-5]




C h a p t e r  4 4 : R e v e l a t i o n

[chaprevelation]

Simple and easy, against the title. Get up from bed, walk to the door and
open it. Walk to the next door and listen through. You're done.




C h a p t e r  4 5 : F i n a l  C o u n t d o w n

[chapdown]

The final chapter. Things you'll have to do:

- Struggle through a tough L & R Meter sequence until you get to the hangar
door. Once in, you'll have to fight the Orange and Purple clans. However you
do it will affect the endings you get. There are a total of three endings you
can get or achieve. Refer to "Endings" in the "Miscellaneous" section for
further information.




C h a p t e r  4 6 : E p i l o g u e

[chapfinale]

This is the final clip that plays and shows you what happens, or the "type of
ending" you get. Basically you can replay the levels that affect your ending
to obtain different one.


_-__------_--_-__--_--__-_--__-_____---_-_-____--__--_




5. M I S C E L L A N E O U S   [miscmenu]

Here you will find a complete information (or so I hope) on the locations of
the Bonus Cards (put together according to chapters), the locations of the
Talisman/Crucifix and the Soundtrack (including lyrics and where the songs
appear in the game).


M i s c : E x t r a  L i f e  L o c a t i o n s

[sub5.1]

Those things you collect during gameplay (the one that looks like the
talisman/crucifix) act as an extra life and a savior for you during tough
parts of the game, and they work mostly in sequences. You can hold up to six
at a time. If you fa1l an ASM sequence while these white dots appear visible
on the top (left) of your screen, you will start off immediately at the
particular set of sequence (thus taking away one dot), so you do not have to
repeat the whole ASM sequence again.

Here I will list their locations and the chapter they are located in. I will
try to be as specific as I can on every single location.

----------

Chapter: Confession [Chapter 4]

Location: Offered by Markus after the little chit chat. Choose to accept to
obtain an extra life.

----------

Chapter: Alternate Reality [Chapter 6]

Location: While sitting facing the computer, check the right hand drawer to
obtain an extra life.

----------

Chapter: Hide and Seek [Chapter 10]

Location: It is before you meet Markus. Get pass Markus on your right and
proceed forwards to come to a dead end. Examine around the cemetery area at
the right corner to obtain an extra life.

----------

Chapter: Agatha [Chapter 15]

Location: Facing the bed from where you first meet Agatha, check her bedside
table on the right to obtain an extra life.

----------

Chapter: The Fugitive [Chapter 28]

Location: Make your way into Tiffany's apartment and go into her bathroom.
Move around the bathroom near her sink and her shower to collect an extra
life.

----------

Chapter 42: Where is Jade? [Chapter 42]

Location: Inside the last room on the right (near the window) in the long
hallway after Lucas got pass the nun.

----------

Chapter: Bogart [Chapter 43]

Location: Get into the middle rail car. Walk around the middle area of the
car to obtain an extra life.

----------




M i s c : B o n u s  C a r d  L o c a t i o n s

[sub5.2]

Bonus Cards act as a special item usually available on any chapter which
involves dialogues, investigation and others apart from automatic ASM
sequences (even so, you may have a chance to check around for them). Bonus
Cards will provide you points (shown by the game the value of a particular
Bonus Card) that allow you to unlock Bonuses when you complete the game.

In this very chapter I will provide you information on these special Bonus
Cards, although I will not include any Bonuses here or whatever you may
unlock in the future. All I will display are the value for each Bonus Card,
where you can find them (their specific location) and in which chapter they
are available in. I hope you don't take these too seriously; as you go
through the walkthrough I will also remind you of all known locations for
these cards.

-------------

Chapter 3: The Day After
Location: Check Lucas' kitchen. The card is hidden inside one of the
cupboards on the left near the sink.
Value: +5

-------------

Chapter 3: The Day After
Location: At the balcony hidden at one corner.
Value: +10

-------------

Chapter 4: Confession
Location: From the starting point, run forward to the centre of the park and
navigate to the right. You should see a blonde-haired lady walking. The Bonus
Card is here.
Value: +20

-------------

Chapter 5: Police Work
Location: Facing the man on the desk as you enter the precinct with either
one of the characters, look at the door pass the metal detectors on the right
side. The card is there.
Value: +5

-------------

Chapter 5: Police Work
Location: Check the right drawer of Carla's desk for the card.
Value: +5

-------------

Chapter 5: Police Work
Location: Near the toilet in the bathroom connected to the bedroom.
Value: +10

-------------

Chapter 6: Alternate Reality
Location: Opposite the wall mirrors, inside the bathroom where you start the
chapter.
Value: +10

-------------

Chapter 6: Alternate Reality
Location: The Bonus Card is located in one of the workplaces. Please scroll
up to the walkthrough section where an in-depth guide is available to get to
the card.
Value: +5

-------------

Chapter 6: Alternate Reality
Location: The Bonus Card is located in one of the workplaces. Please scroll
up to the walkthrough section where an in-depth guide is available to get to
the card.
Value: +10

-------------

Chapter 9: Lost Love
Location: The same old location. The card is hidden inside the fourth
cupboard in the kitchen near the sink.
Value: +5

-------------

Chapter 10: Hide & Seek
Location: At the cemetery with Lucas, walk straight and you should a notice a
path on your right. The card is there at one corner.
Value: +5

-------------

Chapter 11/12: Friendly Combat
Location: Go around the boxing ring with either characters or check behind
it. The card is hidden there.
Value: +10

-------------

Chapter 13: Debriefing [Carla]
Location: There is a small area which is also appears to be a dead end from
where you start. There is a card lying around.
Value: +10

-------------

Chapter 14: Debriefing [Tyler]
Location: From the door (where you start), turn to Tyler's left and make your
way through this section of books. The card is a little in front.
Value: +20

-------------

Chapter 14: Debriefing [Tyler]
Location: It is in front of the stairs leading to the door from where you
came from, after giving settling your business with Takeo.
Value: +20

-------------

Chapter 15: Agatha
Location: The card is inside the kitchen.
Value: +5

-------------

Chapter 15: Agatha
Location: From her bedroom (the room where you first meet her), there is one
other door that leads to her bathroom. The card is the other side hidden near
the tub.
Value: +20

-------------

Chapter 19: Dark Omen
Location: From where you start the chapter (in the bathroom), the card is
somewhere around one corner.
Value: +10

-------------

Chapter 19: Dark Omen
Location: On a desk, outside Tyler's office.
Value: +5

-------------

Chapter 20: Face Off
Location: Check the right side drawer of Lucas' desk. The card is inside.
Value: +10

-------------

Chapter 21: Back to Agatha
Location: Hidden in Agatha's bedroom (the room connected to the seance room).
Value: +10

-------------

Chapter 28: Soap, Blood & Clues
Location: It is sitting inside the shopping card inside the Laundromat.
Value: +10

-------------

Chapter 29: The Fugitive
Location: Check the cupboards in Tiffany's kitchen. The card is well hidden
inside the second cupboard from the left.
Value: +5

-------------

Chapter 29: The Fugitive
Location: The card is on the opposite side of the street from the first set
of fences you need to climb.
Value: +20

-------------

Chapter 30: Janos
Location: Inside the hallway, run all the way to the dead end and the card is
there.
Value: +10

-------------

Chapter 31: Meeting Kuriakin
Location: From the start, look to your left. The card is hidden in the
corner.
Value: +5

-------------

Chapter 35: Fate on Russian Hills
Location: At the starting point, turn left and make your way towards the end
of the park where the card is.
Value: +20

-------------

Chapter 42: Where is Jade?
Location: Inside the second room on your left after Lucas gets pass the nun.
The card is behind the girl near the second bed.
Value: +10

-------------

Chapter 43: Bogart
Location: While you're underground, follow the ramp on the right. Follow the
left path and pick up the Bonus Card.
Value: +20

-------------

Chapter 46: Epilogue
Location: After the credits.
Value: +200

-------------




M i s c : S o u n d t r a c k

[sub5.3]

Here I will list down all the music for the soundtrack Fahrenheit, including
the lyrics and a little information on when the songs appear during the game
(not all; some that I know of) and the albums. If you can confirm more info
on when the tracks appear, please notify me. This is included for completing
the FAQ. There are a total of eleven (11) vocal songs and the rest (songs for
Lucas & Carla) aren't included simply because they are just plain music.

Note: Man, am I bad with lyrics? Since I couldn't have the opportunity to
actually listen to these songs, I got some of these lyrics from a "friend".
I'd like to thank donaldrack (donaldrack@yahoo.com) for some of these lyrics
which are incredibly tough to find online. However, I've modified the info to
give you better, deeper information by including the album and when the song
is played as you go through the chapters in the game.

The artists and songs are listed one at a time from the game. Here is the
complete list of all the lyrics below:

1. Santa Monica by Theory of a Dead Man
2. Say Goodbye by Theory of a Dead Man
3. No Way Out by Theory of a Dead Man
4. No Surprise by Theory of a Dead Man
5. Love TKO by Teddy Pendergrass
6. Street Tough by Ben E. King
7. Hand It Up by Patrice Rushen
8. Try It Again by Bobby Byrd
9. Just an Illusion by Leee John
10. Sandpaper Kisses by Martina Topley-Bird


[ Santa Monica by Theory of a Dead Man ]

Album: Gasoline

Track Available: During the bed scene on Chapter 6 (Alternate Reality) with
Tiffany and available on Lucas' stereo.

She fills my bed with gasoline
You think I woulda noticed
Her mind's made up, the love is gone
I think someone's trying to show us a sign
That even if we thought it would last
The moment would pass
My bones will break and my heart will give
Oh it hurts to live

And I remember the day when you left for Santa Monica
You left me to remain with all your excuses for everything
And I remember the time when you left for Santa Monica
And I remember the day you told me it's over

It hurts to breathe
Every time that you're not next to me
Her mind's made up, the girl is gone
And now I'm forced to see
I think I'm on my way, Oh it hurts to live today
Oh and she says "Don't you wish you were dead like me?"

And I remember the day when you left for Santa Monica
You left me to remain with all your excuses for everything
And I remember the time when you left for Santa Monica
And I remember the day you told me it's over

I wanted more than this
I needed more than this
I deserve more than this
But it just won't stop, it just won't go away
I needed more than this
I wanted more than this
I asked for more than this
But it just won't stop, it just won't go away

And I remember the day when you left for Santa Monica
You left me to remain with all your excuses for everything
And I remember the time when you left it all behind
And I remember the day you told me it's over

And I remember the day when you left for Santa Monica
You left me to remain with all your excuses for everything
And I remember the time when you left for Santa Monica
And I remember the day you told me it's over

_-__------_--_-__--_--__-_--__-_____


[ Say Goodbye by Theory of a Dead Man ]

Album: Gasoline

Track Available: Played on the guitar as a song without the vocal. Also
available on Lucas' Stereo.

She said don't leave this up to me to say
That I don't love you anyway
Just leave it up to me to say goodbye
'Cause these good times will never last
So keep a hand on the wheel and a foot on the gas
We thought it would last forever
I wish you'd just remember

No
Will anything change your mind?
(She said)
A one way ticket was a pretty good sign
(And I said)
Well how can you leave it all?
(And she said)
There ain't much to leave behind
Just say goodbye
So say goodbye
Say goodbye
So say goodbye
Just say goodbye
So say goodbye
Say goodbye

Next time I'll take it slow
And as for you I'll never know
At least next time I'll try to understand
So please don't leave this up to me to say
That you don't love me anyway
I'll just leave it up to you to say goodbye
'Cause these good times will never last
Keep a hand on the wheel and a foot on the gas
We thought it would last forever
In case you don't remember

No, will anything change your mind? (She said)
That a one way ticket was a pretty good sign (And I said)
How can you leave it all? (And she said)
There ain't much to leave behind
So say goodbye, say goodbye
Just say goodbye, say goodbye
Say goodbye, just say goodbye, just say goodbye

Well, these good times will never last
Keep a hand on the wheel and your foot on the gas
We thought it would last forever
In case you don't remember

No, will anything change your mind? (She said)
That a one way ticket was a pretty good sign (And I said)
How can you leave it all? (And she said)
There ain't much to leave behind
So say goodbye, say goodbye
Just say goodbye, say goodbye

_-__------_--_-__--_--__-_--__-_____


[ No Way Out by Theory of a Dead Man ]

Album: Gasoline

Track Available: During Chapter 6 (Alternate Reality), played when you start
the ASM punching the bag sequence. Also available on Lucas' stereo.

Such a beautiful face, such a beautiful waste I say
Just when you think I'm lost you found your way
That little angel on my shoulder says
Not to do those things you did
That little angel on my shoulder screams
"I think I lost my way"

So take your thoughts and run away
From a god who ain't much of a know-it-all
So follow me and hold your breath again
'Till I say when, 'til I say when

Such a beautiful end to such a beautiful sin I say
(A sinner say)
Just when you pull me in I push away
(I push away)
That little devil on my shoulder says
I'll make you do those things you did
That little devil on my shoulder screams
"I think you found your way"

So take your thoughts and run away
From a god who ain't much of a know-it-all
So follow me and hold your breath again
'Til I say when, 'til I say when

There's no way out for you
Well you can follow me, just follow me down
There's no way out for you
So just follow me, just follow me down

Your god ain't much of a know-it-all
Your god ain't much of a know-it-all
Your god ain't much of a know-it-all
Your god ain't much of a
No, he's nothing at all

There's no way out for you
But you can follow me, just follow me down
There's no way out for you
So just follow me, just follow me down

There's no way out for you

_-__------_--_-__--_--__-_--__-_____


[ No Surprise by Theory of a Dead Man ]

Album: Gasoline

Track Available: On Lucas' Stereo.

Friday is when you left me
So I drank myself to sleep
And Sunday is when I'll wake up
Not to remember a thing

My friends all say the same thing
I don't know my new girl too well
(I know)
That all this lying gets to me
And no one seems to give a shit
(The way)
She talks to every guy in the bar
(I guess)
It should've raised some kind of alarm
Who'd ever think I'd go in and end up
Like all the other guys that you're gunning for

Well it ain't no surprise
That you'd turn me on and leave
It ain't no surprise
That you'd turn it around on me
I don't know why
You won't give me what I need
It ain't no surprise
That that bitch is leavin' me

My friends are mean to me
They say I don't break up too well
(They know)
All this crying gets to me
And no one seems to give a shit
Well I know you want to
So go on and say it
Just go on and say it
Just go on and say it

Well it ain't no surprise
That you'd turn me on and leave
It ain't no surprise
That you'd turn it around on me
I don't know why
You won't give me what I need
It ain't no surprise
That that bitch is leavin' me
(Leavin' me)

Friday is when you left me
So I drank myself to sleep
And Sunday I never woke up

Well it ain't no surprise
That you'd turn me on and leave
It ain't no surprise
That you'd turn it around on me
I don't know why
You won't give me what I need
It ain't no surprise
That that bitch is leavin' me
That that bitch is leavin' me

_-__------_--_-__--_--__-_--__-_____


[ Love TKO by Teddy Pendergrass ]

Album: Greatest Slow Jams/Greatest Hits

Track Available: On Chapter 5 (Police Work) when Tyler takes a shower, on
Chapter 22 (Happy Anniversary!) while Tyler & Samantha dances.

Lookin' back over my years
I guessed, I've shedded some tears
Told myself time and time again
This time I'm gonna win

But another fight, things ain't right
I'm losin' again
Takes a fool to lose twice
And start all over again

Think I'd better let it go
Looks like another love T.K.O.
Think I'd better let it go
(What you think about it, girl), let it go, baby (Oh, yeah)
Looks like another love T.K.O.

Tried to take control of the love
Love took control of me
'Cause you lose all thoughts, sense of time
And have a change of mind

Takin' the bumps and the bruises
Of all the things of a two-time loser
Tryin' to hold on, faith is gone
It's just another sad song

I think I'd better let it go (What you say about it?)
Looks like another love T.K.O.
I think I'd better let it go), let it go, baby (Oh, baby)
Looks like another love T.K.O.

Tried to take control of the love
Love took control of me
'Cause you lose all thoughts, sense of time
And have a change of mind

Takin' the bumps and the bruises
Of all the things of a two-time loser
See I try to hold on, my faith is gone
It's just another sad song

And I think I'd better let it go (Let it go, let it go)
Looks like another love T.K.O. (I think I'd better)
Think I'd better let it go, let it go, baby
(If I know what's good for you, girl)
Looks like another love T.K.O. (I couldn't stand this pain much longer)

Think I'd better let it go, let it go, baby (Whoa...oh...yeah)
Looks like another love T.K.O. (Ooh...ooh...baby)
(Oh, sometimes, sometimes I just feel like I wanna say)
(I wanna say, mmm...mmm...)

'Cause it looks like another love T.K.O.
(Tired of gettin' beat up by love)
Think I'd better let it go, let it go, baby (Before it's too late, yeah)
Looks like another love T.K.O.

Think I'd better let it go (Yeah)
Looks like another love T.K.O. (Hey, yeah, whoa, I think I'd better)
Think I'd better let it go (Let it go), let it go, baby (Oh, yeah)
Looks like another (Yeah) love T.K.O.
(Oh, they say love is better the second time around)

Think I'd better let it go (I can't stand on my feet)
Looks like another love T.K.O.
(I'm falling down, no, 'cause, 'cause, 'cause)
I think I'd better let it go (Let it go, baby)

_-__------_--_-__--_--__-_--__-_____


[ Street Tough by Ben E. King ]

Album: Street Tough

Track Available: On Chapter 2 (Investigation), the song that appears on the
jukebox if you start the song using Tyler (soon Carla ordered to shut it
off).

Street Tough

Living on the city street tough
Living on the city street tough
Living on the city street tough
When you're street tough

You came down the ups and downs of life turnin' you round
You got to keep on moving on
Places you know, people you see thats where you find
The answers to survive, learning things as you go
And now you're traveling down the path
Of life where only fools dare to go
And even though you're losing
You know you just can't let it show

When you're street tough
You got to learn to be strong
When you're street tough
You got to take care of your own
Street tough
Win or lose live or die
Street tough
When you're street tough

And through the years you hold your tears
You have to face, you got to to survive
Doing the things you got to do, you know you're better
If you want to stay alive (stay alive)

You're traveling down the path
Of life where only fools dare to go
And even though you're losing
You know you just can't let it show
When you're street tough
You got to try for yourself
When you're street tough
You got to fight like hell to get somewhere
Street tough
There's nobody out there who really cares
Street tough
Lord, when you're street tough

Living on the city street tough

And now you're traveling down the path
Of life where only fools dare to go
And even though you lose sometimes
You just can't let it show

When you're street tough
Living on the city street tough
Living on the city street tough
Living on the city street tough

Round and round the chances go
Where you'll stop nobody knows
When you're street tough
Lord, when you're street tough
Whats right for you is wrong for them
Don't wanna hurt nobody but you got to make it for yourself

When you're street tough
Living on the city street tough

_-__------_--_-__--_--__-_--__-_____


[ Hang It Up by Patrice Rushen ]

Album: Haven't You Heard: The Best Of...

Track Available: On Chapter 17 (Double or Quits), during the basketball match
between Tyler and Jeffrey. Also available during most of the sequences in the
Bonus section (main menu)

Hang it up
Don't you know you got to
Hang it up
When you're on your [indistinct]
Hang it up
'Cause you can't be [indistinct]
Hang it up
'Cause you should be striving
Hang it up
You know you got to
Hang it up

_-__------_--_-__--_--__-_--__-_____


[ Try It Again by Bobby Byrd ]

Album: On The Move

Track Available: On Chapter 11/12 (Friendly Combat), during the fight in the
ring between Carla and Tyler.

When times seem to be hard
Don't forget how long it took you to start
Try it again
Try it again
When things just won't go your way
Hold on and try another day
But try it again
Try it again
Don't ever think that you can't make it
All you got to do is try
Don't give up, don't give up
If you do you might as well lay down and die

When you're trying to reach the top
The more you try, the more you flop
Try it again
Try it again
If you feel like you're trying too hard
Just got to give yourself another start But try it again
Try it again

When things just won't go your way
You got to come on and try another day
But you try it again
Try it again
If you ever think that you can't make it
I believe that you can make it
Get on out there you can take it
Get up...get out...get on down there
If you're trying to reach the top
The more you try, the more you flop
You try it again
You got to try it again
Things just won't go your way
Hold on and try another day
But try it again
You got to try it again
You can make it [indistinct]
Get on up...get on out...
[indistinct] can you dig what I'm trying to say
Get on up
Get on out
Get on up
Get on out
Get on up
Get on out
Get on up
Get on out
Get on up

When you're trying to reach the top
The more you try, the more you flop
Try it again
All you got to do is just try it again
When things just won't go your way
Hold on and try a another day
But try it again
Try it again

If you feel that you can't make it
Wait a minute you can take it
Try it again
Try it again
If you feel like you're trying too hard
Just got to give yourself a brand new start
Try it again
Try it again [7]

_-__------_--_-__--_--__-_--__-_____


[ Just An Illusion by Leee John ]

Album: In The Heart Of The Night/Nightdubbing

Track Available: During the "Sam's Dance" Bonus entry (main menu), the song
that is played on the background.

Illusion...illusion...illusion...illusion

Searching for a destiny that's mine
There's another place another time
Touching many hearts along the way, yeah
Hoping that I'll never have to say

It's just an illusion...illusion...illusion

Follow your emotions anywhere
Is it really magic in the air
Never let your feelings get you down
Open up your eyes and look around

It's just an illusion...illusion...illusion

Could it be that, it's just an illusion
Putting me back, in all this confusion
Could it be that, it's just an illusion now

Could it be that, it's just an illusion
Putting me back, in all this confusion
Could it be that, it's just an illusion now

Could it be a picture in my mind
Never sure exactly what I'll find
Only in my dreams I turn you on
Here for just a moment then you're gone

It's just an illusion...illusion...illusion

Could it be that, it's just an illusion
putting me back, in all this confusion
Could it be that, it's just an illusion now

Could it be that, it's just an illusion
putting me back, in all this confusion
Could it be that it's just an illusion now

_-__------_--_-__--_--__-_--__-_____


[ No Good Man by Nina Simone ]

Album: Nina Simone Anthology: The Colpix Years

Track Available: On Chapter 1 (The Murder), it is the song played on the
jukebox if you use it with the coin.

No good man

Loving on a no good plan, never treats me as he should
And that ain't good
He's always bringing me down
He's no saint, heaven knows that's what he ain't
Spends his money foolishly and not on me
I'm the one who gets the run around

I ought to hate him, but still I love him so
'Cause I require, love that's made of fire
And in his arms I find, I always get that kind

No good man

Ever since the world began, there's been other folks like me
Born to be in love with a no good man

I ought to hate him, but still I love him so
'Cause you see I require, love that's made of fire
And in his arms I find, I always get that kind

No good man

Ever since the world began, there's been other folks like me
Born to be in love with a no good man

_-__------_--_-__--_--__-_--__-_____


[ Sandpaper Kisses by Martina Topley-Bird ]

Album: Anything

Track Available: On Chapter 19 (Dark Omen) played at the stereo in Carla's
apartment.

Sandpaper kisses, papercut bliss
Don't know what this is, but it all leads to this:
You're gonna leave Her
You have deceived Her
Just a girl

Ooh just a girl with featherweight curls
To expose all she knows you play like tease
Just a girl with featherweight curls
To expose all she knows you play like tease

You're gonna leave Her
You have deceived Her
Just a girl

I want the soul of something simple to
take home with me
The world as someplace simple it's my
home you see

You're gonna leave Her
You have deceived Her
Just a girl, a blood red pearl




M i s c : E n d i n g s

[sub5.4]

There are a total of three endings you can get; the normal, bad and worst
ending. In between these there are different cut-scenes in the "Final
Countdown" chapter where you can obtain. Those, I'll leave them to you to
discover. Here, I'll include the requirements for each ending:


[ The Normal Ending - Human Wins ]

In this ending, the A.I. and The Oracle lose. Lucas representing the human
race wins. Overall, the best ending we can get to.

Requirements:
- Defeat both parties (The Oracle and A.I.) as well as the soldiers.
- If you lost the girl to The Oracle in "Where is Jade?", as Carla hit the
soldier with the object on the floor.
- If you handed the girl over to Agatha in "Where is Jade?", refuse to give
the child to The Oracle.


[ The Bad Ending - The Orange Clan Wins ]

In this ending, The Oracle wins (Orange Clan seeks victory). No adverse
effect have taken place on Earth after the battle ends, but maybe shortly or
soon? This is the bad ending.

Requirements:
- Generally, you lose to The Oracle to obtain this ending. Carla will come to
the rescue. Let the timer run off.
- If you lost the girl to The Oracle in "Where is Jade?", as Carla hit the
soldier with the object on the floor. Then, simply lose to The Oracle
nevertheless.
- If you handed the girl over to Agatha in "Where is Jade?", defeat the A.I.
Choose to save Carla after defeating the A.I.


[ The Worst Ending - The Purple Clan Wins ]

Humans are forced to live underground. This is the worst ending. In this
ending, the A.I. (purple clan) wins. Humans are hunted down and killed.

Requirements:
- Generally, you lose to the A.I. but only after defeating both The Oracle
and the soldiers.
- If you lost the girl to The Oracle in "Where is Jade?", hit the soldier
with the metal object on the floor. Then, defeat The Oracle, but lose to the
A.I. As Carla, simply let the timer finish off.
- If you handed the girl over to Agatha in "Where is Jade?", simple lose to
the A.I. As Carla, let the timer finish off.

That's pretty much everything you need to know on the endings. Good luck on
getting them all. To be honest, I have yet to get all those small different
cut-scenes myself. I have gotten all three endings though.


_-__------_--_-__--_--__-_--__-_____---_-_-____--__--_




6. C R E D I T S   [creditsmenu]

I'd like to thank myself like I always do and also the administrators of
GameFAQs in charged of the site for their continuous great work for running
the site and for hosting my previous guides/FAQs. That's all for this game.
I'll wrap my things and get going. I have things to work on, but I will
always write guides in the future, and hopefully we'll see a sequel to this.

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Thanks to GameFreeek for reminding me of calling Sam using the payphone,
which adds to your Mental Health in Chapter 1.

Credit goes to "Kim"  for the feedback regarding the
missing Bonus Card in the guide.

Also, thanks to "Rani Khair" (ranikhair@hotmail.com) for the corrections on
the Bonus Card section.

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Before I end the guide...

Please pay attention to the statement below:

No part of this FAQ may be reproduced in any form, shape, or transmitted, in
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This FAQ is for personal use and for viewing purposes only. Readers may print
a copy of the FAQ for he or she's own personal use without publicly or
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This FAQ is protected by the International Copyright Law and all its contents
are limited for the use of the websites which hold responsibility and have
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responsibility of not permitting any sort of publishing, selling, or copying
the contents and materials present in the FAQ.

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Copyright (c) 2005 - 2006 by the author piecemealcranky. All rights
reserved.


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