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    FAQ/Walkthrough by Syonyx

    Version: 1.0 | Updated: 04/17/05 | Search Guide | Bookmark Guide

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    |   `   ||  `'  |`._,. { `._,. { \  `-' ||  |    |  ||  ||  '-` |{  `'  | |   \
    '-.____^;\______/ .-.,  ) .-.,  ) \___.-'|__'    .__/.__|\___/\_| \_.-__| `-._|
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      =                                                                        O
      O                Juggernaut - a complete FAQ/Walkthrough                 =
      =                            by :: Syonyx ::                             X
      X                              version 1.0                               =
      =                                                                        O
      O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=
    
    _____________________                                             _____________
      TABLE OF CONTENTS                                                 GAME INFO
    
    1. Introduction                                               Title: Juggernaut
    2. Playing the Game                                  Platform: Sony Playstation
    3. Walkthrough                                          ESRB Rating: M (Mature)
        3.1 Start                                     Developer: Will / Tonkinhouse
        3.2 Beach & Tower                                         Publisher: Jaleco
        3.3 Mansion Exterior                          Release Dates: 19-Nov-98 (JP)
        3.4 Mansion 1st Floor                                        30-Sep-99 (NA)
        3.5 Finding the Microcosm Hub
        3.6 Mansion 2nd Floor
        3.7 Mansion Lower Level
        3.8 Microcosm Hub - Black & White Room
             3.8.1 Killing Island
             3.8.2 Endorphin Rush                     ** To jump to any section,
        3.9 Microcosm Hub - Art Gallery                  press ctrl-F and enter
             3.9.1 Warrior Tribe                         the corresponding section
             3.9.2 Prison of Death                       number. **
        3.10 Microcosm Hub - Dressing Room
              3.10.1 Curse of the Phila
              3.10.2 Virtual Insurance Investigation
        3.11 Microcosm Hub - Projector Room
              3.11.1 Eyes of Memory
              3.11.2 Core Station Mystery
        3.12 Final Encounter
        3.13 New Game +
    4. Item List
    5. Closing Info
    
    This version completed April 17, 2005.
    
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                                 ~~~~~~~~~~~~~~~~~~~
                                   1. INTRODUCTION
                                 ~~~~~~~~~~~~~~~~~~~
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    Welcome, one and all.  I, Syonyx, will be your guide through Juggernaut, a
    graphical first-person adventure game.  In terms of gameplay, Juggernaut is
    similar to the Myst series, in case that's a useful reference point for you.
    It's just a tad more creepy and satanic, though (hence the Mature rating).  In
    Juggernaut, your girlfriend is being taken over by a demonic force, and you
    must enter her mind to try and free her before it's too late.
    
    I would advise most players to make their own way through the game as much as
    possible, referring to this guide only when you feel you are truly stuck or
    getting really frustrated, unless you're really only interested in speeding
    through the game, having other more pressing games to get to.  I wouldn't fault
    you for that, since Juggernaut is fairly dated and obscure, and requires a fair
    amount of patience to get through on your own.  If you are just looking for a
    little tip if you find yourself stuck, rather than looking through the
    walkthrough, in which I might not be doing things in the exact same order that
    you are, you might try checking out the item guide.  There, you can search for
    the names of items that you haven't found yet and where to get them, then go
    off on your own once more.  Since the game is pretty much driven by locating
    and using items, this is an easy way to locate what you're missing when you
    find yourself stuck.
    
    On a side note, what is a juggernaut?  Unfortunately for X-Men fans, this game
    has nothing to do with the 'Crimson Bands of Cyttorak'-powered behemoth of
    Marvel Comics fame, though that would make for a fun game too.  Rather, it
    harkens to the original definition of juggernaut, an overwhelming, advancing
    force that seems to crush everything in its path (as per dictionary.com).  In
    this case, it refers to the evil force that has taken over your girlfriend, and
    which you must battle through esoteric means.  It's an ominous word, to say the
    least.
    
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                               ~~~~~~~~~~~~~~~~~~~~~~~
                                 2. PLAYING THE GAME
                               ~~~~~~~~~~~~~~~~~~~~~~~
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    ----------
     CONTROLS    D-pad: Move / move cursor.           L1: Open/close map
    ----------   X: Select / examine                  R1: Open/close inventory
                 O: Advance dialogue
                 Triangle: Exit menus / cancel action cursor
    
    ----------
     GAMEPLAY    Juggernaut is a graphical, first-person adventure, where you take
    ----------   take the role of a young man traveling through a construct of
                 your girlfriend's mind in an attempt to free her from the demonic
    influence that is taking her over.  I sure hope you get some after all this.
    Anyway, in first-person perspective, you move about, examine objects, pick up
    and use items, and solve puzzles to accomplish your objective.
    
    MOVEMENT CURSOR: This icon at the bottom of the screen shows you the current
    directions (forward, back, left, right) that you can move in.  Generally,
    forward makes you walk forward, left and right turn you in that direction (up
    to 90 degrees), and down makes you turn around where you're standing.  Once you
    start playing the game, however, you'll quickly realize that exactly what each
    command makes you do depends on the needs of the room that you're in.  Please
    also note that pressing forward when you're already up against something will
    instead activate the action cursor, allowing you to examine objects in your
    field of vision more closely.
    
    ACTION CURSOR: This round targeting reticule appears when you press forward
    while standing in front of something that you can look at more closely.  When
    it appears, move it about the screen onto objects that might be of interest.
    If there is something to examine or pick up, the reticule will spin in place.
    Press X when this happens to either read about the object of interest or pick
    it up, if that is possible.  Press Y to return to the movement cursor when
    you're done.
    
    BODIES: In the mansion, where you'll spend most of your time, you will have to
    switch between different body types to get through different areas.  The 3
    types are:
        -Soul: In this form, you exist as a floating orb at eye-level.  You cannot
               open doors or pick up or use objects, but you can pass through small
               holes in the walls.
        -Adult Body: In this form, you can enter full-size doors and use items to
                     your heart's content.
        -Juvenile Body: With this form, you wander about at knee-height.  You can
                        go through the tiny doors you will find, but you cannot
                        reach the handles of large doors.  You are still able to
                        pick up and use objects.
    
    To switch between the different forms, you must find Soul Exchangers.  These
    machines can insert or remove your soul from either a large body or a juvenile
    body, depending on the machine.  You may make these changes as often as is
    necessary.
    
    INVENTORY MENU: Press R1 to open this menu at any time.  You will see items in
    your inventory; press left or right to scroll through them.  Press X when the
    desired item is in the center of your view and you will get the following
    options:
         -Examine: Look more closely at the item to learn more about it.
         -Use: Use the item on the current screen.  If you cannot use that item
               there, you will be told so right away.
         -Combine: Join the item with another in your inventory to create a new
                   useful item.  Only useable with certain items.
    
    The most important item in your possession is the pendant from your girlfriend.
    You can use this at any time to save your game.
    
    MAP: Press L1 to open a simple overhead map of the current area or floor that
    you are on, then press L1 again to close it.  Your current position and the
    direction that you're facing will be indicated by an arrow.  Also, there are 3
    types of doorways shown on the various maps:
         -Green line: Adult-sized door.  Can only pass through with an adult body.
         -Yellow line: Juvenile-sized door.  Can only use with the juvenile body.
         -Red dot: Soul hole.  Can only pass through as a disembodied soul.
    
    Use the map frequently to keep track of your location and spot places you
    haven't been to yet.
    
    -----------------
     SAVING THE GAME    I mentioned this under inventory above, but it's worth
    -----------------   mentioning again.  To save your game at any time, open the
    inventory menu (R1) and choose the Pendant.  Use it to open the save game
    screen, and choose a location to save.  You must have a memory card with at
    least 1 free block of space in memory card slot 1 in order to save your game.
    You can make up to 4 different save files per memory card, each taking up 1
    block of memory.
    
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                                  ~~~~~~~~~~~~~~~~~~
                                    3. WALKTHROUGH
                                  ~~~~~~~~~~~~~~~~~~
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                                   3.1 Introduction
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    Simply keep pressing up (not like you have any other choice) to enter the house
    and examine the room where Sarah is all tied up.  Examining the doll on the
    dresser is optional, but you have to examine first your girlfriend, then the
    priest.  From there, just hit O to proceed through the dialogue, and enjoy the
    action.
    
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                                  3.2 Beach & Tower
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                   Old man
                      | |
              ________| |________
     Painting|_____   | |   _____|Record              N
                    \ (T) /                           |
                     \   /                         W--+--E
                      | |         T = Tower           |
                      | |                             S
             _________| |
            |___________|
           Sun         Dock
    
    
    You find yourself on a sunset beach.  Press up to activate the action cursor,
    then examine the sun.  Note the description.  Next, turn around and walk into
    the forest.  Go into the tower that is dead ahead of you.  Once you're part-way
    up the spiraling stairs, turn to your right and head out over the walkway.  At
    the end, there will be a strange man sitting on a pedestal.  Talk to him, and
    answer him with these choices in this order:
    
         -That which destroys soul.
         -What will appear?
         -When will it appear?
    
    Now, examine the birdcage he turned into to see the time on the pocket watch
    there: 6 o'clock.  Go back to the bottom of the tower, and once outside turn
    either left or right and walk to the end of the forest path.  Examine the
    ground to pick up the object there, then turn around and keep going straight to
    reach the opposite end of the forest, then pick up the other item there.  On
    the East side, you get the RECORD, while on the West side, you pick up the
    PAINTING.
    
    Go back to the front of the tower, enter it, and keep going up the stairs all
    the way to the top.  Enter the room and turn left.  Use the PAINTING to place
    it on the easel (press R1 to open your inventory menu).  Go back to the ground
    and head to the West end of the forest.  Because you placed the painting on
    this side, a new path through the forest exists here (hey, this is a construct
    of the mind, remember?  It doesn't follow normal rules of time and space.  I
    mean, a guy just turned into a birdcage with a watch in it, for goodness'
    sake).
    
    Go up to the tower and note the '33' on the door.  Enter it and go up to the
    record player.  Open your inventory and examine the RECORD you're carrying; it
    says '78' for the front side and '33' for the back.  Place the RECORD on side B
    in the record player and listen carefully to the short tune.  Now, as you
    approach each door in this tower, it will play a bar from the record and list
    'first bar', 'second bar', etc.  You have to go through the series of doors
    that plays the bars of the song in the correct order.  This is confusing at
    first, since both doors from the starting room play the right bar, but after
    that, one of them doesn't lead to any doors that play the correct second bar.
    Anyway, the correct path, starting from the room with the record player is:
    Red door, Green door, Red door, Green door.  This brings you to another pocket
    watch.  Examine it, then set the time to 6 o'clock by pressing X with the
    cursor over '6'.  Exit out of there and you'll be given the option to quickly
    back right out to the first room.  Just turn to the door opposite the record
    player and leave.
    
    Return to the central tower and go up to the top room again.  Remove the
    PAINTING from the easel and place it on the other easel, opposite the first
    one.  This opens up a new path on the other side of the forest.  Go there and
    enter the new tower with '78' on the door.  Inside, place the RECORD on side A
    at the record player and listen carefully.  Supposedly, it says "Dog, god ,
    evil, live", but it kind of sounds like "Doc, doc, elu, leff".  Anyway, again,
    the doors will give a sound bite and a bar, and you have to go through the
    series of doors that match the record.  From the starting room, the correct
    order is: Red door, Brown door, Blue door, Brown door.  Inside, examine the
    pocket watch and set it to 6 o'clock again.
    
    Once both watches are correctly set, there will be a little FMV, and you will
    find yourself on the dock back at the beach.  Go forward, and examine the edge
    of the dock on the left side.  Move forward onto the footprints, and you go to
    the giant floating rock.
    
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                                 3.3 Mansion Exterior
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    Go forward until you reach the man with the lamp.  Move forward and talk to
    him.  Choose "No, I don't" to receive the DOG CARD.  Turn around and back away
    from him a bit, turn right and go around to the West side of the mansion.  Look
    to your right to see a man sitting at a table.  Use the DOG CARD on him to have
    it transformed to the GOD CARD.  Now go to the East side of the mansion to find
    another man at a table there.  Use the GOD CARD on him to receive the EVIL
    CARD.  Go back to the first man and use this card to have it changed to the
    LIVE CARD.  Finally, go around to the back of the mansion and see the man
    standing there.  Use the LIVE CARD on him to receive a choice: Choose "Yes" to
    gain entry to the mansion, albeit via hideous means.
    
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                                3.4 Mansion 1st Floor
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                     Stairs up
                 _______| |_______
                |  _____   _____  |
                | |     SH      | |
                | AD  library   | |      SH = Soul Hole
                | |_  _______  _| |      AD = Adult-sized door
                | | AD       SH | |      JD = Juvenile-sized door
                | |     art     | |      LL = lower level
                | |   studio    | |
                | |_____________| |                             N
                |_| soul        | |                             |
                  |  exchanger AD |                          W--+--E
                  |__SH_________| |                             |
                  |__  ___________|                             S
                     JD
                   down to LL
    
    Examine the painting if you like, then turn around to receive a message from
    the Priest.  Being disembodied, you can't open doors or pick up objects.  Move
    to the opposite corner, where there's a hole in the wall.  Zoom through it.
    Keep going straight and go through the hole in the bookshelf.  Once you're in
    the hall, turn right and keep going forward to reach a dead end.  Turn right
    and go through the soul hole here to find the first Soul Exchanger machine.
    Examine the body in it to use the machine, and elect to inhabit the Adult Body.
    
    Now corporeal, head out the door on the side of this room, turn left and go
    ahead past the stairs to reach the door to the library (you should start using
    the map frequently to orient yourself by pressing L1).  ***Before entering, go
    straight to the wall at the end of the hall.  Your pendant will glow and you'll
    receive a message from Sarah.  This spot must be important.  Examine the wall
    to see the following design:
    
                                 + --> O
    
    That's it for here.  Go back to the door along the side of this hall and enter
    it.
       _________
      | LIBRARY |
    --           ------------------------------------------------------------------
    Maneuver to behind the desk and examine the book on it.  Take note of the
    picture inside: The skull has once stake straight through it's forehead, and
    another entering through the left temple.  Go right to the doors and enter the
    left one (not the one you came in through).  You're back in the starting room.
    -------------------------------------------------------------------------------
       _________________
      | PAINTING STUDIO |
    --                   ----------------------------------------------------------
    Move around until you're between the shelves and the table.  Look at the
    shelves and pick up the YELLOW PAINT.  The Priest gives you a hint about what
    you'll need to do with it.  Turn around fully and look at the table.  Move the
    action cursor around and select the RED PASTEL to pick it up.  Make your way to
    the door and leave, then go through the next door just on your left to return
    to the hallway.
    -------------------------------------------------------------------------------
    
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                            3.5 Finding the Microcosm Hub
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    Now, before you go upstairs, in the interests of expediency, go back to the
    Soul Exchanger and switch back to the soul.  Float out the hole in the back and
    go around the hallway to the stairs, then go up to the second floor.  Go right
    when faced with the double doors and move along the hallway, past the next door
    on your right, to reach a T-junction.  Go left and half-way along the wall,
    then turn left and go through the soul hole to find a Juvenile Body in another
    Soul Exchanger.  Inhabit the Juvenile Body, then leave the room via the small
    door.  Go down the hall back to the stairs and down to the first floor.
    
    Circle around the hallway to the South end, then go through the small door in
    the South wall.  This will take you down to Lower Level 1.  Here, there are 2
    Soul Exchangers on the West side.  Enter the small door to your left, release
    the Juvenile Body, then go out via the Soul Hole and go through another into
    the next Soul Exchanger room on your left.  Get the Adult Body, leave this
    room, then go through the double-doors just ahead.  Go through the tunnel until
    you feel warm air, then go ahead down the stairs to the second lower level.
    
    Half-way down the tunnel, turn right and climb the ladder there.  This puts you
    in the Microcosm hub, as the Priest informs you.  Enter the first door straight
    ahead of you at the top of the ladder.
       _______________
      | DRESSING ROOM |
    --                 ------------------------------------------------------------
    Go forward, then left, then up to the wall.  From there, turn right to face the
    dresser.  Examine the top drawer to open it, then take the PICTURE inside.
    Next, go up to the wall on the opposite side of the room, then turn right and
    examine the wardrobe to open it.  Take the PIECE OF IRON on the shelf.  Leave
    this room.  You'll return later, but there's a lot to do first.
    -------------------------------------------------------------------------------
    
    Go back down the ladder, go ahead down the tunnel the way you came, and go back
    to the Soul Exchanger to release the Adult Body.  Fly out and go back into the
    other Soul Exchanger room to get the Juvenile Body once more.  With it, leave
    and go right, through the small door you came in here from, and back up to the
    first floor.
    
    Now, with the PICTURE and PIECE OF IRON in your possession, and in control of
    the Juvenile Body, go back up to the second floor.
    
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                                3.6 Mansion 2nd Floor
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     _______
    | Skull |                                                        N
    |  room |                                                        |
    |_     _|                                                     W--+--E
      AD/JD                  Stairs down                             |
       | |      ________  _______| |_________________     __         S
       | |     | darkrm ||                 AD        |   |  |Iron
      /   \    |______AD||   ____   ____   |  Game   |   |  |press
     /AD|JD\   |        ||  |    AD     |  |  room   |   |  |
    |  | |  |  |        ||  |           |  |_________|   |  |
    |AD| |JD|  |parlor  AD  |           |  | Bedroom |   |  |
     \SH| SH   |        ||  |           |  AD        |  /  /   AD = Adult door
      \   /    |AD______||  |           |  |_________|  |  |   JD = Juvenile door
       | |     | storage||  |___________|  |            |  |   SH = Soul hole
       | |     |________||  | soul xchg |  |            |  |
       JD/_______________|  |____JD/____|  |____________|JD/
      |SH                        SH                      SH|
      |____________________________________________________|
    
    
    As the Juvenile Body, make your way to the South hallway, and go to the East
    end.  Enter the small door there to descend into a narrow hallway (you're
    actually on the first floor here since you descended some stairs, but the only
    entrance to this area is on the second floor so I'll count it as part of
    there).
       ______________________________
      | CRUMBLING HALLWAY/IRON PRESS |
    --                                ---------------------------------------------
    Go straight to the end of the hall.  At the half-way mark, you can examine
    things on the sides, but you can't do anything with them yet.  Go to the iron
    press and use the PIECE OF IRON to place it inside.  Next, examine the control
    board below the drawer and press the top red button to make the KEY.  Turn
    around and leave this hallway.
    -------------------------------------------------------------------------------
    
    Now it's time to get the Adult Body and rock this floor.  Return to the Soul
    Exchanger nearest you and dump the Juvenile Body, then float down to the first
    floor as a soul and get the Adult Body in the first-floor Soul Exchanger room.
    Go back up the stairs to the second floor.
    
    Go straight ahead through the double doors to enter the dining room.
       _____________
      | DINING ROOM |
    --               --------------------------------------------------------------
    Head to the rear right corner and examine the door.  It's locked, so use the
    IRON KEY to open it.  Inside, take the BLUE PAINT from the shelf.  That's it.
    Exit back to the main hall.  You'll be back in here shortly, though.
    -------------------------------------------------------------------------------
    
    Now, once you exit the dining room, turn left and go down the West side of the
    corridor.  Enter the only door along the West wall.
       ________
      | PARLOR |
    --          -------------------------------------------------------------------
    Move to the left side of the room and examine the small table in the corner.
    There are 2 items of interest on here.  On the right, examine the paper
    clippings to read: "Dm7".  Also, listen carefully to the tape recorder a couple
    of times.  Now turn left and examine the lock on the door.  It is a panel with
    the letters C,D,E,F,G,A,B,C, and an Enter button.  You have to press the
    correct combination of keys to open the door.  Each button produces a different
    sound effect.  The correct order reproduces the sequence of sounds heard on the
    tape recorder.  The easier way to figure it out, though, is to know that the
    notes D,F,A,C make up the D-minor-seventh chord (it helps to be musically
    knowledgeable).  So press D, F, A, then C, and hit Enter to unlock the door.
    Enter the door, and pick up the MIRROR.  Leave this side room.
    
    Head toward the door on the opposite side of the room.  This one is also
    locked.  Look on the table beside it and examine the photo album.  Once it's
    open, use the PICTURE to fill the missing spot.  The page will flip and you'll
    see the numbers 5,3,8 on the backs of the pictures.  Turn to the door and
    examine the combination lock, then set it to 5,3,8 and press Enter to unlock
    it.  Enter the darkroom and pick up the FILM from the table.  Leave the
    darkroom and go back out to the main hallway.
    -------------------------------------------------------------------------------
    
    Now you need to switch back to the Juvenile Body again, so go down to the first
    floor, escape from the Adult Body, float back up, and go get the Juvenile Body
    from the middle room along the South hallway.  With the small body, go back to
    the East corner and re-enter the hallway where you found the iron press.
       _________________________________________
      | CRUMBLING HALLWAY/IRON PRESS (2nd time) |
    --                                           ----------------------------------
    With the juvenile body, head into the small door and go half-way up the
    hallway.  Turn left and examine the mirror stand.  Place the MIRROR in it, and
    out of the reflection you receive FILM.
    
    Continue to the end of this hallway.  Place the IRON KEY back into the iron
    press, and examine the panel below the drawer.  Press the Green button to turn
    the key into the IRON CRANK.  Now you can leave this hallway for good.
    -------------------------------------------------------------------------------
    
    Sadly, you now have to change bodies yet again.  Dump the Juvenile Body where
    you found it, then go down to the first floor and obtain the Adult Body once
    more.  Come back up to the second floor and enter the double doors to return to
    the dining room.
       ________________________
      | DINING ROOM (2nd time) |
    --                          ---------------------------------------------------
    Head to the rear left corner of the room, and you'll feel a draft.  Examine the
    wall here to push it in.  If you look to the right of the recessed wall now,
    you'll see a red electric eye.  If you try to go in, it'll close the wall and
    push you out.  Instead, now go to the right side of the table in the main room
    and examine the candle holder sitting on it.  Move the candles, then press the
    button underneath them.  Return to the trick wall, push it in again, cancel the
    action indicator and move into the space it was hiding.  You turn around and
    see a ladder.  Climb up it to reach the 3rd floor.
    -------------------------------------------------------------------------------
       ________________________
      | WATER TANK (3RD FLOOR) |
    --                          ---------------------------------------------------
    Up top, go right, then left around the tank.  Enter the door at the end of the
    hall.  Inside, move ahead to the hole, then use the IRON CRANK to drain the
    water.  Look right and climb the ladder to enter the empty tank.  At both ends
    of the tank, examine the mud on the ground to find the COIN and the KNIFE.  On
    picking up the latter, the Priest appears to tell you what you need to do with
    it.  Climb out of the tank and return to the ladder to get back to the dining
    room.  Go back out into the main hall.
    -------------------------------------------------------------------------------
    
    Next, go down the East side of the hall (turn right on exiting the dining
    room).  There are 2 doors here.  Enter the first one in the corner.
       ___________
      | GAME ROOM |
    --             ----------------------------------------------------------------
    Turn right and go past the pool table.  Examine the arcade machine.  You need
    to do 2 things to get it to work: Place the RED PASTEL in its right hand, and
    insert the COIN in the slot.  This will put it to work coloring in a diagram.
    Examine the diagram carefully.  I suggest that you write it down somewhere, but
    I'll provide you with it later in this guide when you need to use it.  You can
    now leave this room.  You might want to check out the chess table at the end of
    the bar on your way out, though.
    -------------------------------------------------------------------------------
    
    Now turn left and enter the next door along the East wall.
       _________
      | BEDROOM |
    --           ------------------------------------------------------------------
    Move up to the bed, then turn right and examine the photo on the nightstand.
    It depicts the mansion as you saw it from outside previously, and as such, is
    part of your past.  As per the Priest's instructions, slash it with your KNIFE.
    You may now leave.
    -------------------------------------------------------------------------------
    
    It's switcheroo time once more.  Go back to the first floor and shed the Adult
    Body, then float back upstairs and get the Juvenile Body on the second floor.
    This time, head to the West corner along the South hall and enter the small
    door there.  This takes you down to a hallway with Soul Exchangers for both
    Juvenile and Adult bodies and another hallway beyond it.
       ____________
      | SKULL ROOM |
    --              ---------------------------------------------------------------
    Approach the door at the end.  There is a skeleton on either side of the door,
    with the bodies fallen away from the skulls, which are staked to the wall.
    Examine the skulls until you are given the option to rotate them.  Rotate each
    one 3 times, then enter the door (do not press the button, it resets the room
    and the skulls) to find a dining table.  There's nothing here for you as an
    adult, so back to the soul exchanger, release the body, then go through the
    soul hole and into the other room just beside the one you came out of.  There
    is another soul exchanger in here that gives you a juvenile body.  Get the
    juvenile body, then go through the upper door in this room to go back up to the
    skulls.  Enter the door (again, do not press the button), then examine
    underneath the table to find FILM.
    
    Leave and go switch back to the Adult Body, then go back up to the skulls.
    Rotate each skull one more time.  You'll hear the next room creaking again if
    you did it right.  Enter the room to find a painting.  Approach it, and slash
    it with the KNIFE to release your past.  There's still one more picture to go.
    Leave this hallway.
    -------------------------------------------------------------------------------
    
    Return to the Adult Soul Exchanger and release your soul.  Get the Juvenile
    Body next door and use this to return to the second floor main hallway.  Still
    in the Juvenile Body, go back to the first floor, all the way to the South
    hallway there.  Go through the small door in the South wall, across from the
    soul hole.
    
        ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                              3.7 Mansion Lower Level
        ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    
    Turn right to look at the double doors, and the Priest will appear to give you
    a clue.  Open the doors as the Juvenile Body to reveal a secret panel, with a
    hole.  Use the IRON CRANK here to change the room ahead.  Turn around, enter
    the left Soul Exchanger room and exit from the Juvenile Body, then go to the
    other Soul Exchanger room right next door and get the Adult Body.  Go out and
    open the double doors to find out what is different inside.  Go ahead until you
    find a vault in the wall.  Open it to receive FILM.  Turn around fully and exit
    this room.
    
    Switch back to the Juvenile Body.  Return to the secret lower panel and use the
    IRON CRANK in the hole again.  Switch back to the Adult Body and go through the
    double doors again, this time to find a painting.  Slash it with the KNIFE.
    Now that you've slashed all 3 pictures of your past, you are shown in a vision
    what has changed in the mansion.  Switch to the Juvenile body once more so that
    you can go back up to the first floor.
    
    Unfortunately, you have to go all the way to the second floor Soul Exchanger
    room to lose the Juvenile Body, then float back to the first floor and get the
    Adult Body.  Still on the first floor, enter the library again, then the
    painting studio, and examine the painting that you were facing when you first
    appeared in the mansion.  You reach into it and pull out the AX.  Go back
    outside and enter the Soul Exchanger, then float back up to the second floor
    and get the Juvenile Body.  Finally, go back down and through the South door on
    the first floor to return to the lower level.
    
    As the Juvenile Body, open the panel in the double doors and use the IRON CRANK
    one last time to re-set the room to the configuration that lets you climb down
    to the second lower level.  Switch to the Adult Body, go through the double
    doors and down, then climb up the ladder along the tunnel to return to the
    Microcosm Hub.
    
    To keep with the order of Microcosms listed here, go through the door on the
    East side first.  We'll do them from there in counter-clockwise order.
    
        ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                    3.8 Microcosm Hub -  Black & White Room (North)
        ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    
    You find yourself in a colorless room.  The only features of interest are the
    door with the pentagram and peg pattern, and the sign beside it that reads:
    
    "Red Knobs [up]
     Blue Knobs [down]"
    
    To solve this puzzle, you have to recall the drawing made by the arcade machine
    in the game room on the second floor of the mansion.  I suggested earlier that
    you write it down, but since I'm feeling helpful I'll include the diagram here.
    
                        /\
                   ____/b_\____
                   \r /\ o/\ r/     r = Red (push peg up)
                    \/b_\/r_\/      b = Blue (push peg down)
                    /\r /\ b/\      o = colorless (leave peg in neutral position)
                   /b_\/_o\/_b\
                       \r /
                        \/
    
    Examine the board on the door and move the pegs so that they correspond with
    the diagram (keep clicking on each peg to cycle through the different
    positions).  Once you do this, the door opens and you move on in.  Change to
    Disc 2 to continue.  There are doors on the left and the right.  Let's do the
    left one first.
    
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
       3.8.1 Killing Island (jungle island)
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    "Tragedies occur on an isolated island, where Evil exists everywhere."
    
    From the start, turn around and go out of the bedroom, then out of the hut
    entirely.  Go left and climb down the ladder by the hut entrance, then try to
    go down the road.  You won't go any further because you hear another gunshot,
    so climb back up the ladder and circle left around the raised platform.  Climb
    down the ladder at the back and enter the cave.  Examine both the girl and the
    lamp on the ground in front of her.  Examine the girl again and then the next
    day will come.
    
    You start off out in the forest.  Turn right and go to the crossroads.  Head
    North to reach some cliffs; examine the tip of the cliffs in the distance.
    Turn around and go back to the crossroads, then go South to the village.  Go
    straight to the edge and look over the side down to the beach.  You must also
    look to either side from the village entrance and examine the dead bodies.  Go
    back up to the crossroads and travel West to the forest edge, and examine the
    foliage dead ahead.  Return to the raised hut.  As you approach it, a short
    vision is triggered (if it isn't, you missed looking at something, so head back
    out and try again).  Go to the cave behind the hut and talk to the girl.
    
    After the girl speaks, examine the lamp once more to go over your memories.
    Head back out to the West edge of the forest and examine the single tree on the
    left.  This opens up a new path, so go forward along it to reach the beach.
    Turn left and examine the skeletons.  Turn back right and continue along the
    new path to the end.  Turn left and walk up to the small camp.  After a FMV and
    a conversation, turn to walk away from the soldier.  You automatically return
    to the beach.  Go back up to the forest and walk East all the way to the port
    at the end.  Examine the children and read through the denouement.  Eventually
    you'll be given the OLD GUN.  Use it when asked to finish the story.
                                   _____
                                  | cave|
                 Cliffs           |_   _|
                   | |           ___| |___
                   | |          |   ___   |
                   | |          |  |bed|  |
                   | |          |  |_ _|  |
                   | |          |___   ___|
                   | |              | |
                   | |              | |
    Forest_________| |______________| |________
    Edge___________   _________________________Port
     | |           | |
     | |           | |         ________
     | |           | |        |tent__  |
     | |     Lifeless Village        | |
     | |           |_|               | |
     | |_____________________________| |
     |___________ beach _______________|
    
    Go straight across to the other door to start the next vignette.
    
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
       3.8.2 Endorphin Rush (prison island)
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    "Repeated experiments with no ethics are performed in a huge prison."
    
    You are given the FAKE ID CARD right at the start of the mission.  Head up into
    the facility.  Examine the lever beside the gate and pull it.  At the next
    door, look right and examine the ID scanner, then use the FAKE ID CARD to gain
    entry.  After talking to the security guard, turn right and advance to the
    elevator.  Turn right to examine the ID scanner and use your card again to go
    up to the second floor.
    
    Go ahead to the crossroads and take a right, then go straight up to the end of
    the hall.  Turn right again and go to the end, then enter the bathroom on your
    left.  Examine the scientist to take the WHITE UNIFORM.  Use it right away to
    put it on, then leave and go back down the long hall to the first crossroads
    you came to upon leaving the elevator.  Enter the door marked 'HYMN' at the end
    of the hall.  Examine the scientist on the right, and the head of the man on
    the table.  After the lead scientist talks to you, look to the left and use the
    switch by examining the white box on the table.  Ha ha, you're complicit in
    torture...  Anyway, go forward after leaving the room and turn left, then enter
    the door marked 'EDELWEISS'.  Examine the feet of the man on the table, then
    the back of the second scientist from the left.  When prompted for the Child
    Finger S, select the instrument on the right.  Obviously, the other device is
    the Big Bear Hand.  After you select it, you will leave the room.
    
    Go left up the long hall and enter the room across from the restroom where you
    assaulted the scientist (the one marked 'ALCHEMIST').  Talk to the scientist.
    You will receive the ELECTRONIC KEY.  Turn around and leave the room, turn
    left, and go straight all the way to the elevator.  Look to the right and use
    the ELECTRONIC KEY on the lock.
    
    After meeting a new friend, you find yourself in a prison cell.  Talk to the
    prisoner straight ahead of you.  Once he leaves, turn around to face the
    entrance and you'll be freed.  Turn right and go straight ahead all the way to
    the Computer Room.  You will be given the GUARD UNIFORM, so put it on right
    away by using it in your inventory menu.  Examine the computer panel and look
    at the data.  Click on each box and read the info, then leave the room and turn
    left.  Go ahead to reach the next elevator.  Use the ELECTRONIC KEY on the
    panel to the right of the door to get on.
    
    On the fourth floor, go up the hallway until you reach a glass door.  Examine
    the two men inside and you'll be prompted to go to the Power Plant.  Turn
    around and return to the elevator, use the ELECTRONIC KEY to get in, and re-
    trace your steps all the way back to the first floor.  Go to the middle of the
    long hallway and enter the West door.  Use the ELECTRONIC KEY again here to get
    into the power plant controls.  Examine the switch in the middle and use it to
    cut the power.
    
    Turn around and go straight across the hall to use the emergency stairs back up
    to the fourth floor.  Turn left and go through the glass doors.  Examine the
    upper right restraint on the table and the power will come back on.  Turn left
    and continue through the next door.  Use the ELECTRONIC KEY beside the elevator
    to go up to the fifth and final floor.  You automatically proceed to the
    orchestrator of events in the prison.  Talk to him and watch the events unfold.
    
    Back on the mainland, talk to M.  Talk to him again, then examine both cups of
    coffee and the bottle on the desk.  After that, move the cursor to the top of
    the screen (I think it's M's crotch) and examine there.  Pick up the remaining
    cup.  Examine the cup once more to finish the tale.
    
          1ST FLOOR
     ____________________
    |                    |                           SECOND FLOOR     _
    |  _________________Elevator                 __ _____ ___ _______|_|Restroom
    | |                                     Up to__:_____:   :_______ _|
    Door________                             3rd          | |        |_|Alchemist
    |_________  |                                         | |            room
              | |                                      ___| |___ ___
              | |                           Emergency |   : :   :   |Power
          Gate & Lever                       stairs   |___: :___:___|Plant
              | |                                         | |
              | |                                         | |
             Start                       Edelweiss ___ ___| |______
                                           room   |___:___: :______:Down to 1st
                                                          | |
                                                          |_|
             THIRD FLOOR                                  |_|
               _  _  _  _  _  _                       Hymn room
    Down_ ____| || || || || || |_ _ _
    to  _:____:                :_:_:_|Computer room
    2nd       |_||_||_||_||_||_| | |
                Prison           | |__ _
                 cell            |____:_Up to 4th
    
      FOURTH FLOOR
       _ _______ _
      |_:_______:_|Experiment lab
                | |
                | |
             _ _|_|
    Emergency_:_:_|
     stairs     | |______
                |________:Down to 3rd
    
    Now that you have cleared both vignettes in this Microcosm, you see a twisted
    door partially straightening out.  Return to Disc 1 to continue.  You find
    yourself back in the black & white room.  Exit to the main hub.  Let's go to
    the next door on the right.
    
        ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                       3.9 Microcosm Hub -  Art Gallery (West)
        ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    
    Look at the paintings if you want to, I'm not sure what they mean.  Head around
    the partition to the back of the room and face the door.  When you try to enter
    it, you read the note "Wet Paint".  Go back outside this door and face it again
    (inside the room, there's a case of film that you can pick up, but it's an
    extraneous item, i.e. you don't need it).  Since there wasn't really any wet
    paint on the door, how about we add some?  If you use either the yellow or blue
    paint on the door, you will then be able to pick up another bucket of that
    color inside the room.  But remember what the priest said when you first got
    the yellow paint?  You have to make it green.  In the inventory menu, combine
    the yellow and blue paint to make the GREEN PAINT.  Use this on the door to
    create the entrance to the microcosm.  Switch to Disc 3 to continue.
    
    There are doors to the left and straight ahead.  Let's do the one to the left
    first.
    
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
       3.9.1 Warrior Tribe (jungle island)
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    "Mysterious island, don't be deceived by the illusions and try to see the
    truth."
    
    After the prologue, talk to the chief to start the fight.  Once you find
    yourself in your hut, turn around and go outside.  Take the first left and go
    to Seim's hut.  Talk to Seim and examine his pot, then go back outside.  Go
    straight across to Tyros' hut and talk to him.  Head up into the rest of the
    village and go left to Daron's hut.  Talk to the chief and something strange
    will happen.  Leave the hut and go straight across to Jagi's hut and talk to
    him for another weird vision.  You can also go up and speak to Kura and Tochis
    in their respective huts.  When you're done, go back and talk to Seim again.
    
    The next morning, head up and right to the village meeting place.  Talk to the
    chief and you'll be asked to go find Tochis.  Head North to his hut and enter
    it.  Go back to the village square to report what you found.  When Tyros joins
    you, return to Tochis's hut again.  Once there, talk to Tyros.  Next, go to the
    village square again to look for Kura.  In Kura's hut, talk to the villagers.
    Leave them in the hut and go to Seim's hut to talk to him once more.
    
    When you find yourself back in your hut, go to Death Spring by heading West
    then North from the crossroads nearest the village meeting place.  Once the
    path turns white, go to Chief Daron's hut and talk to the villagers gathered
    there.  Return to the white path at Death Spring.  Just keep watching and
    reading as the very strange story plays out to the end.
    
             Kura's
              hut _ _________ _
                 |_:___   ___:_| Tochis's
      Death _          | |        hut
     Spring| |    _ ___| |___ _
           | |   |_:___   ___:_| Jagi's
           | | Daron's | |        hut
           | |   hut   | |
     ______| |_________| |_______
    |__________________   _______|Village Square
    Beach              | |
                  _ ___| |___ _
          Seim's |_:___   ___:_| Tyros's
           hut         | |        hut
                       |_|
                       |_|
                     Ugosa's
                       hut
    
    After the story ends, head up and turn right to find the other door in this
    area.
    
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
       3.9.2 Prison of Death (prison island)
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    "Inside a towering building in the middle of the night, blood splashes and
    screams echo.  Evil laughs scornfully..."
    
    Talk to the man on the docks, then turn around and head into the facility.  Go
    through the gates to the first locked door.  Look right at the ID scanner and
    use the ID CARD there to gain entry.  Inside the hall, examine the white line
    along the wall.  Turn right, go to the elevator, then turn left and examine the
    window in the wall again.  Turn back to the elevator and use the ID CARD again
    on the scanner on the right side.
    
    On the second floor, go ahead around the corner to the crossroads.  Go left
    through the door, then turn left and look at the door.  It is marked 'TOYBOX'.
    Turn around and go through the other door in this hall to find the computer
    room.  Examine the notepaper on the left side by the mug.  Next, examine the
    computer below the panel.  This controls the door locks.  Having read the
    report and looked at the door opposite this room, you now have the names of 3
    sectors: DUSK, DAWN, and TOYBOX.  Enter each of these words into the computer
    and hit enter (use backspace, or BS, to erase each one once you've cancelled
    the locks) to open the doors.
    
    Once they're all unlocked, leave this room and enter the 'Toybox' room ahead of
    you.  Examine the GUN to pick it up.  Leave and go across the main hallway to
    the other pair of doors.  Enter the left one and turn left when facing the
    operating table.  Pick up the TRANQUILIZER DART on the crates, then head back
    outside.  Go out to the main hall and turn right.  To prepare for what's ahead,
    open your inventory menu and combine the TRANQUILIZER DART with the GUN.  Head
    up and turn the corner to spot a guard by the elevator.  To shoot him, move the
    targeting cursor over his chest and hold X until you fire.  You automatically
    retrieve the MEMO PAD from his body.
    
    Your ID card won't work on this elevator right now, so turn around and return
    to the computer room.  There, open your inventory menu and examine the BLACK
    MEMO PAD.  You need to code to get access to the 3rd floor. Examine the ID card
    writer at the top right corner of the panel, and enter the number 3030303 and
    hit enter.  Exit here and return to the elevator.  Turn to the ID scanner and
    use your upgraded ID CARD to gain access.
    
    On the third floor, you are met with 2 guards this time.  Move the cursor over
    each one's chest and hold X until the targeting indicator zooms in fully.  Once
    they fall, you pick up the RED MEMO PAD.  Go past them down the hall.  Turn
    left at the intersection and enter the prison area.  The first pair of prisons,
    marked 'INSECTCAGE' and 'PIGPEN', both contain prisoners.  Just ahead, the
    prison on the right is marked 'BIRDCAGE', and you can see a TRANQUILIZER GAS
    GUN inside.  Behind you, the room is open, and there is a GAS MASK sitting on
    the crates.  Pick that up, then go back out of the prison area.
    
    Go straight across the intersection and enter the next door on the right to
    find another computer room.  Now examine the new memo pad in your inventory.
    Between both memo pads, you now have the codes:   0010100 - 1st floor
                                         0202020 - 2nd floor
                                         3030303 - 3rd floor
                                           ???   - 4th floor
                                         0050500 - 5th floor
    
    You still need to go to the fourth floor before you can get to the fifth, but
    what is the code?  Well, looking at the others you see that there are only 3
    different patterns, so the code for the 4th floor must be either 0040400,
    0404040, or 4040404.  Try each of these in the ID card rewriter in this room to
    gain access (the correct one is 0404040), and also enter 0050500 for later.
    Now examine the notes on the side again, and use the computer in the middle to
    unlock the BIRDCAGE prison by entering that as a password.  Go back into the
    prison area, enter the cell you opened, and pick up the TRANQUILIZER GAS GUN.
    You will automatically put on the GAS MASK (unless you still need to pick it
    up).
    
    Go South at the intersection to reach the next elevator.  Look to the right and
    use the ID CARD on the scanner to gain entry.  You face four guards up top.  As
    soon as the targeting cursor appears, hold X until you fire (don't move the
    cursor).  Walk down the hall.  At each corner, you'll see a short FMV.  Keep
    going until you reach the final elevator.  Use the ID CARD on the scanner on
    the right to go up to the fifth floor.  There, keep going forward until you
    reach the desk and talk to the man behind it.  Finally, use the DART GUN to
    finish the story.
    
        FIRST FLOOR                                     SECOND FLOOR
     _______________ _                                 _ ________
    |_ _____________:_|Elevator              Elevator |_:______  |
    | |                 to 2nd                to 3rd           | |
    | |___________                                         _   | |   _
    |___________ _|                                     __|_|__| |__|_|__
                | |                                    |__ _ __: :__ _ __|
                |_|                                       |_|  | |  |_|
               Start                                           | |
                                                               | |________ _
                                                               |__________:_|Down
                                                                           to 1st
      THIRD FLOOR
    
    Down to                                     FOURTH FLOOR
    2nd__________                            _ ___ ________
    |_:________  |                          |_:___:______  |
               | |                       Elevator        | |
    Computer   | |     _  Storage         to 5th         | |
       _|_|____| |____|_|__|_|__                         | |________ ___ _
      |________: :____ _ __ _ __|                        |__________:___:_|Down to
               | |    |_|  |_|                                             3rd
               | |        Birdcage
               | |
               | |________ _
               |__________:_|Elevator
                              to 4th
    
    After a message from the Priest to hurry (what does he think you're doing?),
    leave this room for the main hub.  Turn right and go to the next door.
    
        ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                      3.10 Microcosm Hub - Dressing Room (South)
        ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    
    Go straight ahead from the top of the ladder to enter the South room.  In the
    room, walk ahead and turn left to examine the discolored rectangle on the wall.
    Does its shape look familiar?  Use the MIRROR on the wall to see something
    hidden in the room.  Next, turn around and go to the opposite wall.  Use the AX
    to chop through the wall, revealing the hidden door.  You automatically go
    through it.
    
    In this strange space, there is a door to your left, and a cyber helmet
    straight ahead.  Let's do the door on the left first.  Enter it to start the
    vignette.
    
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
       3.10.1 Curse of the Phila (forest)
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    "A legendary sacred animal, Phila, vengeance and a curse from 18 years ago are
    brought back today."
    
    After reading through the back-story, head straight through the forest until
    you reach the house at the end (the houses on the sides are all closed, there's
    nothing to do there now).  Enter the home and talk to Dr. Rosenschtiner.  Turn
    around and leave to get a tour of the house.  Across from the study is the
    dining room.  Next to that is the bathroom.  In there, press forward to examine
    the floor.  You can't go through the door in the back.  Exit back out to the
    hall.  The last door across from the stairs is the display room.  Enter it and
    examine Phila in the glass case.  Look left and go to the shelf, examine the
    mask there, then turn around and examine Phila again from another angle.  Leave
    the room and go upstairs.
    
    Go into your room and examine the desk to write in your notebook.  Turn around,
    go back downstairs and return to the study to start the interview with the
    Doctor.  At the end, the Doctor suggests that you take a walk, so head outside
    the house.  Once you do, you hear church bells.  Head down through the forest
    and take the second right to reach the church.  Go inside and walk up to the
    altar to look behind it.  Return to the house and re-enter the study to tell
    Dr. Rosenchtiner what you saw.  Next, go upstairs and knock on Eliza's door to
    get her to use the phone.  Since there's nothing else you can do for now, go to
    your room and use the bed.
    
    After a vision, go downstairs to the display room and touch the mask.  After
    Eliza sees you, go back to bed upstairs.  Next, go down to the study and talk
    to the doctor again.  He agrees to come with you as you investigate the rest of
    the little town.  Leave the house and go down to the first crossroads, then go
    left to Meisel's house.  Examine the door, then cancel the action indicator and
    move inside.  Check the room on the right.  Examine the body, then also examine
    the FEATHER in its hand.  Next, turn left and go behind the kitchen counter to
    find another body.  Examine that one too, then leave the room and enter the
    other room across the hall.  There's one last body to check out in there.
    
    Leave the house and go straight across the forest to Ruth's house.  Once you
    enter, examine the feather on the ground.  Turn left and enter the door in the
    back of the room.  Examine the body slumped against the wall, then turn right
    and look at the one on the bed.  Examine him to see another feather and you'll
    be prompted to return to the doctor's house.  Do so.
    
    Once you return to the house, go upstairs to Eliza's room to check on her.
    Next, go to the display room to check on Phila.  Examine him to talk with the
    doctor about him.  You decide to watch over Phila, while Eliza visits you.
    Afterwards, leave the room and go to the doctor's study.  Go up to Eliza's room
    next.  After a little snack, go back to your own room and use the bed to sleep.
    
    After you figure things out, Eliza comes to your room.  Talk to her once.
    After that, move the action cursor over the door, not over Eliza.  You'll
    automatically run to the display room.  You have to find a weapon.  Move to the
    opposite corner of the room from the door, past Phila's case, turn around and
    look behind the shelves.  Pick up the antique sword.  You have to do all of
    this before Eliza reaches the room.  Examine the mask to start a fight, then
    smash the glass case and attack Phila.  Watch the denouement of this episode.
    
              FOREST                            DOCTOR'S HOUSE
               _____                             FIRST FLOOR
              |     |Dr. Rosenschtiner's       ___
              |     | house  ---------------> |   --:------
              |_____|                         |___--:  ___>Stairs up to 2nd floor
                | |                        Display  | |
     Ruth's     | |                         room    | | ___
      house     | |                                 | :-   | Bathroom
      ----      | |      ----                       | :-___|
     |    |-----   -----|    |                  ___ | | ___
     |    |-----   -----|    |                 |   -: :-   |
      ----      | |      ----            Study |___-: :-___| Dining room
                | |    Meisel's                     | |
                | |      house                      | |
      ----      | |                              To outside
     |    |-----  |
     |    |-----  |                              SECOND FLOOR
      ----      | |                             ___
     Church     | |                      Guest |   :------
                | |                       room |___:   ___>Stairs to 1st floor
                | |                                 | |
                |_|                                 | | ___
               Start                                | :-   | Eliza's
                                                    | :-___|  room
                                                    |_|
    
    Head toward the cyber helmet to start the next story.
    
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
       3.10.2 Virtual Insurance Investigation (cyberspace)
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    "Obscene murders produced in a highly systematized and controlled society..."
    
    Head into the virtual world of the Core Station by clicking on World Network.
    In this scenario, you can ignore the Shopping and Culture branches, as there
    isn't anything useful there.  First off, go to Public Services, then choose
    Medical to visit the virtual hospital.  Enter Internal Medicine and speak to
    the first doctor on the left, Maniella (the other two are with patients and
    cannot be accessed).  After the consultation, you receive the ADDRESS OF GREEK
    CROSS HOSPITAL.  Exit the doctor selection screen and choose the new option
    here, System Control.  Click on the man's face to ask about the chart system.
    Exit back to the first screen.
    
    Check your mail box and click on New Mail to receive the LIST OF MURDERED
    PATIENTS.  Now choose Net-Tel and use the ADDRESS OF GREEK CROSS HOSPITAL to
    phone them up.  Talk to the nice lady and ask her to check if your chart is
    there like it should be.  Now, examine the items in your inventory.  The
    description of the list you received will give you a clue what to do next.
    However, you need another tool before you will be able to get useful
    information.  Check your Mail Box again to get the HACKING PROGRAM.
    
    Next, go back into Public Services through Core Station and visit the Police
    database.  Use the HACKING PROGRAM here to gain entry to the files, then use
    the LIST OF MURDERED PATIENTS to cross-reference with them.  Keep clicking on
    the windows until you read about Lucifer Planning.  Click the top box to get
    the ADDRESS OF LUCIFER PLANNING, and also click the lower box.  Leave Core
    Station.
    
    Go to Net-Tel and use the ADDRESS OF LUCIFER PLANNING.  Talk to the lady and
    choose whichever options you want.  Once you get kicked out, go the your Mail
    Box and click New Mail again to receive the SEARCH ENGINE.  Return to Net-Tel
    and dial up Lucifer Planning again.  Talk to the lady once more and make any
    selections, but this time at the end your connection will stay open.  Once you
    get to the organizational chart, click wherever the action icon spins until you
    decide to investigate N. Atas (read it backwards).  Click on the box to receive
    the ADDRESS OF N. ATAS.
    
    Back at the Net-Tel main screen, use the ADDRESS OF N. ATAS to call him up,
    then use the SEARCH ENGINE on the next screen.  Examine the man twice to strike
    up a conversation.  Once you get the action cursor back, examine him again.
    When 3 boxes appear on-screen, click on each to continue.  Finally, when all
    seems lost, use the SEARCH ENGINE again.  Click to connect on Area 3, then D-
    block, then File 1 (Data Conversion Program) followed by File 5 (Data
    Search/Medical Records).  When N. Atas' chart pops up, click on File 1 again to
    link his program to himself.
    
                                INFORMATION
                                     |
                 MEDICAL ---- PUBLIC SERVICES ---- POLICE
                                     |
                                     |
                  CULTURE ---- CORE STATION ---- SHOPPING ---FOOD (Closed)
    (Closed)MUSIC---                 |                    ---ELECTRICS
              ART---                 |                    ---AUTOMOTIVE (Closed)
                                     |                    ---REAL ESTATE
                                     |
                 MAIL BOX ---- WORLD NETWORK ---- NET-TEL
    
    
    Now that you have cleared both vignettes in this Microcosm, you see the twisted
    door finally straightening out completely.  Return to Disc 1 to continue.  You
    find yourself back in the dressing room.  Exit to the main hub.  Climb down the
    ladder and go to the end of the tunnel.  Ready for the final showdown?
    
        ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                     3.11 Microcosm Hub -  Projector Room (East)
        ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    
    There are actually 5 projectors in this room; one on the table, and 4 in boxes
    mounted on the walls on both sides of the room.  Each will project a film of a
    door.  You need all projectors showing this in order to make the door real
    enough to step through.  Each box on the wall has the letter H, E, L, P written
    on it, but one of these letters is in red on each box.  Examine each box and
    note which letter is in red.
    
    Now, open your inventory menu and choose 'Examine' for each film reel that
    you're carrying.  In doing so, you'll find that they are engraved with the same
    letters as the boxes on the walls, and their listings in the inventory menu
    will change to reflect these letters (there was an extra roll of film in the
    back room in the Art Studio that has no such letter.  It is a decoy).  So as
    you examine the boxes and note which letter is in red, next use the FILM with
    the same letter to place it in the box (if you put the wrong film in the boxes,
    the image gets all screwed up when you play the projector, but you can remove
    the film from the box and try again).  When they're all in place, go to the
    projector and use the switch beside it to start things rolling.
    
    In this Microcosm, there is a door on the right and a cyber helmet straight
    ahead.  Go right and enter the door first.
    
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
       3.11.1 Eyes of Memory (forest)
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    "In the dim forest people are treated like dolls.  Insanely evil."
    
    Go forward, then turn left and examine the doll on the grave.  Go up the path
    to the intersection, then go left to the house there.  Knock on the door, then
    cancel the action cursor and go inside.  Go up to the painting and examine it,
    then enter the door on the left.  Look to the left and examine the body there,
    then turn back to the right and go ahead to the desk.  Open the drawer to find
    a KEY.  Leave the room and enter the other one just ahead to examine another
    body.  Leave this house.  Go straight across to the next house and enter it.
    Turn right and look at the photos on the counter.  Go to the back of the room
    and look left to find another body.
    
    Go North to the end of the forest and go right to the house.  Use the KEY to
    get inside.  Go straight to the back room and examine Grandma in the bed.
    Provided that you've looked at all the dead people in the other houses, you
    briefly go over what you've seen.  Leave Grandma and exit this house, then go
    straight across the path to the dead end opposite.  Examine the body there,
    then turn around and go back to Grandma in her bed.  Talk to her again, then
    put your hands on her eyes as she instructed (move the action cursor over the
    eyes).  It seems that you can see a person's memories by touching their eyes.
    
    Go back to the murdered man at the dead end of the forest and touch his eyes.
    This reveals a new path by the grave back near the start of the forest.  Go
    back there and walk through the forest along the new path.  Half-way along it,
    there's a clearing with furniture on either side.  Turn left and go to the
    china cabinets, and examine the bowl on the second shelf in the right one.
    Turn around and cross to the tables and touch the eye in the bowl on the middle
    one.  Continue West through the forest to reach the graveyard.
    
    In the graveyard, turn right and go North a bit, then go left to find a pair of
    impaled skeletons.  Examine the lone eye in the skull on the left.  This
    reveals a new path behind the monument.  Return to where you entered the
    graveyard and go West past the monument to a new area.  At the T-junction, go
    right and up to a hole in the ground.  Examine the hole to see a vision through
    the photos in there.  Go back past the monument and go South along the path to
    reach the stone casket at the end.  Examine it to open it and touch the eyeball
    inside.  This reveals the final path past the crosses.  Go back to the
    monument, go past it, and turn left at the T-junction.  Keep going past the
    crosses until you're in a brightly-lit field.
    
    Go up to the house and examine the door.  Inside, talk to the girl, examine the
    mirror and the lamps beside it.  Talk to the girl again, then examine the
    mirror to trigger some memories.  Talk to the girl, who is by the tea tray,
    once more, then examine the mirror again.  Talk to the girl when she offers you
    tea.  Examine her whenever the action cursor shows up until the story is
    finished.
                                                  __________________ _
                                            dead |_______   ________:_|Grandma's
                                    _         end        | |            house
                                   | |                   | |
                        Skeletons  | |                   | |
                           | |     | |                   | |
                           | |_____| |                   | |
            hole           |_______  |         _ ________| |________ _
             | |                   | |        |_:________   ________:_|
             | |                   | |       house       | |        house
             | |     Monument      | |                   | |
             | |______|    |_______| |_ ____tables______ | |
             |  ______|     _______   _:________________ | |
             | |      |____|       | |      China   Grave| |
             | |                   | |     cabinets      | |
             | |                   | |                   |_|
             |_|        Stone _____| |                  Start
           crosses     casket|_______|
    
    
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
       3.11.2 Core Station Mystery (cyberspace)
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    "A society fully controlled by the internet, lives through monitors.  Evil
    approaches..."
    
    Click on the World Network to enter Core Station.  Here, you don't need to
    enter Culture or Shopping to get through the story, but check them out if you
    want to.  You do need to go to Public Services and then to the Police.  Click
    on the screen there to get a little update on what's happening with crime in
    the city.  Next, go to Information and watch the News.  Note the warning about
    illegal shops.  Exit back to Core Station and go to the Free Area.  Enter the
    Cafe and talk to all 3 people there.  Take a look at the stuff for sale in the
    other places within the Free Area.  On some, you get an option to order some;
    ignore this for now.  You must at least examine the items in the Diet shop to
    continue.
    
    Go back to the News to see a new broadcast.  After that, return to the Cafe in
    the Free Area and talk to everyone about the accidents.  The girl on the right
    will give you a tip: She asks about your favorite fruit, then says that 85 is
    too many to eat.  Now, if you looked at all the stuff in the shops, you may
    have noticed that many items contain or are based on the word "Orange".  If you
    try to order 85 of these items, you will gain access to secret shops.  In the
    Diet Shop, you actually can't order the orange item, as it's 'only for
    members'.  Next up is the Idol Shop.  Order 85 Plastic Orange trading cards
    (enter 85 then click on 'OK') to enter the Password Shop.  Order the POLICE
    PASSWORD to add it to your inventory.  Also go to the Pizza Shop and order 85
    of the Tropical Orange pizza to enter the secret Software Shop.  There, buy the
    MIMI V6.2 tapping program.  You can also try to order the orange item in the
    Software Shop, but they don't have current hacks right now.
    
    Go to Public Services and enter the Police database.  At the main screen, use
    the POLICE PASSWORD to gain access to their files.  Once you're in the Top
    Secret area, click to read them.  Exit out of Police and enter Information.
    Watch the new News broadcast, then go back to the Cafe.  Talk to the folks
    there to learn what happened to Camia.  After that, enter the Software Shop and
    order 85 of the Orange Harvest program.  Purchase the INFORMATION PASSWORD
    (it's the left picture).  With this, return to Information under Public
    Services and use the INFORMATION PASSWORD.   In the file menu, you can watch
    all of the broadcasts that have been made.  File 5, however, is new.  It is the
    statement sent to the police by the perpetrator.  Exit to the main Information
    screen and use your MIMI V6.2 program to find the DOCTOR'S ADDRESS.
    
    Go back to the main Core Station screen and use the DOCTOR'S ADDRESS.  This
    brings you to a new area.  First, click on Doctor to read all about him.  Read
    each subsection here, but especially Death to learn what you have to do.  Next,
    click on Camera and examine each of the 14 images.  You'll notice that for each
    painting title, one of the letters is in red.  Note these letters in connection
    with the camera numbers.  The complete list is here:
    
       Camera | Letter             Camera | Letter
      -----------------           -----------------
          1   |  O                    8   |  L
          2   |  D                    9   |  W
          3   |  Y                   10   |  O
          4   |  B                   11   |  Statue outside house
          5   |  R                   12   |  House
          6   |  O                   13   |  Corpse at computer
          7   |  M                   14   |  Computer screen
    
    Next, go to '?', and choose the first option (?#1) to see the number:
    4810623915711.  However, if you watch as the number appears, you'll note that a
    couple of times, 2 digits appear as once, so properly the number should be
    read:
      4, 8, 10, 6, 2, 3, 9, 1, 5, 7, 11.
    
    When you select ?#2, you see the statue of the demon with the numerals 'XI' on
    it's head, and the word Satan with the 'S' in red.  This is number 11, which
    gives you the letter S in the same way as for cameras 1 through 10.  Now that
    you've seen all this, you can translate the string of numbers into letters.
    Doing so gives you the code: 'Bloodyworms'.  Go to the option '!' and punch in
    this password, then click on Enter to terminate the program.
    
                                INFORMATION
                                     |
                 MEDICAL ---- PUBLIC SERVICES ---- POLICE
                                     |
                                     |
                  CULTURE ---- CORE STATION ---- SHOPPING ---FOOD
            MUSIC---                 |                    ---ELECTRICS (Closed)
     (Closed) ART---                 |                    ---AUTOMOTIVE
                                     |                    ---REAL ESTATE (Closed)
                                     |
                                 FREE AREA ---CAFE
                                           ---DIET
                                           ---IDOL
                                           ---SOFTWARE
                                           ---PIZZA
    
    And with the last of the Microcosms cleared, the twisted doors straighten out
    and you automatically go through them.  Switch to Disc 3 to get on with the
    endgame.
    
        ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                 3.12 Final Encounter
        ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    
    Walk ahead through the field to reach a grave.  Examine it twice to zoom in,
    then use the PENDANT to have everything go to hell.
    
    Go ahead to the center and turn to either side, then walk out and examine the
    ground.  On one side, you find the COIN, and on the other you find the CROSS.
    Go back to the middle and up the side opposite where you started from to find
    the GARLIC on the ground there.  Once you have all 3 items, return to the
    center of the pillars.  Now things get interesting.
    
    For this fight, recall the image burned into the wall on the first floor of the
    mansion: + -> O.  This means that you should first use the CROSS, then the
    COIN.  Any other combination of items or order just gets you killed.  Finally,
    pick the COIN back up from the goo and use it again.  Talk to Sarah whenever
    you get the chance.  When you get a dialogue choice, pick "Let's make a deal"
    (not the obvious choice, in my opinion).  Next, choose "Don't show me your
    face!" and "I won't be deceived".  Examine the hilt of the SWORD to pick it up.
    Use it a moment later when the action cursor appears to slay the demon.
    
    Watch the WORST END CREDITS SEQUENCE EVER, then pick up the CHESS PIECE.  Save
    your game!!!
    
        ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                   3.13 New Game +
        ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    
    Didn't see this one coming, did you?  Or maybe you did, since there were still
    a couple of pieces of unfinished business in the mansion.  Anyway, insert Disc
    1 into the Playstation and load the save file that you created after the end
    credits to start this mode.
    
    Walk up through the gate and enter the house.  Inside, turn right and enter the
    side room.  In the mansion, turn around and go into the library, then
    immediately left into the hall.  Turn right and go to the stairs, then up to
    the second floor.  Turn left and advance to the first door and enter the Game
    Room.  Go ahead to the edge of the bar and examine the chess board set up
    there.  Use the CHESS PIECE to start a little game.  The board starts as
    follows:
       __ __ __ __
      |  |BG|WB|WG|
    4 |__|__|__|__|    BK = brown knight
      |  |  |  |WB|    BR = brown rook
    3 |__|__|__|__|    BG = brown king
      |  |WK|  |  |    WK = white knight
    2 |__|__|__|__|    WB = white bishop
      |BK|  |  |BR|    WG = white king
    1 |__|__|__|__|
       a  b  c  d
    
    Now, if you know any chess at all, you'll know that this is a very abbreviated
    game, and not well-played either.  To get through the game, you must move your
    knight from square 1a to 2c.  This forces the white bishop to capture you,
    allowing your rook to capture the white king.  Game over.
    
    Leave the game room and enter the double-doors at the top of the stairs.  Face
    the left side of the dining hall and head to the back corner.  Examine the wall
    to push it in, revealing a hidden space.  Step inside and climb up the ladder
    to the third floor.  At the top of the ladder, turn right, advance, turn right
    again and go ahead to the door.  Enter it and cross to the far side of the
    room.  In the powder room, open the book.  Switch to Disc 2 and watch through
    to the end.
    
    ===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===
                                   ~~~~~~~~~~~~~~~~
                                     4. ITEM LIST
                                   ~~~~~~~~~~~~~~~~
    ===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===
    
    You can use this list as an easy way to get yourself un-stuck in the game.
    Just scroll down and look for an item that you haven't got yet and where to
    find it, or look for an item that you do have and where to use it, and that'll
    give you some info to get you moving again.
    
    ITEM NAME     |  FOUND WHERE                  |  USED WHERE
    ===============================================================================
    (MANSION ITEMS)
    
    Pendant       | Have at start of game         | Anywhere to save game.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Painting      | Beach area, E side of forest  | Top of tower, place on each
                  |                               | easel in turn.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Record        | Beach area, W side of forest  | Use in record player in side
                  |                               | buildings in beach/forest area.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Dog Card      | Outside of mansion, front.    | West side of mansion to receive
                  |                               | God Card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    God Card      | Exchanged for Dog Card on     | East side of mansion to receive
                  | West side of mansion.         | Evil Card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Evil Card     | Exchanged for God Card on     | West side of mansion to receive
                  | East side of mansion.         | Live Card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Live Card     | Exchanged for Evil Card on    | Give to man at rear of mansion
                  | West side of mansion.         | to gain entry.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Yellow Paint  | Painting Studio, 1st floor,   | Combine with Blue Paint.
                  | on shelf.                     |
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Red Pastel    | Painting Studio, 1st floor,   | Put in clown's hand in Parlor.
                  | on table.                     |
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Picture       | Dressing room, in Microcosm   | Add to photo album in parlor
                  | Hub, in dresser drawer.       | to get door combination.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Piece of Iron | Dressing room, in Mircrocosm  | Use in iron press to make Key.
                  | Hub, in wardrobe.             |
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Iron Key      | Made from Piece of Iron in    | Unlocks door in Dining Room.
                  | iron press.                   |
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Mirror        | Side room off Parlor          | Use in hall leading to iron
                  |                               | press, then in dressing room.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Iron Crank    | Made in iron press from       | Use to drain water tank and to
                  | either ore or key.            | change room on Lower Level 1.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Coin          | Inside drained tank on 3rd    | Activates arcade machine in
                  | floor.                        | Game Room.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Knife         | Inside drained tank on 3rd    | Slash pictures in Bedroom,
                  | floor.                        | rotating Skull Room, and LL1.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Film "L"      | In iron press hallway, from   | Use in projector room.
                  | reflection of high door.      |
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Film "E"      | In darkroom, off of parlor.   | Use in projector room.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Film "P"      | Underneath dining table in    | Use in projector room.
                  | rotating skull room.          |
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Film "H"      | In lower level 1 room after   | Use in projector room.
                  | 1 turn with crank.            |
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Ax            | In painting in starting room  | Chop wall in dressing room to
                  | after slashing 3 pictures.    | reveal door.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Green Paint   | Combine Yellow Paint and      | Use on rear door in Art
                  | Blue Paint                    | Gallery.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Film          | On shelf in back room in      | No use.
                  | Art Gallery.                  |
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    (MICROCOSM ITEMS)
    
    Address of    | Insurance investigation,      | Use in Net-Tel to phone the
    Grk. Cross H. | after seeing doctor.          | hospital.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    List of Murd- | Via e-mail during             | Use in Police database once you
    ered Patients | insurance investigation.      | have access to files.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Hacking       | Via e-mail during             | Use in Police database to gain
    Program       | insurance investigation.      | access to files.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Address of    | Insurance investigation,      | Use in Net-Tel to phone the
    L. Planning   | after accessing police info.  | corporation.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Search Engine | Via e-mail after trying to    | Use when accessing N. Atas via
                  | access Lucifer Planning.      | Net-Tel.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Address of    | After accessing L. Planning   | Use in Net-Tel to phone him up.
    N. Atas       | organizational chart.         |
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Old Gun       | Given to you by children at   | Shoot the children at the port.
                  | port on Killing Island.       |
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Fake ID Card  | Given to you at start of      | Use on scanners beside doors
                  | appropriate mission.          | to gain entry.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    White Uniform | Take from scientist in        | Wear it to enter experiment
                  | restroom.                     | rooms.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Electronic    | Take from guard in            | Use to access higher-security
    Key           | Edelweiss room                | doors and elevators.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Guard Uniform | Given in computer room.       | Wear it to patrol hallways
                  |                               | free of opposition.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    ID Card       | Given at start of mission.    | Use to access electronic doors.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Gun           | Found in Toybox room.         | Combine with Tranquilizer Darts
                  |                               | to stun prison guards.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Tranquilizer  | Found in Dusk room.           | Combine with Gun to stun prison
    Darts         |                               | guards.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Black Memo    | Taken off guard on second     | Examine to find ID passcodes
    Pad           | floor of prison.              | for floors 1-3.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Red Memo      | Taken off guards on third     | Examine to find ID passcode for
    Pad           | floor of prison.              | fifth floor.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Key           | Found in drawer in house of   | Use to unlock Grandma's house.
                  | murdered people.              |
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Police        | Order 85 Plastic Orange       | Use to gain access to police
    Password      | at the Idol Shop.             | files.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Mimi v6.2     | Order 85 Tropical Orange      | Use to trace sender of message
                  | pizzas at the Pizza Shop.     | to Information Center.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Information   | Order 85 Orange Harvest at    | Use to gain access to news
    Password      | the Software Shop.            | files.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Doctor's      | Found by hacking Information  | Use in Core Station to locate
    Address       | Center.                       | the Doctor.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    (ENDGAME ITEMS)
    
    Cross         | Found on floor.               | Use first when fighting demon.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Coin          | Found on floor.               | Use second when fighting demon.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Garlic        | Found on floor.               | No use.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Sword         | Picked up off of floor.       | Use to slay demon.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Chess Piece   | Pick up from dresser.         | Use to play chess.
    ===============================================================================
    
    ===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===
                                 ~~~~~~~~~~~~~~~~~~~
                                   5. CLOSING INFO
                                 ~~~~~~~~~~~~~~~~~~~
    ===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===
    
      ~~ LEGAL INFO ~~
    
    This guide is copyright (c) Marc Lalonde, a.k.a. Syonyx, and is provided for
    free personal enjoyment only.  Any use of this guide in whole or in part for
    financial profit or in hopes of such profit is expressly forbidden (and good
    luck trying to make money with this thing, anyway).  Any public display of this
    document must include intact all original indications of authorship.  If you
    wish to post this guide on your website, you may do so only if it is available
    for unlimited viewing by non-paying visitors to the site, and only if the guide
    is unchanged in any way.  Failure to abide by these rules will make you a very
    sad example of humanity.
    
      ~~ CONTACT INFO ~~
    
    If anyone wishes to send me a note, either with kudos, comments, or
    constructive criticism, please feel free to do so at:
         syonyx_faqs at yahoo dot com
    
    Also, please check out my entire body of video game guides, mostly for semi-
    obscure Playstation games, at:
         http://www.gamefaqs.com/features/recognition/35729.html
    
    That's it from me.  I hope this guide was useful to you in getting through the
    game, or at least provided a modicum of entertainment.  I had fun playing the
    game and writing it at least, so it couldn't have been a total loss.
    
    Cheers until next time,
    
    Syonyx 2005.
    

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