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    FAQ/Walkthrough by AboutLastNight5

    Version: 1.01 | Updated: 07/05/10 | Search Guide | Bookmark Guide

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                                           |     Walkthrough By:
                                         ''      AboutLastNight5
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    	A. Walkthrough Introduction
    	B. Controls
    	C. Copyright Information
    	D. Walkthrough
    		1. Prologue-Birthday
    		2. Prologue-The Mall
    		3. Father and Son
    		4. Sleazy Place
    		5. Crime Scene
    		6. The Shrink
    		7. The Park
    		8. Police Station
    		9. Hassan's Shop
    		10. Sleepless Night
    		11. Paparazzi
    		12. Kickoff Meeting
    		13. Suicide Baby
    		14. The Bear
    		15. First Encounter
    		16. Covered Market
    		17. A Visitor
    		18. The Butterfly
    		19. The Nurse
    		20. Police News
    		21. The Golf Club
    		22. The Lizard
    		23. The Fugitive
    		24. Jayden Blues/Under Arrest
    		25. Manfred
    		26. The Shark
    		27. The Doc
    		28. Mad Jack
    		29. Eureka
    		30. Sexy Girl
    		31. Fish Tank
    		32. On The Loose
    		33. Trapped
    		34. Face to Face
    		35. Ann Sheppard
    		36. The Rat
    		37. Solving the Puzzle
    		38. The Killer's Place
    		39. The Old Warehouse
    	E. Endings
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    This walkthrough is going to be short and sweet, but as detailed as possible 
    (If that makes sense?) In terms of the dynamics of the game, the controls and
    functions are very straight-forward and to-the-point. The game itself, however, 
    is a different story. The game is very multi-faceted and complicated, and the
    controls can be a bit tricky. Really the only thing you have to know is how to
    manuever the controller properly. No ammo, no weapons, no pick-ups...nothing 
    but button sequencing and reaction to commands. 
    Heavy Rain is different in the sense that it more like a movie rather than a 
    game. As I said before, this game lacks all the regular components of most
    games; weapons, pick-ups, ammo, powers, etc. These are regular people with 
    believable stories, and the game can be boring at times. But it can also be 
    very compelling and relatable, and it's well worth it to take the time to play. 
    Enjoy and have fun playing Heavy Rain.
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    Heavy Rain: Walkthrough/FAQ
    Copyright (2010) (AboutLastNight5) (Whitney Bulna)
    "This walkthrough may be not be reproduced under any circumstances except for
    personal, private use. It may not be placed on any web site or otherwise
    distributed publicly without advance written permission. Use of this guide on
    any other web site or as a part of any public display is strictly prohibited,
    and a violation of copyright. All trademarks and copyrights contained in this
    document are owned by their respective trademark and copyright holders."
    Above is the generic copyright rules that everyone should adhere by. Along 
    with this, if my walkthrough is found on another website without my permission,
    legal action can be taken. A lot of people don't realize how long these guides 
    take to create. Its not just playing the game and typing, its creating line
    breaks, editing, verifying, and editing again. Don't be a jerk and steal 
    If you would like to use my guide, please e-mail me outlining its uses 
    and publication location. Under no circumstances may the guide be modified or 
    used without my name. My e-mail address is wbulna@yahoo.com.
    Once again, "All trademarks and copyrights contained in this document 
    are owned by their respective trademark and copyright holders."
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    R2- Walk
    LS- Turn
    RS- Interact (swivel Up, Down, Left, Right)
    "X"- Command
    "Triangle"- Command
    "Circle"- Command
    "Square"- Command
    Start- Pause Game
    Select- Control Screen (Help Screen)
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    1. Prologue- The Birthday (Ethan)
    1) Happy Birthday! (Received after completing the drawing in the drafting room, 
    help set the table without breaking any plates, and play with the sons.)
    The game begins with you playing the character of Ethan Mars. Watch the control
    commands that pop up on the screen as you're prompted to rise out of bed. 
    Swivel the RS up to make Ethan get out of bed. Make sure you can see the
    controls clearly because you'll need to see them during quick-time sequences. 
    In the bedroom you can walk onto the balcony, pick up and read the letter on 
    the floor by the door, look at the picture on the dresser, and open the 
    dresser. Use this time to get acquainted with the controls and try repeating 
    some tasks a bit until you get comfortable with the actions. Hold off on 
    opening the dresser and exit the bedroom. Explore the various rooms in the 
    hallway, including the bathroom (You can use the toilet, but remember to 
    flush), the kid's room (You can juggle a set of rubber balls from the table in 
    here), and the bathroom. Take a shower in the bathroom by walking up to the 
    open space in the back of the room.
    When Ethan is done showering, walk up to the sink and choose to shave, brush
    your teeth, and look at yourself in the mirror. When you are done, re-enter the
    bedroom and open the dresser, then put on clothes. Walk downstairs when you are
    done putting clothes on.
    Explore the downstairs, including the kitchen, dining room, backyard, and
    living room. You can eat grapes in the kitchen, watch TV in the living room,
    walk outside onto the porch, play with the toy car on the floor, and read some
    books off the bookshelf. There is a somewhat hidden room in the living room,
    which is Ethan's drafting room. Enter the room, sit down in the chair, and
    follow the commands on screen. This is your first encounter with a series of
    commands. Follow this rule: as soon as you see a prompt for a button or
    directional, take a breath and find it. This is a good time to practice timing
    yourself when following a command, because as the game progresses you'll have
    many timed events where the buttons and joysticks must be used quickly or 
    you'll fail the command. Just practice drawing and you'll get the hang out it.
    Finish the drawing completely until you can no longer pick up the pencil.
    Leave the drawing room and continue exploring until Ethan's wife and sons return
    When his wife returns home and you greet her at the door, help her take the
    groceries to the kitchen, then help her set the table. Pick up the dishes on
    the table in the dining room, but be careful when placing the plates because 
    you can break them if you move the RS too fast. Just slowly use the RS to place
    the plates on the table, then talk to Ethan's wife for some backstory 
    information. When you are finished, go to the backyard and engage Ethan's sons.
    You'll be able to play several games with them, including putting Joshua on 
    your shoulders and running around the yard, picking up Shaun and playing 
    helicopter with him, then choosing which son to have a sword fight with. Use 
    this time to again practice using the controls since the sword fight is your 
    first timed command sequence. When Ethan's wife calls everyone in for lunch 
    after the sword fight, walk upstairs to get Shaun and the Prologue will end. 
    2. Prologue- The Mall (Ethan)
    1) Interactive Drama (Received after this chapter ends.)
    This chapter begins in a mall with Ethan, his wife, and sons. Ethan is left in
    charge of watching Joshua while his wife helps their son Shaun look for shoes.
    Joshua wanders off through the mall, so follow him until he reaches the clown
    about halfway down. Pay the clown for the red balloon that Joshua wants by
    searching all of your pockets. When you finish paying him, Joshua is gone. You
    can yell for him by pressing "X", but if you lean over the balcony you'll be 
    able to see him holding his red balloon on the bottom floor. Run around to the
    other side of the top floor and go down the working escalators. Move through 
    the crowd and find the display car in the center of the area. Interact with the 
    boy holding the red balloon and Ethan will discover it is not Joshua. Follow 
    the other red balloon Ethan sees leaving the mall, and quickly run after him 
    and a very sad cutscene will ensue. 
    3. Father and Son (Ethan)
    1) Good Father (Follow the schedule set for taking care of Shaun on time.)
    The chapter starts two years after the incident at the mall. As you can see, a
    lot has changed. After you meet Shaun, enter the car and follow the commands
    for adjusting the mirror, putting your seatbelt on, and shifting the car into
    drive. When you arrive at Ethan's bachelor pad (hint hint), you'll be able to
    do a bunch of things, but first things first, take a look at the schedule in 
    the kitchen.
    4:30- Snack
    6:00- Homework
    7:00- Dinner
    8:00- Bed
    Keep as close to this schedule as possible so you can earn the trophy associated
    with taking care of Shaun. Immediately give him a snack when you get home, which
    you have to ask him for. Walk up to the couch and press the associated button
    with "Snack." He'll say he's really hungry, so walk up to the bowl of fruit on
    the kitchen table, near the door, and give it to Shaun. Take this time to do one
    or two of these things: read check the mail and read the private letter on the
    table near the front door, read the paper on the table near the front door, talk
    to Joshua and ask him questions for some more backstory information, get him
    medicine from the medicine cabinet in the upstairs bathroom when he starts 
    coughing during your talk, enter the drawing room upstairs and look at the
    drawing on the table and watch the movie using the remote, or watch TV with
    Joshua. I would recommend reading the letter, reading the paper, watching the 
    move upstairs, getting Joshua medicine, taking to Joshua, or watching TV with 
    him. Make sure you keep an eye on the time, and when its six, make him do his
    homework and sit at the table with him while he does it. After he is done, ask
    him if he wants dinner and get the pizza from the fridge. Put it in the 
    microwave and call him to dinner, then sit at the table with him while he eats.
    Take the time in between dinner and bed (you can let him stay up a little later
    without penalty), then tell him it is time for bed. Always say he must do his
    homework and go to bed when the time is correct even when he says no. While 
    he's getting ready for bed, do any quick things you want to do, then enter the 
    laundry room via the kitchen and pick up Joshua's teddy bear and bring it to 
    him. Close the blinds in his room, look at the drawing on the table, and shut
    the door as you leave the room. Watch the cutscene as the chapter ends. You'll
    receive the Good Father trophy if you followed the schedule within or around
    15 minutes of the scheduled times. 
    4. Sleazy Place (Scott)
    1) Private Eye ("Trick" Lauren instead using "Buy" to get her to talk.)
    2) White Knight (Save Lauren from Troy.)
    1) Use "Trick" and Lauren will tell you about her son.
    2) Use "Buy" and Lauren will tell you to leave. 
    3) Go back to Lauren's room and fight Troy
    4) Leave the hotel and do not help Lauren
    This chapter involves a new character, Scott Shelby, who is investigating the
    Origami killings. When he gets out of the car, walk into the hotel and pay off
    the desk clerk. Walk up the stairs and enter the last door on the left just as
    he said. Knock on the door and Lauren Winters will let you in. Scott will
    pretend he is a customer before revealing that he is actually a private
    investigator. Engage her in conversation by choosing "Compassion", then
    "Convince", then "Trick." This will earn you the Private Eye Trophy. If you
    choose "Buy" Lauren will stop the conversation and will not answer any 
    questions. After you choose "Trick" choose any number of questions you want to
    ask and listen to her answers. When the conversation is over, leave the room. 
    While Scott is in the hallway he'll have an asthma attack. Perform the commands
    to use his inhaler as a man walks past you and starts banging on Lauren's door.
    Go back to the door and bang on it twice until Scott sees Lauren on the floor
    and engages the man (Troy) in a fight. This is your first real encounter with
    a times command sequence, so take a breath and follow the commands that pop up
    on the screen as you fight Troy. You can take a few hits without penalty, but
    try not to take too many. If you lose, just start over and try again. The fight
    lasts for about a minute, so when its over, Troy will leave and Lauren will 
    thank you for your help. Leave the room and you'll earn the the White Knight
    Trophy for saving Lauren. 
    5. Crime Scene (Norman)
    1) FBI Investigator (Locate and investigate all 10 clues.)
    1) Search the crime scene for all 10 clues, which helps you in a later chapter.
    2) Do not collect all 10 clues from the crime scene, which restricts your
    information in a later chapter.
    This chapter introduces Norman Jayden, the third character in Heavy Rain. Get
    out of the car and approach the officers in front of the tape. Show them your
    badge and duck under the crime scene tape. Walk left into the field and Norma
    will put on gloves and glasses. Walk left and approach the man in the black 
    coat. Follow him as you ask him questions about the crime scene. Ask him 
    whatever you want and eventually he'll come to a stop after talking to two of
    officers and the conversation will end. Now Norman must search for and find 10
    clues scattered around the area. Put the glasses back on and walk over to the
    body in the middle of the field, which is covered in a tent because of the 
    Investigate the body and find the five different parts of interest, including a
    wound on the thigh, an origami figure in the victims hand, the identity of the
    victim, information about pollen, and the upper part of the body. Use the LS
    to look around until you investigate all five clues, then get up. Search around
    the field, investigating various points of interest. Behind the tent is a 
    yellow glowing trail, so follow it and investigate the marker at the end. Walk
    over to the tracks and press R1 to do an ARI scan. This brings up clues not 
    previously seen, so walk over to the fence behind the tracks and investigate
    the blood on the fence, the blood in the middle of the tracks, and the 
    footprints behind the tracks. When you've found all three, walk over to the 
    hill behind the fence and begin the sequence to go up the hill. Follow the 
    button commands by holding down each prompt, which is two buttons at a time, in 
    three sequences, until you reach the top. When you reach the top, do another 
    ARI scan and investigate the two final clues on the ground, which are 
    footprints and the tire tracks. If you have found all ten clues, including the 
    5 on the body, the blood on the fence, the blood on the tracks, the footprints 
    between the fence and the tracks, and the tire tracks and footprints at the top 
    of the hill. Head back down the hill by using the button commands, then walk 
    back to the car and enter it to end the chapter. If you found all ten clues, 
    you'll earn the FBI Investigator Trophy. 
    6. The Shrink (Ethan)
    This chapter is a short backstory log on Ethan, so choose whichever answer you
    like for the Rorschach inkblots and choose whatever answers to the doctors 
    questions you'd like. The answers to the test and questions influence the end
    of the game, but there are so many endings that it doesn't really matter. You
    can replay the chapter if you want to change your answers or just want to see
    the reactions the doctor gives to Ethan's answers. 
    7. The Park (Ethan)
    1) Good Friend (Play at least 2 games with Shaun and buy him candy.)
    Talk to Shaun a little bit before getting up, then choose 2 of the four possible
    games to play; the Seesaw, the Merry-go-round, the swings, and the boomerang 
    from Shaun's backpack. Walk over to the candy vendor in the middle of the park
    (Its just some guy standing over a wooden table with candies on it) and buy
    Shaun candy, then go sit with him on the bench and give them to him. Walk over
    to the carousel as Shaun talks to Ethan and buy him a ticket for it from the
    vendor. While Ethan watches Shaun on the carousel, he'll have another blackout
    and the chapter will transition into the next part. If you played two games with
    Shaun and bought him candy, you'll earn the Good Friend Trophy. Be ready to 
    immediately dodge the truck to the right when Ethan comes out of his blackout 
    coma, and you'll be on the streets again just like last time. Just start running
    around and yelling Shaun's name, then run to the carousel once you reach the
    park and pick up his backpack. Leave the park and a short cutscene will play and
    you'll be back at the apartment. Search the house by going upstairs, then Ethan
    will run back outside and a startling clue will be discovered before the chapter
    ends. This guy just can't win.
    8. Police Station (Norman)
    1) Got To Remember! (Ethan gives the correct answers to Blake's questions.)
    1) Have Norman donate to the gold watch for the promotion.
    2) Do not have Norman donate to the gold watch for the promotion.
    3) Do not take the Triptocaine, then walk to the bathroom and wash your face.
    4) Take the Triptocaine and proceed to questioning Ethan.
    The chapter starts in the police station as Norma waits for someone. Perform
    the commands for letting Normal fidget around as he waits. After more than a
    few commands, Norman will put on his ARI glasses and you can play some wall
    ball with the digital game. When the chief comes out, follow him and help him
    with his necktie as you talk. Follow the commands to tie his tie, but keep the
    R1 and L1 held down as you follow the other prompts. When the chief is finished
    talking, walk over to the press conference room and sit in the chair as the
    press conference begins. You can listen to the information and questions asked
    or choose to talk to Blake and the secretary before entering your office. The
    secretary will show you to your office as well. Take a seat in the chair and
    put on the ARI glasses to start some investigating.
    Once you sit down and put the glasses on, scroll through the different choices
    for a new office atmosphere and choose one. When you choose one, another screen
    will appear with different selections for investigations. Choose "Clues" and
    choose "Analysis" for "Tire Tracks" first. Choose the "Origami Figure" and
    choose "Geoanalysis" then choose "Orchid" and choose both "Analysis" and
    "Geoanalysis". When you are finished with all three clues, move the controller
    right and choose "Files" from the menu. Choose each file and listen to what
    Norman has to say about each. Analyze and Geoanalyse each file as well.
    Basically learn everything you can about what Norman has on hand, and when you
    are finished looking at everything, clear everything and Norman will take off
    the ARI glasses.
    When he takes them off, he'll start to shake from not getting his drugs. My
    opinion would be to follow the prompts to the bathroom instead of choosing to
    use the drug, similar to the choice of tricking Lauren instead of buying her
    out. Get up and walk to the door, then choose "Exit" instead of "Take Tripo".
    Walk left to the bathroom while you hold Norman hand to hide the shakes. Enter
    the bathroom and he'll wash his face and resist taking the drug. While washing
    up in the bathroom, Ethan Mars walks into the station to report Joshua missing.
    Looks like the Origami Killer has struck again. The scene will pan to Ethan 
    being questioned by Blake, so you must answer his questions correctly. The
    response to "What time were you at the park?" is "Around 4:15" (All the answers
    to the questions are answered by "X" if that makes it easier). "What was your
    son wearing when he disappeared?" is answered by "Beige" coat. He was also
    wearing "Green" pants. If you answer all questions correctly, you'll earn the
    Got To Remember Trophy. After those three questions, it is up to you how you 
    answer the rest of the questions. The chapter will end after the cutscene with
    Ethan's wife.
    9. Hassan's Shop (Scott)
    1) Negotiator (Calm the robber down and get him to drop the weapon.)
    1) Have robber stick you up, negotiate with him to drop the weapon and leave,
    and receive the box from Hassan.
    2) Have robber stick you up, negotiate with him to drop weapon and get into a
    fight with him, and receive the box from Hassan.
    3) Have robber stick you up and get shot, and receive the box from Hassan.
    4) Knock robber out with liquor bottle and receive the box from Hassan.
    5) Hide from robber, let him shoot Hassan, and do not receive the box from
    Scott will be the main character of this chapter, and he is once again 
    questioning the father of one of the victim's of the Origami Killer. Talk to
    Hassan and ask whatever you want, because he'll respond with nasty answers no
    matter what. Head to the back of the shop near the "Staff Only" door and pick up
    an inhaler. While Scott is in the back of a store, a robber will burst into the
    shop and hold up Hassan. You can play this out more than a few ways. You can 
    hide in the back of the store and let the events unfold, you can quietly sneak
    up behind the robber and bash him over the head with a bottle, or you can try to
    disarm him by calming him down. If you choose to calm him down and disarm him,
    you'll receive the Negotiator Trophy. The two aisles ahead yield different 
    paths. The first aisle has a bag of chips strewn across the floor, which will
    make noise and alert the robber if you walk across them. The second aisle has
    the bottle you can use on the left shelf, but as you walk further down the aisle
    a box of detergent will fall from the right shelf and you'll have to quickly
    grab it before it falls. If you want to get his attention you can just let it
    fall or walk across the chips, then engage him in conversation. If you want to
    disarm him, choose "calm" for each response (Which is always "X") and he'll 
    eventually drop his weapon and leave the store. The choice is yours as to what
    you want to do, but negotiating has the perks of earning the trophy and gaining
    information from Hassan for saving him. He'll give you some helpful clues about
    Reza that you'll need later on. After their short conversation, the chapter 
    10. Sleepless Night (Madison)
    This chapter introduces Madison Paige, the fourth and final character of Heavy
    Rain. You can do a slew of things in her apartment, including trying to sleep in
    her real bed, eat in the kitchen, check on her work on the desk, and take a
    shower in the bathroom. After engaging in a few commands, walk over to the 
    kitchen and Madison will notice her fridge door is open in the kitchen....walk
    over to it and Madison will realize there are intruders in her apartment. Try
    to get to the front door, which is right next to the fridge, and you'll be 
    engaged in a very lengthy fight with the two intruders. Just keep calm and pause
    after every few commands, and try not to blink. The fight gets pretty brutal and
    it is pretty long, so be prepared. At the very end of the fight, Madison will
    go to the bathroom and her throat will be cut just as she wakes up...Yup, it was
    all a dream, and the chapter will end.
    11. Paparazzi (Ethan)
    1) VIP: (Leave the house without being seen by the paparazzi.)
    2) Lucky Locker (Locate the locker the first time without opening another
    locker first.) 
    3) Agoraphobia (Knock over 50 bodies in Ethan's hallucination.)
    1) Leave the house through the back door and avoid being seen by the paparazzi.
    2) Leave the house through the front door and encounter the paparazzi.
    Obviously this kidnapping has his Ethan very hard, and its not easy dealing with
    the paparazzi on top of it. If you didn't already read the letter in the 
    chapter with Shaun in the house after school, read it now on the table and
    you'll discover that the Origami Killer is involved. You'll also receive a 
    locker key in the envelope. To earn the VIP trophy, move out the back door
    instead of the front, and hop over the neighbor's fence to avoid the paparazzi
    outside. Hop over the fence, then walk down the alley and enter the car to avoid
    the media and get the trophy. Ethan will arrive at the train station. After the
    accident, he suffered a fear of large crowds and big open area (Agoraphobia). 
    After taking a few steps, follow the commands and Ethan will enter a 
    hallucination state. To get the Agoraphobia trophy, you must knock over 50 of
    the people. Just try to run into the most heavily populated parts of the 
    station before Ethan comes out of his hallucination. Enter the lockers and
    walk down the row of lockers. Ethan must locate Line 18, Box 3, which is located
    in the back left corner. Walk all the way to the end, make a left, then locate
    the locker just around the next corner. A command to open it will appear once
    you have located it. Press the RS up and open the locker to reveal a very 
    familiar box. Ethan will then head to a motel.
    You can search the motel room and perform some actions, but when you are ready
    you can head over to the desk and search the contents of the box. The contents
    of the box are like a game of some sorts. Ethan must go through five different
    games in order to save Shaun, and each game that Ethan succeeds in will win
    him information that leads to Shaun. Each clue will be put into his cell phone
    that will help locate Shaun. Choose the Bear Origami by moving the RS left, and
    a note will be revealed on the paper. Then pick up the phone and load the chip
    into it and watch what happens. As explained, five trails are on each origami
    piece, each revealing an address. How far will Ethan go to save Shaun? Put the
    box under the bed and leave, and the chapter will end. 
    12. Kick Off Meeting (Norman)
    1) Blunder (Shoot the suspect.)
    2) Self-Control (Don't shoot the suspect.)
    1) Shoot the suspect
    2) Do not shoot the suspect
    Norman basically briefs the police on the information he found during his search
    in the previous chapters. Scroll through the slides and answer Blake's questions
    during this segment before panning to the next part of the chapter. Answer his
    questions aggressively or calmly, your choice. Blake's responses obviously 
    change according to how Norman responds. After the briefing, the officers will
    go to the apartment of a suspect.
    Bang on the door a couple times and Blake will break it down. You can search the
    apartment until Nathaniel arrives, noting the beautiful decorations around the
    apartment. Is that deco? When Nathaniel does appear, you can choose to arrest
    him (I don't recommend that) or choose to talk to him calmly. More than a few
    things can happen during this event, all which have different endings. You can
    kill him, let Nathaniel shoot you (Norman won't die), let him shoot Blake, or
    try to reason with him when he pulls a gun on Blake, then arrest him. When you
    first start talking to him, do not choose "Arrest". Instead, choose "Occupation"
    and "Crucifixes", then choose "Alibi", and Blake will start to interrogate
    Nathaniel. After some yelling and screaming, Nathaniel will pull a gun on Blake
    and Norman. Once again, you can choose to waste Nathaniel right then and there
    or you can choose to negotiate with him. Each option yields a trophy, so it is
    your choice. If you want to negotiate, just choose the calm options until he
    surrenders. Similar to many other commands, all the calming sequences require
    you to push "X" until the "Back Away" and "Drop Gun" commands come up. When
    Blake goes to arrest him, don't get trigger happy because Nathaniel has one last
    trick up his sleeve. Keep your finger off the R1 button if you want to spare 
    him, or you'll do what I did the first time around and shoot him by accident. 
    After you've made your choice, the chapter will end.
    13. Suicide Baby (Scott)
    1) Baby Master (Care for Emily without any mistakes.)
    This chapter is quite sad, but it is not what the chapter title insinuates. 
    Scott is searching for a third person, Mrs. Bowels, whom is the mother of 
    another Origami Killer victim. Enter the house from the backyard since the front
    door is locked. Pick up the note on the floor in the living room as you listen
    to the baby crying. Enter the bedroom in the back of the house and break down 
    the bathroom door to find Mrs. Bowels in the bathtub. Take her out of the 
    bathtub and put her on the bed, then go back into the bathroom and find the
    medical supplies from the cabinet. Go back to Mrs. Bowels and clean her up, then
    help her take care of the baby (Emily). In order to get the trophy associated
    with taking care of Emily, Scott must perform several tasks for the baby. 
    1) Wash your hands in the bathroom sink first.
    2) Pick up Emily and change her diaper. You have to hold down a few buttons at
    the same time during the changing sequence, so you might want to use both hands.
    3) Heat her bottle up in the kitchen.
    4) Take the bottle to Emily and feed her. Tilt the bottle all the way up until
    she is done drinking.
    5) Burp her. Tap the command button until she burps, but don't tap it too fast.
    Follow the button as it blinks.
    6) Rock Emily to sleep. This can get very tricky, and will probably be the part
    that you mess up on. You have to rock her four times, and each time must be very
    gentle and slow. As soon as the command button blinks after you rock her, 
    immediately let go and take a breath, then repeat. 
    7) Put her down SLOWLY when you are finished rocking her.
    When everything with Emily is done, head back into the bedroom and talk to
    Mrs. Bowels. When she is finished, take the cell phone from the drawer in the
    living room next to Emily, and leave the house. 
    14. The Bear (Ethan)
    1) Kamikaze (Successfully complete all turn choices while driving without 
    making a mistake.)
    2) Good Driver (Complete the "Bear" Trial.)
    1) Drive through oncoming traffic and crash the car, then escape and receive
    the cell phone chip
    2) Drive through oncoming traffic and crash the car, but do not escape and do
    not receive the cell phone chip.
    3) Do not drive through oncoming traffic and do not receive the cell phone chip.
    After Ethan receives the address from the Origami Bear, he travels to the 
    address, which happens to be a car garage. Watch the cutscene as Ethan enters
    the city garage, then walk over and talk to the mechanic underneath the van.
    Take the key from the mechanic after asking for the car, then take the
    elevator down to the car lot. The car is last one on the left. Its brown, not
    covered. Enter the car and search the three spots to find the GPS system. This
    next part will be your first "Trial" as part of the Origami Killers games. He
    wants you to drive AGAINST traffic and survive in order to continue and find
    an important clue. By successfully navigating through traffic and making all
    9 correct turns, you'll receive the Kamikaze Trophy. To complete each turn,
    when prompted, turn in this order:
    1) Turn RIGHT (1st turn)
    2) Tilt LEFT
    3) Turn RIGHT (2nd turn)
    4) Turn LEFT (3rd turn)
    5) Tilt LEFT
    6) Tilt RIGHT
    7) Tilt back and forth to stop the car from hydroplaning
    8) Tilt LEFT
    9) Tilt RIGHT
    10) Turn LEFT (4th turn)
    11) Press the prompted Button to bash through the barrier, which is usually 
    12) Tilt RIGHT to avoid the worker
    13) Tilt LEFT to avoid the worker
    14) Tilt RIGHT to avoid the worker
    15) Tilt LEFT to avoid the worker
    16) Press the prompted Button to avoid the car, which is also usually "Circle"
    17) Turn RIGHT (5th turn)
    18) Turn RIGHT (6th turn)
    19) Tilt LEFT
    20) Turn RIGHT (7th turn)
    21) Tilt RIGHT (8th turn/tilt) to avoid the cop car
    22) Press the prompted Button to speed up
    23) Tilt RIGHT
    24) Turn RIGHT (9th turn)
    After avoiding the cop cars, failing to perform a command does not affect you
    getting the trophy.
    25) Press the prompted button
    26) Tilt RIGHT
    27) Tilt LEFT
    28) Press the prompted button
    When Ethan's car crashes, follow the prompts to find the key in the GPS and the
    chip in the glove compartment, then follow the commands to escape from the car.
    The commands will be upside down, so make sure you just do the opposite of the
    RS movements. Watch the phone after Ethan escapes, and the chapter will end. 
    15. First Encounter (Madison)
    Follow the prompts to have Madison get a motel room. This is the same motel
    that Ethan is staying at by the way. Follow the stairs in the courtyard up to
    the third floor and walk down the path to the room. Ethan will be leaning 
    against the railing, so help to his room, Room 207. When he sits on the bed,
    help him take his coat off, then go into the bathroom and take the disinfectant
    from the medicine cabinet, which is UP on the LS. Go back to Ethan and wash his
    wound three times, then go back to the cabinet and take the painkillers, which
    is DOWN on the LS. Give them to Ethan, then help him up so he can shower. While
    he's in the shower you can snoop around the room and search through things, but
    don't let him catch you when he steps out of the shower. You can also just
    talk him and sit or stand around while you answer his questions. After he's done
    showering and Madison leaves, pick up the box under the bed and the chapter will
    16. Covered Market (Norman)
    1) Cat and Mouse (Chase the suspect into the meat storage room and win the fight
    against him.)
    1) Chase down the suspect and win the fight, then arrest him.
    2) Chase down the suspect and lose the fight, then get knocked out.
    3) Do not chase down the suspect and do not arrest him. 
    Norman and Blake are still looking for the second suspect, which leads them to
    the streets. After a conversation between them in the car, which changes 
    depending on whether or not Norman shot Nathaniel, they will get out of the car
    and talk to the suspect. He'll throw coffee in Blake's face, and Norman will
    engage in a chase. Similar to the previous chapter with avoiding the cars,
    you must pay attention to the button and LS commands while avoiding running into
    people and cars. Eventually they'll end up in a market (If you chase him down.
    If you miss too many commands, you'll fail at catching him and he'll get away.)
    After entering the meat storage room, you'll engage in a fight with the suspect.
    Some of the prompts during the chase scene can be hard to see, but pay close
    attention when you reach the fish and chickens because there are several button
    commands that are quick. When you reach the fight scene, just watch the commands
    until you either lose the fight and get knocked out or win the fight and arrest
    the suspect. The commands aren't too bad to follow, so just pay attention and
    the chapter will end after you win or lose the fight.
    17. A Visitor (Scott)
    Tough Guy (Beat up Gordi's goons and win the fight.)
    1) Distract the men by making Lauren pass out in front of them.
    2) Distract the men by making the drunk man leaning against the column start a 
    fight with them.
    3) Fail at getting around the men and find another way upstairs. 
    After getting Scott to wake up, search through his desk and its contents, then
    check out the room until you hear the doorbell ring. Its Lauren Winters, and if
    you didn't save her from Troy she'll have a big bruise on her face, but if you
    did then she will look fine. Take her coat for her by pressing "X" when 
    prompted, then get her a drink by pressing "Circle" when prompted. Go to the
    kitchen and grab a glass from under the microwave and take the water to her. Sit
    down at your desk to start the conversation. After some talking Lauren will tell
    you she wants to help, and no matter how you respond she'll still tag along.
    Scott and Lauren will head to Gordi Kramer's house in search of clues. Enter the
    house and there will be a party going on. Check out the house a little bit then
    enter the area where the girl is dancing and go to the left. Try and go 
    upstairs and two men will keep you from passing. React to them however you want
    then choose to use Lauren to distract them, use the drunk guy to distract them,
    or check out the rest of the house and find an alternate route upstairs. If you
    choose the distraction, go upstairs as soon as you can or they'll catch you. 
    When you go upstairs you talk to Gordi, a fight will start. This fight isn't
    tough but you can lose the fight very easily. It only takes a couple missed
    commands and you're done, so pay attention. If you lose the fight, you'll look
    tired and beat up in the next chapter with Scott, and if you win the fight 
    you'll talk to Gordi briefly before leaving. 
    18. The Butterfly (Ethan)
    1) Coward (Use the door to exit the Butterfly trial and do not complete it.)
    2) Electrified (Complete the Butterfly trial.)
    1) Make it through the glass and electrical wires and complete the Butterfly
    trial and receive another clue.
    2) Fail at getting through the glass and electrical wires and do not complete
    the Butterfly trial and do not receive another clue.
    3) Use the door to exit the Power Plant and do not complete the Butterfly trial
    and do not receive the next clue.
    Exit the car when the chapter starts and run to the left of the door allll the 
    way around the corner to the fence (The big metal doors can't be opened). Find
    the hole in the fence and follow the three button commands to crawl through it.
    Walk to the left corner and walk through the door with the butterfly drawn on 
    the wall next to it. Walk forward and open the hatch ahead. Pick up the matches 
    when you open the hatch and crawl inside it. The door will close behind you, and
    you'll be forced to crawl forward. As you crawl forward you'll encounter a ton
    of broken glass on the floor. The trick here is to move across the glass as 
    slowly as possible or you will pass and out and lose the trial. Press the R2
    button down very slowly to proceed through the glass, then make a right at the 
    fork. Take a break in between every crawl or two, and go as slow as possible or
    Ethan will pass out. At the next fork make a left, then another left at the
    next fork, then finally a right at the last fork. This trial can be very time
    consuming, but very easy compared to the others because all it takes is
    patience and time rather than skill and good reaction time. Just don't get
    frustrated or impatient or you may hit the R2 button too hard and crawl too
    When you make it to the end of the tunnel, Ethan will drop down into the lower
    part, then follow the button commands to get him up. Slide down the tunnel by
    following the button commands, then follow the commands to get back up when
    you reach the end. Now Ethan must navigate around a series of wires in order to
    proceed. You can choose to leave the Power Plant through the door (Which will
    earn you a trophy but not another clue) or you can navigate the wires and 
    complete the trial and get the next clue. Jump down if you want to finish the
    The way the wires works is there are four rows of wires, each containing five
    spaces that Ethan can choose to crawl through. One space is not electrified in
    each row, but the other four are, so you must choose which one to duck under
    in order to reach the next part. I will describe each space in each row from 
    left to right. So, if I say duck under Space 4, that means you count each
    space from the left and stop when you reach the 4th one. Or if that is too
    confusing, follow these directions. Duck under the 4th space from the left, 
    then go LEFT, LEFT, UP, RIGHT, UP, UP. So for the first row,
    duck under Space 4. Follow the button commands, and hold each one down the
    entire time. Use both hands if needed. You are now in the second row, so hop 
    over the wires directly to the left. Change your camera angle using L1 if
    you want to actually see the wires before going over them. Move over the set
    of wires to the left once again. When you do this, you should be standing in
    front of the 2nd Space in the 2nd Row. Move through the 2nd Space, which is
    in front of you. Turn right and hop over the wires to Ethan's right. Then move
    through the 3rd Space, then the 3rd Space again when you reach the final row.
    The final row requires you to hold down two buttons until they fill up, then
    let go and Ethan will jump through the wires. When you reach the end, pick up
    the cell phone chip off the table. Congratulations, that was pretty tough. 
    19. The Nurse (Madison)
    Once again Madison will play nurse to Ethan. Follow the commands and haul him
    onto the bed and assessing the damage, go to the medicine cabinet and grab the
    supplies to help Ethan. Depending on how hurt he is or if you failed or not, the
    choices of what supplies to use first will change. If he was burned from the
    wires, use Ointment first, or if he was cut badly use disinfectant first. If he
    made it through without getting hurt, use disinfectant first. Then use 
    medicine, then bandages for the rest. Choose the anti-fever medicine if 
    he wasn't hurt during the glass or wires, or choose the antibiotics if he was
    badly hurt and the painkillers. Use the bandages at the very end. When Ethan
    finally wakes up, have a short conversation with Ethan, then take out the box
    under the bed when you gain control of Ethan to find the next clue. 
    20. Police News (Norman)
    1) Good Cop (Stop Blake from beating up the doctor.)
    2) Bad Cop (Let Blake beat up the doctor and do not push any buttons.)
    Just watch the beginning cutscene as the story unfolds. I'm sure after the
    interview Blake has you'll do the "Aww shit" reaction to the statement. When the
    scene with the doctors comes up, choose whether or not to intervene in the
    fight. If you push any buttons while Blake is beating him up, you'll receive
    the Good Cop Trophy. If not, you'll receive the Bad Cop Trophy. Either way the
    doctor will give you the information you need and the chapter will end.
    21. The Golf Club (Scott)
    Scott has decided to meet Gordi's father at the Golf resort for a little chat.
    Pick up a club and take a few swings as you and Mr. Kramer chat about Gordi.
    The chapter will end after a few minutes of dialogue.
    22. The Lizard (Ethan)
    1) Butcher (Cut off finger with a saw or scissors and choose to cauterize or
    disinfect it or not.)
    2) Gold Finger (Cut off finger using pliers, axe, or knife, and use the metal 
    rod to cauterize the wound or disinfect it.)
    1) Choose to cut off finger and receive the cell phone chip and another clue.
    2) Choose not to cut off finger or fail to cut off finger in specified amount
    of time and fail the trial and do not get a cell phone chip. 
    When Ethan enters the warehouse, there will be a few porcelain lizards lying on
    the floor. Shake the green one and smash it on the ground to get a key inside.
    Use it on the door ahead, then enter the room and sit down at the table and play
    the message. After it finishes, quickly choose your weapon of choice (There is 
    an axe, pliers, knife, saw, and scissors in the room) and pick up the metal rod
    and disinfectant if you choose that path. The metal bar is on the floor next to
    the table. Pick each item up one at a time and place it on the table. Take the
    disinfectant from the bathroom cabinet, and pick up the rod and heat it up on
    the stove in the kitchen, then sit down and get ready to do some chopping. 
    Pick up the chopping weapon and swivel the joystick UP to make Ethan breath and
    relax, then tell him to do it and follow the button commands. It takes 2 chops
    to slice his pinky off, then he'll scream in pain. Immediately disinfect or
    cauterize the finger to earn the Gold Finger Trophy before you take the clue
    from under the desk. 
    23. The Fugitive (Madison)
    1) Fugitive (Escape arrest and board the subway.)
    2) Hands Up (Get arrested and do not escape)
    1) Be arrested by police by getting caught or taking too long is escaping.
    2) Escape arrest and board the subway.
    There are a few options you can pursue, and I will tell you now because you'll
    have to make a decision now, otherwise you might get caught up in everything 
    and make the wrong decision. If you want Ethan to escape, you'll have to do
    everything quickly, without hesitation. Get off the bike, enter the building on
    the right with the blue door, pull down the boards to the right of the couch
    Ethan is sitting on, grab the red box in front of the couch and push it under
    the now open windowsill that was behind the boards. Help him up through the 
    window as quickly as possible, then quickly run into the street and run around
    the cars. The wide open spaces in between each car are easy to see, so run 
    through each one and go down the subway stairs. Walk to the right set of
    subway stairs and use the command to slide the card through, and you'll go down
    the escalators. Quickly jump down onto the tracks, cross the tracks, and help
    Ethan climb up onto the other platform. Board the train and the chapter will
    end. Of course, if you want to get caught, just let them catch you and don't do
    anything. Your choice changes the outcome of the next chapter, which is 
    different depending on whether or not Ethan is arrested. This also changes
    which trophy you receive.
    24. (A) Jayden Blues (Norman)
    1) Ludwig Von (Don't miss a note while playing the piano.)
    2) Detox (Do not take the Triptocaine)
    If Ethan evaded arrest, then you will enter the Jayden Blues chapter, where 
    Ethan is seen watching a story about his suspected identity as the Origami
    Killer. After the lengthy conversation, pick up the box and find the fourth
    clue. After he finds the next clue, the scene pans to Norman playing the piano.
    Play a few tunes on the piano, and after the dialogue with the waiter, you'll
    be transferred to the ARI system. Analyze all the new and old date (there are
    three new pieces, two of which pop up after you analyze the video, then the car)
    After you analyze the third new piece of data, the ARI sequence will end and
    Norman will appear in a hotel (If Ethan was caught, Norman will appear in his
    office). This chapter happens no matter what, but when it happens changed with
    Ethan's arrest or escape. If he is arrested, the Under Arrest chapter will play
    and Norman will look at the clues at the end of the chapter. If he is not,
    Norman will look at the clues in the hotel rather than the office. When he gets
    up, he'll have another fit and will want to take the drugs. In order to resist
    taking the drugs, you'll have to keep using the commands to prevent him from
    walking over to the table. Drink the bottle and he'll puke in the toilet. After
    this walk up to the vile and choose to throw it away or take it. If you choose
    to throw it away, stumble up to the toilet and throw it in and the chapter will
    24. (B) Under Arrest (Norman)
    25. Manfred (Scott)
    1) Clean all fingerprints.
    2) Do not clean all fingerprints and be questioned at the police station.
    After Scott's discovery of the text on the envelope Lauren gave him, he's 
    decided to go to an antique shop that sells typewriters in order to find one
    that the Origami Killer might have used. Walk to the back of the store to find
    Manfred, and he'll offer you a drink. While he's getting the bottle, the phone 
    will ring behind the main desk, so go pick it up. Then go over to Manfred and
    have a drink. Give him the envelope and go get the magnifying glass next to the
    phone and give it to Manfred. After some conversation, he'll go into the back
    of the shop in search of the typewriter records. Once Scott says he should go
    check on him, go check on him and...whoops. Now you'll have only a limited
    amount of time to clean any fingerprints you left in the shop. The things you
    need to clean are; the phone the killer used to call 911, the phone at the
    front desk, the drinking glasses, the magnifying glass, the front door, the
    ballerina clock Lauren touched, and any shelves you might have leaned or or
    anything else you touched. Lauren sometimes leans on the front shelf, so clean
    that. Also clean the front door, then leave. If you missed anything, you'll
    end up at the police station for a short cutscene. If you got everything, you'll
    escape and Lauren and you will enter a heated conversation about her going away
    and the chapter will end. 
    26. The Shark (Ethan)
    1) I'm Not a Killer (Do not shoot the man.)
    2) I'm a Killer... (Shoot the man.)
    1) Shoot the drug dealer and earn the fourth clue.
    2) Do not shoot the drug dealer, just knock him out and leave.
    3) Get shot by the drug dealer and get kicked out of the house and fail the
    This chapter highlights Ethan's fourth attempt at finding another clue. Ethan
    must decide if he is going to kill a man to find his son. Knock on the door and
    follow the button queues to pull the gun on the man. The man will pull a shotgun
    on Ethan and you'll immediately have to press more than a few buttons to avoid
    a face full of buckshot. I want to say its 12 buttons but don't quote me. After
    you reach the child's bedroom and you are face to face with him, he'll run out
    of ammo and you'll have to choose whether or not to kill him. Killing him will
    earn you the fourth clue to Shaun's location. If you choose not to kill him
    then you will lose the trial, but you will earn the I'm Not a Killer Trophy, and
    maybe your conscious will feel better. If you were shot by the drug dealer, you
    would have been kicked out of the house. The choice is yours, but if you haven't
    completed at least 2 of the 4 trials so far, you should probably think about
    killing him or you'll get the bad ending. 
    27. The Doc (Madison)
    *Before reading, please note that there is a spoiler listed in the explanation
    of this chapter. If you do not want to know what it is, then do not read this
    chapter and try to do it without my help. 
    1) Queen of Ropes (Escape the basement and live before the doctor returns.)
    2) Smart Girl (Don't drink the beverage from the doctor.)
    *Madison Paige can die in this chapter.
    1) Drink the beverage from the doctor and pass out. End up in the basement and
    2) Drink the beverage and pass out. End up in the basement and do not escape and
    3) Do not drink the beverage and search the house for the Blue Lagoon Card, and
    get caught and end up in the basement. Escape the basement.
    4) Do not drink the beverage and search the house for the Blue Lagoon Card, and
    get caught and end up in the basement. Do not escape the basement and die.
    5) Do not drink the beverage and search the house for the Blue Lagoon Card and
    leave the house. 
    Madison goes searching for the owner of the apartment complex where Ethan held
    his third trial (The one where he cut his finger off). She pretends to speak to
    him about buying drugs, but the good doctor has other plans for Madison. You
    can choose to say Yes or No to the drink, but you'll still end up getting the
    drink. Its your choice whether or not to drink it, but if you want the Blue
    Lagoon Card, do not drink it. This is a crucial clue in the game, so you can
    always get caught later if you want the trophy associated with escaping the
    basement after the doctor kidnaps you. When he asks you if you're not drinking,
    say no. When he goes to get the drugs, slowly walk into the bedroom on the left
    (The door right next to the bar) and quickly grab the card on the nightstand.
    Now, if you want to just leave and forgo the basement scene (And avoid getting
    killed), just leave the bedroom and leave the house. If you want the trophy
    Queen of the Ropes, which you earn if you escape the basement after the doctor
    catches you, walk further into the house and he'll take you to the basement. 
    Just note that this does run the risk of getting Madison killed because even
    though you might escape the ropes, you still have to fight the doctor to the
    death. The choice is yours.
    If you do decide to get caught, walk down the hallway and the doctor will hit
    Madison over the head with a 2x4 and knock her out. The scene will then pan to
    Madison tied up in the basement. Just shake the controller around while he talks
    and tries to cut you with the saw. When he's just about to slice you, the 
    doorbell will ring and he'll go upstairs. This is your opportunity to escape.
    Swivel Madison's head to look at her right foot and move the controller to untie
    her foot, then follow the commands to use the saw with your feet and cut the
    ropes for your left foot. Then slide the saw up to your left arm and follow the
    commands (Reminder, I had trouble with this for some reason. When it tells you
    to shake the controller, shake it quickly and in short movements, not up and
    down really high or it will turn red and start over). When you are free the
    doctor will come downstairs and the fight scene will start. The commands are
    quick and sometimes hard to see, so take a breather in between if you want. 
    The fight goes on for a good amount of time, and at the end Madison will get
    thrown on the table stomach down. When the doctor flips you over, follow the
    command to slam the drill into his chest and end the fight. 
    28. Mad Jack (Norman)
    *Once again, this is another chapter with spoilers, so if you do not want to
    find out, do not read it. 
    Goodbye Mad Jack (Escape the car before getting crushed and escape the area.)
    *Norman Jayden can die in this chapter.
    1) Win the first fight with Mad Jack and arrest him after taking Triptocaine.
    2) Lose the first fight with Mad Jack and die.
    3) Lose the first fight with Mad Jack and do not take the Triptocaine, then
    pass out and end up in the car. 
    4) Escape from the car before it gets crushed and win the second fight against
    Mad Jack.
    5) Do not escape from the car and die.
    6) Escape from the car and fail to win the second fight with Mad Jack and die.
    Similar to the previous chapter with the doctor, fighting Mad Jack the second
    time after escaping the car earns you the Goodbye Mad Jack Trophy, but if you
    do not want to go through another series of buttons and fights, then just arrest
    him after the first fight when you take the Triptocaine and end the chapter. If
    you want the trophy, do not take the Triptocaine and pass out, then end up in
    the car and continue the chapter.
    Get out of the car and walk over to the crane on the left to speak with Mad
    Jack, then follow him into the garage. After your friendly talk, talk out the
    ARI glasses and start looking for clues. Scan the area a few times in different
    places, then locate these clues IN THIS ORDER:
    1) Find the tire tracks under the covered car to the right.
    2) The blue puddle of blood next to the table in the middle of the room.
    3) The footprints next to the table in the middle of the room (These should be
    a visitor's footprints). 
    4) The fingerprints on the table in the middle of the room.
    5) The other set of fingerprints on the other table in the middle of the room.
    6) The second set of tire tracks next to the second table in the middle of the
    7) The pollen trail next to the second table and big hook hanging from the 
    8) The blue paint spill on the floor at the end of the pollen trail.
    9) The fingerprints on the table in the back left corner of the garage.
    10) The fingerprints on the table in the back right corner of the garage.
    11) The second set of footprints (Size 13) right next to the first set. These
    should be Mad Jack's. 
    12) The tire tracks right on top of the first set of footprints that lead to
    the car (Size 10 shoes).
    12) The blood tracks right near the entrance of the garage, which lead to the
    acid bath.
    13) The acid bath, which reveals a skull.
    After you find the skull, be ready to fight Mad Jack and race for the gun in the
    back of the garage. Follow the commands or Mad Jack will reach the gun first and
    shoot Norman, and he will die. Be careful when you're on the car because the
    buttons are quick and sometimes hard to see. When you reach the gun and
    Norman pulls it on Mad Jack, you'll have the option to take the Triptocaine
    when Norman has another withdrawal fit. If you take it, the scene will end and
    Mad Jack will be arrested. If you do not, Mad Jack will cuff you to the car and
    attempt to crush you in the grinder. You'll have to follow a series of commands
    to escape the car, or get crushed by the grinder and die. Swivel Norman's head
    to the right and open the glove box, then pick up the gun and shoot off the 
    cuffs just as the car is dropped into the grinder. Then follow the commands and
    jump out of the car before getting crushed. If you successfully
    escape the car, you'll enter a second fight with Mad Jack. Same as before, 
    follow the commands and take down Mad Jack. If you fail, you will die. If you
    succeed, Mad Jack will be crushed by his crane and the chapter will end. 
    29. Eureka (Scott)
    1) I'm Not Scared (Do not make any mistakes when following John.)
    2) The Chef (Make perfect scrambled eggs.)
    Listen to the short conversation between Scott and Lauren, then go in the
    kitchen and make her some eggs. Stir them constantly and more than a few times,
    then put them on the table. Then listen to the conversation at the table. Then
    go to the living room and listen to Lauren's theories on the Origami Killer. 
    After you find a name, you'll end up in a cemetery with Lauren. You must now
    find the plot for John Sheppard. Look in the children's plot area, a few
    spaces away from the gravedigger, who is in the upper part of the plots to the
    right. Talk to the gravedigger, then look at the 4th grave to the right from the
    gravedigger (Its the first big one). After the conversation with the 
    gravedigger, you'll pan to a scene with two young boys and their father, who
    obviously has great parenting skills. When he says "betcha can't catch me!"
    start running after him, then follow the commands when he lifts you up into the
    building. Follow him to the left and follow the commands through the rebars, 
    then slide down the board and follow him through the concrete pipe. Then follow
    him up the platform and up the sets of stairs. Follow the commands and climb up
    the pile of bricks, then follow John across the beam. Its basically just left
    and right with the RS. Follow him down the stairs and around the corner to the
    cement mixer pipe, then slide down it. Follow the commands to climb the beams
    ahead, then follow him across the board. Follow the movements of the controller
    icon to keep it steady and you'll reach the end. Follow John across the gap by
    jumping over it with a few commands, then finally follow the last few commands
    to jump onto the mound of dirt below on the ground. John will then want to play
    hide-and-seek, so count however you want, skipping numbers if you wish, and go
    find him.
    Run out to the center of the construction site, following the sounds of John
    crying, and you'll find him stuck in a drainage ditch with his foot caught. 
    After attempting a few commands to help him out, the scene will end and pan back
    to the gravedigger telling the story. When the conversation is over, walk back
    to the car and the chapter will end. 
    30. Sexy Girl (Madison)
    1) Pride Saved (Take off no more than 1 item of clothing during the striptease.)
    When Madison walks into the nightclub, walk left and talk to the man in the suit
    guarding the VIP area. He'll tell you that you can't see Paco (Who is sitting
    behind him), so wait a few moments and Paco will tell his guard to bring a girl
    over and dance with him. Your job is to get Paco's attention by dressing like
    the girl he just noticed. Head to the bathrooms, which are near the entrance
    and to the right, and walk into the ladies' room. Walk over to the mirrors and
    put your purse down, then begin changing your looks. Ruffle your hair (Shake
    controller UP and DOWN), open shirt (Swivel RS LEFT to RIGHT), rip your skirt
    (RS DOWN, then LEFT to RIGHT), then check your bag and put on make-up, which
    includes lipstick and eyeliner (Put these on slowly so you don't mess up and
    look like a clown). Finally, check the gun in your purse before stepping away
    from the mirror, then head back outside and walk onto the platform the girl was
    on. Dance on the platform and follow the commands until Paco calls you over
    for a little one-on-one session. Walk over to him and sit down, then follow him
    to the back of the club and walk up the stairs to the VIP room.
    Talk to him a little before he chooses to point a gun at you for attempting to
    leave the room. If you want the trophy associated with this, start dancing and
    only take off your shirt, then go for the lamp and hit him with it. If you don't
    care about the trophy and just wanna see, well, Madison get naked, just keep
    dancing and taking off clothes until you decide to go for the lamp. Don't take
    off anymore than the shirt if you want the trophy. Unbutton the shirt, then 
    choose LAMP when prompted. Dance around a little, then turn around and smash him
    with the lamp. Afterwards, Madison will duck tape him up and question him. Smack
    him around a few times and he'll wake up, then ask him some questions. When 
    the guard asks if every things ok, choose BUSY, and continue the questions. 
    After putting the squeeze on Paco, you'll learn what you need to know, so exit 
    the room and leave the club to end the chapter.
    31. Fish Tank (Norman)
    *Norman Jayden can die in this chapter.*
    If Norman survived the chapter with Mad Jack, then this chapter will begin. If
    he didn't, it will skip over to the next chapter. Ask the guard about Paco, then
    make your way upstairs and you watch the scene on the opposite screen. Enter the
    room and examine Paco's body. As soon as you examine the body, the man in the
    room will attack you and engage in a fight. Follow the commands and be
    careful when he has the sword or Norman will die. Once you get thrown into the
    fish tank, he'll walk out and disappear. Question the guard outside the door
    then go back inside the room and find your ARI glasses in front of the fish
    tank. Put them on and start investigating the room. Use the R1 button to bring
    up clues around the room. Here's a list of all of them:
    1) The lamp Madison used to his Paco by the couch.
    2) The duct tape on the desk.
    3) The pollen/orchid trail near the desk.
    4) Paco's fingerprints on the desk.
    5) Paco's fingerprints on the stereo behind the desk.
    6) The gun on the floor.
    7) The paper on the floor near the desk (Only if you ripped the man's pocket
    during the fight). 
    8) The other gun near the door.
    9) The shell casing on the floor in the middle of the room.
    10) Your gun on the floor near the shell casing.
    11) Paco's body and the bullet in his head.
    When you are finished searching for clues, exit the room and leave the club
    to end the chapter. 
    32. On the Loose (Ethan)
    1) Lover Boy (Forgive Madison.)
    2) Unforgivable (Don't forgive Madison.)
    3) Escape Master (Escape arrest.)
    1) If Madison is dead, open the box and find the 5th and final clue and engage
    in the chase sequence with police.
    2) If Madison is alive, kiss her and choose to forgive her after sex.
    3) If Madison is alive, kiss her and choose not to forgive her after sex.
    4) After the scene with Madison, escape arrest and do not get caught.
    5) After the scene with Madison, get arrested and end up in jail for the rest of
    the game.
    *Ethan can go to jail in this chapter, and he will no longer be in the game. It
    is just the same as any other character dyeing.*
    You'll have a short conversation with Madison, then you can choose to kiss her
    or not. If you do, you can pursue it further and end up having sex. If you
    dont't, she'll leave. After you finish, wake up and get off the bed. Put your
    clothes on, which are on the floor, and take the 5th clue off the desk. Walk
    over to the chair with the jackets and pick them up. You'll now have to choose
    to forgive Madison or not, which directly affects the ending of the game. If you
    choose to forgive her or not you'll earn a trophy either way. Once you make
    your choice, head downstairs to the front desk, and you'll see the police at the
    front desk. Immediately walk into the office and pick up the phone on the wall
    near the back. Don't talk to the clerk or he'll just slow you down. Call Room
    207 to warn Ethan, and a chase sequence will begin. Hop over the balconies and
    be careful of the commands or you'll get really slowed down if you miss one. 
    When you are on the balcony and have to choose right or left, go RIGHT, then 
    choose UP when you have to choose up or down. You'll climb onto the roof and
    begin another set of button commands. Some of them are really quick and hard to
    see, so take a breath and concentrate when you are on the roof. When you reach
    the edge, you have to choose to surrender to Blake or jump off the roof. Jumping
    off the roof earns you a trophy and the chance to save Shaun. Surrendering
    puts Ethan in jail and ends his participation in the game. If you choose to
    jump, quickly get up and take the driver out of the cab, and the chapter will 
    33. Trapped (Scott)
    1) Swimming Instructor (Save Lauren.)
    1) Escape sinking car and save Lauren. Lauren will continue to be in the game.
    2) Escape sinking car and do not save Lauren. Lauren will die and no longer be
    in the game.
    Walk around and enter your office, and a cutscene will begin. Afterwards, Scott
    and Lauren will wake up a car that is underwater. Immediately start shaking to
    try to untie the ropes, then break the glass in front of the steering wheel when
    the option becomes available. When you finish cutting your ropes with the broken
    glass, look over at Lauren and shake the controller to try to wake her up. If 
    you want to save her, do not press R1 or Scott will break open the window, swim
    out, and leave Lauren behind. Free her from her ropes after you slap her a 
    couple times, then break open the window with a few commands, and Scott will
    take Lauren to the surface and the chapter will end.
    34. Face to Face (Scott)
    1) Kind Hearted (Give Kramer his pills when he has a heart-attack.)
    2) Invincible Scott (D0n't get hit during the gun fights.)
    1) Survive the gun fights and find Kramer.
    2) Fail the gun fights and escape the house.
    3) Give Kramer his pills and let him live.
    4) Do not give Kramer his pills and let him die.
    Rev the engine a little, then blast that family-mobile right into the mansion.
    When Scott gets out of the car he'll face numerous guards that shoot at him.
    Follow the commands and shoot the guards as prompted. As soon as you see a
    command, press the button to shoot the guard or you could get shot when you
    hesitate (For me, I played on easy, and every single command was "X" or "Circle"
    and was almost always "Circle"). There are around 15 guards to shoot, and when
    you reach the balcony you can bust through the door and find Kramer. Rough
    him up a little, then when you have him pinned on the desk you can to press R1
    and choke him to death, or let him tell you everything and not choke him. After
    listening to his explanation, ask him about John Sheppard and his twin brother,
    and Kramer will begin to have a heart attack. You can choose to give him the
    pills he needs or just let him die. Take them from the desk drawer and give 
    them to him, and the chapter will end. 
    35. Ann Sheppard (Madison)
    Madison has arrived at the local hospital to question Ann Sheppard about her
    knowings of the Origami Killer. Go to the receptionists desk and sign the log
    book, then head to room 19, which the last room on the right (next to a chair.)
    Ask her all the questions you want if you'd like, but her answers don't really
    get you anywhere. Walk back out into the hallway and take a flower from the
    vase about halfway down, then give it to Ann back in her room. You can talk to
    the nurse in the hall as well if you'd like. When you give her the flower, put
    it in the vase next to her bed and she'll begin talking. Then open the drawer
    under the vase and take the picture and she'll start talking again. Then walk
    over to the table across from her bed by the door and pick up the Origami figure
    andshe talk more about them. Walk over to the table by the window and flip open
    the Origami book. Flip to the page of the dog (The third page) and make the 
    figure. Use the commands to fold the paper and Madison will give it to Ann, 
    which will spark some memories for her. She'll eventually tell Madison her other
    sons name, but we won't be able to hear it. The chapter will end shortly after.
    36. The Rat (Ethan)
    *Big, big spoiler in this chapter, so be warned because I reveal if. Make your
    choice with the poison and move on, do not read this section.*
    1) Sacrifice (Drink the poison.)
    2) Clever Dad (Choose the correct address without completing all 5 trials.)
    1) Drink the poison and complete the 5th and last trial.
    2) Do not drink the poison and do not complete the 5th and last trial.
    3) Find the correct address if you have completed enough trials.
    4) If you have not completed enough trials, Ethan will not be able to find the
    Walk into the room and watch the video. If you choose to drink the vial, then
    you will only have 60 minutes to live but you will win the last trial and get
    the final clue. If you choose not to drink the vial, then you might not be able
    to guess the address depending on how many trials you have passed or failed. If
    you have passed at least 3 or 4, you should be fine, but I HIGHLY recommend
    drinking the vial and I promise you the outcome is not what you think. It just
    guarantees you get closer to the clue guessing. When you make your choice, Ethan
    will run out of the room and go back to the car. Check the phone and listen to
    the message. Foghorns and seagulls. Hmmm....that means the address must be by
    the water. If you look at the GPS, only one address is by the water..... 852
    Roosevelt ROAD. It is the marker on the right side of the screen next to the
    water, so pick that destination and drive to end the chapter. 
    37. Solving the Puzzle (Norman)
    1) Nerd (Norman finds all the clues for each crime scene and finds out who the
    killer is.)
    Basically, repeat the process of analyzing all the information Norman has in
    the ARI system. Here are the things you must perform for each clue (By the way
    if you happen to scroll over the ? after searching for clues, DO NOT accuse 
    Blake, continue to investigate until I say so.)
    First, choose "Clues"
    1) Choose "Gun" and choose "Analyze"
    2) Choose "Blue Lagoon Video" and choose "Analyze" then choose "Play" then 
    choose "Pause" and "Analyze" when the killer is choking Jayden.
    3) Choose "Gas Receipts" and choose "Geoanalysis"
    4) Choose "?" and choose "Geoanalysis"
    Norman will discover the killer is a cop, living in a specific area. Hmmmmm....
    HMMMMMMM. He'll walk out of the office and Blake will receive a call about a car
    being at the docks. The chapter will then pan to Lauren and Scott at the train
    station. The scene will then pan to John and his brother. Run to the right and
    go all the way to the back of the construction zone and to the green trailer.
    He will try to get his dad to help, but with no avail. But not before John asks
    his brother not to forget about him, and finally reveals his name.....
    The scene will then pan to someone in the office. Just toss the stuff in the
    fire and watch the scenes until the chapter ends.
    38. The Killer's Place (Madison)
    Cold as Ice (Hide in refrigerator to escape.)
    *Madison Paige can die in this chapter.*
    So now that we've discovered the killer's real identity, its now Madison's job 
    to find out where they are keeping Shaun. Head inside the apartment after 
    picking the lock and head towards the back of the living room. Open the bureau
    next to the desk and search behind the clothes to reveal a hidden door. Enter
    the door and step inside the small room. Search the various items around the
    room and then search the computer. Input any two passwords you want until the
    option of "MAX" comes up, then choose it to open the computer. When you find
    out all the information, leave the room and you'll be greeted by Scott himself. 
    After a short conversation he'll lock you inside the room. Tap the wall next to
    the door to discover that it is hollow, then grab the hard drive next to the
    laptop and smash the left side of the wall next to the door. Smash the wall
    open and climb through the hole into the bathroom. Open the door and follow
    the commands to jump over the flames. Flip over the chair, walk around it, and
    exit the bedroom and go into the living room. Follow the path to behind the desk
    and flip over the second filing cabinet. Jump onto the filing cabinet, then
    jump over the coffee table and onto the floor near the kitchen. Enter the
    kitchen and you'll have two options for escape. You can clean out the fridge and
    hide inside it to protect yourself from the blast or you can take the microwave 
    and move it, then climb out of the window. The fridge choice earns you a 
    trophy as well. When you exit out onto the street, you'll be able to choose
    to call Ethan or Norman. The choice depends on who needs the address. If Ethan
    did not finish enough trials to guess the address, call him. If Norman did not
    obtain enough clues to find the killer, call him. If neither of them could find
    the address, the choice is yours. Also, if you sent Ethan to the wrong address
    then call him. If both of them have the address, then call either one of them
    and it doesn't matter.
    39. The Old Warehouse (Ethan)(Scott)(Norman)(Madison)
    1) All Endings (Watch all endings.)
    2) Four Heros (Complete the story with the four characters alive.)
    3) Heavy Rain Hero (Finish the game.)
    4) Heavy Rain Master (Unlock all trophies.)
    5) Perfect Crime (Clean Manfred's shop of every fingerprint, kill Lauren, 
    Kramer, and let Hassan die, 
    6) Saved the Kid (Save Shaun.)
    7) Simple Mind (Save the Origami Killer.)
    8) So Close... (Reach the very end of the game, and fail.)
    9) Trial Master (Complete all 5 trials.) *Sometimes this shows up in the last
    chapter rather than after drinking the vial.
    This chapter depends completely on who is alive and who is not. If Ethan, 
    Norman, and Madison are alive, then there will be a part of the chapter for
    each of them. If 1 or all of them are not alive, then their part will be cut
    out or the entire chapter will be different. Read my section on endings in the
    guide to see which one you'll get.
    If Ethan is not in jail, then the first scene is Ethan trying to find Shaun. 
    Move to the back of the room and Scott will appear. After a brief conversation
    Ethan will be able to try to open the grating. If Norman is alive, he will
    attack Scott and Ethan will try to open it again. Find the big metal bar on the
    ground to the right of the grating; its a little below the grating too. Pick it
    up and use it to break open the lock, then open the grating and take Shaun out.
    If Norman is alive, the scene will pan to Norman on the rooftop fighting Scott.
    Follow the various button commands to avoid the objects Scott throws at Norman
    and hits Norman with. After more than a few commands, the scene will pan to
    Madison, if she is alive, driving to the warehouse. Be ready for commands after
    Madison is taken away by Ash because the scene will pan back to Norman fighting
    with Scott. Follow the next few commands the the scene will pan back to Ethan.
    Quickly follow the commands to perform CPR on Shaun. After two or three series
    of chess presses and mouth-to-mouth, Ethan will stop performing CPR. After a 
    short scene of Ethan begging Shaun to wake up, he does. If Ethan took the 
    poison, then he'll tell Shaun a few things before realizing he didn't die. If
    he didn't it will just be him holding Shaun more. The scene will then turn back
    to Madison, and she'll begin getting taken away by Ash. Pay attention to the
    couple of button commands to get away from Ash, drive your bike, and escape into
    the warehouse to warn Ethan. After Madison warns Ethan the scene will quickly
    go back to Norman and Scott fighting, so be ready for another quick button
    command. During the fight you can choose whether or not to save Scott, but if
    you do he will continue to fight until he or Norman dies, so choose wisely.
    You do receive a trophy for saving him. Be careful because this could result in
    Norman dyeing after he had his chance to kill Scott. 
    After killing Scott, the scene will then pan to Ethan, Madison, and Shaun 
    coming out of the warehouse (This is only if Madison is alive, did not fail at
    getting inside the warehouse, and Ethan is not in jail. If he is, Shaun will
    die.) Sit back and enjoy whatever ending you ended up. Congratulations, you've
    finished your first play-through of Heavy Rain. You can replay it again numerous
    times to see the different endings. 
    (~ _  _|. _  _  _
    (_| |(_||| |(_|_\
    Here are all the possible endings and how to get them. If you can confirm
    anything I have stated that is not confirmed, please let me know. Obviously
    there are MASSIVE SPOILERS in this section, so only read this is you are
    specifically trying to achieve an ending or have finished the game.
    Here is a list of all possible endings and how to get them, categorized by
    each characters actions:
    Ethan Mars
    1) *A New Life*
    	1) Do not die.
    	2) Do not get arrested at the motel.
    	3) Find the correct address by guessing or finding all the clues.
    	4) Save Shaun.
    	5) Do not get shot by the police.
    	6) Forgive Madison.
    2) *A New Start*
    	1) Do not get arrested at the motel and do not die. 
    	2) Reject Madison or Madison dies. 
    	3) Do not get shot by the police.
    	4) Save Shaun/.
    	6) If Madison dies, the police do not show up at the warehouse and 
    	Ethan does not get shot.
    	7) If Madison lives, Ethan must not forgive her, but she will still 
    	warn him about the police.
    	8) If Madison dies, Ethan must find the correct address.
    	9) If Madison lives, Madison and Ethan must find the correct address 
    	and Madison must not get caught by the cops and must warn Ethan. 
    	10) Norman must be alive and discover who the killer is if Madison is
    	11) Norman can live or die during the fight with Scott
    	12. Ethan rejects or accepts Madison in the hotel. 
    3) *Tears in the Rain*
    	1) Do not die.
    	2) Do not get arrested at the motel.
    	3) Forgive Madison.
    	4) Do not save Shaun/Shaun dies. 
    	5) Madison must not die.
    4) *Origami Blues*
    	1) Do not die.
    	2) Do not get arrested at the motel.
    	3) Do not find the warehouse.
    	4) Do not save Shaun/Shaun dies.
    	5) Reject Madison or Madison dies.
    5) *Ethan's Grave*
    	1) Die.
    	2) Madison or Norman must save Shaun. 
    6) *Innocent*
    	1) Get arrested at the motel.
    	2) Madison or Norman must save Shaun. 
    7) *Helpless*
    	1) Get arrested at the motel.
    	2) Do not save Shaun/Shaun dies. 
    Norman Jayden
    I have not confirmed if taking the Triptocaine affects any of the endings. 
    1) *Case Closed*
    	1) Do not die.
    	2) Discover who the Origami Killer is.
    	3) Defeat the Origami Killer.
    2) *Resignation*
    	1) Do not die.
    	2) Do not discover who the Origami Killer is/Give up investigation.
    	3) Ethan or Madison must save Shaun.
    3) *Uploaded*
    	1) Die.
    4) *Smoking Mirror*
    	1) Do not die.
    	2) Do not discover who the Origami Killer is/Give up the investigation.
    	3) Ethan and Madison do not save Shaun.
    	4) Madison dies in the apartment fire. 
    	5) Ethan dies or is arrested. 
    Madison Paige
    1) *Heroine*
    	1) Do not die.
    	2) Ethan is arrested, rejects Madison, or dies.
    	3) Madison must save Shaun.
    	4) Madison must defeat the Origami Killer.
    	5) Norman must die or give up the investigation.
    	6) *I have not confirmed if the doctor from "The Doc" must live or die.*
    2) *Square One*
    	1) Do not die.
    	2) Ethan rejects Madison, gets arrested, does not find the warehouse,
    	dies, or is shot by the police after saving Shaun.
    	3) Norman gives up the investigation or dies.
    	4) Do not find the location of the warehouse. 
    	5) *I have not confirmed is Shaun must live or die.*
    3) *Dead Heroine*
    	1) Die.
    Scott Shelby
    1) *Origami's Grave*
    	1) Die.
    	2) Lauren may or may not survive.
    2) *A Mother's Revenge*
    	1) Do not die.
    	2) Lauren must survive.
    3) *Unpunished*
    	1) Do not die.
    	2) Lauren must die.
    4) *A Perfect Crime*
    	1) Ethan must die or get arrested.
    	2) Madison must die.
    	3) Norman must give up the investigation or die.
    	4) Lauren must die.
    	5) Scott must not die. 

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