====================================================================== -- H O T E L D U S K -- ,---. ,--. '| ---. |---',---.,---.,-.-. ,--' | `--. | \ | || || | | | | | ` ``---'`---'` ' ' `--' - `--' Hotel Dusk: Room 215 (DS) FAQ/ WALKTHROUGH v. 1.1 By: neeker ====================================================================== ====================================================================== DISCLAIMER AND LEGAL STUFF ====================================================================== This walkthrough can be posted on: - GameFAQs.com - Neoseeker.com - 1UP.com - SuperCheats.com and their associates only, unless authorized by me. You may contact me at lestor underscore wong at yahoo dot com for this purpose. FAQ thieves will be prosecuted, which involve torturing their feet with a feather, sending them to the Blue Coral Club, or throwing them into a mall infested with zombies. Also, please note that, as with most gaming guides: + + + THIS GUIDE CONTAINS SPOILERS! + + + In fact, it's extremely spoiler heavy due to the nature of the game. I can't do a spoiler free guide because I just have to explain it all, so that I can feel good. If you're likely to get offended by spoilers, please don't use a guide. ====================================================================== ====================================================================== CONTENTS ====================================================================== BASIC INFO ---------- 1. Contact Information 2. Introduction 3. Controls 4. Getting Started 5. Characters WALKTHROUGH ----------- 6. Chapter One - 5:00 to 5:30pm [ HDCHP1 ] - 5:00pm [ CHP100 ] - Checking-In [ CHP101 ] - The Old Woman [ CHP102 ] - The Vending Machine [ CHP103 ] - Moonlight Grill [ CHP104 ] - Puzzle Bobble [ CHP105 ] - Angel [ CHP106 ] - The Wish Room [ CHP107 ] - 5:10pm [ CHP110 ] - Louie [ CHP111 ] - The Wrong Parcel [ CHP112 ] - Melissa [ CHP113 ] - Mila and Rosa [ CHP114 ] - 5:20pm [ CHP120 ] - She knows about Hotel Dusk [ CHP121 ] - The Dame [ CHP122 ] - The Writer [ CHP123 ] - The Order [ CHP124 ] - Answers to Quiz #1 [ CHP1QZ ] 7. Chapter Two - 5:30 to 6:00pm [ HDCHP2 ] - 5:30pm [ CHP200 ] - Follow-Up [ CHP201 ] - Va-Voom! [ CHP202 ] - The Toolbox [ CHP203 ] - 5:40pm [ CHP210 ] - Helen [ CHP211 ] - The Thick Wire [ CHP212 ] - The Suitcase [ CHP213 ] - The Payment [ CHP214 ] - The Office [ CHP215 ] - The Memo Puzzle [ CHP216 ] - Nile [ CHP217 ] - White Lies [ CHP218 ] - 5:50pm [ CHP220 ] - Where's Louie? [ CHP221 ] - Danny [ CHP222 ] - Answers to Quiz #2 [ CHP2QZ ] 8. Chapter Three - 6:00 to 7:00pm [ HDCHP3 ] - 6:00pm [ CHP300 ] - Rachel's Question [ CHP301 ] - A familiar Name [ CHP302 ] - Dinner [ CHP303 ] - The Missing Bookmark [ CHP304 ] - The Secret Word [ CHP305 ] - The Piano [ CHP306 ] - 6:20pm [ CHP310 ] - Gentlemenly Conduct [ CHP311 ] - The Fountain Pen [ CHP312 ] - Return of the Doll [ CHP313 ] - Puzzle Bobble (Redux) [ CHP314 ] - 6:40pm [ CHP320 ] - Bookmark Search [ CHP321 ] - Angel Opening a Door [ CHP322 ] - Locked [ CHP323 ] - Electro [ CHP324 ] - Good-Bye, Thick Wire [ CHP325 ] - Why do adults lie [ CHP326 ] - The Roof [ CHP327 ] - Answers to Quiz #3 [ CHP3QZ ] 9. Chapter Four - 7:00 to 8:00pm [ HDCHP4 ] - 7:00pm [ CHP400 ] - Room 217 [ CHP401 ] - Money in the John [ CHP402 ] - Autograph Hunter, Part One [ CHP403 ] - 7:20pm [ CHP410 ] - Coins! [ CHP411 ] - A Theft in the Hotel [ CHP412 ] - Today's Papers [ CHP413 ] - 7:40pm [ CHP420 ] - The Other Stairs [ CHP421 ] - Autograph Hunter, Part Two [ CHP422 ] - The search goes on [ CHP423 ] - Special Penmanship [ CHP424 ] - The Fake [ CHP425 ] - Answers to Quiz #4 [ CHP4QZ ] 10. Chapter Five - 8:00 to 9:00pm [ HDCHP5 ] - 8:00pm [ CHP500 ] - Osterzone [ CHP501 ] - The Actor [ CHP502 ] - A date with Rosa [ CHP503 ] - 8:20pm [ CHP510 ] - The Sick Girl [ CHP511 ] - Dunning's Warning [ CHP512 ] - The Broken Rag Doll [ CHP513 ] - 8:40pm [ CHP520 ] - The Search for Jeff [ CHP521 ] - The Distraction [ CHP522 ] - Room 213 [ CHP523 ] - The Confrontation [ CHP524 ] - Answers to Quiz #5 [ CHP5QZ ] 11. Chapter Six - 9:00 to 10:00pm [ HDCHP6 ] - 9:00pm [ CHP600 ] - The Old Ghost [ CHP601 ] - The Seven Stars [ CHP602 ] - The Prize [ CHP603 ] - The Coins Puzzle [ CHP604 ] - The Matchsticks Puzzle [ CHP605 ] - 9:20pm [ CHP610 ] - The Insurance Clerk [ CHP611 ] - The 10th Anniversary [ CHP612 ] - Dunning's Past [ CHP613 ] - The Wine Label [ CHP614 ] - 9:40pm [ CHP620 ] - The Bottles [ CHP621 ] - Removing the Label [ CHP622 ] - Helen's Memories [ CHP623 ] - Answers to Quiz #6 [ CHP6QZ ] 12. Chapter Seven - 10:00 to 11:00pm [ HDCHP7 ] - 10:00pm [ CHP700 ] - Hyde's Dad [ CHP701 ] - Cecily Lee [ CHP702 ] - Melissa's Christmas [ CHP703 ] - 10:20pm [ CHP710 ] - The Christmas Tree [ CHP711 ] - The Tree Box Puzzle [ CHP712 ] - Decorating the Tree [ CHP713 ] - Gallery May [ CHP714 ] - Dunning's Room [ CHP715 ] - 10:40pm [ CHP720 ] - Kevin [ CHP721 ] - Grace [ CHP722 ] - Kevin's Secret [ CHP723 ] - Answers to Quiz #7 [ CHP7QZ ] 13. Chapter Eight - 11:00 to 12:00am [ HDCHP8 ] - 11:00pm [ CHP800 ] - The Envelope [ CHP801 ] - The Cassette Tape [ CHP802 ] - Rendevous at 216 [ CHP803 ] - 11:20pm [ CHP810 ] - Bowling [ CHP811 ] - Meeting at the Rooftop [ CHP812 ] - 11:40pm [ CHP820 ] - Rosa's Room [ CHP821 ] - The Old Brochure [ CHP822 ] - Robert Evans [ CHP823 ] - Answers to Quiz #8 [ CHP8QZ ] 14. Chapter Nine - 12:00 to 2:00am [ HDCHP9 ] - 12:00am [ CHP900 ] - Apple Painting #1 [ CHP901 ] - Apple Painting #2 [ CHP902 ] - Apple Painting #3 [ CHP903 ] - Apple Painting #4 [ CHP904 ] - The Old Key [ CHP905 ] - 12:20am [ CHP910 ] - The fifth painting [ CHP911 ] - Room 111 [ CHP912 ] - Jenny [ CHP913 ] - CPR [ CHP914 ] - Holy Crap, she's talking! [ CHP915 ] - Robbins Hospital [ CHP916 ] - 12:40am [ CHP920 ] - Interlude [ CHP921 ] - Birthday Cards [ CHP922 ] - The Secret Door [ CHP923 ] - Answers to Quiz #9 [ CHP9QZ ] 15. Chapter Nine - 2:00 to ? [ HDCHP0 ] - 2:00am [ CHP000 ] - The Wine Cellar [ CHP001 ] - Race against time [ CHP002 ] - A Hammering [ CHP003 ] - The Angel Painting [ CHP004 ] - The man who painted angels [ CHP005 ] - 8:00am [ CHP010 ] - End [ CHP011 ] - Jeff [ CHP012 ] - Summer [ CHP013 ] - Helen [ CHP014 ] - Iris [ CHP015 ] - Kevin and Melissa [ CHP016 ] - Louie [ CHP017 ] - Rosa [ CHP018 ] - Dunning [ CHP019 ] - Mila [ CHP020 ] - Dunning [ CHP021 ] - ??? [ CHP022 ] 16. Conclusion Appendix 1: Version history Appendix 2: Frequently Asked Questions Appendix 3: Credits ====================================================================== ====================================================================== 1. CONTACT INFORMATION ====================================================================== Hi, I'm Lestor Wong. I post on GameFAQ.com/ GameSpot.com by the username "neeker". Feedback for this document can be directed to lestor underscore wong at yahoo dot com. You may check out my other works here: http://www.gamefaqs.com/features/recognition/52881.html ====================================================================== ====================================================================== 2. INTRODUCTION ====================================================================== Hotel Dusk: Room 215 is Cing's follow-up project from Trace Memory. The games are not related, but Hotel Dusk takes what's good from Trace Memory and expanded the whole premise into something larger. This should be godsend for many adventure games lovers. When I started playing this game, I had no intentions to write a guide for it. My last exercise in writing one for Phoenix Wright: Ace Attorney Justice for All has taken its toll on me, and I just wanted to enjoy the game by playing it. Some time into it, I felt very compelled to write a guide anyway, so I'd say that the purpose of doing it is more as a form of tribute to the game than anything else. With that in mind, what I want to do here is to provide a very detailed guide about progressing through the game. This means that I'll add in ASCII drawings when necessary to better explain the situations. Of course, my drawings are not to scale, but they should offer a good reference to solving the various puzzles and all. Without further ado, let's go into the basic information. ====================================================================== ====================================================================== 3. CONTROLS ====================================================================== I love stylus-based games, because I don't really need to spend a lot of time explaining the matter of CONTROLS. You can play through this entire game with the stylus. Use the stylus to move, examine, pick up items, show items, talk, advance the story and basically everything else. ====================================================================== ====================================================================== 4. GETTING STARTED ====================================================================== Some stuff that you may want to know before you begin. HOLDING YOUR DS --------------- This game is played with a sideways orientation. This means that you hold your DS sideways, like how you would read a book. This provides a more interactive book feel to the game, which is good in my books. If you've played Brain Age, you will feel immediately at home with this orientation. LEFT-HANDED OPTION ------------------ You can choose your inclination from the onset, or change it under the "System" option when you pause the game. The difference when playing a left-handed game is that the touch screen is now on the left side, which means you hold the DS "upside down". MOVING AROUND ------------- Like most adventure games, moving around while gathering clues is an essential element of Hotel Dusk. Some areas could be out of bounds to you during the early parts of the game, but they will eventually be opened up. At times, you may need to find items, or trigger events to unlock these doors. And, as I mentioned earlier, moving around is a breeze with the stylus - just point where you want to go on the touch screen, and your character will move towards it. MAP SCREEN ---------- When walking around, your touch screen will essentially be your over- head map screen. You will be represented by a "red dot" on the screen, and you must guide this red dot to your desired destination. While walking, take note of the other screen for a 3D view of the environments. The DS' ability to show you two screens at once does a great job in blending a simplistic 2D map screen and a 3D surroundings screen to provide you a great view of things. NPCs that you can interact with are represented by a "blue dot" on the map screen, by the way. You can also see them on the 3D screen, even though when you begin talking to them, they become artistic 2D images. ICONS ----- The icons on the screens are self-explanatory. The "door" icons will zoom in onto the nearest door, and you can knock on it, use a key on it, or simply open it. The "magnifying glass" icon means that you can examine a nearby area. The "people" icon means that you can talk to a nearby person. It's all very easy to understand. Check your manual for more information if you need. NOTEBOOK -------- There's a notebook feature in this game that is extremely handy. It's represented by, you guess it, a "notebook" icon on screen. When you come across something interesting, you can jot it down by simply writing whatever you see fit into the notebook. For example, when I first saw the poster of a pretty girl at the front desk in Chapter One, I wrote "nice t*ts" into my notebook. You know, that sort of things. Of course, you've limited space - you begin with only three pages. But events in the game will lead to more pages being added by NPCs later. PUZZLES ------- Solving puzzles is part and parcel of the game. The variety in Hotel Dusk is quite amazing. All the puzzles that you will encounter in this game will be covered, and explained as best as I can. Unless it's about this very HARD jigsaw puzzle that you encounter very early in the game... :) PRESSING -------- During a conversation, you may come across some "pressable" (I made this word up) statements, When these appear, a yellow triangle with a finger pointing will appear on screen. Tap this triangle to initiate a pressing action. When you press, you will usually be given two choices to ask your subject. Be wise when you choose these options, because a wrong move may just end it all! "?s" ---- When you come across interesting stuff while talking, you will mentally ask yourself some questions. These are represented by the "?" symbol on screen. They usually "fly" across the upper screen when they appear. A "?" can come in three colors - white, orange and red. White "?s" are those that you've no idea who to ask to. Orange "?s" are usually related to an immediate subject that you're talking to. Red "?s" are mandatory to trigger events and advance the stories. When using this walkthrough, I'll refer to these questions as they are shown on screen: "?s". QUIZZES ------- True to Trace Memory fashion, at the end of each chapter, the game will have a 5-question quiz. The purpose of these quizzes is to help summarize the events in the respecitve chapters. Answers to all these quizzes will be provided in this walkthrough as well, but try to do them all yourself since the story in this game is a strong feature itself. ====================================================================== ====================================================================== 5. CHARACTERS ====================================================================== The major NPCs in Hotel Dusk - and major spoilers if you haven't played the game at all: 1. KYLE HYDE ----------------- Hero of the game. An ex-cop who has left the force after an operation gone wrong, Hyde is searching for an answer as to why his ex-partner betrayed him. He arrives at Hotel Dusk with a mission to recover some lost items for his present employment, but ends up finding more than he could have bargained for. 2. RACHEL --------- Rachel is the secretary of Ed Vincent, who happens to be Hyde's current boss. Ever efficient, and very pretty. She will prove to be a great help in Hyde's adventure in the moody Hotel Dusk. Her bespectacled looks remind me of Jessie from Dead Rising. 3. ED VINCENT ------------- Ex-LAPD, and a man of many resources. Ed is quite a mysterious figure, as his appearance is intentionally masked off in all the proceedings. 4. BRIAN BRADLEY ---------------- Ex-partner of Hyde, who went undercover in an art heist criminal group, only to find himself killing a middleman, and making off with both the money AND a very expensive painting. Bradley was shot by Hyde, fell into the Hudson, but his body was never recovered. He was last known staying in Hotel Dusk, posing as Hyde, some six months before the real Hyde arrives at the place. 5. DUNNING SMITH ---------------- The owner of Hotel Dusk. Grumpy old man. Loves sports. Hides some secrets, and the frequent induction of "game overs" for Hyde in the game. 6. MILA ------- Shares the same name as Bradley's younger sister. A mysterious and pretty girl who can't speak. She claims that her father is a certain Robert Evans, who owns an art gallery called Gallery May, in Santa Monica. 7. LOUIS DENONNO ---------------- Small-time crook some three years ago, who was regularly busted by Hyde. Is now a bellhop, waiter and bartender at Hotel Dusk. Provides lots of comic relief in this game. Awoooooooo...! 8. ROSA ------- Super Maid of Hotel Dusk. Complains a lot. Thinks she's always right. Her hobbies including preparing steak and cleaning up the place. 9. JEFF ANGEL ------------- Young punk with a lot of (wrong) attitude. Turns out he was hiding a secret as well - I mean, his surname isn't even Angel. Busted by Hyde some time into the game. 10. MELISSA WOODWARD -------------------- A lonely, young kid who's missing her father. It doesn't help that her father is entirely clueless about the situation. Melissa's innocent nature moves Hyde's heart a lot, and the hero will end up doing a lot of things to make Melissa a happy kid again. Including doing a very HARD jigsaw puzzle. Twice. 11. KEVIN WOODWARD ------------------ Melissa's old man. A surgeon who lost a malpractice suit, which resulted in the departure of his wife. Will eventually pick himself up after the nosey parker called Hype discovers his secret. 12. HELEN PARKER ---------------- An old lady with an eye-patch. She's at Hotel Dusk because of a promise, but she may never see the person she misses most again because of the following person... 13. MARTIN SUMMER ----------------- ... who claims to be a best-selling writer, but turns out to be a fraud by stealing his friend's works. Got found out by Hyde after some handwritng inconsistencies. 14. IRIS -------- In my opinion, the sexiest of the lot of ladies in Hotel Dusk. Hides a secret that could ruin her acting career. ====================================================================== 6. CHAPTER ONE - 5:00 TO 5:30PM [ HDCHP1 ] ====================================================================== After the long (but impressive) introduction, you will assume control of Kyle. Tap through the self-introduction, and you will hit the door to Hotel Dusk. Tap on the handles to enter. Tap the handles on the door to enter Hotel Dusk. ---------------------------------------------------------------------- 5:00 P.M. [ CHP100 ] ---------------------------------------------------------------------- CHECKING-IN [ CHP101 ] ----------- Below is a rough sketch of the opening area: ---| N |------------------- | | | | | Front | | | Desk | | | | | |--------------| | \--------------| | | | | | | | | | | | | | | | | | | |------- | | | | S | | | | | -----------|----|----|------------ Front Legend ------ N - Next Area S - Star Sticker #1 location During the cut-scene, you will see the front counter. Before checking- in, however, head to the bottom left corner of this area ("S") to find a point of interest. Examine the stuff here (eg. dart board, poster, sofa, etc.). Pay special attention to the star sticker on the wall. You should find a number (randomly generated). Note it down into your notebook. NOTE: You will find six more of such numbers. You will need them to complete a side quest later. Head towards the front counter now. Examine the stuff at the counter (eg. TV, register, bell, etc.). When you tap the bell, the screen will zoom in. Tap it three times, and the owner of the hotel will greet you... in a sort of brutal kind of way. NOTE: The TV has a note about its operating hours, which is 7:00- 9:00pm. You may want to turn it on then to check the programmes. Talk to him, and when given the choice to ask a question, choose: > Did you call me Rosa? He will explain that Rosa is the maid of the hotel. He then proceeds to introduce himself as Dunning Smith. Tap through the conversation. Soon, Dunning will offer you a suite. Regardless of whether you choose to accept or reject this offer, you will end up staying in Room 215, so just choose whichever option you like. Dunning will then give you a pen to fill up the registration form. Tap the pen to get it, and then tap onto the empty spaces on the form - it will be automatically filled up as you tap those empty fields. Dunning comments that he finds your name familiar. When given the choice, ask: > What's your problem? and he will explain that six months ago, a guest with the same name as you stayed in the hotel. This is an important clue, so you may want to note it down. Dunning will soon hand you the key. Tap the key to take it. You will find the word "Wish" inscribed onto the key. Dunning goes to explain that the rooms in Hotel Dusk are all marked with names. Room 215 happens to be called "Wish". Go through the conversation, and then choose: > What story? and Dunning will provide a brief history of the room - apparently, the room grants wishes. After the talk, he will hand you the hotel brochure and map. As usual, tap them to add them to your inventory. Take note of the information that Dunning is telling now. The restaurant opens at 6:00pm for dinner, and 7:30am for breakfast. The bar opens at 9:00pm, and check-out is at 10:00am. These timings are important as events will happen during these, er, events at specific times. During the conversation with Dunning, you may notice some "?s" on screen. These are questions that you can ask Dunning now. Ask them all in the following sequence: > What won't you talk about? Dunning will further describe this other "Kyle Hyde", whom you think is your missing ex-partner, Bradley. > My room grant wishes? Dunning will tell you a fairy tale about how guests who has stayed in Room 215 have had their wishes granted. > I'm waiting for a package. Dunning mentions about "problems" about previous packages. This leads to another "?". > What was the trouble? It happened that some time back, a crook was staying in the hotel, and a package sent to him led to some severe Hollywood-style gunfight in place. You're all about done here, so leave Dunning and walk towards the area marked "N". ---------------------------------------------------------------------- THE OLD WOMAN [ CHP102 ] ------------- Just as you're about to go to the next area (lobby), you hit a cut- scene. An old woman walks into the hotel, asking for a room. She specifically asks for Room 215, but since you've already gotten the room, Dunning will regrettably feel damn, I mean, really sorry for her. Dunning will offer another room to her, which she accepts. Approach her and try talking to her if you want, but she will tell you that she's busy checking in, and will talk to you later. NOTE: This lady has an eye-patch over her right eye. A weird character design, but I'm sure there will be some story about this when the game unfolds... or will there? Anyway, go to "N" again to enter the lobby. ---------------------------------------------------------------------- THE VENDING MACHINE [ CHP103 ] ------------------- Rough sketch of area: 101 -----------|---------|------------ | <- C | R | - - | ---S-| | | | | | V | | | M | | | | | -----| | - | | | | O | | ---| N |------------------- Legend ------ N - From previous area C - Next Area R - Locked Door to Right Hallway O - Locked Door to Dunning's Office S - Star Sticker #2 Location VM - Vending Machine 101 - Locked Door to Room 101 There are three locked doors here ("101", "R" and "O"). You can ignore them for now. If you want, you can examine the chairs and tables and what have you, but the most important thing here is the vending machine at "VM". Examine the left side of the machine to find the second star sticker. Note the number into your notebook, and then examine the right side of the machine. There's a note there describing the nature of this star sticker side quest. If you can find all seven stickers in the hotel, you can come back to this machine to key in the total sum of these numbers to win a prize. NOTE: Whether you do this or not is optional, but I know you want to, right? Examine the front of the machine to find that to use it, you need coins. There's only ONE chance that you can get coins for this side quest as far as I know, and it's in Chapter 4. I'll get to that when the time comes. You can now head towards the area marked "C" (Central Hallway). ---------------------------------------------------------------------- MOONLIGHT GRILL [ CHP104 ] --------------- Rough sketch of area: | - | | - | -----| M |- | | - L C <- - | | | | | | _ |B | | | | M| | G| | | | - | | | | | | | | | | | | | | | -----S----- Legend ------ C - From previous area M - Next Area (Stairs to 2F) S - Star Sticker #3 location B - Signboard and Chalkboard L - Locked Door to Left Hallway MG - Moonlight Grill Restaurant Head down to the end of the hallway to find the next star sticker at "S". As usual, note the number into your book. Check out the painting with the apples and wine as well. On the way there, if you examine the area at "B", you will find the restaurant signboard and a chalkboard. Tap the chalkboard to zoom in, and then take note of the chalks at the bottom right corner of the board. You can tap them to zoom in, but you can't use them now. You will come back to them later to solve a puzzle... or you may not. "MG" is the restaurant itself, but it won't open until 6:00pm, so head towards the stairs at "M". ---------------------------------------------------------------------- PUZZLE BOBBLE [ CHP105 ] ------------- Cut-scene, and your path will be blocked by a little girl. She's Melissa, but you won't get to know her name until later. Anyway, talk to her, and ask: > Is something wrong? She's apparently "playing" on the stairs. Continue talking to her until you ask for her name. She refuses, so ask her: > Why won't you tell me? She replies that about not talking to strangers, especially jerks like you (damn). You will automatically tease her about her mum, after which she will get all mental. Choose: > Oh, give her a break. It seems that she's trying to finish a jigsaw puzzle, but her dad finds that she's too noisy in their room, so she's doing it on the stairs instead. > A puzzle, huh? As expected, you will get the chance to offer help, so, when given the chance, choose: > Let me help. Now, this puzzle is HARD, man. I mean, seriously, hardest puzzle I've experience since I started playing video games in 1986. Just crazy stuff. I wish you all the best... oh, wait, you mean I only need to rotate three pieces of jigsaw and place them into the empty slots? Ok... NOTE: Use the rotate icons on the top left and right of the screen to rotate. Click and hold a piece to move it. After you finish the puzzle, the girl will comment that it's not finished because she didn't get to do it herself (I like this attitude). She will then proceed to throw the puzzle on the floor (I don't like this attitude). After some stern warning from you, she will pick up the pieces and go upstairs. She leaves a piece behind though, and you can pick it up. Upon picking it up, you will find some wordings behind the puzzle. Come to that later. ---------------------------------------------------------------------- ANGEL [ CHP106 ] ----- Rough sketch of area: -----|216|--|217|--|218|-| M |--|219|--|-R-|--|220|---|-U-|-- |S| | |-- - | RO | - | | -----|215|--|214|--|213|-- ---|212|--|211|---------|-L-|--- | A | | | ------- Legend ------ M - Stairs leading to 1F S - Star Sticker #4 Location U - Utility Room L - Linens Room A - Apples and Wine Painting R - Locked Door leading to Right Hallway RO - Locked Door leading to Roof Rooms ----- 211 - Martin Summer 212 - Helen Parker? 213 - Jeff Angel 214 - Empty 215 - Kyle Hyde (you) 216 - Iris 217 - Empty now, but "Kyle Hyde" six months ago (Bradley?) 218 - Empty now, but Melissa will be locked inside later 219 - Kevin and Melissa Woodward 220 - Empty You're now at 2F. Go left a little to hit a cut-scene. You will see a young chap looking around, as if he's searching something. Talk to him (tap the yellow triangle): > Hey, you ok? He introduces himself as Jeff Angel. After some small talk, he will say something about having no choice but to come to a place like this. Reply: > No choice, huh? The conversation will continue until he says that it's too bad you're not a cop. You can now ask him some "?" questions. > It's too bad I'm not a cop? This will soon be followed by another option: > Cool? He replies that this hotel looks like a scene for a cheap TV crime drama. It would be nice if a real crime really takes place here, blah blah. Something is wrong with this guy. You can now ask about the girl you saw earlier. > Who's the kid on the stairs? He reveals that the girl on the stairs is Melissa, and she stays with her dad at Room 219. Jeff excuses himself soon. Head left all the way to the area marked "S" to find some stuff to examine. On the side of the dresser, you can find another star sticker. You know what to do. NOTE: Four star stickers now, and you will get the other three by Chapter Six. You may also want to check out the apples and wine painting at "A". This is for a later puzzle. Go to Room 215 now. Once there, tap the "door" icon to zoom in to the door. Access your inventory and choose the Room 215 Key. Use it on the door knob/ keyhole, and you will unlock the door. Tap the door knob again to get into the room. ---------------------------------------------------------------------- THE WISH ROOM [ CHP107 ] ------------- Rough sketch of the room: ---------------| D |--- | | | | | H | T | | | | | | | | |---------- | |P| | |-------- | | Bed | / \ | |-------- S | | \ / | ----------------------- Legend ------ D - Door T - Bathroom H - Hanger P - Dresser with phone, brochure and paper clip S - Table/ Suitcase Bed - Er, bed where parcel boxes will be Once in, you will automatically put your suitcase on the table at "T". The phone rings soon, so head to "P" and tap the dresser. The screen will zoom in, and you can touch the phone. Once you do that, you will hit a cut-scene. Oh, Rachel. She reminds you of your task, so take down those stuff she tells you if you want (client list, etc.). After she hangs up, the phone rings again. This time, it's Dunning. It seems that he wants you to foot the bill by 6:00pm - take this down in the notebook. Now, you need cash, and you remember keeping some in the suitcase. Check your inventory for the suitcase key, and use it on the suitcase. Touch and hold the key and move it towards the middle of the suitcase to slot the key in. Turn the key a few times until it breaks. Don't worry about this though - it's part of the story. Instead, you will comment that you need something to pick the lock. Head back to "P", and examine the hotel brochure. Once zoomed in, you should find a paper clip. Touch it to pick it up. Now, use the paper clip on your suitcase. You will activate a puzzle. Just click and hold the white shining spot and move the clip until it straightens into a thin wire. With the thin wire, you can have a go at picking the suitcase lock. Use the wire on the suitcase to activate the puzzle. You need to push all three pieces firmly into place. You can try all you can, but you won't succeed. It seems that the wire is too thin - you will need a thicker wire. You won't find it now though, so don't bother. Instead, walk towards the door and you will hit another cut-scene. Someone's knocking on the door. It seems that your parcel has finally arrived. ---------------------------------------------------------------------- 5:10 P.M. [ CHP110 ] ---------------------------------------------------------------------- Can you believe it? After all those talking, walking, puzzlings, etc., only 10 minutes have passed? ---------------------------------------------------------------------- LOUIE [ CHP111 ] ----- Open the door, and the bellhop will be at the door. Click through the conversation with him - he seems a little uneasy when talking to you. He requests your help, so tap the top parcel to take it away. You will place the box on the bed automatically. Now, the bellhop will try to leave, but you find something amiss. Click the yellow triangle and say: > You sound familiar! and you will eventually get a chance to grab his face. Point the stylus to his chin and move it. You will get to see that he's none other than Louis DeNonno, a small-time pickpocket that you've busted many times before when you were still in the force. Turns out that Louie has left New York three years ago, and has been working at the hotel since. He has apparently left his past behind, but "three years ago" seem to give you other ideas - could he be connected to your leaving from the force, perhaps? Continue talking to him until you get the chance to say: > Bad memories of me, eh? Seems that Louie has been checking the register and parcels over the past few years, hoping that he will never bump into a familiar name. He mentions that thankfully, he hasn't. This grabs your attention - didn't Dunning mention earler about a guest called "Kyle Hyde" from six months ago? Anyway, when given the choice, say: > It's kind of complicated. Louie will become a great help to you as the game progress, so no harm being nice. Continue talking until he says that there seems to be a different vibe in you. You can now ask all the "?" questions. Do so in the following sequence: > I have a different vibe? He replies that the Officer Hyde of all is no longer evident in you. This triggers some memories of Bradley and you. > You're doing better? When he says he's too old to keep working the streets, ask: > So what happened? He admits that something happened in New York that caused him to leave, but he won't tell you what. This raises another "?", which you can ask right away: > What won't you talk about? No use. Louie won't talk. Ask about the other "Kyle Hyde" then. > No guests had my name? He's adamant that there was no other guest by the name of "Kyle Hyde" during the three years that he's here. Hmm... The talk is still not over. Continue on, and Louie will ask about your changing of jobs. Reply: > I hung it up. You will explain that you're no longer a detective. This draws a hilarious outbreak from him, plus more memories from you. With this, this long conversation is finally over. Take note that you've promised to keep his past a secret. ---------------------------------------------------------------------- THE WRONG PARCEL [ CHP112 ] ---------------- Go to the parcel now, and examine it. You will find a brown notebook inside. Tap onto it to examine it. This is not what you were waiting for though, so it seems that Louie has delivered the wrong package. You need to inform the front desk. The notebook, titled "The Secret Word", will be added to your inventory. Leave Room 215 now and head towards the stairs to hit a cut-scene. ---------------------------------------------------------------------- MELISSA [ CHP113 ] ------- Melissa has came out from Room 219. Walk towards her and talk. She metions that she lost something really important. When given the prompt, ask: > Why can't you see Mom? Listen to her problems with the father, and then ask: > Going to see your mom, huh? Another yellow triangle real soon, select: > Where'd your mom go? More sorrows about a missing mother from Melissa. Seems that her dad is clueless about finding his missing wife as well. Poor kid. Continue talking, and then ask: > What's your old man do? Turns out that Melissa's father is a surgeon, who works at some hospital somewhere. She also mentions that her mom works at an art museum, and that her name is Grace. Melissa will eventually tell you that she likes to draw pictures of her mom. You will ask her to draw one into your notebook. Tap the notebook when she's done to retrieve it. You then remember about the puzzle piece that she dropped earlier. Select it from your inventory and show it to her. She comments that the puzzle was a gift from her mom, and that she treasures it very much. Before you leave the conversation, check page 4/4 of your notebook to find a drawing of Melissa's mom. Cool. Once you exit the conversation, Melissa's dad will come out of Room 219. They will both return to the room, so you can continue your long journey to the front counter. ---------------------------------------------------------------------- MILA AND ROSA [ CHP114 ] ------------- Once you head into the front desk area, you will see a girl near the door. If you actually paid attention during the introduction, you will find her familiar - she was the pretty lass along the highway while you were driving here. Go towards her and try talking to her. No response. Tap her on her shoulder to get her attention. She will turn around, but she won't reply. Soon, you will here a loud voice behind you. This sees the introduction of Rosa the maid. Talk to her. She will tell you that the mysterious girl's name is Mila. After the talk, walk towards Rosa and talk to her again. She comments about traveling salesmen, which you can ask: > A salesman, huh? The observant Rosa has noticed the Red Crown jacket that you're wearing. It seems that she has bought something from your company, and isn't very satisfied with them. After the initial small talk, you can now ask some questions. > Her name's Mila? Rosa will bring your attention to a bracelet on Mila's left arm. It says: "Mila" (duh!). This is not what shocks you though - this bracelet looks the same as the one that Bradley was wearing when you shot him three years ago. Continue the conversation until Rosa says that she will drop Mila in her room. Ask: > You're going to drop her? This simply means that Rosa will let Mila stay in her room. She also explains that Mila managed to make her way to the hotel by hitching a hike. A young man who checked in earlier brought her. > What guy brought her? Yes, you guess it right. It's Jeff Angel, who stays in Room 213. When Rosa asks whether you know him, reply: > Yeah, we met. Rosa doesn't have a good impression of Jeff. Me neither. Ok, you can ask about the parcel now. > I got a wrong package. Just after this, the front desk phone will ring. It appears that someone has found your parcel, because a wrong one has been delivered to him as well. He will offer to bring your parcel to your room later, so head up to 2F again. NOTE: You will also comment that Bradley's kid sister is called "Mila", incidentally. Coincidence? ---------------------------------------------------------------------- 5:20 P.M. [ CHP120 ] ---------------------------------------------------------------------- SHE KNOWS ABOUT HOTEL DUSK [ CHP121 ] -------------------------- You decide to talk to Jeff about Mila, so head towards Room 213 and knock on the door. Ask: > You didn't know her name? Jeff replies that he doesn't know Mila, but found her while he was on the way here. Apparently, Mila specifically asked to go to Hotel Dusk. When given a choice, choose: > She ASKED? Knowing that Mila doesn't really talk, this should be the correct question to ask Jeff. He replies that she didn't actually ask verbally. Instead, she was holding a brochure of the hotel. He thought that she wanted to come here, so he gave her a ride. Now, ask: > She knews about this hotel? Jeff added that he asked Mila where she was heading, and she showed him the brochure. No arguments here. Mila was heading for Hotel Dusk. ---------------------------------------------------------------------- THE DAME [ CHP122 ] -------- Jeff will return to his room soon, so go back to Room 215. When you're about to reach, the door opposite Room 215 opens. A pretty lady comes out of it, and greets you. She introduces herself as Iris. After some small talk, ask: > What are you confirming? Listen to her ramble about not wanting anyone to stay beside and opposite her, and then reply: > I'm a salesman. She seems happy that you're a salesman, and comments that it means you won't be taking photos of her. You give her your opinion about taking photos of her. When she's about to leave, Louie appears. Talk to both Iris and Louie until she returns to her room. After Louie leaves, knock on Iris' door, and ask: > Why is the princess here? if you want. She will reject your advances and slam the door on you. NOTE: You can skip this part if you don't feel like having a door slammed at you. Go into Room 215 now. ---------------------------------------------------------------------- THE WRITER [ CHP123 ] ---------- Head towards the middle of the room, and someone will knock on your door. Open the door to find a bearded man with glasses. He introduces himself as Martin Summer. You find the name familiar, but can't recall anything further. He also tells you that he's staying in Room 211 now. When he says that he saw your stuff in the wrong parcel, tell him: > Don't read my stuff! He gets angry upon hearing this, so quickly pacify him by apologizing: > Sorry. Got carried away. He tells you that your parcel is right beside his feet. You can now ask about his name: > I've heard of you. Seems that he's a writer. Ask: > You're a writer? He will eventually ask whether you've read his books. You can reply "nope", and you can lie to him, like me: > Uh... yeah... Sure... He will then ask which book have you read. The answer is pretty obvious, with all the angel references in the game so far: > The Angel Whispers. He's delighted that you've read his book, phew! You will now pass the notebook to him. Once he gets his hands on it, he will be heavily distracted. In fact, he's so distracted that he won't even bother looking at you anymore. Touch the parcel next to him to pick up your package. Now, there are two boxes on your bed. How do you sleep now? Dismiss Summer, and go to your bed now for the parcel. ---------------------------------------------------------------------- THE ORDER [ CHP124 ] --------- Examine the parcel. The screen will zoom into the contents of the box. Pick up the client list, and the order sheet. On the order sheet, you will find the items that you need to recover: 1. A small red box. 2. The December issue of a magazine with Cecily Lee on the cover. Check out the products that you need to sell if you want, but you should really call Rachel now. Head towards "P" in the room and touch the phone to call. NOTE: The products here are a mini sewing machine and a adhesive remover. After talking to Rachel, the chapter will come to an end. Before that, however, you will need to gather your thoughts, much like what you do in Trace Memory. You will do so by asking yourself some questions, and then answering them... ---------------------------------------------------------------------- ANSWERS TO QUIZ #1 [ CHP1QZ ] ------------------ 1. ... to find certain items. 2. ... that is grants wishes. 3. ... Bradley. 4. ... she wore a bracelet. 5. ... a small red box. NOTE: The questions are presented in a multiple choice format. Simply touch the correct answer to proceed to the next one. ---------------------------------------------------------------------- CHAPTER ONE: END ---------------------------------------------------------------------- ====================================================================== 7. CHAPTER TWO - 5:30 TO 6:00PM [ HDCHP2 ] ====================================================================== Wow, that was one of the longest first chapters I've ever played in a video game. ---------------------------------------------------------------------- 5:30 P.M. [ CHP200 ] ---------------------------------------------------------------------- FOLLOW-UP [ CHP201 ] --------- You should start poking your nose around the hotel to gather clues. Exit Room 215 to find Rosa along the corridor. Go talk to her. Now, it's a little tricky, this one. You may get a "game over" if you piss Rosa off too much, especially when it comes to a story/ rumor about the hotel's past. Anyway, to get through this smoothly, go through the conversation by asking the following questions: > Tell me about Louie. Press: > What stories? Press: > You can't talk? Relent: > Ok, I won't push it. NOTE: If you insist on asking Rosa to "spill it", she will arrange a date with Dunning for you at the front desk. This will lead to an early bath for you... I'll leave the details/ outcome of these choices to you, since the bulk of it doesn't really provide much information. The general idea is that there's a rumor about the previous owner of the hotel - you will get to know more about this later, anyway. You can also ask about Mila: > How's Mila doing? When given a choice, select: > The bracelet. This will set up a date with Mila at Rosa's room at 8:00pm. Cool. ---------------------------------------------------------------------- VA-VOOM! [ CHP202 ] -------- Rosa will leave to prepare dinner soon. Once she's gone, go a little to the right. You will hear a whistle from the end of the corridor. The cut-scene doesn't exactly tell you which room it comes from, but it's actually from the Linens Closet. Use the 2F sketch from Chapter One, and head towards the room marked "L" to reach Linens. Touch the door knob to enter. Rough sketch of area below: -------| F |------ | | L | | | O | | ----| | | |(T) | |--- | | | ----| | S| | | | | | | |--- L | V | | | | | ----| | | |--------------| | | | | | | | ---------------------- Legend ------ F - Previous Area (2F Corridor) L - Louie V - Magazine S - Ironing Board/ Linen Cart Area T - Trash Can LO - Locker/ Screwdriver/ Pliers/ Crowbar You will find Louie here. Seems that he's taking some time off while reading a copy of Va-Voom, which happens to be a magazine of some objectional contents. Talk to Louie, and you should get to ask: > This your hiding spot? He insists that he has been working hard. Ask: > What did you clean? He mopped. And then, you know, dusted stuff. Sigh. Continue talking to him until you can tackle the "?s": > What stories did you mean? The secret that Rosa has been trying to hide so vehemently just moments earlier will be unveiled. Ghosts! Louie will mention an incident relating to this matter, so: > When was this incident? This incident happened 10 years ago. > Talk about the incident. Seems that a girl disappeared in the middle of the night while staying in the hotel 10 years ago. Continue asking: > A girl disappeared? The girl was only 10 years ago. Her dad looked all over for her, but she wasn't found. The cops got a mysterious letter later, telling them where they could find the girl's body. But amazingly... > Did they find the body? ... no. And so, after a while, the stories about ghosts started surfacing. You can now press: > Dusk went bankrupt? Yes it did, and Dunning was the one who picked the place up again, even though not in the most spectacular manner. You should now ask about Mila: > What's Mila like? Louie gets shy, which is weird. Anyway, he will comment about your eye for the ladies, so press: > Nothing changes? Seems like you're some dinosaur from some tar pit when it comes to the girls. Good metaphor, Louie. Now for the last "?": > Stuff gets left behind? Louie will tell you that Dunning keeps all the lost and found items in his office. Looks like you need to find a way to sneak in... Continue talking to Louie. You will talk about Bradley, of which Louie replies that "he understands". You can press about this: > You understand? He will tell you that he has a buddy who died three years ago. This will set up a tensed finale to this chapter, but we will come to it later. Once Louie leaves, you can finally examine this area. Check the shelves at "V" to find a copy of men's magazine featuring Cecily Lee on the front cover. That's one item down from Ed's list. ---------------------------------------------------------------------- THE TOOLBOX [ CHP203 ] ----------- Now, time to find a way to open your suitcase. Examine the locker at "LO" to find a toolbox (it's the red thing on the top shelf) that holds three items: 1. A crowbar 2. A pair of pliers 3. A screwdriver Take them all if you want, but the pliers is the only thing you need at the moment. NOTE: Just double tap on all three items to add them to your inventory. Precision tapping is required. ---------------------------------------------------------------------- 5:40 P.M. [ CHP210 ] ---------------------------------------------------------------------- HELEN [ CHP211 ] ----- On your way back to Room 215, you will pass Room 212. The old lady with the eye-patch will greet you. Talk to her to find out her name - it's Helen Parker. She will excuse herself after talking to you about rooms and names. You've a "?" to ask her though, so knock on her door to get her to come out of her room again. Ask: > Why stay here? She replies that she has some dear memories of this place. Ask: > What kind of memories? Secret, dude. You will find out more about these memories in the later chapters. Ok, chop chop. Room 215. ---------------------------------------------------------------------- THE THICK WIRE [ CHP212 ] -------------- Refer to the sketch in Chapter One, and examine the area marked "H" to find a hanger. Select the pliers that you've just nicked from the Linens, and use it on the hanger. You will need to use the pliers to cut the hanger so that you can get the thick wire needed to pick the lock on your suitcase. Refer to the following sketch, and point your stylus to the points marked "A" to cut the hanger: ------------------- | | | | | -----|------------- | /\ - - / \ ------ ------ / \ |---A----------A---| You get a thick wire, finally! Go to your suitcase now, and use this new wire on it. Push the wire into the keyhole. You will need to use your stylus to push all three pieces of the lock into place. It's actually quite easy to do - simply hold and drag the pieces down, piece by piece. If you take too long with a piece, an earlier inserted piece may "pop out" again, so take note. Shouldn't take you more than 30 seconds to open the suitcase though. ---------------------------------------------------------------------- THE SUITCASE [ CHP213 ] ------------ You will find the following items in your suitcase: 1. A pair of socks 2. A bottle of whiskey 3. A shirt 4. A tie 5. An electric shaver 6. A pencil 7. A stack of cash You only need the cash now, so drag the pencil away (it's blocking your path to the cash), and double tap the money to add it to your inventory. You may also want to check the top segement of the suitcase to find the following: 1. Some receipts for claims 2. A Red Crown brochure 3. A map of L.A. 4. Yesterday's papers 5. A photograph You can't take any of these with you, though. Before you leave, stash the client list into the suitcase. Go to the front desk next. ---------------------------------------------------------------------- THE PAYMENT [ CHP214 ] ----------- At the front desk, you can't seem to find Dunning. Instead, go back to the lobby area, and knock on his office's door. Check the lobby map in Chapter One for the location - it's marked "O", just beside the vending machine. Talk to Dunning, and pay him the forty bucks you owe him for the night's stay. He will apologize, but you aren't so sure why. Press: > I don't follow you. and he will tell you that it's about the parcel mix-up. You will get free dinner as a result, woohoo! Dunning will then go to his quarters for a nap. In his haste, he forgets to lock his office. Time for some SPLINTER CELL action, man! ---------------------------------------------------------------------- THE OFFICE [ CHP215 ] ---------- Touch the door knob on Dunning's office door to enter. Lot's of things to do here, so refer to the sketch for the locations for all these events: ----------------------| R |------ | | | -----| | ------- | | |---- | | | | | | | N | | S | | A | | | | | | | ------- | | | | -----| |---- | | | | | | | - | | L | -------------------------| - | 3 | B | | | | | --| F |--------------------------- Legend ------ L - Previous area (Lobby) F - Locked door to Front Desk R - Locked door to Right Hallway T - TV/ Drawer A ("Kyle Hyde" Records)/ Tourist Brochure & Map N - Newspaper Articles S - Sofa 3 - Cabinet 3/ Memo/ Use Crowbar B - Calendar/ Birthday Card/ Supervisory Log First things first. Examine the desk at "B". You will find plenty of examinable items here. Click them all. The important things here are: 1. A calendar - the date December 5th is circled 2. A birthday card with a message - "Happy Birthday to my dearest Jenny!" 3. A supervisory log - it says that things left by guests are kept into drawer "3", while the guest registration is kept into drawer "A". Now, go to "A" to find drawer "A" - it's one of the drawers below the TV. Tap the drawer to open it. You will find the guest log inside. Click the documents to find the records for a certain Kyle Hyde, who stayed in Room 215 on June 30th, 1979. That's just about six months ago - jot that down in your notebook. Next, go to "3" to find drawer "3" - it's the top right drawer. Tap it to find that it's locked. Above the drawer is a keypad that you can't use yet, since you don't have the password. Note the piece of paper that's stuck underneath the drawers. Tap it, and you will activate a puzzle. Use your stylus to glide the paper out - you will find that, after a few strokes, the paper will be torn. ---------------------------------------------------------------------- THE MEMO PUZZLE [ CHP216 ] --------------- You now have part of the memo. A puzzle will be triggered, but you can't do anything to it yet, so just get out of it. Now, you will have to lift the drawers so that you can get the remaining memo. Remember the crowbar that you stole from the Linens? Time to use it! Select it from the inventory, and use it on the drawers. Drag the crowbar to the drawers until the lower end of the crowbar fits nicely into the base of the drawers. Now, simply hold and drag the crowbar downwards until you hit the puzzle solved jingle. NOTE: Be VERY careful when doing this. If you don't hold it firmly, the crowbar will give way, and the drawers will drop back to the ground. This will alert Dunning, thus leading to a premature "game over". You will automatically pick up the remaining memo, which leads to another puzzle. On the memo, you will find dots, stars and triangles. This is a "join-the-connectors" puzzle - simply join all the similar symbols together to form THREE numbers. For example, if you join all the dots together, you will most probably get the number "1". NOTE: The solution to this memo puzzle is random. I've played this chapter three times, and each time, the numbers are different. I've gotten 136, 125 and 128 during my three runs. Once you get the number, examine the keypad above drawer "3". Turn the number dials on the keypad until it matches the number on the memo, and you will unlock the drawer. Inside, you will find a small red box. Hey presto! ---------------------------------------------------------------------- NILE [ CHP217 ] ---- Once you leave the office, you will bump into Louie outside. NOTE: If you don't, you may have to examine every item in the office to trigger this cut-scene. You've no choice but to talk to Louie. When he asks about your sneaking out from Dunning's office, reply: > You know... work. Continue talking, and when Louie thinks that you've expose his past deeds to Dunning, assure that: > Nah, it wasn't about you. The conversation will eventually lead to a test of trust - do you trust Louie enough to tell him the truth about yourself? Well, the correct choice is: > I guess I can trust him... This will lead to a revelation about the Nile crime ring. Upon hearing this, Louie absolutely freaks out. Reply: > Knew about that, huh? Take note of what Louie tells you now - it seems that he knows about an undercover detective working on the Nile case. Seems that you being honest to him has explained some doubts that he has been wondering about. Anyway, press: > What makes sense now? The conversation will be interrupted by Rosa. Louie will take the opportunity to leave. Once he's gone, you will have to take on Rosa. Again. ---------------------------------------------------------------------- WHITE LIES [ CHP218 ] ---------- Talk to Rosa, and you will find that you can't hide many things from her. I think she has overheard Louie calling you "officer". Anyway, when she says "hmm...", ask: > What's wrong? Aha. She's quite convinced that you do know Louie. This is quite a tricky choice to make, but I eventually decided to be honest with her as well: > Yeah, I know him. This makes Rosa extremely excited. She also tells you that she overheard Louie calling you "officer" (ha ha). Now, when she asks about Louie's past, choose: > Don't tell her anything. She insists that Louie is hiding something, and comments that he's "shifty". Reply: > You think he's shifty? You will eventually lie that Louie worked as a pizza boy previously. This seems to pacify her enough, which means you can start asking her some questions. Now, these two "?s" are white colored, so you won't know who to ask. Might as well as Rosa, right? > Who's Jenny? > What's with Dec. 5th? You will get nothing from both questions. That's it. DO. NOT. ASK. THESE. TWO. QUESTIONS. EVER. AGAIN. Especially not to Dunning. Your pager will beep soon after, so go back to Room 215 and pick up the phone to call your office. Ed tells you something important about Nile, Louie, and a guy called Danny. It involves some painting insurance scam, which inevitably links back to the Bradley case. Looks like a talk with the ex-pizza boy is once again required. ---------------------------------------------------------------------- 5:50 P.M. [ CHP220 ] ---------------------------------------------------------------------- WHERE'S LOUIE? [ CHP221 ] -------------- Head back down to 1F. At the Central Hallway, you will meet Dunning. Approach him to talk. Now, you will get to ask three questions, but ask only this one: > Where's Louie? This will open up the door behind Dunning to you. It leads to the Left Hallway. As usual, click on the door knob leading to the area to enter. NOTE: If you ask about Jenny and Dec. 5th, you will get a "game over". Left Hallway sketch: ----------- | | | | | | | | | - | B | - | | - | L | - | | | | - | E | - | | | | | - - D P - - | | | | | | -------------------| | | | - | C | - | | |(P)(P) | ------------------------------ Legend ------ B - Boiler Room L - Louie's Room E - Electrical Room D - Laundry P - Pantry C - Central Hallway P - Potted Plants (note for later) Go through the door at "P" to enter the pantryL -------|-S-|------------------------- | | | | | | | -------- | | | |--| |---| | | - |----| | | L | | - | | | | | --------------| | | | | ---------------| K |----------------| Legend ------ S - Locked Door K - Kitchen L - Left Hallway You can't use the door at "S" until late in the game, so just ignore it for now. Instead, use the door at "K" to get into the kitchen: ----| P |------------------------ | | | | | | | ----------- | |--- | | | | ------- | | | | | | | F | | | ------- | | | | R | | | | | | | ---------| |----- | | | RE | | | ------ | | | ---------------------------------- Legend ------ P - Pantry R - Rosa F - Flour RE - To restaurant You will find Rosa in here. She's extremely tied up, but you can still sneak in the question: > Where's Louie? Well, he isn't here. Which means, he's most probably in his room. Backtrack to the Left Hallway, and head to the door marked "L" to Louie's room. Knock on the door, and you will more or less force your way in. You may also want to explore the other rooms here, like the electrical room and boiler room, before heading to Louie's. I won't discuss them until it's absolutely necessary to go to these places. ---------------------------------------------------------------------- DANNY [ CHP222 ] ----- I won't provide a sketch of Louie's room now, since you can't exactly examine anything yet. I promise I'll include one later in the chapters. Initiate the conversation with Louie, and be prepared for a long session. He will initially refuse to talk. When given the chance, press: > Oh, you'll talk to me. The name "Danny" shoots off Louie's mouth. You will also take this chance to "inform" Louie that Nile is hot on his heels. Continue pressing by telling him that: > That's what LAPD says. Louie will say that the Nile case was why he left New York in the first place. When given the choice, ask: > Did you take the money? He will insist that he knows nothing about Danny's money. You should now tap through the long conversation until you can ask the "?s": > Who stole the money? Choose: > I don't think it was you. Yep, it was the guy who killed Danny who took the money. > Who killed Danny? Choose: > I don't think it was you. Louie reveals that a guy by the name "J" did it. Press about this "J" person: > Who's J? J was someone who worked for Nile. He was some kind of insurance- fraud pro, and Danny was collaborating with him on some scam before he died. Continue asking: > Why was Danny killed? The first mention of a very important "angel painting". Danny was about to steal an angel painting from Nile's hideout, but he ended up getting himself killed. > What's the angel painting? Unfortunately, Louie has no clue about this, except that it's worth a fortune. This is going to end, soon: > Why'd leave the city? Choose: > 'Cause Danny got killed. Louie will tell you about this last big job that Danny was raving about. Press: > What was the job? This will lead to a crucial cut-scene. I'll leave it to you to check out the details, but the crux of it is that this "J" person was none other than Bradley! NOTE: You've got to tap a picture off Louie's hand at some point during the conversation. Time to take stock. ---------------------------------------------------------------------- ANSWERS TO QUIZ #2 [ CHP2QZ ] ------------------ 1. ... Mila. 2. ... ten years ago. 3. ... a small red box. 4. ... Nile was after him. 5. ... Danny. ---------------------------------------------------------------------- CHAPTER TWO: END ---------------------------------------------------------------------- ====================================================================== ====================================================================== 8. CHAPTER THREE - 6:00 TO 7:00PM [ HDCHP3 ] ====================================================================== ---------------------------------------------------------------------- 6:00 P.M. [ CHP300 ] ---------------------------------------------------------------------- RACHEL'S QUESTION [ CHP301 ] ----------------- Talking to Rachel upon a chapter's introduction has almost became mandatory now. Back at Room 215, when to the door to trigger a phone call from her. As usual, answer it. When she asks about Bradley, tell her: > Forget it, Rachel. ---------------------------------------------------------------------- A FAMILIAR NAME [ CHP302 ] --------------- After Rachel, leave your room, and you will decide to have dinner. Take the stairs down to 1F, and walk towards the restaurant. You will trigger a cut-scene, in which Melissa is seen receiving some parental guidance from her father. When Melissa says that she hates her dad, interrupt her: > Everything ok? After some yelling here and there, the sulky girl runs off. You will finally get the chance to talk to her dad. When he apologizes for making a scene, reply: > Nothing to apologize for. He introduces himself as Kevin Woodward. When you tell Kevin that your name is Kyle Hyde, he appears slightly startled. Ask him: > What is it? It seems that Kevin has heard your name before. Hmm, does this has something to do with "the other Kyle Hyde"? Kevin will soon ask about Melissa's earlier conversation with you. Tell him that it was: > Nothing special. and he will take your word for it. Now, you can finally ask him about the "?" about your familiar name: > Someone has my name? Kevin thinks that one of the patients at the hospital where he worked (he's a surgeon, by the way) may have had a similar name, but he isn't entirely sure. Kevin will leave soon after. Go into the restaurant now. ---------------------------------------------------------------------- DINNER [ CHP303 ] ------ Poor Louie. Apart from being the bellhop and cleaner, he's now taking on the job of waiter at the restaurant. Damn Dunning! At the reception area, you will automatically talk to him. He will talk about the bar in this area, as well as some messed up rooms. Take the opportunity to press about these rooms that haven't been occupied in six months: > Six months? Take note of the rooms that Louie mentioned - Rooms 217, 218 and 220. You can now tackle the "?s": > Room 217 isn't being used? Louie was quite sure about that, and he warns you not to sneak around too much. Eventually, you will persuade him to find a way into Room 217 for you. After that, ask the next "?": > Where's the bar? You can check the sketch below for its location, anyway. You will fix an appointment at 9:00pm with him - apparently, he's also the bartender. Duh! ---| K |-------------------------- | | --------- --- - | |S| B --- C | L - - | | | ------------------------------- | | | | | | | | | | | - | | R | I | - | | | | -------------- Legend ------ C - Central Hallway K - Door to Kitchen B - Locked Door to Bar (opens at 9:00pm) R - Door to dining area L - Louie I - Iris S - Star Sticker #6 Location After the conversation with Louie, walk towards the dining area. As you approach the area marked "I", you will bump into Iris. She seems troubled, so ask her: > What is it? Seems like she's depressed... > You seem upset. It appears that someone has openly told our dame she hate her. Ask: > Who said she hated you? She will reply that it was an awful child... Press: > An awful child, huh? When prompted, ask: > You mean Melissa? Yes indeed, and Iris reveals that Melissa actually threw a doll at her! Ask: > She threw her doll? Iris will insist that Melissa has over-reacted to a simple question that she asked, about the maker of the said doll. Last but not least, tell Iris: > You're nuts. (I kinda like this choice...) Well, regardless of your choice, Iris will call you a total brute. Once she leaves, use the door at "R" to enter the restaurant. ----------------------------- | ------ ------| | | | | | | | | | | | ------ ------| - | R ------ | | F | | - | | | | ------ SP | ------ PP | | D | PP | | | PPPPP | ------ PPPPPP ---------------------PPPPPPPP Legend ------ R - Restaurant Area F - Where you eat/ Summer conversation D - Melissa's Rag Doll P - Piano, pictures and other stuff S - Star Sticker #5 Location Examine "D" to find Melissa's rag doll. When you reach "F", a cut-scene will be triggered. Enjoy the dinner, and dessert! ---------------------------------------------------------------------- THE MISSING BOOKMARK [ CHP304 ] -------------------- Once the long dinner sequence ends, Summer will appear. He has some unfinished business with the wrong parcel earlier - seems that you may have overlooked something when you searched his box earlier. You will agree to find this missing item for him, so ask: > What am I looking for? Summer replies that it's a bookmark. Press: > What kind of bookmark? He replies that it's a blue bookmark with a picture of an angel on it. It's also blue in color, and has a ribbon. You can now ask about the next "?": > What was in the notebook, anyway? Summer will become defensive, and will ask whether you saw the contents of his notebook. Choose: > Just looked at the cover. Ok, that's all from Summer for now. He will leave his beloved bookmark in your hands, and so begins your search for it. ---------------------------------------------------------------------- THE SECRET WORD [ CHP305 ] --------------- Rosa will clear the plates soon, so take this chance to ask her about Summer. When prompted, tell her that: > I think he's a writer. But of course! Rosa will remember the name "Martin Summer", finally. > You know this guy? Oh yes, indeed. In fact, Rosa is a fan! Ask: > You're a fan of Summer? Rosa will give you some pointers about Summer. It appears that The Secret Word (which is the title of the notebook of his, by the way) was Summer's first book. Continue by pressing: > The Secret Word? This book is immensely popular, and has won some awards for Summer. Take note of Rosa's request for an autograph as well. Keep asking: > What's the book about? Some perfect crime/ revenge plot, apparently. You can find those kind of thing everywhere nowadays. You can now ask the last "?": > What about the guy with my name? Unfortunately, Rosa has no recollection. It's really strange - you saw the name in the guest register, but both Louie AND Rosa have no idea about this guest. Don't tell me BOTH of them were off-duty on that day? ---------------------------------------------------------------------- THE PIANO [ CHP306 ] --------- Once Rosa leaves, you can finally examine this area. Check the areas marked by "P" for the piano, speakers and photographs. Most importantly, you will find another star sticker on the side of the piano. You should now return to the reception area. Mila is here as well, and it seems that she has offered to help Rosa and Louie, but he will ask her to return to Rosa's room. Go through the conversation with Louie until the next time segment. ---------------------------------------------------------------------- 6:20 P.M. [ CHP310 ] ---------------------------------------------------------------------- GENTLEMENLY CONDUCT [ CHP311 ] ------------------- Back at the Central Hallway, you will find Mila at the end of the corridor. Seems that she's engrossed with the painting here. Attempt to talk her, and tap through the monologue until Rosa appears. The ever-helpful maid will usher Mila away. Go to the opposite end of the hallway, and try to use the stairs up. A scene will occur, as Helen belatedly comes down for dinner. She will ask you to help her to the dining area. Be a nice guy, and tell her: > Well... maybe... She will take that as a "yes", so walk her all the way to where Iris was on the restaurant area sketch ("I"). In return for your help, she will offer to buy you a drink at the bar. Reply: > A free drink? I'm in! This will set up a second boozing appointment in the bar after 9:00pm. ---------------------------------------------------------------------- THE FOUNTAIN PEN [ CHP312 ] ---------------- When you're about to leave the restaurant area, someone will stop you. It's Louie, and he's stopping you because he has just found a fountain pen under the table you dined at. Tap the pen off him. There's some words carved on it, but its surface is worn down, which means you won't be able to read what's on it. Rosa's incessant rants will lead Louie away, again. You can now leave the restaurant area. Remember the chalkboard outside the restaurant? No? Ok, I will re-use the sketch - it's at "B", which you should immediately be at when you step out of the restaurant. Sketch of area (redux): | - | | - | -----| S |- | | - L - | | | | | | _ |B | | | | M| | G| | | | - | | | | | | | | | | | | | | | -----A----- Legend ------ B - Signboard and Chalkboard S - Stairs to 2F A - Apple Painting L - Door to Left Hallway MG - Moonlight Grill Restaurant I mentioned about examining the chalks there earlier, which is what you should do now. Select the fountain pen from your inventory, and use it on the chalk. You will automatically find some chalkdust, and put a little of it onto your finger. This leads to a puzzle. Apply the chalkdust onto the pen, and then rub the dust off (thoroughly, with the stylus). Now, the words inscribed on the pen will be readable: "To Alan, with love." [ ALTERNATE METHOD ] ------------------ There's another way to read the words on the pen. Remember the flour in the kitchen? Use the pen on the flour, and go through a similar rubbing process to see the words. (Thanks to Sideswipe for pointing this out.) Once you solve the pen puzzle, return to the restaurant reception for Louie. You will pass the pen to him automatically, while he offers to find out if there's anyone called "Alan" here. ---------------------------------------------------------------------- RETURN OF THE DOLL [ CHP313 ] ------------------ Go up to 2F, and try going to the left. You will "remember" about Melissa's doll, so head to Room 219 for her. Knock on the door. When she answers, she will tell you that her dad's not around. Ask: > Where'd your dad go? Melissa isn't sure, but she feels that he went somewhere so that he didn't have to see her anymore. Poor kid. You should now show the doll to her. She will very very grateful for your kind gesture, since her mom made the doll for her. Leave the conversation now, and she will stop you. In fact, she will invite you into her room. Apparently she needs company until her dad returns. ---------------------------------------------------------------------- PUZZLE BOBBLE (REDUX) [ CHP314 ] --------------------- Room 219 sketch: ---------------------------------- | | | | | | | |---| |-| |----| | | | | | | | | | Bed | | Bed | | | | | | | | | | | | | | | -------- ------- ( P )| | | | M ----------- | | | | | | --------------------- | | | | - | | T | | - | | | | --| F |------------------ Legend ------ F - 2F Corridor M - Melissa T - Toilet P - Puzzle Bed - Bed Go talk to her, and she will ask you to do a puzzle. Yes, it's the same puzzle as before. This time, however, you will need to do the whole thing instead of just a few pieces. The puzzle is found on the table at "P". Touch the puzzle box to activate the sequence. I can't help you on this one, but it's really easy, anyway. Just rotate the pieces and put the correct pieces into place. The completed puzzle will show the picture of a bunny. Watch now as you explain a little about this rabbit to Meliisa. Dude's called Pinkie Rabbit, and he has his very own cartoon show back in the good old days, blah blah. Melissa will then reveal that her mom gave this puzzle to her as a birthday present. You will remember about the words behind the puzzle. You job is to flip the puzzle from the upper screen to the touch screen, so that you can read those words. Well, if you've played Trace Memory, this shouldn't be a problem. Simply close your DS, and reopen it. Ah, the wonders of technology. Words on the back: "Good-bye, Melissa." After this, Kevin will return. He will ask you to leave, but before you do, ask him: > You worried about Melissa? Kevin is wondering if she talked to you about her mother. Press: > Why are you asking about her mom? He will become all agitated, but at least you can still ask one more question before he cracks: > Why did your wife leave? Now, he will really crack. Pacify him quickly: > Easy! Don't scare Melissa. Which means it's time for you to leave Room 219 now. You will remember about Summer's bookmark as you leave. ---------------------------------------------------------------------- 6:40 P.M. [ CHP320 ] ---------------------------------------------------------------------- BOOKMARK SEARCH [ CHP321 ] --------------- Go back to your room, and walk towards the bed. Examine the first box (the one to the right), and you should activate a puzzle. This is a little tricky, and I remember spending 15 minutes rotating the box upside-down, leftside-right, etc. without ever finding that damn angel bookmark. The trick, however, is to simply rotate the box until its base is facing you, and then brushing against the middle part of it repeatedly. Keep doing so, and then turn the box up to look inside the box to find the bookmark stuck somewhere at the bottom. If you don't see it, keep rattling/ brushing the base of the box until it appears. Once you see the bookmark, tap on to it to activate the next puzzle. For this one, you can simply slide the bookmark out from the "groove" to get it. NOTE: Be careful not to accidentally tap the "back" icon, or you will have to redo the box-shaking sequence again. With the bookmark in-hand, you can now visit Mr. Summer at Room 211. ---------------------------------------------------------------------- ANGEL OPENING A DOOR [ CHP322 ] -------------------- Knock on the door, and Summer will greet you. Talk to him until you get to ask some questions: > Who painted the bookmark? The picture on the bookmark is a reproduction of a famous painting, which was painted by a painter called "Osterzone". You can now ask Summer about this mysterious painter: > So who was Osterzone? Take note of the details regarding to Osterzone, because he's an important character in this game... even though you don't know it now. When he talks about the title of the painting, press: > You like this stuff? Summer will give you his personal review of the painting. I kinda like the way he explains it... When the hoo-hah is over, show the bookmark to Summer, and then walk back to the stairs area. ---------------------------------------------------------------------- LOCKED [ CHP323 ] ------ The cut-scene that you will get is a little spooky. Someone's crying, in one of the rooms. But which one? Well, it's Room 218, actually. If you remember an earlier conversation with Louie, it's one of the rooms that are left vacant for six months. Knock on the door of Room 218, and you will find them someone's trapped inside. The victim is none other than Melissa. She expresses regret for wandering into the room, and asks for your help to get out. Time to go look for Louie again. Return to the restaurant for Louie, and talk to him. Seems that he was the one responsible for FORGETTING to lock that door to Room 218. With the lights out, Melissa must be too scared to move around. He will ask whether you know anything about wires. Regardless of which option you choose, he will still suggest that you check out the electrical room to turn the lights on for Melissa, so head towards there now. NOTE: The electrical room is just opposite Louie's room. Check the Left Hallway sketch from earlier if you don't remember the location. ---------------------------------------------------------------------- ELECTRO [ CHP324 ] ------- Bare minimum sketch of the electrical room: ---------------------------------- | || | | || S | | || | - -----| | | L | | | | - |-----| | | | | | | | | | ---------------------------------- Legend ------ L - Left Hallway S - Switchboard Examine the switchboards at the end of the room, in particularly, the one at "S". This will activate a puzzle, in which you will need to flick the two switches up AT THE SAME TIME. Solution? Use the stylus to drag on and hold one up, and then use your other hand to flick the other up. Or, use both hands to flick both switches up. Or, you can be like me, and use TWO styluses to flick both switches up. It's entirely up to you, really. Once done, the lights in Room 218 will be up. Time to go back there. ---------------------------------------------------------------------- GOOD-BYE, THICK WIRE [ CHP325 ] -------------------- Back at Room 218, Melissa can finally move around because the lights are on. However, when she tries to open the door, she will find that it's stuck. You decide that you should use the thick wire to pick the lock. This time round, there are four pieces to press down. It's the same technique as before, so just drag and hold the pieces down, quickly. If you're too slow, pieces that are pressed down earlier will pop up again. Once you successfully pick the lock, the thick wire will be expired. I'd like to take this opportunity to say, thanks for the memories. ---------------------------------------------------------------------- WHY DO ADULTS LIE [ CHP326 ] ----------------- You can now go into Room 218 to talk to Melissa. I won't bother with the sketch here, since there's nothing much here. Just initiate the conversation, and talk until you can get to ask: > Things aren't going well? Melissa thinks that Kevin is a liar, so press: > Why do you think that? Seems that Kevin has promised that if they come to Hotel Dusk, they will find Melissa's mom. Press: > Did Dad know this place? Continue the conversation until you can tackle the "?"s: > I know why your dad lied. Choose: > He hated to see you sad. Watch Kyle Hyde, child counsellor in action. Continue: > I know why your mom left. Choose: > It wasn't your fault. Now: > Let's talk about your mom leaving. Choose: > I'm sure your dad knows. This will lead to a final "?": > Your parents argue a lot? Melissa will finally explain the events leading to her mom's depature. When it's all over, Melissa will leave the room. You should as well. ---------------------------------------------------------------------- THE ROOF [ CHP327 ] -------- You will find Kevin outside Room 219, so go towards him and talk. Our Dad of the Year is totally clueless to the ordeal that Melissa just went through, so ask him: > Where were you? He will reveal that he was on the roof this whole time. What? You mean the door to the roof is unlocked? Leave Kevin to rot, and use the door at "R" (refer to 2F sketch) to go up to the roof. The roof is just a big, er, rectangle kind of place. I'll include a sketch because it's easier to explain an event later: ----------------------------------------------- | | | - | R | | - | | | I | | | | ====BILLBOARDS==== P | | ================== | ----------------------------------------------- Legend ------ R - To 2F I - Iris (Mila will be here a few chapters later) P - Where your pager beeps, in the next chapter. BILLBOARDS - Billboards Surprisingly, you will find Iris here. She and Kevin...? Anyway, go talk to her. She seems rather evasive, and whatever you ask, she will quickly excuse herself. Just choose the following options when prompted: > Just needed some air. > You need air, too? Finally, a long chapter comes to its end. ---------------------------------------------------------------------- ANSWERS TO QUIZ #3 [ CHP3QZ ] ------------------ 1. ... Melissa. 2. ... a bookmark. 3. ... Osterzone. 4. ... Room 218. 5. ... on the roof. ---------------------------------------------------------------------- CHAPTER THREE: END ---------------------------------------------------------------------- ====================================================================== ====================================================================== 9. CHAPTER FOUR - 7:00 TO 8:00PM [ HDCHP4 ] ====================================================================== In this chapter, you will discover the secret of the very annoying Martin Summer. ---------------------------------------------------------------------- 7:00 P.M. [ CHP400 ] ---------------------------------------------------------------------- ROOM 217 [ CHP401 ] -------- I'm going to fast forward the action here, since there are a lot of talk, and very little action. Still on the roof, head to the area marked "P" to activate a scene (pager beeping). As with before, once the pager beeps, go back to your room to make a call. Talk to Rachel and get through the cumbersome, and somewhat repetitive conversation. Once done, Louie will knock on your door. He has brought you the key to Room 217! Now, we're talking. Finish up the conversation, and stash the small red box into your suitcase before you leave. In this chapter, someone will complain about theft, and Dunning will be searching around for clues. You would be a thief in his eyes, by the way, because you've the following in your possession now: small red box, pliers, screwdriver, crowbar, Room 217 key... Anyway, you will need to get into Room 217. I know it's human nature to walk across to the room right away, but DON'T. If you take a look to your right after leaving your room, you will notice Jeff standing right outisde his room (213). If you go into Room 217 without talking to him, you will end up with a "game over" when you exit. To make Jeff go away, just approach him and talk. Within seconds, he will return to his room. Good, now you can use the Room 217 key on the door, and sneak inside this mysterious room. Sketch: ------------------------------- | | | | A | | | | |----------------| | | | |-----| | Bed | | | | | | D | | | | | |----------------| | | | | | | |-----| |------------------- | | | | | | | | T | | | | | | | | | | | ----------------------| P |--- Legend ------ A - Apple painting (on ground)/ Old Photo D - Dresser/ TV T - Toilet P - Door Bed - Bed Two points of interest here. First, check "D" for a dresser drawer. Examine the items inside, and you can pick up Bradley's lighter. Now, check the apple painting at "A". Just to the right of the painting, you should find an old photo. NOTE: I'd suggest you take note of the locations of all these apple paintings, since you will need them later. You're done here, so get back to the 2F corridor quickly. ---------------------------------------------------------------------- MONEY IN THE JOHN [ CHP402 ] ----------------- Cut-scene - seems like someone has entered your room when you weren't around. Your door is opened, slightly, and the floor near the toilet is wet. Examine the toilet bowl in the room, and you will activate a puzzle. Try flushing the water (drag and hold the handle down all the way), and you will find that it doesn't work. Perhaps something is inside the bowl? Find out what's inside by pushing the bowl cover from right to left - simply hold and drag the cover all the way left to complete the puzzle. Guess what? You will find stacks of cash inside! The phone ring almost immediately after you found the cash - what great timing. Pick up the phone and talk to Rachel (who else?). Seems that she has a friend who can find out more about the mysterious Osterzone. Good. Before you leave, hide your new-found cash, the Room 217 key AND that memo (with the dots and stars) into the suitcase. You don't want to be caught red-handed. In fact, since you've the time now, might as well go back to the Linens and put the pliers, screwdriver and crowbar back into the toolbox. You should head to the front desk now. Jeff is here, and he appears to be pretty agitated. Ask him to: > Fill me in. and he will chase you away. If you've nothing better to do now, you may want to examine the TV. Just turn it on and watch the programmes on air now. I'm pretty sure this has nothing to do with the game's progress at all. Quite possibly just a red herring. NOTE: On hindsight (that is, after playing future chapters), a re-run of the soap opera featuring Cecily Lee would be a nice way to tie in a sub-plot. ---------------------------------------------------------------------- AUTOGRAPH HUNTER, PART ONE [ CHP403 ] -------------------------- Go back up to 2F, and you will find Rosa. Talk to her, and ask: > Why do you need Summer? Remember Rosa's desire to get an autograph from Summer earlier? Well, she wants you to get it done for her. Damn. ---------------------------------------------------------------------- 7:20 P.M. [ CHP410 ] ---------------------------------------------------------------------- COINS! [ CHP411 ] ------ Go back to the front desk now. Jeff has found Dunning, and is bitching about losing something. After some nasty scenes, the spoilt brat will storm off. Don't worry about him - you will get to him in the next chapter. Now, I know you've questions for Dunning. But, if you're interested in completing the star sticker/ vending machine side quest, show your own cash (those found in your suitcase earlier) to Dunning. He will give you four quarters in exchange. NOTE: This is the ONLY time in the game that you can change coins. No, seriously. ---------------------------------------------------------------------- A THEFT IN THE HOTEL [ CHP412 ] -------------------- After changing the coins, you should talk to Dunning about Jeff: > What was that about? Choose: > What happened? Listen to Dunning's explanation. Some time during the talk, Summer will interrupt the proceedings and ask for today's papers. Continue talking to Dunning: > Why was Jeff so angry? Something was stolen from him, allegedly. Press: > What was stolen? Dunning refuses to say, so ask: > You suspect me? Not really, but he says that he will handle the situation. Leave him be, then. Check the sketch below and go to the area marked "S" to find Summer, who's reading the papers with intent. ---| |------------------- | | | | | Front | | | Desk | | | | | |--------------| | \--------------| | | | | | | | | | | | | | | | | | | |------- | | | | | S| | | | | -----------|----|----|------------ Front Legend ------ S - Summer/ Larry Damon article ---------------------------------------------------------------------- TODAY'S PAPERS [ CHP413 ] -------------- Talk to Summer, and you will eventually bring up the topic of the autograph. He agrees to the request, and will ask you to visit him in his room later for it. Take note of the conversation, especially when he talks about the robbery case that he's reading about in the papers. When he's gone, examine the papers for some interesting articles. There's this one about the Larry Damon robbery - some $20,000 and a pistol were stolen from Damon's house. On a side note, check out the personal ads section (right side of the papers) to find an ad that may interest you - someone is looking for "Alan Parker", and the person who's looking for him is none other than a certain "Helen". ---------------------------------------------------------------------- 7:40 P.M. [ CHP420 ] ---------------------------------------------------------------------- THE OTHER STAIRS [ CHP421 ] ---------------- Head towards the lobby, and you will bump into Rosa again. Talk to her to find out that there's another flight of stairs leading up to the 2F. Continue talking until you can ask her about: > There are more stairs? There's indeed another set of stairs. I'll use the earlier sketch of the lobby as reference: 101 -----------|---------|------------ <- C --> R - - | -----| | | | | | V | | | M | | | | | -----| | - | | | | O | | ---| N |------------------- Legend ------ N - Front Desk C - Central Hallway R - Door Right Hallway O - Door to Dunning's Office VM - Vending Machine 101 - Locked Door to Room 101 After talking to Rosa, head towards "R" to use the door there - it's now unlocked. You will find yourself in the Right Hallway. I'll provide a sketch of this area in the next chapter, so just bear with me. Meanwhile, just take the nearby stairs up to 2F. If you refer to the sketch of the 2F from earlier, you will exit from the door marked "R", in between Room 219 and 220. Once you're here, you will bump into Dunning. It seems that he's looking for something. Talk to him again about the theft, and ask: > What's missing? Choose: > You mean Jeff? This will give you a chance to ask about a "?": > What was stolen? Ah, cash. Ok, one last time, if you haven't return the pliers, screwdriver and crowbar to the toolbox in Linens, do it now. Also remember to stash the toilet cash, Room 217 key, small red box, memo with the dots and stars, etc. into your suitcase if you haven't already done so. You've been warned. ---------------------------------------------------------------------- AUTOGRAPH HUNTER, PART TWO [ CHP422 ] -------------------------- Time to get that autograph of Summer for Rosa. Go to Room 211 and knock on the door. Summer will let you in. Initiate the usual small talk until you can ask: > You like signing stuff? Oh yes, he does. Continue and ask: > An unknown hotel? and: > You just end up here? Well, fella's lying. If he didn't plan to come to Hotel Dusk earlier, how would he have a parcel sent to him? Anyway, ignore his lies for now. Get him to sign the book for Rosa (show Rosa's book to him). Oh, it seems like he has lost his pen. Show the fountain pen to him, and he will claim that it was actually HIS. > That was your pen? Choose: > What's your name? Summer will claim that "Martin Summer" is a pen name, and that his real name is "Alan Parker". He will also refuse to return the pen to you. Ok, just let him be, for now. After some deliberation, he will finally sign the book. He will then excuse himself to take a pee. Time to Splinter Cell him now. Summer's room (very bare minimum): ---| D |-------------------- | | | | | | | | | | | T | | | | | | | | | | | -| |--------| | | | | | ( N ) | | | ------------------------------ Legend ------ D - Door T - Toilet N - Notebook Once Summer is in "T", examine the table at "N" for that old notebook of his. Of course, you can check all the stuff in his room, but this notebook is the only thing interesting. You will find something amiss, but can't really tell what it is. After checking the notebook, Summer will walk out of the toilet. You can leave him for now. ---------------------------------------------------------------------- THE SEARCH GOES ON... [ CHP423 ] --------------------- Take the stairs down to 1F. On the way down, you will meet Iris. She tells you that Dunning is now doing body-search on all the guests. Well, if you've already stash those items that I told you earlier, you shouldn't worry. Simply walk downstairs, and Dunning wouldn't even appear at all. Head to the kitchen now. ---------------------------------------------------------------------- SPECIAL PENMANSHIP [ CHP424 ] ------------------ Rosa is in the kitchen. Go to her and let her know that you've gotten the autograph. She will be delighted that you've completed your mission. Ask: > Are you really that thrilled? She will reveal that she has been collecting autographs of famous people for over 16 years. Summer's autograph makes it 50. Great hobby, no? Show her the book now, and she will tell you that there's something special about Summer's handwriting. Ask: > How is his signature special? It seems that the way Summer writes the alphabets "er" is unique - he tends to drag the "e" and "r" longer towards the right. Take note of this special way of writing, since you will need this knowledge to nail him later. Rosa will also tell you that "Martin Summer" is Summer's real name. So, he lied to you, eh? Time to finish him off. Go back to Room 211 now. ---------------------------------------------------------------------- THE FAKE [ CHP425 ] -------- This is to be a long and tedious conversation. You will begin by inventing an excuse to learn the trade of writing from Summer. When he tells you that it's impossible, reply: > But if you can do it... After some exchanges, the discussion will become more intense. At the next prompt, tell him: > Different handwriting. and then: > Your name's not Alan. Lots of "?s" to deal with, so let's go: > Why are you so angry? Well, because: > It exposes you. Now, the truth is near. Press on with the following: > Who wrote the novel? And choose: > C'mon. Who really did it? It's quite clear now that Summer didn't write The Secret Word. When he asks for proof, you will ask him to sign his name into your notebook. This activates a puzzle in which you must compare his handwriting (which was "special") and the handwriting in that old notebook. NOTE: You will ask him to sign his "real name", that is, Alan Parker, even though you knew that wasn't his real name. To solve this puzzle, simply draw a circle on both the alphabets "er", on both the "Parker"s. If you do so correctly, the puzzle will end. Now, press on: > Who's Alan? > Who sent the notebook? After some ambiguous answers, you will finally hit the last "?": > How do you know Alan? Summer's secret is another sad story. Since young, he has a dream to be a writer, but he has limited talents. When he has all but given up his dream, he met a talented friend, who went on to write a brilliant novel (The Secret Word). Filled with jealousy, Summer stole the notebook with the manuscript of the story, and submitted it as his own. And this friend of his? Well, he's none other than Mr. Alan Parker. After the incident, Alan went missing. Summer won awards, and became a hit. Of course, his talents are still limited, so books that he wrote after the release of The Secret Word didn't really do so well. And, somehow, his assistant found Alan's notebook, and proceeded to blackmail him. The package that he received with the notebook would have been in exchange for a huge sum of money, obviously. After the revelation, the chapter will end. ---------------------------------------------------------------------- ANSWERS TO QUIZ #4 [ CHP4QZ ] ------------------ 1. ... an old photo. 2. ... get an autograph. 3. ... a fountain pen. 4. ... Summer's real name. 5. ... he stole a friend's work. ---------------------------------------------------------------------- CHAPTER FOUR: END ---------------------------------------------------------------------- ====================================================================== ====================================================================== 10. CHAPTER FIVE - 8:00 TO 9:00PM [ HDCHP5 ] ====================================================================== In this chapter, you will expose Jeff as the one who planted the cash into your toilet tank. Yes, it has got something to do with the Larry Damon robbery that you read in the newspaper earlier. ---------------------------------------------------------------------- 8:00 P.M. [ CHP500 ] ---------------------------------------------------------------------- OSTERZONE [ CHP501 ] --------- The phone rings as you're about to leave the room. It's Rachel again. Seems like she has found some information about Osterzone. The painter has a career clouded with mystery - he was a complete unknown when he died, but some 40 years after his death, 10 or so of his works were discovered. Suddenly, he became popular for his distinctive brushwork. Needless to say, his paintings begin to command heavy prices. Rachel also tells you that Osterzone's most expensive work is the one called "Angel Opening a Door". Yes, the one that Summer's bookmark was based on. The painting was stolen was the Travis Art Musuem three years ago. You will now tell Rachel about Bradley. After the conversation, you remember your appointment with Rosa. Leave the room now. ---------------------------------------------------------------------- THE ACTOR [ CHP502 ] --------- At the Central Hallway, you will find Jeff sneaking around, again. Trigger the yellow triangle, and ask: > What's wrong now? Jeff denies that something's wrong, but when you're about to leave, he stops you. He will ask whether Dunning has spoken to you. Reply: > Like what? You can now ask the following: > What was stolen from you? He refuses to tell you after stopping you. What the...? Anyway, press further (Phoenix Wright reference, heh): > Come on. Tell me. He replies that you could be the thief. It seems that Dunning is still searching for the loot, room-to-room, right now. Strangely, he seems quite sure that you've stolen his money, and asks whether you're worried right now. Just when you're about to show him some true colors, Dunning appears. With a serious stare from Dunning, Jeff storms off. You should now talk to Dunning. I mean, the loot ARE in your room, you know? When Dunning says "but...", ask: > What's the problem? He replies that Jeff is off-kilter, and that he rubs him in the wrong way. Ask: > What makes him off-kilter? Dunning isn't exactly sure, but he says that at times, Jeff doesn't seem to hear him when he talks to him. Also, he has been over the top about his stuff being stolen, but doesn't seem exactly upset... more like it's an act. At the end of the conversation, Dunning will tell you that he will need some time to think about things before he acts further. ---------------------------------------------------------------------- A DATE WITH ROSA [ CHP503 ] ---------------- Head towards the lobby, and use the door leading to the Right Hallway. I didn't do a sketch of this place earlier, so here it is: ------- | | | | | | | - | S | - | | | | | | | | | | | - | R | - | | | | | | | - | | | | - | | | -----| F |- ------------------------------ | | _ | L | _ | | | -----------| O |------------| D |--------------- Legend ------ L - Previous area (Lobby) F - Stairs to 2F (you used it earlier) O - Main Office D - Dunning's Room R - Rosa's Room S - Storage Room Rosa is at "R". Head towards there, and talk to her. She tells you that Mila is suffering from fever. She will run off to get some medicine, so reply: > Sure. when she asks you to look after Mila for a while. ---------------------------------------------------------------------- 8:20 P.M. [ CHP510 ] ---------------------------------------------------------------------- THE SICK GIRL [ CHP511 ] ------------- Go into Rosa's room to find Mila sleeping on the couch. Approach her by touching her shoulders. This will wake her up. You will ask about her bracelet, but it seems that she can't exactly talk. Instead, she will write in your notebook. Tap the notebook after she writes, and check it - she wrote "papa" onto page 5/5. So, Mila got the bracelet from her father. But who's her father? She writes again. Take the notebook again, and check it - she wrote "Robert Evans" onto the page. Who's Robert Evans? Before you can ponder upon the question, Rosa returns with the medicine. She chases you away. ---------------------------------------------------------------------- DUNNING'S WARNING [ CHP512 ] ----------------- You will run into Dunning as you leave Rosa's room. He "encourages" you to return to your room. Ok, use the stairs at "F" to go up to 2F then. Head all the way left here to go back to your room. ---------------------------------------------------------------------- THE BROKEN RAG DOLL [ CHP513 ] ------------------- Go to the middle of the room, and someone will knock on your door. Open it to find Melissa. She tells you that she ripped one of the wings on her doll off (WHAT?), and hopes that you can help sew it back. Finally, the mini sewing machine in Ed's parcel has a role to play! Pick it up from the box, and go back to Melissa. She will show you the broken rag doll. Tap it to activate the puzzle. Now, see the zigzag lines in red on the right? Simply run your stylus along the lines to sew the thing. YAAAAAAAY! (That's Melissa.) In return for your help, she will tell you that she saw someone leaving your room earlier. Yes, it's the guy from Room 213 - Jeff. Melissa leaves after this. Now, you've something for this Jeff guy. ---------------------------------------------------------------------- 8:40 P.M. [ CHP520 ] ---------------------------------------------------------------------- THE SEARCH FOR JEFF [ CHP521 ] ------------------- Head towards Room 213 for Jeff. Knock on his door, but he isn't in. You then remember seeing him coming out from the Left Hallway door near the restaurant earlier, so head towards there. Jeff is still nowhere to be found, but you should go to the Laundry now. Rough sketch of the area: -------------------------------------- | | | | | | | | | _ |------| | | L | F | | | _ |------| | | | | |---| | | | | C | | | -------------------------------------- Legend ------ L - Previous area (Left Hallway) F - Washing machines C - Laundry Cart Examine the laundry cart (may have to adjust the camera angle to the right to get a full view of it) at "C" to start a puzzle. Use your stylus to remove all the towels out from the cart until you see a piece of cloth at the bottom. Touch the cloth, and then touch the top right corner of the linen cart: ------------HERE- | | | | | | | | | CLOTH | | | | | | | | | | | ---------------- to find a pistol! Do it all add up for you now? $20,000? A pistol? Yes, the Larry Damon robbery! Once you pick up the pistol, Louie will come into the room. Tell that that: > I found something good. You tell him about the gun, and he goes all freaked out. You can now ask: > Who did laundry today? Who else but Jeff? Long conversation about Louie's unhappiness with Jeff ensues. It seems that Jeff lost $20,000 (ha), but come on, who would bring so much money to a rundown place like Hotel Dusk? You will tell Louie that the money is actually in your room. More talk later, you will discuss about the Bradley lead. Yet more talk... Finally! Louie and you will begin to formulate a plan to catch Jeff. When given the choice, select: > Create a distraction. Louie agrees, so here you go, partners. ---------------------------------------------------------------------- THE DISTRACTION [ CHP522 ] --------------- Go to Room 217 and hide (no need to use the key, since you've already unlocked the room earlier). Once you're in, go to the middle of the room, and you will hear some loud noise. Looks like Louie has created some loud noise in Room 214. This will lure Jeff away from Room 213. Head towards Room 213 now, and touch the door knob to enter. ---------------------------------------------------------------------- ROOM 213 [ CHP523 ] -------- Layout of the room: ------H--------| D |--- |--- | |B | | | | | | | | | | | |--- | |P| |---------| |-------- | | | Bed | - | |-------- T | | - | | | | --------------------------------| Legend ------ D - Door T - Bathroom H - Hanger with Jacket P - Dresser with phone T - Table/ Suitcase B - Sofa with Bag Bed - Bed Examine Jeff's bag at "B" to find the master key to Room 215 - this was why it was missing when you were at Dunning's office earlier. Turn the camera to the right to find the hangar with Jeff's jacket. Once the screen zooms in, you should notice a card sticking out from the jacket's right pocket. Tap it to find a student ID card - hey, Jeff's surname isn't Angel, but Damon! So, Larry Damon is Jeff's father? You can now leave the room... until Jeff stops you. ---------------------------------------------------------------------- THE CONFRONTATION [ CHP524 ] ----------------- Confront Jeff now with the first of many questions: > You hid cash in my john. He denies it, of course. So, tell you that: > I got an eyewitness. It's his turn to panic now. Press further by asking: > I know about the cash. He asks for proof, so show him the pistol, the Duplicate Room 215 key, and his student ID. No major reaction from Jeff though, so leave the room now. As you leave, you remember about Summer's comments about the Larry Damon robbery. You need that newspaper article, so head towards the front desk to pick it up. Before you confront Jeff again, head back to Room 215 to pick up the $20,000 from your suitcase. You need to show it to Jeff. Now, go back to Room 213, and knock on the door. Jeff will let you in eventually. Now, this is a tricky conversation. A wrong decision in any of the choices will end the game, so proceed with extreme care... or simply follow the walkthrough. Initiate the conversation again: > I know about the cash. Now, show him the five proofs: 1. Pistol 2. Duplicate Room 215 Key 3. Jeff's Student ID 4. Stack of Cash (vehement reaction...) 5. Lobby Newspaper You can finally ask about the three "?"s, properly, now: > I know about the cash. You tell Jeff that he has a reason as to why he hid the cash in your toilet. Choose: > You wanted trouble. A heavy lashing later, tell him: > I know about the gun. You tell him that you know the reason why he hid the gun. Choose: > You wanted it found. Now, tell him that: > Your real name is... Choose: > Jeff Damon. This isn't over. The three choices you made will lead to three more "?s". So, ask the first one: > Who do I sound like? Well, like his dad. He will tell you that his dad is a total scumbag. Next, ask: > You hate you dad's name? Yeah, he hates his dad. Next: > Why put the gun here? As you guessed, he wanted it found. He reckon that if someone finds it, the cops will be called in. Last question: > Your old man that bad? Now, this is when it everything begins to slowly fall into place. After some more conversation, he will spill the beans about his father. Like Phoenix Wright, Larry Damon is an ace defense attorney. However, unlike Phoenix Wright, he does stand in the way of the law when it comes to getting a not guilty verdict . And it turns out that Larry is working for Nile. This is getting some- where. SHAMELESS PLUG: play Phoenix Wright: Ace Attorney Justice for All, and use my award-winning walkthrough when you're stuck! :) Now, more tongue-lashing from you, and the chapter will finally end. ---------------------------------------------------------------------- ANSWERS TO QUIZ #5 [ CHP5QZ ] ------------------ 1. ... did Dunning say anything? 2. ... Robert Evans. 3. ... a gun. 4. ... Jeff's student ID. 5. ... lawyer. ---------------------------------------------------------------------- CHAPTER FIVE: END ---------------------------------------------------------------------- ====================================================================== ====================================================================== 11. CHAPTER SIX - 9:00 TO 10:00PM [ HDCHP6 ] ====================================================================== It's 9pm! Time for a drink at the bar! ---------------------------------------------------------------------- 9:00 P.M. [ CHP600 ] ---------------------------------------------------------------------- THE OLD GHOST [ CHP601 ] ------------- Phone rings... Rachel again. Ed is back, so get the long talk done - lots of information, but more or less just a summary of things you've found out so far. If you need to jot down anything, however, feel free to do so. Ed does tell you that he may need you to hand over the magazine and the red box to the client directly though, so keep that in mind. Go to the bar now. ---------------------------------------------------------------------- THE SEVEN STARS [ CHP602 ] --------------- Rough sketch of bar: ---------------------------- |--| | |JB| - | | | | I - |-------------- | | | | |----------| | | | |B | | | L | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |--| | | | H |MA| | | | | | | | | |--| | | | | ---------------------------- Legend ------ L - Louie H - Helen/ Coins Puzzle (later) I - Iris (later) B - Your bourbon JB - Jukebox/ Star Sticker #7 Location MA - Matchsticks Puzzle Go through the initial conversation with Louie. Drink the Borbon, and then go talking nonsense until Louie interrupts you again. He tells you about the jukebox in the bar, and the matchsticks on the shelves. Louie then tells you that when Bradley (presumably) was staying in the hotel six months ago, both Rosa and he were off-duty (ha ha, refer to the Chapter Three walkthrough!). Choose: > You had a vacation? and he will reveal that Dunning has surprisingly gave both of them a day-off- a rarity, no? Talk to Louie now about the following: > Tell me about the jukebox. It's FREE! Yay, go try it out later. > Tell me about the matches. He tells you that it's a special puzzle that he has created. You can have a crack at it later. > So Dunning saw him? Yes, Dunning was the only one who saw "Kyle Hyde" six months ago. Louie then conjures up a plan to show Dunning a picture of Bradley to test water. Some discussion about Bradley later, Louie will offer another drink. This is when Helen walks into the bar - you've a date with her, remember? Before you talk to Helen, however, it's time to get the last star sticker. Head towards the jukebox, click it to zoom in and gain access to the tracks list from the game. David Vriezen has provided the list of tracks as follow: Desert Highway Suspicions Play it Again Silent Moon ??? ---------- On the Rocks Violet Sky Sunset Men Secrets Hangover Blues ------------------ Pink Rabbit Easy Feeling ??? Insomnia Resolution ------------- ??? ??? Monochrome Straight Chaser Slow Steps ------------------- Rainy Night Midnight ??? Big Dreams ??? ------------------ ??? ??? Drunken Waltz Countdown Dream's End -------------- So Noted High Spirits Serenity Over Easy Hitting the Pavement ------------- The Long Night ---- ---- ---- ---- ------------------------- After you're done with the music, rotate the camera to the right of the jukebox to find the last star sticker. As I mentioned, the numbers are random, but just for your information, these are mine: +10 + 14 -43 -12 +23 + 25 + 34 = 51 ---------------------------------------------------------------------- THE PRIZE [ CHP603 ] --------- With this, you can finally crack the vending machine - assuming you did heed my advice and changed the coins in Chapter Four. Go back to the lobby and use the coins on the machine. Touch the shining white column on the right to initiate the coin-slotting. ----------------------- | | | (--------- ( | ) | | | | ----------------- | | | C | | | ----------------- | | ----------------- | | | 1 | 2 | 3 | 4 | | | ----------------- | | | 5 | 6 | 7 | 8 | | | ----------------- | | | 9 | 0 | ENTER | | | ----------------- | | | ----------------------- Touch the coin at "C", and it will go into the slot at ( | ). Now, type the total sum of the seven numbers you've got (I typed "51", obviously), and tap "Enter". Your reward? A Pinkie Rabbit doll! What a way to tie back to Melissa's puzzle! :) NOTE: If you typed in the wrong number, you will get some junk food as a reward. ALSO: It's now pretty much confirmed that on your second playthrough, you will get a red lipstick instead of the rabbit doll. Thanks to Sideswipe and the other folks at GameFAQs.com and Gamescore.com.sg for clarifying this. Head back to the bar now for Helen. ---------------------------------------------------------------------- THE COINS PUZZLE [ CHP604 ] ---------------- Talk to Helen to find that she's all alone, without family. Continue talking, and you will bring up the topic of your first meeting with her at the front desk, where she mentioned about her desire to stay in the Wish Room. You can now ask her the following questions: > How long have you been alone? She replies that there was a time when she had someone in her life. Let me guess... Alan? > What's your wish? She will politely refuse to answer this question, as she sees the wish as an important secret. > You had a family once? This questions opens up after you asked the first question. She will once again refuse to answer your question. As you acknowledge her rights to privacy, Louie interrupts the proceedings with a gimlet for Helen. Continue the conversation until she suggests that you play a little game with her. She will put six coins in front of you. You must arrange them so that four are in a row both vertically and horizontally. It's a simple enough puzzle. The initialy layout of the coins are as follow: ( ) ( ) ( ) ( X ) ( ) ( Y ) To solve this, click and hold ( Y ) and place it on top of ( X ), and then tap the "tick" icon on the bottom left of the screen. Winning this little game will allow you to find out more about Helen's past. She reveals that this is not her first stay at Hotel Dusk. Tap the yellow triangle, and ask: > You stayed here before? Helen will reply that she first stayed here some 20 years ago. She then returned 10 years later - which means, she has been coming to the hotel once every decade for the past 30 years. She tells you that back in those days, the stories about Room 215 didn't exist. She will soon tell you that during those days, she was working in Las Vegas. Ask: > You lived in Las Vegas? She will tell you that before she lost her eye, she has been working as a magician (wow!). Louie will interrupt the conversation again, and Helen will make her move. Well, you didn't really find out her secret, but at least you're finally getting some leads. Once Louie escorts Helen away, you can move on to the next puzzle in the bar. ---------------------------------------------------------------------- THE MATCHSTICKS PUZZLE [ CHP605 ] ---------------------- Examine the shelf marked "MA" to find some matchsticks. There are two boxes of matchsticks here. The left box has the "sqaures" puzzle, and the right box has the "triangles" puzzle. You can choose to do either one first, and the story will advance. Let's tackle the "squares" first, then. The goal of this puzzle is to create three squares out of five by taking away four of the matchsticks. The initial layout of the matchsticks as follow: ------- | | | | | | ------------- | X | | X | | X | WWWWWW-ZZZZZZ | Y | | Y | | Y | ------------- | | | | | | ------- The lines represented by W, X, Y and Z are the four matchsticks that you should remove. Upon removing them, you will get the following layout: ------- | | | | | | ------------- | | | | | | | | | | | | | | ------------- | | | | | | ------- So, there you go. Three squares. :) Now, the "triangles". The goal of this puzzle is to create three triangles by taking away six of the matchsticks. This one is tougher to represent in ASCII, but I will try: /\ / \ / \ AAAAAAA /B C\ / B C \ / B C \ --------------- /\ XY /\ / \ X Y / \ / \ X Y / \ -------ZZZZZZZZ------- The lines A, B, C, X, Y and Z are the matchsticks that you remove. Upon removing them, you will get the following layout: /\ / \ / \ / \ / \ / \ --------------- /\ /\ / \ / \ / \ / \ -------- -------- That's the three triangles you need. NOTE: The matchstick puzzle changes every now and then, so if you're interested in solving more mind teasers, examine the shelf later. For now, doing these two will advance the story. Regardless of which puzzle you do first, completing the first will see Iris walking into the bar. Talk to her, and she will eventually ask you to have a drink with her. Unfortunately, the game won't allow you to have a drink with this looker, so both the answers would be rejections. Just to be a little more polite, choose: > No thanks. ---------------------------------------------------------------------- 9:20 P.M. [ CHP610 ] ---------------------------------------------------------------------- THE INSURANCE CLERK [ CHP611 ] ------------------- You can now do the second matchsticks puzzle. After doing that, Summer will walk into the bar. Talk to him for a moment, and Iris will leave the bar. Damn, you've chosen Summer over Iris... what's happening, man, Cing? As she leaves, Summer asks for her identity. You reply that she's Iris, but he immediately says that that's not right. Ask: > What's not right? Summer replies that he has the feeling that he had seen Iris before. Your next conversation with Summer will be about Osterzone, and the stolen painting. He will be surprised that you've already found out so much. Questions time: > What all makes sense? Summer attempts to "deduce" your true nature, while you attempt to deduce your fist to his face. Nevertheless, his reply doesn't really shock you - he thinks that you're the insurance clerk hired to track the stolen masterpiece. Yeah, right. > How do you know Iris? Unfortunately, he couldn't remember. He promises, however, that if he remembers it in future, he shall notify you. Summer leaves soon after. Walk to the point marked "B" now to examine your bourbon. This will trigger Louie's return. You should now leave the bar. ---------------------------------------------------------------------- THE 10TH ANNNIVERSARY [ CHP612 ] --------------------- You will find Rosa at the restaurant area. Approach her to trigger a conversation. She will tell you that the bar was ipened to celebrate the hotel's 10th anniversary. You can now ask her: > When was the anniversary? Rosa replies that the hotel was built 20 years ago, in 1959. Which means, its 10th anniversary would have been in 1969. You will remember the incident about the missing kid in 1969. Would there, perhaps, be a link? > Tell me about the story. She will tell you that this so called "story" is just a rumor. She adds that when she first asked Dunning about this, he laughed flat out at her. Rosa will end the conversation by suggesting that you talk to Dunning if you want to know more about the hotel's history. ---------------------------------------------------------------------- DUNNING'S PAST [ CHP613 ] -------------- You will find Dunning in the restaurant. Ask him about the hotel's history. When given the choice, you can ask either: > When was it (the hotel) built? Dunning replies that 20 years ago, the hotel was busting with life, but by the time he took over, the place had changed. or > Has the name changed? Dunning will give you some tidbits about how the hotel was named by its previous owner. Both options will lead to the same "?": > When did you take over? He will tell about his plans for business, and then lament about his poor decision. He also mentions a little about his old job. > What did you do before? Dunning becomes all defensive. Ask: > How'd you get this place? He will tell about that he used to do paper work in an office, until he saved up enough to buy the hotel. You believe? Now for the last question before he leaves. You noticed him looking at something when you came in, so ask: > What were you looking at? He will tell you about the pictures on the walls near the piano. He also informs you that Jeff has called and told him that he has found his missing cash, heh. Leave the restaurant after the conversation. You will bump into Rosa again. ---------------------------------------------------------------------- THE WINE LABEL [ CHP614 ] -------------- Tap the yellow triangle and ask: > What's perfect? Looks like she needs a favor from you. She tells that at times, when the guests order wine, they like to keep the labels. When that happens, she would always deliver it to their rooms later. But she's busy (still cleaning, presumably), and Louie is manning the bar. And so, yes, she wants you to help her deliver the label. She offers to give you free breakfast as a reward. What? Free food? I'm on! Turns out that it was Helen who wanted the fresh label. Apparently, Helen ordered wine ten years ago when she came with her friend. She asked for that very same bottle of wine tonight, perhaps for remembrance's, perhaps. Before you leave Rosa, ask: > Who did Helen come here with? Rosa has no idea, but she thinks that the person with Helen was her son. This opens up the next "?": > She's just like you? Rosa replies that she lives far away from her son, just like Helen. Another "?": > What's your son like? She reveals that her son works in Wall Street, and that he has previously requested that she quit her job to live together with him. Nothing wrong with that, man, but you know, my mom has the same response when I asked her to quit her job and live with me... Rosa will now tell you that she couldn't remember what wine did Helen drink. However, she does remember seeing three bottles of wine lying around - two in the kitchen, and one in the restaurant. It seems that Helen wasn't the only one who had wine tonight - Summer and Iris were the other ones. ---------------------------------------------------------------------- 9:40 P.M. [ CHP620 ] ---------------------------------------------------------------------- THE BOTTLES [ CHP621 ] ----------- Head to the kitchen first. Same sketch from before, with updates: ----| |------------------------ | | | | | | | ----------- | |--- | | | | ------- | | | | | W | | | | | ------- | | | | | | | R| | | | ---------| |----- | | | RE | | | ------ | | | ---------------------------------- Legend ------ RE - Previous area (Restaurant) R - Red Wine Bottle W - White Wine Bottle Check out the wine bottle at "W". It's a white wine bottle. You will get a "?" about who had white wine. Do the same for the bottle at "R". It's a red wine bottle. You will get another "?" about who had red wine. Head to the restaurant next. Same sketch from previous one, with updated location of the wine bottle: ----------------------------- | ------ ------| | | | | | | | R | | | | ------ ------| - | ------ | | | | - | | | | ------ PP | ------ PP | | | PP | | | PPPPP | ------ PPPPPP ---------------------PPPPPPPP Legend ------ R - Rose Bottle P - Piano, pictures and other stuff Examine the bottle at "R". It's a Rose. You will get yet another "?" about who drank Rose. You should now head back to Room 215, and search the package that Ed sent you for the adhesive remover. Pick it up, and leave for Iris' room. Knock on Iris' door, and she will come out of the room. Ask: > What wine did you drink? Ros��, as I expected. Head to Room 211 now for Summer. Do the usual, and ask: > What wine did you drink? It was white. Cut him off while he explains the beauty of the wine, and head towards Room 212. ---------------------------------------------------------------------- REMOVING THE LABEL [ CHP622 ] ------------------ Surprisingly, Helen isn't in. But she can only drink red wine, since the other two choices have been taken. So, go back to the kitchen, and use the adhesive remover on the red wine bottle at "R". This will zoom in the screen to the label itself: /----------------AA | /-------------\ A | | Kura Valley | | | | 1967 | | | | | | | | ------- | | | | | | | | | | | | | | | | ------- | | | | meet again | | | | ------- | | | | ------- | | | | ------- | | | | ------- | | | \-------------/ | \-----------------/ Spread the adhesive remover all over the label with your stylus. Once done, you will find that the corner at "A" will peel off. Click at the corner to hold and drag your stylus downwards to remove the label. NOTE: I heard that some people has actually TORN the label, and got a "game over" here, so be careful. ---------------------------------------------------------------------- HELEN'S MEMORIES [ CHP623 ] ---------------- Go back to Room 212 - Helen should open the door now. She invires you into her room. Talk to her, and she will eventually say that you make her feel like she did 10 years ago. You can now ask: > What happened back then? She seems to be hiding something. I guess it's about time to drag it out of her. I mean, this chapter has been running forever! Before you proceed to dig secrets, select the label from your inventory and show it to Helen. After that, leave the conversation screen, and you will automatically ask her about the wine that she shared with someone a few years ago. When given the prompt, tell her: > C'mon. I'm just curious. Helen confirms that she shared the wine with someone 10 years ago. When you press on about where this person is now, she appears pretty shaken up. Ask: > You don't know, do you? She replies that she hasn't been in contact with that person since that fateful day. Now, time to tackle the "?s": > Who was this person? and then select: > You care about him. Helen will reply that despite her love for this person, she has actually betrayed him. Now, ask: > How did you betray him? She will say that she has abandoned him. Next, ask: > Why don't you contact him? and select: > You miss him too much. She will finally reveal that this someone was actually a boy. You can now ask: > Who is this mystery person? Helen will admit that this person was none other than her only son, Alan. Press on: > Your son's name is Alan? Alan Parker! She also confirms that she gave Alan a fountain pen on that fateful day. After they separated, they never met each other. Being a good samaritan, you want to get that pen back for Helen. If you didn't remember who you gave it to earlier, it's Summer. Go to Room 211 now. You won't waste any time in asking for the pen from him. Tap the pen off his hand, tell him to buzz off, and return to Room 212. Inside, show the fountain pen to Helen. She confirms that the pen belongs to her son. Ask: > It's your son's pen, huh? She replies that she gave this pen to her son 10 years ago, when they were finally reunited. Now, ask: > You had to be reunited? She repeats her earlier statements that she has abandoned her son. Now, tap through the long conversation as you try to explain the situation between Summer and Alan. You won't explicitly tell her that Summer is the thief though. Personally, I'd love to see Helen show him some colors... Finally, you will get to hear Helen's story. Sit back, relax, and read through the conversation until you hit the chapter's end. I'll leave it to you to find out her past - it has got to do with her previous job as a magician, and her lost-and-found relationship with Alan. ---------------------------------------------------------------------- ANSWERS TO QUIZ #6 [ CHP6QZ ] ------------------ 1. ... Helen. 2. ... five years ago. 3. ... red wine. 4. ... Alan. 5. ... magician. ---------------------------------------------------------------------- CHAPTER SIX: END ---------------------------------------------------------------------- ====================================================================== ====================================================================== 12. CHAPTER SEVEN - 10:00 TO 11:00PM [ HDCHP7 ] ====================================================================== You decide to go back to the bar for Louie. ---------------------------------------------------------------------- 10:00 P.M. [ CHP700 ] ---------------------------------------------------------------------- HYDE'S DAD [ CHP701 ] ---------- Back at the bar, talk to Louie. When he asks you to order a drink, you can choose either option. After some talking, you should ask: > A guy like me? Louie will give you some advice about secrets and all. When he prompts whether you've any secrets, choose: > I might. Continue the conversation until you begin thinking about the past, and about an appointment with Bradley. It seems that he wanted to talk to you about the Nile case after it was over, but apparently, that didn't happen. Louie interrupts you from your thoughts. Continue talking to him, and he will tell you about his dream of owning a place like this bar. This will lead to a "?" about something you told him back in those days in Manhattan. You can now ask: > What story did I tell you? Louie will recall the day that you busted him for the third time. When playing the "good cop", you made up a story to convince him that life is more than just picking pockets. Say: > I don't remember this. He will remind that the story is about your father. Now, ask: > I told you about my father? Ah, now you remember. You told Louie that your dad used to be a thief. On his last job, he got bumped off. Next: > You believed my story? Tell Louie that the story about your dad: > It's true. Louie will then tell you about his recent interest. When given the prompt, tell you: > I don't get it. Seems that Louie is into bowling. You will reply that you love bowling as well. This will set up a meeting for 11:00pm - a bowling competition with Louie... in the bar! ---------------------------------------------------------------------- CECILY LEE [ CHP702 ] ---------- At just about this time, Summer walks in. He will be near where Helen was earlier, near the matchsticks. Go to him and talk. It appears that Summer was looking for you - he claims that he has something to discuss with you. You can now: > Talk about Alan. He will reply that he has no idea where Alan could possibly be now. No clues, no nothing. When you press him further, he retorts that he will approach the media and tell them the truth about his plagerism once he checks out from the hotel - it was his plan to use the media to search for Alan. You will eventually tell him that, even though you didn't mean to expose his secrets to others, you let it slipped. When he asks who you spoke to, choose to: > ... tell him the truth. You reveal that you've told the story to Helen, and have given the fountain pen to her as well. Louie will soon interrupt the talk as he serves Summer's drink. Once Louie leaves, you can ask Summer: > What do you want to talk about? Surprisingly, the topic that Summer wanted to discuss is about Iris. He reveals that Iris bears a striking resemblance to the actress Cecily Lee. He also tells you that there's quite a striking photo of Cecily's doppelganger on this month's issue of Va-Voom! Continue asking: > Who is Cecily Lee? Cecily is an up-and-coming actress who has garnered increasing popularity recently. She started acting in a soap opera, and she has received rave reviews for her performance from critics and fans. It appears that she is scheduled to maker her debut on the movies next years. Summer further reveals that Cecily was a model before she started acting. Wow, how did he know about these things? He poses a good question though: Why would Cecily Lee be staying in this hotel on her own? NOTE: Could she, perhaps, be YOUR CLIENT? :) If you want, you can show Summer the magazine to see his wild reaction. Otherwise, leave the bar. ---------------------------------------------------------------------- MELISSA'S CHRISTMAS [ CHP703 ] ------------------- You will find Melissa in the restaurant area. You know what to do... After some initial small talk (you will find that Kevin has gone missing again, by the way), tell Meliisa that: > I'm not a presents guy. Apparently, Melissa didn't get any presents as well. Soon, she will suddenly say that her dad's a jerk (yeah, we know that). Of which, you can press by asking: > Hey, calm down. After consoling her, you will automatically give her the Pinkie Rabbit doll. Sigh, so much trouble to get it, and you gave it away... ---------------------------------------------------------------------- 10:20 P.M. [ CHP710 ] ---------------------------------------------------------------------- THE CHRISTMAS TREE [ CHP711 ] ------------------ Go to the Central Hallway, and take a turn up to the stairs. Before you reach, you will bump into Rosa. Amazingly, she's STILL cleaning. Thankfully for her, this would be the last place that she needs to clean, so she seems to be in a good mood. When Rosa asks about Melissa, reply: > She misses her mom. More small talk, and then you can leave the conversation screen. Just as you're about to go, Rosa stops and tells you something about Melissa. It seems that the girl has asked Rosa about a Christmas tree. Rosa will then ask whether you know the reason for Melissa's question about the tree. Tell her: > She didn't get one. Now, Rosa will reveal that the Christmas tree and its decorations, which has been taken down on the 26th, are in the storage room. I think you know what this means... Well, if you didn't remember where the storage room is, it's just beside Rosa's room. Refer to the "A Date with Rosa" segment for the map, and head towards there. Boxes are aplenty here, but where's the Christmas tree? Refer to map: -------------------------------------- | L | L* | | | |------------ ----| | | | | _ | | | B | R | | | | _ ---- | | | | |------- | | | L | | | -------------------------------------- Legend ------ R - Previous area (Right Hallway) L - Lockers B - Boxes/ Christmas Tree L* - Locker with Black Light Check out the locker at "L*" for some ropes, a cardboard box and a black light. The black light is the only thing you can pick up for now, which you secretly thought of using it to throw a party for Iris. ---------------------------------------------------------------------- THE TREE BOX PUZZLE [ CHP712 ] ------------------- Next, go to the area marked "B" and touch either of the top two boxes there. This will trigger a tree-searching puzzle. It's difficult to put this into ASCII drawings, so I'll just try my best to describe the solution in words. Anyway, touch the top box to the left and drag it down to the right. Do so for the box below the previous box that you've just moved. Now, drag the top box in the middle column to the right. Next, drag the box below the box you've just moved to the right. You should be able to see the Christmas tree box at the left end of the room now. Toss the two boxes in front of it to the right. Now, check out the front row. Move the third box (from the left) up to the top of the right column. Then, move the second box from the front row and lift it on top of the fourth box. Then, move the first box on the front row to the right. You're nearly there! Now, there's this rather hidden box, which is the second box on the second row. Lift it up to the right. Then, lift the first box from the third row to the right. You should now see the majority of the tree box. Touch the box and viola, you've found the Christmas tree! NOTE: If you still can't gain access to the tree, toss a few more boxes to the right. The key to this puzzle is to simply move as many boxes away from the tree box as possible. ---------------------------------------------------------------------- DECORATING THE TREE [ CHP713 ] ------------------- Once you find the tree box, Melissa will come into the storage room. Next puzzle coming up: decorating the Christmas tree! Simple enough puzzle. The tree has hooks of a few colors: green, blue, red and yellow. The decorations at the foot of the tree are also in these colors. You will need to drag a decoration to match the color of the hooks. For example, the blue bell should go to a blue hook, and the red ribbon should go to a red hook. Once you've match every decoration, a star will appear at the foot. Drag it and put it on top of the tree to clear the puzzle. This will delight Melissa, and it feels darn good to make a kid happy. Mila walks in soon after, followed by Louie. Seems like Rosa has seen through you, and invited all these guests to your little storage room post-Christmas party. :) ---------------------------------------------------------------------- GALLERY MAY [ CHP714 ] ----------- Talk to Melissa now, and she will fall asleep - I guess she's just too happy. You will ask Louie to bring her back to her room. Once both of them leave, you can continue your unfinished conversation with Mila. Her fever is gone - wow, what kind of antibiotics have Rosa given her? Anyway, Mila will soon write something into your notebook. Tap to get the notebook back from her, and check the contents on page 6/6. It says: "I have no one." Hmm, creepy. Continue talking, taking back the notebook and checking out Mila's next content: "Where is dad now?" Seems like Mila has no idea where Robert Evans is. More writing and all. Check the next content: "Santa Monica. Gallery May." This should be where Mila's dad used to live in. It appears that this Evans guy used to own an art gallery. Oh, gosh. Rosa will walk in after this. Looks like you can't ask anymore clues from Mila at the moment. Once both of them leave, head towards Dunning's room - it's miraculously unlocked now. ---------------------------------------------------------------------- DUNNING'S ROOM [ CHP715 ] -------------- Rough sketch as usual: --- R --------------------\ | | T | \ F\ --- | | \ | |---- --------- \| | | | | B | | | | --------- ----| | | | C | | | |---- | | | | | --------- | | | | | | ---- ----| | |SO| | | ---- | | | | | | - | D | - |----- ------------- | | | ---| |------ | | |P | ----------------------------- Legend ------ R - Previous area (Right Hallway) B - Bookshelf/ Hockey Stick T - TV/ Photos F - Fireplace/ Clock/ Photo of Woman C - Coffee Table/ Newspaper/ etc. D - Locked Door P - Photo of Young Girl You can examine everything in the room, but the only point of interest at this moment is the photo of the young girl at the lower part of the room, at the area marked "P". Once you examine this photo, Dunning will walk in. Amazing, he doesn't throw you out of the hotel. You will automatically leave the room. ---------------------------------------------------------------------- 10:40 P.M. [ CHP720 ] ---------------------------------------------------------------------- KEVIN [ CHP721 ] ----- Go back to the lobby to trigger the next event. You will find the frequently missing Kevin here. Talk to him, and you will find that he's drunk. After some arugments, he walks to the front desk. Go towards him to trigger a cut-scene, and then go closer to initiate a conversation. When he burps, ask him: > You OK? He tells you that he doesn't feel so good now. Ask: > Who were you drinking with? He tells you that it's none of your business. No futher options to talk, so leave him for now. Return to the lobby to get a short scene. You're curious about who Kevin has been drinking with. Since he was drunk, you should head back to the bar now for some clues. ---------------------------------------------------------------------- GRACE [ CHP722 ] ----- Once there, you will find Iris. She leaves soon after, but you can now drill Louie for some tidbits. He tells you about a dynamic duo here earlier who couldn't control their liquor. Hmm... > Who was drinking in here? Well, it's Kevin and Iris, of course. Looked like they were talking about something serious too. > What were they talking about? Unfortunately, Louie doesn't know... exactly. But he did overhear something about a Gallery May in Santa Monica. Huh?! > What about the gallery? This seems to tie in to where Mila's father works. Things are getting more and more interesting. Now, you can ask about the photo of the young girl you saw in Dunning's room: > Who's the girl in the photo in Dunning's room? Nope, Louie doesn't know. It's time to go back for the drunken duo. Leave the bar for a short scene, which suggests that you talk to Iris first. She should be at Room 216 now. You go straight to the point about Iris' boozing session with Kevin, as well as Gallery May. She replies that an associate of hers works in the gallery. Kevin then told her that he knew about it. She then tells you that she needs to speak with you about something. Woohoo, you can finally get into her room. Talk to her, and she will tell you that when she returned to her room, she saw an odd thing. Ask her: > What's odd? She tells you that her suitcase has been moved. It seems that someone was here during her absence. Now, ask: > Was anything stolen? Indeed, something was stolen. She hasn't contacted the front desk, since she hated the possible questions that she has to answer. After some talk, she will reveal that she has lost a small envelope. Ask: > What was in the envelope? She tells you that she has made a promise to the person who gave the envelope to her not to divuldge its contents. You can ask her: > Who gave you the envelope? More will-she-will-she-not, and she will tell you that the person who gave her the letter is something called Grace. She tells you that Grace's name is written behind the envelope. Press further about this Grace person: > Who is Grace? Iris hesitantly tells you that Grace is a... friend. Nothing more comes out from this, so ask the next question: > What about the gallery? The name of the gallery is indeed Gallery May. Press further about the gallery, but both options will lead to nowhere. Do note that she does confirm that her friend works in the gallery, as disclosed earlier. Finish off the conversation with Iris. You will tell her that you've got a hunch about the contents of the envelope. ---------------------------------------------------------------------- KEVIN'S SECRET [ CHP723 ] -------------- Go right on the corridor, and you will Kevin along the way. Approach him, and he will walk away sheepishly. You can find him back at the front desk, so here towards there to drill some clues out of him. He doesn't want to talk, but press him anyway: > You two had business? No, it's not against the law if you drink with Iris, Kevin. > I got reasons for asking. You tell him about Gallery May, and he admits that he knows the place. He then tells you that his wife used to work there. After more conversation, you can tackle the "?s" meant specially for Kevin: > Talk about Iris. Tell Kevin: > I believe you just met. Kevin will tell you that it's true that they've just met, but Iris told him that she knew Grace. Of which, you should press: > Who's Grace? Yes, Grace is Melissa's mother. Press further: > Why did Grace leave? Er, urm, ... Ok, leave that topic aside. Choose the only option left: > Talk about Gallery may. Choose: > You never worked there. Kevin reveals that Grace started working at the gallery seven years ago. In fact, she was working there when they got married. Grace took a few years off after giving birth to spend time with Melissa. She eventually missed work life, and worked for an art musuem when Melissa turned two. Things were still working well for them then. Now: > Talk about Grace. Choose: > It was you. He admits that it was all his fault, which leads to: > How was it your fault? Erm, argh, urgh... dude's got a headache, but soon, he will pour his story to you. Turns out there Kevin lost a patient in the operating room. He got sued for malpractice, and he lost the case. The court ordered him to pay an amount for damages, but it was just too much. He eventually asked for a divorce because he didn't want Grace to pay for his mistake. Grace refused the idea, and told Kevin that she would raise the money. Raised the money, she did, but Kevin has no idea how she did it. Despite getting through the ordeal, Kevin ended up not trusting Grace anymore. He kept asking her where she got the money, even though he has promised not to. They ended up fighting just about everything, which eventually led to her departure. And the reason he's here now? He found a matchbook from the hotel in her purse, so he came here hoping for a clue to find Grace. After the conversation, you will hit the end-chapter quiz. ---------------------------------------------------------------------- ANSWERS TO QUIZ #7 [ CHP7QZ ] ------------------ 1. ... Melissa. 2. ... Storage. 3. ... Louie. 4. ... Gallery May. 5. ... a small envelope. ---------------------------------------------------------------------- CHAPTER SEVEN: END ---------------------------------------------------------------------- ====================================================================== ====================================================================== 13. CHAPTER EIGHT - 11:00 TO 12:00AM [ HDCHP8 ] ====================================================================== Don't you need to sleep, or something? Anyway, you will begin in Room 215, and you've two immediate objectives: find the envelope, and a bowling date with Louie. ---------------------------------------------------------------------- 11:00 P.M. [ CHP800 ] ---------------------------------------------------------------------- THE ENVELOPE [ CHP801 ] ------------ The phone rings again when you try to leave. Amazingly, it's 11:00pm, and Rachel is still in the office. Doesn't she need to sleep, too? Anyway, Ed will take over the line soon. You tell him about Gallery May, and Robert Evans. Expect some breakthrough from Ed soon. Once you leave your room, you will trigger a cut-scene. Some noise is coming from a room at the end of the corridor. I'm guessing it's the Utility Closet, so go there. Sketch: -------------------------- | |------| | | | L | | | | | | ------------| |-----| | | | | |---| | L | | | | | |---| |-----| ( )| | | | | L | | | | -------| |----- | S | | | | | -------| | ( E )| |------- | | L | | ----------| R |--------- Legend ------ R - Previous area (2F corridor) S - Sink L - Steel Lockers E - Garbage Can/ Envelope/ Cassette Tape Search the garbage can at "E" to pick up the following items: 1. A cassette tape. 2. A discarded envelope that is addressed to Iris, from Grace. Ok, you've found the envelope, but Iris isn't in her room. Go back to the front desk for Kevin then. Talk to Kevin, and he will eventually leave. Remember your bowling appointment with Louie? Go to the bar now. ---------------------------------------------------------------------- THE CASSETTE TAPE [ CHP802 ] ----------------- Louie is eager to go, but you need to find out the contents of the cassette tape first. You try to borrow a cassette player, but it's in Louie's room. He also tells you that the deck has been in serious demand tonight. Press: > Someone else wanted it? It was Dunning, who claimed that he wanted to listen to some music earlier... Anyway, Louie will give you the permission to use his deck, on the condition that you don't take it out of his room. So, go to his room next. When you were at Louie's room earlier, you couldn't examine anything, which was why I didn't provide a sketch. This is the long-awaited drawing of Louie's cave: ----------------------------------- | | | | | | | G | | Bed | | | | | --------| | | \\ | |------------------ | | D | - | | |-----| L <- | | - | | |-------- | | P | |---| // | | | | | // | ----------------------------------- Legend ------ L - Previous area (Left Hallway) D - Cassette Deck P - Desk/ Ballpoint Pen/ Photo of Bradley and Danny G - Garbage on the floor Bed - Louie's bed First, examine the desk at "P" to pick up a ballpoint pen. Check out the photo there as well. Now, go to the wooden at "D" to examine the cassette deck there. Use the cassette tape on the deck, but you will find that the tape is unwound. You can't listen to the tape in this condition. The tape will now be placed beside the deck. Now, use the ballpoint pen on the tape to activate a puzzle. Move the pen into the right hole the tape, and start rotating it. Moments later, you will find that the pen is too round. You need something with an angle. Make the trip back to Room 215, and pick up the pencil from your suitcase. With this, you can wind the tape back. Back at Louie's room, use the pencil on the tape. Insert the pencil into the hole, and keep rotating it (keep sliding the pencil downwards with your stylus). Continue doing so until the tape is fully wound. The tape will be back in your inventory now. Select it, and use it on the deck. Move the tape to the deck, and you can choose to listen to either Side A or Side B of it. Side A consists of nothing but music, but side B provides some juicy news - it seems like a bugged recording about some shady transaction. ---------------------------------------------------------------------- RENDEVOUS AT 216 [ CHP803 ] ---------------- Louie will walk in soon after. After some discussion with him, you decide that your next course of action is to look for Iris. Go to her room now. Knock on the door, and she will greet you, although not in friendly terms. When you tell her that you've found her stuff, her attitude changes. You can now ask her: > Why did you have the tape? She expresses anger at your listening to the tape. After the exchange, show her the discarded envelope and the cassette tape. Leave the conversation screen after that, and she will invite you back into her room. Talk to her, and she will reveal that Grace sent this tape to her. Press further: > Why bring it here? Grace told Iris to wait for her to call again, and if she doesn't hear from Grace by Christmas, she was to bring the tape down to the hotel. When you mention about Kevin, Iris seems quite surprised that he's actually Grace's husband. Ask: > You didn't know? She now understands why Melissa had that rag doll with her. After more intense questioning, Iris claims that she has no idea where Grace is now. In fact, she has been searching for her as well. "?s" time: > Let's talk about the plan. Choose: > The tape is insurance. Iris reveals that she was supposed to hand the tape to a certain man. Press further: > Who gets the tape? The person who was supposed to get the tape is the man "who painted the angel". Huh? Next: > Let's talk about the doll. Choose: > You recognized it. Iris has seen the doll before today, although she didn't know that Grace made it. Instead, she finds that the doll looks very much like her dolls. Press further: > You had that doll? It seems that the doll looks like the dolls that Grace and Iris used to have when they were kids. Next: > Let's talk about Grace. Choose: > It's because she's vanished. You will relate Kevin's story about how Grace raised a large sum of money to save Kevin from the lawsuit in '77. Press further: > Where did Grace get the money? Well, Iris has no idea. Finally, she will reveal the secret between Grace and herself to you - Iris is actually Grace's little sister. Now, listen through Iris' life story. Possible interesting point includes a plane crash in '60 that took her mother's life, her reunion with Grace after being separated, Grace asking for a large sum of money from her, and the timing when she received the letter and the cassette. It appears that the money that Grace raised for Kevin was from some illegal means, and the tape was her insurance. Hotel Dusk and the angel painting must be connected, somehow. ---------------------------------------------------------------------- 11:20 P.M. [ CHP810 ] ---------------------------------------------------------------------- BOWLING [ CHP811 ] ------- Go back to Louie's room and talk to him. He will offer to sneak into Dunning's office to take a peak at the guest register from two years' ago - maybe Grace stayed here before, no? Louie heads straight out of the room after the conversation. You still have a bowling date, remember? Go out to the Left Hallway to find him. Yes, you're going to play bowling right HERE. Bowling is easy enough - simply tap and hold the ball with your stylus, and then slowly move it towards the pins. You should easily hit eight to nine pins in a single roll. There will be three rounds to go, but on the third round, Louie will roll the ball straight into one of the potted plants along the corridor. Apparently, it's "Dunning's favorite plant". Ho ho. You will automatically find something hidden in the pot. It looks like a key. Tap it to add the old key into your inventory. The commotion is all too much for Rosa. After scolding Louie, she reveals a shocker - Mila is missing. She seems to be hiding something, and scuttles off quickly before you can ask for more information. ---------------------------------------------------------------------- MEETING AT THE ROOFTOP [ CHP812 ] ---------------------- You will ask Louie to take the first floor, while you hit the second. Before you go, you pass the old key to Louie. You know, a sidekick has to do what a sidekick does. Head up to 2F for a short scene. Walk all the way to the right, and use the door at the end to reach the roof. Mila is here. Touch her shoulder to get her attention, as before, and talk to her. Check your notebook after she writes, and she will write on page 7/7: "Who are you looking for?" That seems to be the question that Rosa asked her. Mila will write another message into your notebook soon, which says: "I know your father." Wow, what a revelation. ---------------------------------------------------------------------- 11:40 P.M. [ CHP820 ] ---------------------------------------------------------------------- ROSA'S ROOM [ CHP821 ] ----------- Time flies. It's 11:40pm now. Escort Mila back to Rosa's room, and she will invite you into her room. Rough sketch, as usual: ------------------------------------ | | | | | | | | | | | | -----------------| ----- - -> H -> B R - - | -------- -----| |---- | | M | | | | | | | | | T | -------- | | | | -----| |---- ----------- | |( ) | S | | ---- | | ( )| |-----------| ------------ | --------------------------------- Legend ------ H - Previous area (Right Hallway) R - Rosa M - Mila W - Window S - Sofa T - TV B - Door to Back Room Use the door at "B" to go into the back room, which looks rougly like this: -------------- | | | | | T | | | | | |--| |------------------| - | | -> R | Bed | | | - ----------------| | | O | | ----| | | | ----| | ---- | | |--------------| | | | P | | | ---- | | | | | | ----------------------------- Legend ------ R - Previous area (Rosa's Room) T - Toilet P - Photos on wall/ Go to the desk at "P", and examine the photos of a couple and a family on the wall. Examine the dresser at "O" to find another photo of Rosa and a man. ---------------------------------------------------------------------- THE OLD BROCHURE [ CHP822 ] ---------------- Once you're done, leave the room. Rosa is ready to talk now. You will first ask some questions about the photos in the back room. She replies that those are all pictures of HER. She will then tell you a little about her marriage. You will follow up by asking about Mila. Rosa claims that she said nothing to Mila, of which you can object by saying: > C'mon Rosa. Don't lie. You explain that Mila has written in your notebook about Rosa's conversation with her. Rosa will come clean, and reveal that she knew Mila was looking for someone because of an old brochure. Next, ask: > Rosa... Come on, now. She inadvertently lets slip about Mila's father, heh. She then explains that she has promised not to tell... Time for the "?s" again: > Talk about the pamphlet. This should be about the brochure that Mila was holding when she first arrived at the hotel. So, choose: > Mila's brochure. Rosa admits that as soon as she saw that brochure, she knew something. So, ask her: > What did the pamphlet tell you? ... that Mila must be looking for someone who stayed here a long time ago. Ok, not helpful. Ask the next "?": > Talk about Mila's father. Choose: > You DO know something. Rosa will say that if Mila is indeed looking for her father, then she may remember something. So, ask: > What did you remember? Long story to convince Rosa, but she will remain silent. Next "?": > Talk about the promise. You think you know whom she made the promise to: > Someone I know. Well, that's right, and that person has trusted Rosa with a secret. > So, what's your big secret? Finally, Rosa will bulge. She will reveal that she has seen that old brochure before, in Dunning's room. She feels that Mila must have stayed here a long time ago. Dunning only became the owner of the hotel five years ago, but the brochure is much older than that. This made Rosa curious, and she asked Dunning about it. This comes the shocker - Dunning has stayed here once with his family a long time ago. That was when he got that old brochure in his room. It seems that Dunning has a daughter, but she seems to live pretty far away. So, the girl in the picture in Dunning's room must be this daughter... Jenny, perhaps? After the talk, it seems that Rosa has misunderstood, and thought that Mila was Dunning's daughter. She then gives an interesting comment - seems that Dunning wasn't very keen in housing Mila. In fact, he wouldn't get anywhere near her. Before this ends, you will ask Rosa about the possibility of an angel painting hiding in this hotel. She doesn't know about this, but she mentions about the abundance of apple paintings. Now, I hope you've examined all those apple paintings, because the next puzzle you do will involve them all... Leave the back room, and promise Mila that you will find her father. As you make your way to the nearby stairs, your pager will beep. It's Ed. Go back to Room 215, and give Ed a call. ---------------------------------------------------------------------- ROBERT EVANS [ CHP823 ] ------------ Ed reveals that Gallery May has closed down some seven years ago. Evans has inherited the gallery from his grandfather. It seems that Evans has a knack of finding undiscovered works by famous painters. He was making the money, and then all of a sudden, the gallery shuts down. There was no clue as to why the sudden dismay, and Evans has disappeared since. Ed ends by saying that Evans wife, Mary, died in a plane crash in '60. Does this ring a bell? You know, Iris' mother died in a plane crash in the same year as well. ---------------------------------------------------------------------- ANSWERS TO QUIZ #8 [ CHP8QZ ] ------------------ 1. ... Robert Evans. 2. ... Grace. 3. ... an old key. 4. ... on the roof. 5. ... seven years ago. ---------------------------------------------------------------------- CHAPTER EIGHT: END ---------------------------------------------------------------------- ====================================================================== ====================================================================== 14. CHAPTER NINE - 12:00 TO 2:00AM [ HDCHP9 ] ====================================================================== I don't know about you, but at 12:00am, I'm usually asleep. ---------------------------------------------------------------------- 12:00 A.M. [ CHP900 ] ---------------------------------------------------------------------- APPLE PAINTING #1 [ CHP901 ] ----------------- When you asked Rosa about the angel painting, she mentioned about FIVE apple paintings in the hotel. If you've diligently noted down the location of these paintings so far, you will notice that there are only four. Your objective now is to solve the mystery related to these paintings. Move towards the middle of the room, and you will hit a short scene. The first apple painting is in the very room you're in now, if you didn't already notice. It's found on the wall at "A", just above the bed. Sketch redux: ---------------| D |--- | | | | | | | T | | | | | | | | |---------- | | | | |-------- | A Bed | / \ | |-------- S | | \ / | ----------------------- Legend ------ D - Door T - Bathroom S - Table/ Suitcase A - Apple painting on wall Bed - Bed Examine it - this time round, a puzzle will be activated. Your job is to find a hidden alphabet on the painting. For this painting, the letter "Y" is found on the second apple from the left. Simply move the cursor on the screen until you find it, and then tap on the letter to move on. Hmm... five apples and the letter "Y". NOTE: Check page 9/9 of your notebook for an expertly drawn apple painting! ---------------------------------------------------------------------- APPLE PAINTING #2 [ CHP902 ] ----------------- The next apple painting is near the stairs leading to 1F. Sketch redux: -----|216|--|217|--|218|-| M |--|219|--|-R-|--|220|---|-U-|-- | | | |-- - | RO | - | | -----|215|--|214|--|213|-- ---|212|--|211|---------|-L-|--- | A | | | ------- Legend ------ M - Stairs leading to 1F U - Utility Room L - Linens Room A - Apple Painting R - Door leading to Right Hallway RO - Door leading to Roof Leave Room 215, and go to the area marked "A" to examine the painting. This one has two apples. Check out the top right corner of the painting to find the alphabet "E". So, it's two apples and the letter "E". Take note of that. ---------------------------------------------------------------------- APPLE PAINTING #3 [ CHP903 ] ----------------- Go to Room 217 now for the next apple painting - this is the one on the ground, at "A". Sketch redux: ------------------------------- | | | | A | | | | |----------------| | | | |-----| | Bed | | | | | | D | | | | | |----------------| | | | | | | |-----| |------------------- | | | | | | | | T | | | | | | | | | | | ----------------------| P |--- Legend ------ A - Apple painting (on ground) D - Dresser/ TV T - Toilet P - Door Bed - Bed This painting has four apples. Examine the bottom left corner of it to find the letter "N". Four apples and the letter "N" - as usual, keep this in mind. ---------------------------------------------------------------------- APPLE PAINTING #4 [ CHP904 ] ----------------- The fourth painting is found near the restaurant. Just take the stairs down to 1F, and go all the way to the end of the Central Hallway to find it ("A"). Sketch redux: | - | | - | -----| M |- | | - L - | | | | | | _ |B | | | | M| | G| | | | - | | | | | | | | | | | | | | | -----A----- Legend ------ A - Apple Painting M - Stairs to 2F B - Signboard and Chalkboard L - Door to Left Hallway MG - Moonlight Grill Restaurant There are three apples on this painting. Let me guess... "N"? Yes, it's the letter "N", and it's found on the middle apple. Now, question is, where is the last apple painting? ---------------------------------------------------------------------- THE OLD KEY [ CHP905 ] ----------- Go to the lobby now to trigger a scene. You will find Louie, fresh from discovering that Mila is back in Rosa's room. You will share the new information that you've found during his absence. Continue to talk to him until he tells that he has found something about that old key that you discovered after the bowling session. To make it a double surprise, Louie also tells you that he has checked the guest register, which may lead to some clues about Grace. You can now initiate the "?s" sequence: > What's the old key for? Seems like the key is for the wine cellar. You mean, they have a wine cellar here? One down, more to go: > What's the story with Grace? Unfortunately, the guest logs in the office only go back one year. Damn, what a trip! Soon, Dunning interrupts the proceedings, and Louie will scuttle back to the bar. After both of them leave, take the Right Hallway to Rosa's room. Before leaving, Louie will tell you to meet him at the wine cellar at 1:00am. Note that down if you need. ---------------------------------------------------------------------- 12:20 A.M. [ CHP910 ] ---------------------------------------------------------------------- THE FIFTH PAINTING [ CHP911 ] ------------------ Go through the conversation with Rosa until you can ask her: > Where's the apple painting? You will tell Rosa about the hidden letters in the paintings. She replies that there are three on the second floor, and two on the first floor. Now, you only saw one so far... ... and she reveals that the mysterious last painting is found in a "special room". Ask: > You have a special room? She will tell you that it's the room at the back of the lobby - a one and only room in the entire hotel. If you refer to the early map I drew of the lobby, the room in question is none other than the always locked Room 111. Rosa agrees to help you find a way into Room 111, by stealing the key from Dunning! Great. She sneaks off down the all soon after the conversation. Now, you're alone with Mila again. She wants to follow you, which makes it a tricky trip back to the lobby. If you head straight to the lobby from the Right Hallway, Dunning will spot you. This will lead to a "game over". Instead, take the stairs at the Right Hallway up to 2F, and then use the main stairs to go back down to the Central Hallway at 1F. You can now walk to the lobby without fear. When you reach Room 111, touch the door knob to sneak in. ---------------------------------------------------------------------- ROOM 111 [ CHP912 ] -------- Usual: B ^ ---| | |------------------ | | | | | | | | |---| -------------| | | ----- | | | | | | | | | | | | | | | | R ----- | | | | ----| |---- | | | | ( ) | | | | M | | |------| | | | ---------| ^ |------------ | L Legend ------ L - Previous area (Lobby) B - To Back Room R - Rosa M - Mila Nothing much here, just head straight to the door at "B", and go to the back room. ----------------------------- | | | P | | | |----| | | Bed | A | | | | | | | | | ----------- |------------- | - | | | | | | - T | | ------- | | | | C | | | ---| B |------------------------------- Legend ------ B - Door to Front Room C - Closet T - Toilet P - Phone A - Apple Painting Bed - Bed ---------------------------------------------------------------------- JENNY [ CHP913 ] ----- Check around if you want, but you should really examine the painting with one apple at "A". The letter "J" is found just under the apple, slightly to the left. The solution to this puzzle is obvious, isn't it? Anyway, the screen will now zoom into your notebook, to the page where you jotted down all the five letters. Touch the letters in the following sequence: J - E - N - N - Y (Basically, you arrange the letters in order of the number of apples in each painting.) You will now remember that Jenny was the name that you found on the birthday card in Dunning's room. When you're done, use the door at "B" to return to where Rosa and Mila were. ---------------------------------------------------------------------- CPR [ CHP914 ] --- Shocking scene upon your return, as Mila fell to the ground, while Rosa lets out a terrible scream. It seems like Mila has STOPPED BREATHING. What? Do you have to do CPR now? The puzzle activates immediately. Mila's face is on the touch screen, while yours is on the other screen. To peform mouth-to-mouth rescusitation (censored, by the way :), simply close your DS, and reopen it. Mila wakes up upon contact, and holy crap, she talks! "Don't... take... Jenny..." ---------------------------------------------------------------------- HOLY CRAP, SHE'S TALKING! [ CHP915 ] ------------------------- Continue with the tapping of screen until Mila tells you that she now remembers. Lots of "?s" fly across the screen now, so quickly take them on: > What did you remember? Mila remembers that she was playing with Jenny in this room, while waiting for her father! More "?s"! > Who's Jenny? She reveals that Jenny is a friend whom she met at the hotel. She was told to wait and play with Jenny by her father. Someone then took Jenny. A strange man... with a scary face... > Where's your father? She doesn't know, but she tells that after the gallery was closed, they came to the hotel. She has been searching for her father ever since she "woke up". > When did you wake up? She was asleep for a long time, and then someone told her that she just woke up. Hmm... getting no where. Anyway: > What do you mean, "like that time"? She will mention about a time when everything went dark, when she was waiting for her father. She was nine years old then. She will also reveal that she's 19 now, which means that happened... 10 years ago? > Over there? Where? Mila woke up in Robbins Hospital, waited for her father, but he never came. It was why she decided to come looking for him. > Why couldn't you speak? It has to do with Jenny being taken away, I guess - seeing a friend got kidnapper (presumably) must have put her into a coma. After the conversation, Rosa will bring Mila back to her room for a deserved rest. ---------------------------------------------------------------------- ROBBINS HOSPITAL [ CHP916 ] ---------------- Leave Room 111 to trigger a scene with Kevin. He will ask you about Mila, of which you can press further: > You knew about Mila? Kevin remembers that Mila as "Mila Evans". > How do you know Mila? As mentioned early, Mila was a patient in Robbins Hospital, where Kevin worked. > Why was she in the hospital? Mila was brought to the hospital unconscious, with no visible injuries. She spent almost the next 10 years in a coma. Half a year ago, she suddenly woke up. Unfortunately, the staff at the hospital could not contact her family. Press; > Did you know her family? Seems that Robert Evans used to come in once a month to check on her progress. For some reasons, however, he stopped coming AFTER she woke up. They tried several times to contact him, but he never returned the calls. The bills, however, had all been paid in advance. After the discussion about Mila, Kevin will bring your attention to your first meeting with him tonight. If you remember, he mentioned that he finds your name familiar. Apparently, right before Mila woke up, she had a new visitor other than her father. The name of that visitor? Kyle Hyde. Kevin leaves the lobby after this, but... what a TRIP (sorry)! Pager beeps, and it's 12:40am now. ---------------------------------------------------------------------- 12:40 A.M. [ CHP920 ] ---------------------------------------------------------------------- INTERLUDE [ CHP921 ] --------- Go back to Room 215, and give Ed a call. More relevations, as Ed reveals that 10 years ago, Robert Evans became the owner of Hotel Dusk. He owned it for three years, and then sold it on the cheap to a certain Dunning Smith. Ed also adds that, strangely, Evans shut the hotel down almost immediately upon buying it. Why? Someone will knock at the door when you're talking to Ed. Leave the boss now, and go find out who's that. Well, it's Rosa. It seems that Dunning has a change of heart when it comes to taking Mila to the police. In fact, he has taken the girl away, and both of them have yet to return. You will tell Rosa to go back to her room, while you offer to search for them. Rosa did mention that Dunning took Mila into his room, but refused to open the door. So, head there. ---------------------------------------------------------------------- BIRTHDAY CARDS [ CHP922 ] -------------- When you try to knock on Dunning's door, Louie appears. Seems that Rosa has also told him about the news about Dunning and Mila. He will leave after some talking, to check the wine cellar. You will enter Dunning's room automatically after the conversation. No one's here. Refer to the sketch of Dunning's room in Chapter Seven of this walk- through, and go to the door at the bottom right corner of the room ("D"). This door can now be opened. Use it to go into the back room. Rough sketch of Dunning's bedroom: ----------------------------------- | | | P| | | | ---| | | | | | | - | Bed | | T | | | | | | - | | | | -----------| |---------- | | | - | D | | - ---------| | ------| T | ---| | B | | --------------------------------- Legend ------ D - Door T - Toilet B - Bookshelf P - Dresser/ Phone T - Desk with Brochure/ Newspaper/ Drawer with Birthday Cards Bed - Bed Check the desk at "T" to find an old Hotel Dusk brochure - it looks like the one that Mila was carrying. The map on the brochure will give you the location of the wine cellar, and some kind of symbol on it. You will automatically add the brochure into your inventory. Under the brochure is a newspaper article titled "Appeal of Osterzone". It's dated back to 1972, which is... oh, seven years ago. Read the article, and you will add it to your inventory as well. Now, zoom out, and click on the top right drawer of this desk. You will find tons of birthday cards inside - the same ones like the one you found in Dunning's office. The cards are all addressed to Jenny. Write this into your notebook if you want. You should now leave Dunning's room. You will get a short scene about the wine cellar once you leave. Take the path to the lobby, past the Central Hallway, and use the door to the Left Hallway. Your next destination should be the pantry. ---------------------------------------------------------------------- THE SECRET DOOR [ CHP923 ] --------------- Sketch redux: -------| S |------------------------- | | | | | | | -------- | | | |--| |---| | | - |----| | | L | | - | | | | | --------------| | | | | ---------------| K |----------------| Legend ------ S - Secret Door K - Door to Kitchen L - Door to Left Hallway Now, during your past visits to the pantry, you may notice this door at the top left corner of the room ("S") that is always locked. Examine it to trigger the quiz for this chapter. ---------------------------------------------------------------------- ANSWERS TO QUIZ #9 [ CHP9QZ ] ------------------ 1. ... Room 217. 2. ... JENNY. 3. ... nine years old. 4. ... Robbins. 5. ... birthday cards. ... and just when you thought you could save the game, the game resumes. You will find Louie lying on the ground. It seems that he has been knocked out. When the screen zooms in to Louie, tap his face to try waking him up. And almost immediately, someone came in from behind to knock YOU out. From the body shape, it looks pretty much like Dunning... That was a scare, wasn't it? You can now save your game. :) ---------------------------------------------------------------------- CHAPTER NINE: END ---------------------------------------------------------------------- ====================================================================== ====================================================================== 15. CHAPTER TEN - 2:00AM TO ? [ HDCHP0 ] ====================================================================== ---------------------------------------------------------------------- 2:00 A.M. [ CHP000 ] ---------------------------------------------------------------------- THE WINE CELLAR [ CHP001 ] --------------- Thankfully, after the events in the last chapter, you're not dead. Looks like whoever knocked you out didn't really want your life. Anyhow, go through the really long conversation with Louie and Rosa until you can explore the wine cellar. Rough sketch: ----------------------- | | W | |-- -----------| | | | |-- L | | | |--| |--| | | R | | | X| | Y| | | | | | | | | |--| |--| | | --------| D |-------- Legend ------ D - Door W - Back Shelf/ Whiskey Case X - Whiskey Bottle Y - Whiskey Bottle L - Louie R - Rosa Examine the shelf at "W", and check the bottom right corner of it to find a case of whiskey. One bottle is missing from the case. Now, explore the shelf at "X", and check the top right corner to find a bottle of whiskey. It's the same brand as those found in the case at "W", but it's only half full. You will add this half-full whiskey bottle. Next, examine the shelf at "Y", and check the top left corner for another bottle of whiskey. Use the half-full whiskey bottle on this new-found bottle to pour the whiskey into it. You will now have a whiskey bottle. Go back to "W", and use the whiskey bottle on the case of whiskey. You will hear a strange sound. Examine the entire shelf now, and it will slide to its left! Hey, a secret door! Another long conversation follows. Just tap through it and make notes of the details should you require. ---------------------------------------------------------------------- RACE AGAINST TIME [ CHP002 ] ----------------- You're now at the underpass. It's a linear path, so I won't do a sketch. Go all the way to the right until you reach a door. Double tap on the door handle to remove the bar that's blocking the way. Touch the handle to enter. --------------- | | | | L C | | | | | |-------- - | U | | - ------------- | | | | | | ----- | | | |----| | | | | |---------------| | | R | | | | | ---------------------------- Legend ------ U - Underpass R - Shelf/ Books/ Old Guest Register C - Machine/ Power Cord/ Toolbox/ Paper with Invisible Ink L - Locked Box Check the shelf at "R", and tap the boxes on the rightmost shelf to find the old guest registers. You will find Grace's name inside. She was here in August, 1977. Examine the red book in the middle of the shelf. It's called "Life Trivia". It consists of some random folk-wisdom, including some instructions on how to sharpen cutlery. Take note of the pointer on using pencil lead as an electrical conductor - it will save your life later. Now, examine the blue book above "Life Trivia" to trigger a cut-scene. Someone's here, and he has closed the door from the outside. You're now trapped inside an airtight room! It's a race against time now. Quickly examine that blue book again to find that it's titled "Osterzone, the Phantom Painter". Surprisingly, this is written by Robert Evans. You will keep this book into your inventory. While doing so, you will also find something in between the pages. It's a photo a man and presumably his daughter. This must be a photo of Dunning and Jenny. Double tap to add the photo to your loot. Note that there's a date written on the back of this photo: May-18, 1967. Now, head to "C" to find a machine (that looks like a computer). Examine it to activate a puzzle. Keep pressing the "power" button to try to turn it on. Unfortunately, it isn't working. Just to be sure, turn your camera to the right to find the power cord connecting the machine to its socket. Double tap on the cord (it's rather thin, so precision is needed) to find that it's indeed connected. However, the connection is loose, which is why the machine doesn't work. Examine the red toolbox underneath the table to find a hammer. Take it, you know you love hammers. Now, quickly examine the top drawer to the left of the machine. There's a box inside, but it's locked. You've the code though - it's "518" (from the back of the photo you just found). You will find an old envelope in the box. Pick it up to find that it's a letter from Robert Evans to Dunning. At the end of the letter, you will find some codes. I believe these codes are randomly generated, so note them down if you want. For the record, mine is: Xbcnaiwn rb Mdwrwp Bvrcq NOTE: The letter reveals that Evans is indeed the kidnapper of Jenny. You will add it to your inventory automatically. Examine the bottom drawer now. You will find a file and a pair of scissors inside. Remember "Life Trivia" and its pointers on pencil leads? Choose the pencil from your inventory, and use it on the file. This triggers a puzzle. Simply move the pencil up and down until you gather enough graphite powder. Use the graphite powder on the power cord. When the screen zooms in, tap the connector on the ground to sprinkle the powder over it. This should improve the contacts on the loose plug. Finally, you can make the machine work! Examine the table again. You will find a piece of paper to the right of the machine. Examine the paper to find that words are written with invisible ink on it. Now, get out of the puzzle - you can't solve it while the screen is zoomed in. Instead, use the black light (finally, it's of use!) on the paper, and you will see a number on it. The number is randomly generated as well, but mine's 17. You will now need to punch in the code you found on Evans' letter earlier into the machine. To make things easier, use Evans' letter on the machine - this will make the letter appear on the other screen (brilliant!). Once that is done, touch the power button to turn the machine on. ----------------------------------------- | ----------------------------- ------- | | | | | | | | | | | D | | | | | | | | | | | ------- | | | | --- | | | | |P| | | ----------------------------- --- | |---------------------------------------| | ------------------------------------- | | | A | B | C | D | E | F | G | H | < | | | ------------------------------------- | | | I | J | K | L | M | N | O | P | Q | | | ------------------------------------- | | | R | S | T | U | V | W | X | Y | Z | | | ------------------------------------- | | -------------------- ---------- | | | SPACE | | ENTER | | | -------------------- ---------- | ----------------------------------------- Legend ------ D - Dial to turn numbers P - Power Button Now, turn the number dial at "D" (top right corner) to the number that you saw on the paper. For example, I'll turn it to "17". You should now type in the code using the keypads on the machine. Take note that the codes are NOT case sensitive, so don't bother looking for a small caps toggle. The long bar underneath all the alphabets is actually the spacebar, so you can use it to separate the codes. After you finish one line (eg. "Xbcnaiwn rb"), tap ENTER to move to the next line. When successfully done, you will decipher the hidden message on the machine: "Osterzone is... "Dunning Smith." Oh. My. God! Right after you discover this shocking message, Louie will come to your rescue. Just head to the door and touch the "door" icon to get out of here. NOTE: This whole sequence has a time limit. I'm not entirely sure how long you're given, but if you do it too slowly, you will run out of air and will therefore hit a "game over". ---------------------------------------------------------------------- A HAMMERING [ CHP003 ] ----------- I guess there's a need for a sketch of the underpass afterall. ----------- | | | | | | - | B D - | | | ---------- | | | | -- | | | | | 1F | | | | --------------------------- | | | | | | BB H | ---------------------------------------BB------ Legend ------ B - Previous Area (Basement) H - Trigger Hammering Event 1F - Stairs to 1F BB - Fallen Bricks D - Strange Line Once you get out of "B", head towards "H" with Louie - you can easily walk past it without triggering the next event, so make sure you hug the right wall closely. During the cut-scene, you will notice that the bricks from the wall here have fallen. Check the bricks at "BB", and click on the gaps on the brick wall. Puzzle time! Try tapping on the brick wall continuously. After a few attempts, you will comment that you need a stronger tool for this. Now, use your hammer on the wall, and keep tapping the bricks off until you see a door. ---------------------------------------------------------------------- THE ANGEL PAINTING [ CHP004 ] ------------------ Open the door and get into this hidden room. During the scene, take note of the painting that's covered with white cloth. Talk to Louie, and you will explain to him about the Dunning situation. You're pretty sure that Dunning was the one who painted the angel painting that Bradley stole, so you will need to find it now. Apologies for this badly drawn sketch - there are too many things scattered around, and my ASCII skills are truly limited: ----------------------| U |----- | | | | | | |---- | | | | | - | | P | | | -| | | -| | |--------| | | | |------------ -------| | K| | | | | | | ---------------------------------- Legend ------ U - Door to Underpass P - Angel Painting K - Palette/ Knife Check the area at "K". You should find a shelf, which has nothing of interest on it. Tilt the camera to the right to find a palette on the table. Examine the palette, and you will get a palette knife. Now, go to "P" to examine that painting you saw in the cut-scene earlier. You find that it's too thick for your liking. If you use the palette knife on it, you will activate a scrapping puzzle. To solve this, simply brush your stylus on the white area until the entire painting becomes visible. Oh yes, it's the Angel Opening a Door! NOTE: When "scrapping", be careful not to accidentally touch the "back" icon. Very long conversation ensues. Just go through it as usual. You will attempt to offer an explanation to Louie about this painting. It seems that Bradley knew the truth about the farcade that is "Osterzone". Remember the book written by Evans? Osterzone, the Phantom Painter? It was all a hoax. There was no such person as Osterzone. The book only served as a tool to create the existence of such a talented painter, so that paintings associated to him will fetch high prices. There are more questions left unanswered though. You will need to find out more from Osterzone, I mean, Dunning. ---------------------------------------------------------------------- THE MAN WHO PAINTED ANGELS [ CHP005 ] -------------------------- Leave this room, and walk back to the area "D", which is near the basement room. You find a strange line running through the wall. Looks like said wall is actually a door (duh!). You will open this door automatically, and lo and behold, Dunning and Mila have returned. So, it all comes down to this, eh? The final confrontation, and the ultimate secret of Hotel Dusk: Room 215 will be revealed. This is a long sequence of questions and answers. Do note that when you make a mistake in the answers, the game will end. Answer as follow to avoid the dreaded "game over". Go through the initial introduction, as you spill the beans about Mila's and Louie's rights to know the truth. Despite not being really keen about it, Dunning will agree to talk. He explains that he took Mila down to this hell hole because this was the last place Evans and him ever saw each other. Press: > You talked to him here. Dunning replies that they were talking about Jenny. He will also reveal that the angel painting you found earlier was left behind by a man. Press: > It was Bradley. Yes, the other "Kyle Hyde" left the painting for Dunning. Continue with the conversation. Mila will chip in with some details about the Jenny kidnapping incident. Dunning will also explain that he has no idea where Evans'd went. So far, so good. You can now tackle the "?s": > What did you and Evans discuss? Seems like Evans has kidnapped Jenny because Dunning has refused to paint anymore. You're pretty sure who organised the kidnap. Choose: > It was Nile. Next, ask: > Why'd you stop painting? Dunning stopped because all the glory and praise for his works were buried under the Osterzone farcade. Good enough reason, I think. Anyway, continue asking: > What did Bradley say? When Dunning said that Bradley asked about Evans after a drink, guess his response: > You lied. Dunning will say that Bradley knew Evans' secret. Ask: > What is Evans' secret? The secret is that Evans had chose to work with Nile after sinking too deep into the scam. Now, ask: > Is Evans going to contact you? Apparently, Evans promised Dunning that he'd get Jenny back. And then he disappeared. You will then speculate whether Evans told Dunning Mila's being in comatose. Select: > He didn't say a thing. Ok, everything's going to end soon. Just ask: > Why'd he keep Mila a secret? With this, Dunning will tell you about everything. I'll leave it to you to enjoy the explanation. Some time during the conversation, he will give you a key, so tap it to pick it up as usual. Towards the end of the scene, you will find that Bradley is actually your client (!). You will use the key that Dunning gave you automatically to open the small red box, which consists of a letter from Bradley. And it's all over... ---------------------------------------------------------------------- 8:00 A.M. [ CHP010 ] ---------------------------------------------------------------------- END [ CHP011 ] --- ... or so you think. The next morning, it's time to say goodbye to Hotel Dusk. After going through the conversation with Rachel on the phone, you can find the following people to talk to as a form of parting gift. ---------------------------------------------------------------------- JEFF [ CHP012 ] ---- Jeff will knock on your door after you talked to Rachel. He apologizes to you, and passes you a letter from Summer before he leaves. ---------------------------------------------------------------------- SUMMER [ CHP013 ] ------ In his letter, Summer tells you that he has spoken to Helen. He also promises that he will write a best-seller, featuring YOU as the protagonist. ---------------------------------------------------------------------- HELEN [ CHP014 ] ----- Walk towards Room 212. Just as you're approaching, Helen will come out of the room. She will thank you for your kindness from last night. She also vows that on her next visit to the hotel, she will stay in the wish room. ---------------------------------------------------------------------- IRIS [ CHP015 ] ---- Iris is on the roof. She has revealed to Kevin that she's Grace's little sister. Before she goes, she tells you that she's pretty sure that Grace will return to Kevin one day. ---------------------------------------------------------------------- KEVIN AND MELISSA [ CHP016 ] ----------------- At the 1F Central Walkway, near the restaurant, you will find Melissa. She will tell you that Kevin was right by her side when she woke up this morning. He also told her that mom will be back soon. Kevin will appear soon, after checking-out. ---------------------------------------------------------------------- LOUIE [ CHP017 ] ----- Louie is at the vending machine. He's pretty bemused that you've decided to go on a vacation. He will then tell you that Mila is in Rosa's room. ---------------------------------------------------------------------- ROSA [ CHP018 ] ---- When you touch the "door" icon on Rosa's door, you will hear a conversation from inside. She has offered Mila to stay with her at the hotel. Mila, however, seems to have other ideas. You decide that it'd be best for you to just leave now. ---------------------------------------------------------------------- DUNNING [ CHP019 ] ------- Check-out at the front desk, and talk to Dunning. He decides to waive the phone bills for you (heh). You also comment that Room 215 could really be a "wish room", since your wish came true after you stayed here. ---------------------------------------------------------------------- MILA [ CHP020 ] ---- Head towards the door after you check-out, and touch the door handle to leave. As you're walking towards the car, Mila stops you. She wants to go with you, and you will agree. So, your long road trip is no longer lonely... The credits will roll after that. ---------------------------------------------------------------------- ??? [ CHP021 ] --- After the credits, you will be prompted to save your game. If you've followed this walkthrough faithfully, you *should* get an additional scene after you save. In this scene, Dunning and Rosa will be having their usual banter when the front door suddenly opens. Someone walks in, and Dunning's expression changes. Now, for all those who've been feeling sorry for Dunning, you can now rejoice... ... Jenny! ---------------------------------------------------------------------- CHAPTER TEN: END ---------------------------------------------------------------------- ====================================================================== ====================================================================== 16. CONCLUSION ====================================================================== I consider this guide completed as I write this. There are some loose ends that I didn't clear, like the additional matchsticks puzzles and all. If you really need help on those, or would like to help others by ASCII-ing the solution to me, please feel free to do so. As usual, comments and feedback is welcomed. but do note that I may not reply to every email due to time constraints. Meanwhile, I hope you've enjoyed this game as much as I do. I'm glad that it's getting the attention that it deserves, and despite some illogical happenings that commonly plagued adventure games in general, I thought Cing has done really well with the game. I'll look forward to their next title in anticipation. ====================================================================== ====================================================================== APPENDIX 1. VERSION HISTORY ====================================================================== Version 0.5: Walkthrough for Chapters 1, 5, 6, 7 and 8 done. I only decided to write this guide after I completed Chapter 4, so please pardon me while I work backwards when working forward. (1/28) Version 0.7: Chapters 2 and 9 added. (1/30) Version 0.9: Chapters 3 and 4 added. Chapter 10 almost done. (2/1) Version 1.0: Guide completed. (2/2) Version 1.1: Added Jukebox tracks in [ CHP602 ]. (2/18) ====================================================================== ====================================================================== APPENDIX 2. FREQUENTLY ASKED QUESTIONS ====================================================================== Some stuff that I expect to encounter, based on what I've been reading on various forums: Q: After getting the small red box from Dunning's office, I didn't encounter the cut-scene with Louie and Rosa. Why? A: You may have missed examining something. Try checking the guest register, or the calendar, or the birthday card. Q: How do I get the bookmark? A: You don't actually get the chance to find the bookmark immediately after Summer asks you to. Just follow the walkthrough from [ CHP305 ] tp [ CHP321 ], and you should be able to get it. Q: Why is my ending different from yours? How do I get the Mila/ Jenny ending? A: Different actions that you do may impact the ending, that's as far as I know. As to how to get the Mila and Jenny endings, I've absolutely no idea. There are many theories. For example, I read that when Mila stopped breathing, you can wake her up by simply touching her cheek. But if you do that, you won't get the Mila ending. I'm not entirely sure how true is this, but I do think that if you do mouth-to-mouth on her by closing the DS, she *may* just have fallen in love with you, ha ha. Similarly, for Jenny, I read that you must not have gotten a single "game over" (which includes not hitting the "retry" button when you do). Again, I'm not entirely sure. Q: How do I solve ________ puzzle? A: All puzzles in the game, except the subsequent/ optional matchsticks puzzles, have been detailed in the walkthrough. Questions? Email me at the address stated somewhere in this document. Spams are not welcomed. ====================================================================== ====================================================================== APPENDIX 3. CREDITS ====================================================================== Cing Nintendo Gamescore.sg Those who helped on the GameFAQs boards Edge, Sideswipe and the others on Gamescore.com.sg boards David Vriezen ASCII Generator (@ http://www.network-science.de/ascii/) ====================================================================== Copyright Lestor Wong 2007.