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Walkthrough

by astro_man23



  THE NOTE (Playstation) Walkthrough 
  v1.00 
  Started 4 April 2010		       
  Finished 7 April 2010	       

  Sorry, no pretty ASCII text art     
  Sorry, no maps drawn with symbols   
				       



TABLE OF CONTENTS                       JUMPTO (ctr-F)
-----------------------------------------------------------------

I.      First Impressions               0100
II.     Characters                      0200
III.    Prologue                        0300
IV.     Control and Health
                The Eyelid System       0401
                Game Time               0402
                One-Button Action       0403
                Button Config           0404
                List of Commands        0405
                Saving & Resting        0406
V.      Items
                Inventory               0501
                Keys                    0502
                Medals                  0503
                Other                   0504
                Sellable Items          0505
                Store Prices            0506
VI.     Monsters                        0600
VII.    Levels
                The Mansion             0701
                The Dungeon             0702
                The Castle of Spirits   0703
                The South Tower         0704
                The Sewers              0705
                The Final Stage         0706
VIII.   How to save Everybody
                How to Save Toshi       0801
                How to Save Dave        0802
                How to Save Linda       0803
                How to Save Angela      0804
IX.     Tips                            0900
X.      Loose Ends                      1001
XI.     My Thoughts                     1002
XII.    Legal                           1003
XIII.   Contact                         1004

=========================
I. FIRST IMPRESSIONS 0100
=========================

As a big survival-horror fan and collector, I knew I had to get The Note in my 
collection.  When I finally tracked down a copy and played it, I was only 
mildly disappointed in some ways and surprisingly impressed in others.  This 
is a rare game, and there is only one other walkthrough out there that I'm 
aware of.  Despite its rarity and some of its flaws, it deserves to be played 
through and through.  If I were to categorize it, I'd say that it belongs 
somewhere between horror and adventure.  Imagine if King's Field and Echo 
Night had a baby, and that baby got all its dominant genes from King's Field, 
then you'd have The Note.  The more I played it the more I liked it.  But I 
was also frustrated at times, especially at how much effort I put in only to 
get the same ending three different times.  I'm convinced there's a better 
ending to this game, but I haven't been able to get it yet.  Anyway, let me 
introduce The Note favorably since it is, after all, a very decent game.


=================================
II. CHARACTERS (NO SPOILERS) 0200
=================================

* indicates text taken from The Note's game manual

	-----------------
	Akira: Age 23*
	-----------------

A freelance occult journalist.  He has been reporting on the occult for three 
years, but has not yet written an article based on actual experience.  All his 
work so far has been selling faked ghost photos and made-up articles to 
specialist magazines.

	-----------------
	Angela: Age 21
	-----------------

Akira's partner.  She accompanies him to Europe to help him find the children.

	-----------------
	Linda's Mother
	-----------------

Linda's mother hired Akira to find her daughter and her two friends after 
receiving pictures of the abandoned Mansion.

	-----------------
	Paulo: Age 26*
	-----------------
		
Akira and Angela first meet Paulo in the Mansion, about which he is very 
knowledgeable.  His actions shrouded in mystery, he may just hold the key to 
saving the children...

	----------------
	Linda: Age 18
	----------------

Linda is the leader of the three teenagers who have gone missing in the 
Mansion.  She sent her mother photographs of the Mansion before disappearing.	

	---------------
	Dave: Age 18
	---------------
		
Dave is the brave one of the group.

	----------------
	Toshi: Age 17
	----------------

Toshi is the youngest and least courageous of the group.  He blames Linda for 
everything.  

	---------------
	Meda: Age ??
	---------------
		
A mysterious woman in a red dress who seems to know something about the 
children for whom Akira is searching.  In exchange for her information, Akira 
agrees to find a belonging of hers lost in the Mansion.

	----------------------------------------
	Necromeda, Mistress of Death: Age ??*
	----------------------------------------

The evil spirit Necromeda controls death.  She appears wearing a mask with a 
hideous mocking grin, and harasses and blocks the progress of Akira and his 
companions at various places throughout the game.

	-------------------------------------
	Hypnos, Master of Terror: Age ??*
	-------------------------------------

The evil spirit Hypnos controls sleep.  He appears wearing a clown's mask, and 
attacks Akira and his companions using his two arms, which he can also use to 
fly.

	----------------------------------
	Tanatos, Lord of Death: Age ??
	----------------------------------

Tanatos is the most ancient of the Spirits and their master.  Little is known 
about him.

	--------
	????
	--------
	
A fourth Spirit lurks unknown somewhere in the Castle.  

=================================
III. PROLOGUE (NO SPOILERS)* 0300
=================================

	Somewhere beyond the shadows your fate awaits...In January 1997, 
freelance occult journalist Akira was visited by a woman.  her daughter had 
left on a trip with friends and never returned.  She asked Akira to look for 
her.  "These are the last things I received from my daughter..."  So saying 
she produced a stack of photographs of an old run-down mansion and unearthly 
spirits.  Greatly interested, Akira accepted and set off for Europe with his 
partner Angela.  
	Two weeks after accepting the assignment Akira found himself in a 
remote European village in front of the very house shown in the photos.

===========================
IV. CONTROL AND LIFE SYSTEM 
===========================


		The Eyelid System 0401 
		----------------------

	The Note uses a unique "eyelid system" to indicate Akira's health.  
When he is injured, his field of vision narrows.  When his eyelid is closed 
all the way, he has lost all his life and the game is over.  When damage is 
taken, the field of vision becomes smaller automatically.  Using Ointments 
restores health and vision.  Because your ability to see is tied directly to 
your remaining health, it's a good idea to keep lots of Ointments on hand and 
maintain full life.  When your peripheral vision is flashing purple, you've 
been poisoned.  Your life will slowly deplete until your eyelid closes and you 
die.  Use Antidotes to reverse poisoning.  Akira blinks normally throughout 
the game.  Bringing up the inventory screen or map also makes him blink.

		Game Time 0402
		---------------------

	Time passes in The Note according to your Watch which you can access 
from the Inventory at any time.  Certain puzzles require particular timing.  
The current time will be displayed on your save files.  About 10 minutes of 
real time equal an hour of game time.  

		The One-Button Action System 0403
		---------------------------------

	Another unique feature about The Note is the One-Button System.  You 
can assign up to four Commands or Items to the four shoulder buttons.  This is 
done by entering the Inventory Screen and selecting RECORD, then OPERATE or 
ITEM.  This will save your commands for one-button use (as opposed to opening 
the menu every time you need a command/item).  Selecting EXECUTE will allow 
you to perform a command or use an item only once - useful when you don't want 
to reassign your buttons but need to use an item.  The SAVE feature in the 
Inventory Menu will be greyed out most of the time.  It is only available in 
the Mansion when 12 "game hours" have gone by since your last save.  In a 
pinch, you can use the STANDBY command to force a 12-hour span to go by and 
save anywhere in the game.  Be careful when using STANDBY, though.  Lamps only 
last for 6 hours before extinguishing.  When the lights have gone out in a 
room that had Monsters in it, they'll come back.

		Configuration (default) 0404
		----------------------------

BUTTON		FUNCTION

DPAD 		Movement
TRIANGLE	Look Up
CROSS		Look Down, Make Selection
SQUARE		Strafe Left
CIRCLE		Strafe Right, Canel Selection

SELECT		MAP
START		INVENTORY MENU

L1		Assign Command/Item
L2		Assign Command/Item
R1		Assign Command/Item
R2		Assign Command/Item


		Commands 0405
		-------------------

NAME		FUNCTION

FREE		Erases a button's assignment, makes it useless
OPEN		Opens doors and curtains
CLOSE		Closes curtains
CHECK		Examines objects, picks up items
STANDBY		Brings up the Watch and lets you force time to pass instantly
PUSH		Pushes switches/buttons
PULL		Pulls levers
TURN		Turns dials
ERASE		Blows out lamps, puts out fires


		The Game World & Saving 0406
		--------------------------------

	The adventure in The Note takes place in an abandoned Mansion and in 
other gloomy settings.  However, at any time during the game, Akira and Angela 
can leave the Mansion through one of its two exits.  Outside the Mansion, 
you're given the option to visit the Store, stay at the Hotel or Save your 
game.  You can replenish Matches, Antidotes, Ointments, Ammo and Oil at the 
Store.  You can also sell items you've collected from defeating Monsters 
there.  At the Hotel, you can pay 800g to rest for a period of time that you 
specify.  You replenish your vitality when you rest, and resting can also be 
done to pass the time in the game.  (There are times when the Standby command 
can't be used.)  And when you return from a Save, you'll always be at the Main 
Room.  This can be inconvenient when you start exploring the deeper parts of 
the Castle and don't want to use STANDBY, but Paulo eventually gives you an 
item called the Marker which you can use to warp between any two points 
instantly.

=================
V. ITEMS
=================

	INVENTORY 0501
	----------------------------------
	1.  Matches (Store in the Country Town) 
	2.  Lighter (Firewood Room in the Mansion) 
	3.  Firewood (Firewood Room in the Mansion) 
	4.  Rope # 1 (Storage Room in the Mansion)
	5.  Rope # 2 (Storehouse in the South Tower)
	6.  Marker (Paulo gives it to you after defeating Hypnos)
	7.  Ointment (Store in the Country Town) 
	8.  Antidote (Store in the Country Town) 
	9.  Ammo (Store in the Country Town) 
	10. Oil (Store in the Country Town) 
	11. Watch (you start the game with this item)
	12. Shotgun (Fireplace Room in the Mansion)
	
	KEYS 0502
	----------------------------------
	13. Mansion Key # 1 (Altar Room in the Mansion) 
	14. Cottage Key (Paulo gives it after you lose the Red Stone) 
	15. Mansion Key # 2 (Paulo gives it after Angela is kidnapped) 
	16. Storage Key (floor on the Western Corridor in the Mansion) 
	17. Guard Key (found on Slave in the corridor outside Watchroom)
	18. X-Key (found on Slave in the Watchroom)
	19. V-Key (Castle of Spirits) 
	20. S-Key (South Tower)
	21. Sun Key (Castle of Spirits)
	22. Z-Key (Sewers)
	23. Armor Key (found on Animated Armor)
	24. Watercourse Key (found on Amphibian outside Sewer Dungeon)
	25. Water Prison Key (found on Amphibian outside Sewer DUngeon)
	26. Dungeon Key (found in Trap Room 3)
	
	MEDALS 0503
	----------------------------------
	27. Soul Medal # 1 (Room with broken sideboard, 1st Floor Mansion)
	28. Soul Medal # 2 (Room with sideboard, 2d Floor Mansion)
	29. Soul Medal # 3 (behind door in one of the Dungeon Corridors)
	30. Clock Medal (in lower Dungeon beneath the Red Carpet Room)
	31. Sleep Medal (Castle of the Spirits)
	32. Fate Medal (D.E.A.T.H. Room)
	33. Death Medal (South Tower, long rectangular room)
	34. Dream Medal (??)

	OTHER 0504
	----------------------------------
	35. Mask Mold (Library in Castle of the Spirits)
	36. Mask (Incinerator at the Mansion)
	37. Mirror Fragment (Dark Mirror Room in the South Tower)

	
	SELLABLE ITEMS (monster) 0505
	----------------------------------
	38. Old Ring - 5000g (Slave)
	39. Silver Chain - 5500g (Slave)
	40. Old Coin - 6000g (Chimera)
	41. Silver Necklace - 7000g (Slave, Night Gaunt)
	42. Silver Bracelet - 7500g (Night Gaunt)
	43. Gold Tooth - 9000g (Acrobatic Slave)
	44. Rainbow Fish Scales - ????g (Amphibious Man)

	STORE PRICES 0506
	--------------------------------

	Ammo        800g     16 MAX
	Oil        1000g      5 MAX
	Match       200g     10 MAX
	Ointment    600g     25 MAX
	Antidote    700g     10 MAX

=================
VI. MONSTERS 0600
=================
	
------------------
Large Rat HP: 1
------------------

     -Scurries across the floor and attacks quickly in succession but is weak.
     -Loc: The Mansion and some rooms in the Castle of Spirits and South Tower
     -Weak: Fast but frequently gets stuck running into walls.
     -Itms: None.

------------
Bat HP: 1
------------

     -Flaps through the air and is very difficult to keep sighted for a shot.
     -Loc: The Mansion, The Castle of the Spirits, The Sewers
     -Weak: Makes a cry before attacking.  Easy to bypass.
     -Itms: None.

-------------
Wolf HP: 3
-------------

     -Lunges forward and sideways. 
     -Loc: The Mansion, The Execution Room, The South Tower
     -Weak: Slow.  Once it has lunged, it's vulnerable to at least two shots.
     -Itms: None.

---------------------
Poison Snake HP: 2
---------------------

     -Slithers on the floor and hinders your motion.  Weak but poisonous.
     -Loc: The South Tower
     -Weak: Defenseless from behind.
     -Itms: None.

--------------
Slave HP: 4
--------------

     -Meanders down large areas.  Attacks with a dagger and is poisonous.
     -Loc: The Dungeon, Castle of Spirits, South Tower
     -Weak: Slow.
     -Itms: Silver Coin, Silver Chain

------------------------
Acrobatic Slave HP: 4
------------------------

     -Quick, strong kicks and punches.  Can attack after being knocked down.
     -Loc: South Tower
     -Weak: Two hits knock it down and two more kill it.
     -Itms: Gold Tooth

--------------------
Night Gaunt HP: 4
--------------------

     -Haunts dark rooms.  A quick flying attack which is difficult to avoid.
     -Loc: Castle of Spirits, South Tower
     -Weak: Light.  It will try to put out lamps, leaving it open to attack.
     -Itms: Silver Necklace, Silver Bracelet

------------------
Amphibian HP: 5
------------------

     -Powerful lunging and pummeling attacks.  It is poisonous.
     -Loc: Sewers (S. Tower Dungeon)
     -Weak: Light.  It will try to put out lamps, leaving it open to attack.
     -Itms: Rainbow Fish Scales

----------------
Chimera HP: 3
----------------

     -Powerful diving attack.  Hard to avoid.
     -Loc: Castle of Spirits rooftops
     -Weak: Cries before each dive.  Rises slowly to prepare for its attacks.
     -Itms: Old Coin

--------------------------
Animated Armor HP: N/A
--------------------------

     -Broad sword attacks.  Very powerful.  Impervious to shotgun attacks.
     -Loc: Castle of Spirits Armor Room
     -Weak: None
     -Itms: Armor Key

------------------
Stheno HP: N/A
------------------

     -A Gorgon that turns you into stone at first sight.
     -Loc: Castle of Spirits (Snake Room)
     -Weak: Fragment from the Dark Mirror
     -Itms: None

--------------------
Minotaurus HP: 7
--------------------

     -Powerful overhead axe attack.  Rush attack.  Swing attack.
     -Loc: Execution Room, Necromeda's Chamber, Tanatos' Chamber
     -Weak: Shoot it from behind or right before it swings the axe.
     -Itms: None

--------------------
Dark Self HP: ??
--------------------

     -Very powerful shotgun attack.
     -Loc: South Tower (Mirror Room)
     -Weak: Shatter the Dark Mirror with the shotgun
     -Itms: None

-----------------
Hypnos HP: ??
-----------------

     -Orb attack.  Flying attack.
     -Loc: Execution Room
     -Weak: None
     -Itms: None

--------------------
Necromeda HP: ??
--------------------

     -Red lightning attacks.
     -Loc: Final Stage
     -Weak: Shoot Red Stone.  Shoot her between her "Final Blow" attacks.
     -Itms: None
	
===========
VII. LEVELS
===========

There are roughly six levels in The Note: The Mansion, The Dungeon, The 
Spirits' Castle, the South Tower, the Sewers and the Final Boss.

                                 "THE MANSION"
                        -------------------------------
                             -finding the Red Stone-
                                      0701

Akira and Angela enter the Mansion unarmed with only a handful of supplies.  
First, you'll need to get a weapon to fight off monsters.  From the Main Room, 
take the door on the right, next to the broken grandfather clock, and you'll 
be in the the room with the fireplace.  Behind the mantle, you'll see a 
shotgun.  Before picking it up, you'll need to light the room.  Open the two 
curtains behind you.  Then CHECK the shotgun to take it.  You'll only have one 
box of ammo which is 6 shots to start with.

Explore the Mansion carefully since there are lots of Bats, Big Rats and 
Wolves.  You can go to the Store at any time by leaving through the large 
double-doors you came in at the beginning.  There you can buy more Ammo, 
Ointment, Antidote, Matches and Oil.  I suggest maxing out on all of these 
items and keeping your inventory full throughout the whole game.  You start 
with 50,000g which is enough to do this.

Return to the Main Room.  Now would be a good time to configure your shoulder 
buttons if you haven't already.  Put the Shotgun on one and the Ammo on 
another.  You can only reload when you have fired all 6 rounds, which means 
you can run out of ammo in the middle of a fight.  This will happen a lot, so 
it's a good idea to have the ammo ready at the push of a button.  From the 
Main Room, try to OPEN the door to the left of the grandfather clock.  It's 
locked and has to be opened from the other side.  Skip this and take the only 
other door in the room, which is on the western wall.

Kill the Wolf.  To light lamps, use the Match in front of them.  One unit of 
oil will be depleted for each lamp you light.  When you run out of oil, you 
won't be able to light your way.  Open the curtains to keep the hall lit.  
This prevents Monsters from re-spawning in areas you've cleared.  Enter the 
door at the end.

Go down the long corridor and enter the door on the right, across the lit 
lantern.  Watch the cutscene with the woman in red.  Time to find the red 
stone, but before you leave the meeting room, use the Watch and make a note of 
the time.  The woman wants to meet you at the exact same time tomorrow.  For 
now, go back to the room with the fireplace.

Take the door to the right of the fireplace and enter the Kitchen.  There's a 
Big Rat running wild.  Take it out.  You can light the Kitchen if you want, 
but this Big Rat likes to come back.  Open the door on the western wall of the 
Kitchen.  Once in that room, open the curtain and check the broken sideboard.  
You'll obtain Soul Medal # 1.  Exit this room through the southern door.

Now you're in the main corridor.  First kill that annoying Bat.  Like the Big 
Rat in the Kitchen, this Bat and the one upstairs like to respawn so lighting 
the corridor is more or less optional.  Go down the red carpet and open the 
door on your left.  This was locked from the Main Room.  Unlocking it, you'll 
automatically enter the Main Room.  But go back into the main corridor.  We're 
not done there yet.

The door facing the one you unlocked leads to a room with another sideboard.  
There's nothing in this room.  The door at the end of the corridor, however, 
leads to the Altar.  Go in and put down the Wolf.  You'll notice a key on the 
Altar, but you won't be able to pick it up until you light the room.  I'm sure 
you're beginning to notice a trend with the lighting.  You can light the two 
tall torch holders on either side of the Altar.  Pick up Mansion Key # 1 and 
return to the main corridor.  Let's go upstairs.

Up here, you'll have to kill or skillfully avoid another annoying Bat.  After 
taking care of that, you'll see four doors.  If you count them from left to 
right, you'll see that doors 1, 2 and 4 are locked.  Go into Door 3, light the 
room and check the sideboard to collect Soul Medal # 2.  Leave and open door 4 
with the key you picked up at the Altar.

This room's got a lot going on.  There's a grandfather clock, a bookshelf, a 
desk with a lantern and an oil painting.  If you look closely, you'll see the 
bookshelf is covering a secret door.  You want to get in there.  First, enjoy 
the painting.  Light the lantern if you wish.  Then go the grandfather clock.  
To start the puzzle, use the TURN command.  You'll be asked what hour you wish 
to set the clock to.  To solve this puzzle, you'll need to know how to set the 
clock.  The answer is in the painting.  To see the answer, the room must be 
dark.  If you lit the lantern, blow out the flame with the ERASE command.  If 
the curtain is open, CLOSE it.  With all the lights off, view the picture 
again.  It now displays the sequence.

After TURNing the clock three times, the bookshelf slides out of the way.  Go 
into the room and kill the Wolf guarding the Red Stone.  This is the item you 
need to take to the woman you met, but before proceeding, you can finish 
exploring the Mansion as long as you don't go past the time you're supposed to 
meet the woman.  So return to the Kitchen.

This time take the southern door you haven't gone in yet.  This leads to a 
hall in the shape of an upside-down "L".  The door all the way down the hall, 
on the southern end, is the Mansion's second exit.  If you leave this door, 
you'll be able to visit the Store, Hotel or Save your game.  When you return, 
you'll come back through the Main Room.  Okay, the door to the left of the 
exit has the word "Bathroom" written on the door.  Inside you'll find a toilet 
and bathtub and a disgusting Big Rat.  There's nothing in this room.  Kill the 
Big Rat for fun then open up your Map.  You'll see another door right next to 
the one you came through.  Leave the Bathroom and go through it.

This is the eastern corridor.  There are three doors along the eastern wall 
and one at the opposite end of the door you walked through.  You'll see that 
the first room is locked.  This is the Storage Room.  The second room is open 
but it's empty.  And the third room is where the firewood is stored.  Light 
the torch and check the pile of wood to grab a firelog.  You can carry only 
one at a time.  Leave the firewood room and head out the nothern door.  Now 
you're outside.  In front of you is the Incinerator, and that white clumpy 
pile of stuff next to it is clay.  Keep this in mind.  You can burn firewood 
in the Incinerator or in Fireplaces.  To do this, first put in the Firewood 
and then strike a match.  You don't have to do this now, but just so you 
know.  Okay, onto the last room in the Mansion.

Go back to the western corridor, the one leading to the meeting room where you 
saw the woman in red.  Take the northern door and you'll be outside again.  On 
this side of the Mansion, there's a Cottage, but it's locked for now.  That's 
okay.  Go back into the corridor and stand outside the Meeting Room.  Did you 
make a note of the time?  Use the STANDBY command to force exactly 24 hours 
from that time to elapse.  It's important that you don't go over, or else 
you'll be late.  Enter the Meeting Room at the right time and another cutscene 
follows in which you meet Necromeda and Paulo.  If you're late, a different 
cutscene occurs.  And yet another cutscene occurs if you preemptively retrieve 
the Red Stone and enter the Meeting Room before being asked to find it.  But 
you don't want to be early or late.  However you solve this task, Paulo gives 
you the Cottage Key at the end of the cutscene.  And that's it for "The 
Mansion" level.


                               THE DUNGEON"
                  ----------------------------------------
                          -find the missing kids-
                                   0702

Use the key Paulo gave you to open the Cottage.  You'll find yourself in an 
empty wooden room.  There's a strange glow coming from the opposite wall.  
Walk into it and voila!  You've been transported to a new area.  This is the 
Dungeon, where Paulo thinks the children may be held prisoner.  You can return 
to the Mansion at any time by walking into the warp spot again.

Alright, open the door and leave the Warp Room.  A short cutscene with Angela 
occurs in the next room.  We'll call this the Winged Face Room.  There's also 
a pretty stained glass ceiling.  Okay, go through the opposite door and you'll 
come to a flight of stairs.  You'll hear footsteps and moaning.  There's a 
Slave in the hall down the stairs, so make sure you've got your shotgun/ammo 
ready.  Go down, kill the Slave and CHECK its remains for an Old Ring.  Keep 
this hallway lit or else the Slave returns.  There are two torches in the 
hall, but only one needs to be lit to keep it from respawning.  It's useful to 
keep them alternating, since each lamp only lasts for 6 game hours.  There are 
two doors in this hall, one with a red "X" painted on it and one with a 
circular hollow in it.  The X-Door is locked for now, but you can open the 
door with the hollow in it by using one of your Soul Medals.  Before you do, 
make sure your shotgun is loaded.

Kill the two Slaves in this room and collect their metal.  You can light this 
room if you wish, but once you've taken out the Slaves, they don't respawn.  
There is a door on the room's eastern wall and one on its southern wall.  
(Directions are according to the map.)  Let's skip the eastern door for the 
time being.  You can take it first if you wish, but you will come to a deadend 
unless you do something else first.  So let's do that something else first.  
Take the southern door.  Again make sure your shotgun is loaded.

Right when you open this door you'll see a Slave.  Strafe right and take it 
out.  At the end of this hall are two doors both with hollows in them.  The 
door facing south leads to a large room full of boxes and barrels.  There's 
also a Slave marauding around in it.  This is another useless room and is only 
good if you want to kill the Slave and collect more metal.  Go back into the 
hall and retrieve the Soul Medal you placed into the door by CHECKing it.  Now 
place it in the door facing east.  There is a Slave in this little hallway 
hiding behind the corner.  Kill that sneaky bastard.  Now you see yet another 
door with a hollow.  You need another Soul Medal to get through, but you've 
already used up the two you had.  So you have to find another one.

Go back to the previous hall.  Walk to the door you first came through, the 
one facing north.  Wait a minute!  There's a Soul Medal in that door.  You 
didn't put that there!  Okay, so grab that and go back to the door in the 
little hallway.  Load your shotgun and set the Soul Medal in.

You're in another big room with two Slaves.  Kill them dead.  Like the other 
big room with two Slaves in it, this room won't respawn the Slaves once you've 
eliminated them.  This room is very similar to the other big room.  The door 
to your left when you enter (facing north) is locked from your side.  Unlock 
it by using the OPEN command.  You'll walk through, but don't go any farther 
for now.  Just turn back around and go back into the big room.  Head for the 
far door (facing east) and you'll see that you need another Soul Medal to get 
through.  This time you won't need to find a new one.  You'll just have to use 
the two free ones you have (the ones you used earlier) carefully.  Leave the 
big room the way you came in.

Back in the short hallway, turn around to face the door and take back the Soul 
Medal.  Continue retracing your steps back to the long hall.  This is the one 
that has the door to the useless room.  Take the Soul Medal back from the door 
you walked through.  You should now have two Soul Medals in your possession.  
Retrace some more until you come to that door that had the third Soul Medal in 
it.  Put it back and go through.

You're back in the first big room.  This time you are going to take the door 
facing east.  Go through the empty hall then up a flight of stairs.  The door 
at the top of the stairs leads to the Execution Room.  Load your shotgun 
before going in.

Go in and watch the cutscene with Angela.  Suddenly two Wolves somehow sneak 
up on you.  Send them to the next dimension with your boomstick.  You can 
light the Execution Room if you wish.  You can also look at the skeleton 
chained to the southern wall for a spook.  Alright, leave through the door 
facing west.  Go down the stairs, turn the corner and open the door.  This was 
the door that was locked from the other side.

You now find yourself in the second big room with a Soul Medal in your 
possession.  Use it on the door you couldn't open before.  You won't have to 
meddle with the Medals again.  So pass through the door to enter the Prison.

On the lower floor of the Prison are two cells.  The first one (left one) is 
empty right now.  Go to the second cell, light the lantern and watch the 
cutscene with Dave.  When that's done, go up to the upper floor where there 
are two more cells.  Before doing anything, light the lanterns in the 
hallway.  After that, open the first door in the hall, light the cell and 
watch the cutscene with Toshi, that wuss.  Leave and open the next door for a 
cutscene with Linda.  When you leave Linda's cell, a Slave appears in front of 
you.  Take it out and pick up the Watchroom Key from it.  Use this key to open 
the door at the end of the hall.

Inside the Watchroom, there's a Slave.  Annihilate it and check its body.  
You'll get the X-Key.  Light the room and try to leave.  A cutscene with 
Angela interrupts you.  She wants to stay behind and keep an eye on the kids, 
which is good except Angela doesn't have her own Oil.  She needs you to bring 
it to her in the Watchroom.  And that's a pain in the ass.  Akira leaves the 
room.  To give Angela oil, first make sure you have at least one spare can in 
your inventory.  Angela will use this oil to keep the Watchroom lit.  When she 
runs out of oil, the Watchroom's lamps will die.  Okay, to give her oil simply 
enter the room with at least one spare can.  A short cutscene will always 
play, showing Akira handing over a canister to Angela and asking if anything 
happened.  Of course, nothing ever does as long as the room is kept lit.  If 
the room is dark when you go in, you didn't make it back in time.  You can 
only give Angela one can at a time.  Leaving and re-entering the room multiple 
times (to give her multiple cans) doesn't increase the time she can go without 
another visit.  And you'll know when you need to go back to the Watchroom when 
Akira says "The oil in the Watchroom is going to run out soon."  This is your 
queue to stop doing whatever you're doing and rush back to the Prison to give 
Angela a can of oil.  As long as you go straight there, you can reach the 
Watchroom from anywhere in the game before time is up.  Of course, you can 
still beat the game without performing this task but you won't be able to save 
all 3 kids if you fail it.

After ensuring that Angela has a can of oil, leave the Prison.  You're back in 
the second big room.  There are two ways to get back to the X-Door.  One is 
through the halls where you had to use the Soul Medals a few times.  The other 
is through the Execution Room.  The path of least resistance is definitely 
through the Execution Room.  The only Monster you'll encounter on this route 
is the Slave in the hallway where the X-Door is.  And it only appears when the 
lamps have gone out.  Remember, I mentioned keeping one lantern lit at a time 
and alternating.  This is because you'll be coming in and out of the Dungeon a 
lot to give Angela oil.  This is also why you should kill the Monsters instead 
of skipping them.  If you want to take the other path out of the Dungeon, be 
prepared to encounter lots of Slaves.  They'll stop giving you items too, so 
it's pretty useless to even kill them as fun as that is.  Angela's oil lasts 
for about 6 game hours, which is how long lamps last, which is also the time 
it takes for Monsters to re-spawn in dark areas.  Well, it's up to you.  From 
the second big room, the Execution Room is through the northern door (or the 
one on the right).

Once back in the hall with the X-Door, I recommend saving.  If it's been 12 
game hours since your last save, you can do it right there on the spot.  But I 
would suggest going back to the Mansion, so you can visit the Store.  You want 
to replenish your Oil and Ammo.  Remember, to keep the Watchroom lit you need 
to have spare Oil.  Also, before leaving the Mansion go to the room with the 
firewood and pick up a log if you don't already have one in your inventory.  
When you're ready, unlock the X-Door, go up the stairs and leave the Dungeon.


                            "The Castle of Spirits"
                    ----------------------------------------
                           -finding the Dungeon Key-
                                      0703

The Castle of Spirits level is difficult if you're trying to make sure all 
three kids are saved.  You'll have to find the Dungeon Key while making 
periodic trips to the Watchroom to give Angela oil.  Of course, you can always 
forget about Angela if you want, but if you do, you'll screw Dave over.  (Dave 
dies if you fail the Watchroom task.)  If you follow this guide, you'll be 
able to get the Dungeon Key and save Dave.  So let's begin.

First, you'll be at different points in the Castle than I was when Akira gives 
you the warning message about the Watchroom.  Wherever you are in the guide, 
simply stop what you're doing and go back to Angela.  Then pick up where you 
left off.  Okay, onto the Castle!

You start out in an L-shaped hallway.  (On the map it looks backwards and 
upside-down.)  Go through the southern door.  You'll enter a short corridor 
with curtains and a Bat.  You can kill the Bat if you want, but it's easier 
just to ignore it.  Go through the next door.

Now you're in a big square room with a red carpet.  We'll call this the Red 
Carpet Room.  You'll see a red door and a wooden door.  Go through the wooden 
door.  You'll be in another corridor and there'll be another Bat.  Again, just 
ignore it.  At the end of this short hall, you'll see a wooden door and a red 
door.  Load your shotgun and go through the red door.

To defeat the Night Gaunt, you can either use brute force and shoot it four 
times or light a lamp.  It will move toward the lamp to put it out, and you 
can attack it then.  If you went back and got Firewood, throw it in the 
fireplace and light it.  This will save you from fighting several Chimera on 
the rooftop.  The adjoining room is empty and useless.  Go back into the 
hall.

Now go through the wooden door and make your way down the hall.  There will be 
a door to your right at the end.  Enter this room to get a look at the 
Animated Armor.  Don't bother trying to defeat him.  You can't hurt him with 
your shotgun or insults.  Notice, however, the X-shape on the floor.  "X" 
marks the spot, right?  You can also try to run by him and open the door in 
the back, but you'll see that it's locked.  So, for now just leave the room.  
(You don't have to actually see the Animated Armor.  I just thought it would 
be cool to see it before you kill it.)

Go back into the Red Carpet Room and take the red door.  Go past the empty 
L-shaped corridor.  Now you're in an area with two new doors and stairs that 
lead to another new door.  The door on the wall across from you is useless.  
There's noting but an empty table and a Night Gaunt.  The door facing the east 
leads to a big, dark room with a Night Gaunt in it.  Send it to hell and go 
into the adjoining room.  Light it and pick up the Sleep Medal on top of the 
sideboard.  Go back to the hall with the stairs.

Take the door at the top of the stairs and turn to your left.  Go through that 
door.  You should be in a hall with a suit of black armor to your right.  Go 
down this hall and take the door.  You'll be in an outdoor hallway now.  Go 
through this one too.  In the next walkway, you can see a chimney with a nest 
on top of it.  A family of Chimera were living there until you lit a fire in 
the fireplace.  You could've tried to skip by them or to fight them, but 
killing them through lighting the fireplace is easier.  Go through the door at 
the end.

Here you see stained glass roofed by a slab of stone supported by three 
pillars.  The slab isn't resting on the fourth pillar.  You want that pillar 
to fall through the glass.  To do this, go up to it and use the PUSH command.  
You'll hear a crash, like something was crushed down below.

Go back to the room with the Animated Armor and you'll see that you got a 
bullseye!  Now search the armor to get the Armor Key, which opens that door in 
the back.  Go through and up the stairs.  You'll see another black armor 
rendering a left-handed salute.  The wooden door to the left opens up to a 
walkway overlooking a garden.  Go through and have a look.  Notice that the 
handrail does not go around the entire perimeter.  When you've finished 
admiring the great outdoors, go back to the hall.  You'll come back to the 
walkway soon.  Now go through the red door.

You're in another L-shaped hall.  The first two doors you come across are 
unlocked.  Make sure you have lots of ointments before trying these rooms.  If 
you're ready, go into the door on the right, the one facing east.  We'll call 
this Trap Room 1.  It has two giant swinging maces ready to mince you into 
dust.  If you look, you can see something on the far wall opposite you.  
You've got to get to that wall and check what it is.  But to check it, you 
first need to light all three lanterns in the room.  Carefully time your 
movements to reach and light the lamps.  It helps to have a Match set to one 
of the shoulder buttons.  Once all the lanterns are lit, you can pick up the 
key with the "sun" symbol on it hanging on the back wall.  We'll call this the 
Sun Key and the door it unlocks the Sun Door.

Leave Trap Room 1 and enter the next room, Trap Room 2.  This one is much 
easier.  First light the three lamps without touching the red/blue tiles.  
Next read the placard on the wall.  It's legend reads "DEATH IS THE ONLY 
FUTURE" or "Death is your destiny" (according to Akira).  The keyword in the 
inscription is "death."  You can trace a path on the tiles which spells out 
this word.  Only step on the tiles and in that order: D-E-A-T-H.  You'll pick 
up the Fate Medal on the table.  Backtrack along the same tiles: H-T-A-E-D.  
Leave the room.

Go down the hall and check Trap Room 3.  It's locked.  The hollow in the door 
is in the shape of a face.  You will need a special item to unlock this door.  
This will come later.  Now, it's time to go back to the Red Carpet room.  You 
have the Sun Key, so now we need to find the Sun Door.

From the Red Carpet room go through the red door and past the L-shaped 
corridor.  Go up the stairs again and you'll be in the hallway with the door 
that led outside.  You won't need that door anymore.  To get to the Sun Door 
go straight down this hall, to the door facing east.  Go down the stairs.

The door to the right is another useless room with a Night Gaunt in it.  The 
door to the other side of the hall is the Sun Door.  Load your shotgun.  
Unlock the Sun Door and go through.  Go down the corridor and enter the next 
room.  You'll have to teach two Night Gaunts the meaning of pain.  When you're 
finished with your lesson, make sure you light the room before entering the 
adjoining one so that when you come back, the Night Gaunts are still dead.  
The next room has suits of armor.  Between the two silver armors is a key with 
a "V" shaped symbol engraved on it.  Take the V-Key and leave the Castle of 
Spirits for the Mansion.

This part is a bit random, in my opinion.  Once back in the Mansion, go into 
the western corridor.  Search the floor and you'll find the Storage Key.  This 
unlocks the Storage Room, which is the first door in the eastern corridor.  
You could have actually come to get this key after getting the Armor Key and 
going into the outdoor walkway overlooking the garden.  You didn't have to do 
the part with the Sun Door first.  Anyway, I guess it might make sense to come 
back to the Mansion since you need supplies.  Whatever the case, you'll hit a 
deadend in the Castle of Spirits if you don't come back and pick up the 
Storage Key.  Okay, so you've got the Storage Key.  Go to the Storage Room and 
get Rope # 1.  You'll have to put a Big Rag out of its misery first.  Remember 
that outdoor walkway in the Castle, the one over the garden?  You'll need to 
use this rope there.  But before leaving the Mansion, you should restock at 
the Store and Save.  Once you're done, go back to the Castle of Spirits.

Make your way back to that outside walkway.  Go to the part where the 
guardrail is missing, aim down and use the Rope.  Then CHECK it and, in the 
blink of an eye, Akira rappels into the garden like a badass.  Go through the 
only door down there, then up the stairs.  There's the V-Door.  Unlock it and 
go through.

In this hall, there's another obnoxious Bat.  This one is a little harder to 
ignore.  If you kill, make sure to light the hallway so it stays dead, the way 
we like it.  Stay on the upper floor and go through the door facing north.  Go 
through the L-shaped corridor into the next room.  This room contains a Night 
Gaunt, so I think you know what to do there.  We'll call this room the 
Moosehead Room.  It's not important and you won't come back here when you're 
done in this section of the Castle, but it's a cool name.  The room to the 
east of the Moosehead Room is perhaps the most useless room in the game.  It's 
a big, dark room with two Night Gaunts.  You can go in there and bust shit up 
if you want, but unless you need metal to sell, it's a waste of time.  Leave 
that room and go back into the Moosehead Room.  Take the western door now.  
Follow the bending corridor and you'll enter another room with a Night Gaunt.  
End him.  Light the room before proceeding through the northern door.  You've 
found the Library.

Light the torches and search behind the bookcases to find the Mold.  There's 
nothing else in the room so you can leave this area.  Go back to the hall that 
had the Bat in it.  There are some stairs you can go down.  Go into the room 
at the bottom of the stairs and light it up.  You'll see an opening in the 
floor and what looks like another level of the castle beneath.  You can't do 
anything here right now, so just open up your map and try to remember the 
relative position of this room.  It's near the bottom, right?  At the southern 
end?  Keep that fact in mind.

Okay, now that you have the Mold, what do you do with it?  Remember Trap Door 
3, the one with the face-shaped hollow in it?  You have to make a mask out of 
the mold you just got to fit that hollow.  But to make the mask, you'll need 
to once again go back to the Mansion.  It's very important that you visit 
Angela to give her oil before trying to make the mask.  Go see her first, then 
go to the Incinerator.

The recipe for making the mask is as follows.  Use the Mold on the pile of 
clay.  Place the mold and clay in the Incinerator.  Add firewood.  Cook it for 
exactly 3 hours.  Well, you can't control the temperature but you can control 
the time by using the STANDBY command.  Set your watch to force three hours to 
elapse.  Any less and the clay breaks to pieces.  Any more and you burn the 
mask to a crisp.  Three hours is the magic number.  When the three hours have 
gone by, ERASE the fire in the Incerator and CHECK it to get your perfectly 
crafted Mask.  At this point, Akira warns you about Angela's oil.  So make 
sure to take care of that too.

When you're done with all that, go to Trap Room 3.  You'll want lots of spare 
ointments for this.  This room works on the same concept as Trap Room 1.  
Light all three lanterns, get by the swinging blades and pick up the key 
hanging on the opposite wall.  Heal to full life if you're hit at all, because 
more than one hit will kill you.  You now have the Dungeon Key.  But the 
level's not over yet!!

On your way back to the Dungeon to free the kids, Necromeda stops you in the 
Red Carpet Room.  And...wham!  You fall through the trap floor and into the 
Castle's lower dungeon.  Stuck down here, time is of the essence since you 
can't just go give Angela oil freely anymore.  It's time to think quick and 
get out.  You land in a big dark room.  First, light the lantern behind you 
and pick up the Clock Medal.  Then go through the door and through the passage 
with the Bat.

Recall the room in the Castle with the hole in the floor.  It was in the 
southern part of the map, remember?  In the next area, you'll have the option 
of going to the "Dungeon of the Past" or continuing south.  Go south.  You'll 
face the same choice in the next area.  Either go to the "Dungeon of the 
Future" or continue south.  Keep going south.  In the last area, you have to 
enter the "Dungeon of the Present".  Now you are as south as you can go.  
Enter the "Dungeon of the Present".  

Light the room and you'll see a large clock on the ground.  Across it is a 
locked door.  You'll need to place the Clock Medal on one of the hours in 
order to unlock the door.  Since it's the Dungeon of the Present, put it on 
whatever hour your Watch says it is.  The door unlocks.  Go through it and all 
the next doors until you get to a room without any more doors.  Look up to the 
opening in the ceiling.  This will trigger a short cutscene.  Paulo is above 
you and he can help.  He drops the Marker down to you.  He has the other end, 
which means you can warp up to him.  When you regain control of Akira, use the 
Marker from your inventory and you'll escape the dungeon.  (Paulo hasn't 
actually given you the Market yet.  So when you leave the dungeon, you won't 
have it in your inventory anymore.)  Another cutscene with Paulo follows.

You're in the room that had the hole in the floor again.  From here, go back 
to the Prison.  You'll notice that everyone's missing, including Angela.  
Check the first cell, the one that was empty at first.  Watch the cutscene 
with Angela.  Angela did a great job keeping an eye on the kids, didn't she?  
Unfortunately, there's no option to let her rot in the cell.  Akira uses the 
Dungeon Key to free her.  Angela mentioned that the kids were taken just a 
moment ago, which means they must still be somewhere in the Dungeon.  You can 
also tell this by the music, which seems to say "Hurry, run to the Execution 
Room."  Anyway, that's where you need to go next.  Load your shotgun before 
leaving the Prison because...

Necromeda suddenly appears to block your way and laugh at you yet again.  This 
time she brought a friend with her.  Watch the cutscene and listen as Toshi 
calls out for help.  He's being held in the Execution Room, but before you can 
get to him, you're going to have to turn the Minotaurus into ground beef.  But 
that's alright, because there's plenty of space in this room for a slaughter.  
Heal if you took any damage and now go up to the Execution Room, where you'll 
have to fight another Minotaurus.  Put that one down too and watch the 
cutscene with Toshi, who acts like a total ingrate after being saved.  Paulo 
comes in, tells you where you should go next and gives you the Marker.  Angela 
takes Toshi to a safe place somewhere in the Town outside the Mansion.  To 
meet back up with her, go to the Winged Face Room.  Toshi's picture will now 
appear in the Town Menu, signifying that he has been rescued.  And that's the 
end of the Castle of Spirits level.  No more having to give stupid Angela her 
stupid oil.


                                "South Tower"
                       --------------------------------
                         -get into the dungeon below-
                                     0704

In the next part of the adventure, Akira and Angela have to get into the South 
Tower and find a way into the dungeon beneath it.  The South Tower is just a 
different part of the Castle of Spirits, but it gets to be it's own level.  
Okay then, to start out with, Save your game and restock.  It's time for the 
South Tower!  Make sure you've got Antidotes x 10 for this level.  Also, since 
the South Tower is really far from the Mansion, you can use the Marker to jump 
between them whenever you run low on supplies.

Go back into the Castle of Spirits through the X-Door.  Once you're back into 
that first L-shaped hall, turn to the right (west) and go through the door at 
the end of the hall.  Ignore the Bat in the next hall and go through the door 
at the end.  Now you're in a strange-shaped room.  Open the curtains there.  
You can see there's a door in there.  That area is the Courtyard.  It's been 
inaccessible up to this point.  Try the door across the one you entered.  It's 
locked from the other side.  Nothing you can do about that from there.  
So go back to the L-shaped hall.

Now go into the door with the circle painted on it.  That circle represents a 
spiral, as in spiral staircase.  Travel up the stairs and load your shotgun 
before going outside.  There's Chimera in this part of the castle.  Kill the 
one that appears in the roof walkway.  Go through the door at the end there.

Now you're where you need to be.  In the center of this part of the walkway, 
there's an opening.  Look down and CHECK it.  You notice the Courtyard is 
directly below that hole.  Hmm, if only there was some way to get down there.  
The hole is too small for Akira, but it's just the right size for the Marker.  
You can drop the Marker into the Courtyard and warp to it.  (In case you're 
wondering where the door at the end of the walkway leads, it's nothing 
special.  There's another walkway with a Chimera.  It leads to a broken door.  
That's it.)

Once in the Courtyard, go to the eastern door and unlock it.  Now you can get 
to the Courtyard without going to the roof.  Go back into the Courtyard and 
through the western door.  Ignore the stupid Bat and enter another L-shaped 
hall.  This one is exactly like the first one but a mirror.  The door to the 
spiral staircase is broken.  (They didn't want to give you easy access from 
the roof.)  So that leaves the door facing south.  Take that door.

Go up the stairs and down the hall.  The door at the end is locked from the 
other side.  Take the other door.  Now you're in a hallway with a few 
different doors.  To start, go down and turn right to the door facing south.  
You'll be in another hallway.  This one has two doors.  The one at the end has 
an "S" shaped symbol scrawled on it.  To open that door, you'll need the 
S-Key.  This is the door that leads to the Sewers, where you ultimately need 
to get into.  For now, go into the other door in that hall and put an end to 
that Slave.  There's nothing in this room except that, so you don't actually 
have to do this but what the heck.

Okay go back to the hallway with the doors you haven't tried yet.  The one 
facing north directly in front of you is locked on the other side.  Go into 
the only other door you haven't tried yet.  This room has two Acrobatic Slaves 
in it.  These guys are like ninjas.  Be careful and take them out with four 
shots each.  They carry the Gold Tooth which is worth a lot at the Store.  
Light the room after killing them and go out the door.  Look at your map and 
you'll see this hallway connects to the last one through that door that was 
locked.  You can unlock it now.  Go back into the hall and follow it to the 
northernmost door.

You're in an outdoor passageway.  You'll pass a wooden door on your right.  
Go into that room.  Kill the two Big Rats running around in there and take 
Rope # 2.  You're done there.  Leave and finish going down the passageway.  
You'll come to a long east-west corridor.  Go all the way down that too.

Kill the Poisonous Snake in the next hallway.  There are two doors at the end, 
one going north and one going east.  Do not go into the east room yet.  That's 
the Snake Room but you won't be able to get past it now.  Take the north door 
instead.  You'll be in another east-west hallway with four doors.  The two 
doors on the northern wall lead to the same outdoor area.  The other door on 
the southern wall leads to a staircase.  The door at the top of the stairs is 
locked from the other side.  Go to the outside area through the door on the 
eastern side, that's the one opposite the side you came in.  If you go outside 
through the door on the western side, you'll get a Chimera all up in your 
shit.  Go through the other door so you can attack it before it can attack you.

You need to get higher in the tower but all the doors are either locked or 
broken.  To proceed any further, you have to look up to the ledge of the upper 
level.  Use the rope here.  Climb up and go inside.

Go down the long hallway.  Enter the next hallway, which is L-shaped.  Kill 
the two Wolves.  From here, take the door facing east.  It opens to a big room 
with an Acrobatic Slave just itchin for a fight.  So kill him.  Go into the 
adjoining room, which is a big rectangular room.  There's another Acrobatic 
Slave that needs to be taught some manners.  After taking care of that, go to 
the far end of the room and check the floor to get the Death Medal.  Make sure 
you light the rooms as you go through them since you have to backtrack.  When 
you're back in the L-shaped hall, take the other door.

You have two choices in this room.  Go east or go west.  We'll go west first 
to get the Mirror Fragment.  This leads us to a hallway with two doors.  The 
one going north opens to an outdoor ledge, like the one you climbed up on.  
It's useless unless you feel like killing another Chimera.  Back in the 
hallway, go through the door facing the west.

This is the Mirror Room.  Light all the lanterns in the room and check the 
mirror.  It doesn't reflect anything.  It's a dark mirror.  The lights go out 
and you're not alone anymore.  The Dark Self is in the room with you.  The 
Dark Self is you, but evil.  It's attacks are very powerful.  You'll die quick 
unless you break the source of its power, the mirror.  Shoot the mirror to 
kill evil Akira.  Then re-light the room and check the mirror again.  Check 
the shards on the ground and you'll get the Mirror Fragment.  Now go backtrack 
to the big room with the door we didn't check.

Take that door (the one going east).  You'll go through a short corridor, a 
big room with suits of armor and another short corridor.  Then you'll be in 
another big rectangular room with an Acrobatic Slave.  Destroy it and continue 
down to the next corridor.  Unlock the door at the end.  And go down the 
stairs and you're in a hall you've already explored.  Check your map if you 
need to get your bearings.

Return to the hall with the door that goes to the Snake Room.  This room is 
full of Poisonous Snakes.  Go into it now and kill them all.  Killing all the 
snakes awakens the Stheno, who lives in the adjoining room.  She comes out to 
look at you, but if you look back you'll die instantly.  A little cutscene 
shows her coming out.  When you see Akira blink, you have a very short window 
to open your inventory and use the Mirror Fragment.  This defeats her by 
turning her own gaze against her.  She's petrified and the Bedroom is now 
unlocked.  Go in and snag the S-Key.

Unlock the S-Door and go through the next hall.  Now you can unlock that first 
door you couldn't open.  After you've done that, follow all the corridors 
until you go down the spiral staircase and are facing a dingy wooden door.  
This is the door to the South Tower Dungeon or the Sewers.  Before beginning 
the next level, it's a good idea to restock.  Set the Marker down in front of 
this door and make your way back to the Mansion.  Warp back after you've 
restocked and saved.


                                   "The Sewers"
                      --------------------------------------
                           -finding the other two kids-
                                       0705

Watch the cutscene once you enter the Sewers.  An Amphibian jumps out so show 
him what it means to be the dominant species.  Amphibians have the Rainbow 
Scales, very valuable at the Store.  In the next area, you see two doors in 
front of you.  One is locked from the other side and the other needs the 
Z-Key.  Go down the stairs and follow the path until you come to a room with a 
switch on the wall.  PUSH the switch.  The path opens.  Go through the door at 
the end and kill another Amphibian.  Grab the Z-Key and head back for the 
Z-Door.

Unlock it and keep going until you reach a room with water flowing through the 
middle of it.  Watch the cutscene with Angela.  Go back to the hallway with 
the switches.  If you look up, you can see that there's something above the 
floor you're on.  You have to ride one of the moving blocks up there.  To do 
that, place the Marker on the moving block on the north.  PUSH the switch on 
that side then warp to the top.

Go through the door upstairs and put an end to the Amphibian in there.  Then 
go to the lever built into the barrel, which looks like a keg with a tap at 
first.  PULL the lever and listen to Angela some more.  Go back to the room 
that had the water in it.  (Once you finish this part of the game, the Marker 
is essentially useless.  If you try to use it later, it will break and 
disappear from your inventory.)

Once you get across that room, you'll hear Linda's voice.  Angela tells you to 
hurry.  There's no time to waste here.  Rush through the door at the end of 
the hall with a loaded shotgun.  There are two Amphibians in the next room, 
but they are distracted by the lit lantern.  Kill them quickly before they put 
out the light and focus their attention on you.  When they're dead, search 
their remains for the Water Prison Key and the Watercourse Key.  There are two 
other doors in the room, but go to the one facing south first.  Use the 
Watercourse Key to get in.

Now you're in the dungeon proper.  You'll see a row of lamps on the right, but 
only the one at the end is lit.  That's your clue to check the room across it 
first.  Go there and save Dave.  Dave tells you that Linda was just taken 
away.  It's on to the Execution Room once again!  Important: if you need to 
stock up any items, do this before talking to Dave.

Take the door you didn't try in the room before the prison area.  This goes 
back to that door next to the Z-Door that was previously locked.  Leave the 
Sewers and head straight for the Execution Room.  If you try to meet up with 
Angela or go back to the Mansion, Necromeda appears and kidnaps Angela in the 
Winged Face Room.  If that happens, you fail to get to Linda in time and she 
dies in the Execution Room.

In the Execution Room, you meet Hypnos.  Don't try to beat him because you 
can't.  Just let him attack you until you lose all your life.  Watch the 
cutscene that follows.  Paulo shows up and kills Hypnos.  Take a look at 
Hypnos' mask.  It's like Necromeda's except with a different expression.  The 
four Spirits each have their own mask.  Paulo mentions taking out the 
remaining two Spirits.  Akira and the others just want to go home, but 
Akira's in no shape to make it on his own after that ass-whoopin from Hypnos.  
So Paulo tags along to make sure he's okay.

Now try to go to the Mansion.  But...Necromeda!  She steals Angela and 
threatens to do the same thing to her that she did to Paulo's wife.  Fill in 
the blank.  Now it's time to save Angela.  Paulo tells you that she was taken 
to the Room of Death, or Tanatos' Room.  He gives you Mansion Key # 2, saying 
that the key to the Room of Death should be in there.  You can go back to the 
Mansion now.  Head upstairs and use the key, but you'll see that the room is 
empty.  (*See the Loose Ends Section)  Let's wrap this game up by killing 
Necromeda.


                                 "Final Stage"
                        --------------------------------
                               -defeat Necromeda-
                                      0706

You can save prior to what you have to do next if you wish.  Once you're set, 
we're going to go to the one room I haven't mentioned in the guide yet.  It 
was in the Castle of Spirits.  Go to the Red Carpet Room.  Go through the red 
door and the L-shaped hall.  Go up the stairs and turn left down the next 
hall.  Go up another set of stairs and you'll be in a hall with four pictures 
hanging on the wall.  These represent the four Spirits who haunt the Castle.  
The one on the far left has been torn out.  Next to that one is Hypnos, then 
Necromeda and then Tanatos, who is the ruler of the Spirits.  On the opposite 
wall, in front of each portrait are hollows for the medals you've been 
collecting throughout the game.  Notice that the one in front of the torn 
picture is there now.  Put the medals in their correct places and the door to 
the Spirits' Chambers opens.

The progression here is pretty straightforward.  Just keep moving along.  
Also, stop to look at the big masks hanging in one of the rooms you pass 
through.  These are the Spirits' faces.  Go into the First Spirit's Chamber.  
It's empty and the lights are out.  Keep going and you'll find that Hypnos' 
Chamber is locked.  The next Chamber is Necromeda's and it's guarded by a 
Minotaurus.  You don't have to kill it to go in.  Take her Soul Stone, the Red 
Stone that you unwittingly gave her in the beginning of the game.  Leave 
Necromeda's Chamber and move onto Tanatos' Chamber, which is also guarded by a 
Minotaurus that you can bypass.  Watch the cutscene with Paulo.

Now, it's time to go back to the Winged Face Room for the final showdown with 
Necromeda.  Watch the cutscene where Paulo talks about dying with the Castle.  
Angela's okay with that.  Regardless, Necromeda appears and decides to kill 
you as a sort of appetizer before killing Paulo.  So it's on.

Remember how Paulo Killed Hypnos by shooting his Soul Stone?  You've got to do 
the same to Necromeda.  Use the Red Stone right when the battle starts.  
She'll say something and grow a tail(?) and the Red Stone will start floating 
around the level.  You have to blast it with your shotgun.  You'll know you 
hit it when it shatters and disappears.  Once you've done that you can hurt 
Necromeda between her attacks.  She's not hard to beat, but her attacks are 
strong.  Strafing will help you get in position for good shots.

You'll warp back to the Winged Face Room.  That's it.  You did it.  Enjoy the 
fantastic non-ending.

===========================						
VIII. HOW TO SAVE EVERYBODY
===========================
	
     ---------------------
     How to save Dave 0801
     ---------------------
In the Castle of the Spirits level, don't let Angela run out of oil.  If she 
does run out of oil, Dave will be dead when you come back with the Dungeon Key 
and Angela will have already been kidnapped by Necromeda.

Once you've gotten past the Castle of the Spirits level and kept the Watchroom 
lit, Dave will be imprisoned in the South Tower Dungeon (the Sewers).  Refer 
to the guide on how to get him out.

     ----------------------
     How to save Toshi 0802
     ----------------------
Toshi is the easiest to save.  Whether or not you save Dave and/or Linda, 
Toshi will always be in the Execution Room.  Simply defeat the Minotaurus 
there and Toshi's saved.

     ----------------------
     How to save Linda 0803
     ----------------------
If you let the Watchroom light go out, then she is rescued alongside Angela.**

If you keep the Watchroom lit, then Linda is saved at the Execution Room.  
Don't let Angela get caught in the Winged Face Room, and Linda won't die.  
Refer to the guide.

     -----------------------
     How to save Angela 0804
     -----------------------
If the Watchroom was kept lit, she'll stay with you throughout the game.  Free 
her with the Dungeon Key.  She'll be captured again anyway.  Paulo saves her.

If you fail the Watchroom task, Paulo saves her at the end of the game in the 
Room of Death.

**Note: The first time I beat the game, Dave died and I saved Linda and 
Toshi.  I can't remember exactly how I saved Linda so this information might 
be inaccurate.

=============
IX. TIPS 0900
=============

1.     Light any room that had a Monster in it.
2.     To go up/down stairs, you have to aim up or down slightly.
3.     Keep Ammo on one button and Shotgun on another.
4.     Keep the MAX amount of Ointment, Ammo and Oil at all times.
5.     Check Monster's you've killed for precious metal.
6.     Use the Marker as much as possible before it breaks.
7.     The ending is the same whether you save all three kids or not. (*See 
       Loose Ends Section)

=============================
X. LOOSE ENDS (SPOILERS) 1001
=============================

There were a few things in the game I can't explain or didn't achieve.  Here's 
a list of them:

1. Lighter - the Lighter is located in the pile of firewood in the Mansion.  
             Sometimes it's there and sometimes it appears after using so many 
             logs.  Or it may be tied to the time of day, as some things only 
             occur during certain times.  Regardless, the Lighter only saves 
             you on Matches.  It still takes Oil to light lanterns.

2. Linda's Shirt - "DOES PP2 EXIST"  I don't know wtf this means.

3. The locked door on the 2nd Floor Mansion - I have no idea where the key for 
             this room is.

4. Hypnos' Chamber - I don't know if there's a way to unlock this room.

5. The room Paulo gives you a key for - This is the room that Mansion Key # 2 
             opens.  Again, I don't know if this is a puzzle tied to time, but 
             every time I go into this room, it's completely empty.  I suppose 
             it might be intentionally that way, since Paulo might just want 
             to distract you while he puts in the Dream Medal.  That would be 
             cool, but damnit, I want to know what's supposed to be in there.

6. A few of the useless roms - I wonder if some of the rooms that had 
             "nothing" in them have something during certain hours.  I'm 
             thinking particularly of the room in the Castle with the Night 
             Gaunt and the draped table.

7. Can Paulo be saved? - Probably not, but I don't know how else this game 
             could end.  I mean, he is the Fourth Spirit, the Dream Master.  
             Was the whole game simply an illusion, an adventure that takes 
             place in a dream? - that's what I asked myself.  Following the 
             credits, Paulo reveals that he was the Fourth Spirit so maybe.  
             Still, he was a cool character and I hope there's a better ending.

===============================
XI. MY THOUGHTS (SPOILERS) 1002
===============================

------------------
ANGELA (LISA HART)
------------------

Okay, who was smoking what when they cast Lisa Hart as Angela.  Seriously, 
I've heard some bad voice acting, but Angela is the worst.  Lisa Hart almost 
single-handedly ruined this game.  Anybody could have done a better job.  The 
other actors were okay, but damn me if I didn't want to shoot Angela in the 
head everytime I had to give her some effin oil.

---------
THE MUSIC
---------

All the good music is saved for the last level in the game.  And the worst 
track is saved for the first level.  I really hate that jazzy elevator track 
in the Mansion.  Sadly, this game would probably be more enjoyable played on 
mute.  And I'd recommend to do that except for the fact that it helps to hear 
the Monsters.

---------------------
THE SIDE STORY EFFECT
---------------------

Once you've beaten the game and you let the story sink in, you kind of see 
that Akira's story is a sort of sidestory to Paulo's.  Akira never even fights 
Tanatos, the main boss.  He doesn't kill Hypnos, either, because he can't.  
Paulo is behind the scenes doing greater things, while we're stuck babysitting 
three stupid Japanese tourists.

===============
XII. LEGAL 1003
===============

Walkthrough for The Note (Playstation)
v1.00

Playstation is a trademark of Sony Computer Entertainment, Inc.
The Note [and the game manual] are (c) 1997 Sunsoft.
Sunsoft is a trademark of Sun Corporation.  (c) 1997 N.K. System.

This walkthrough is Copyright (c) 2010 Paul Otero all rights reserved by the 
author.  You may disseminate, share or link to this file without the author's 
consent but you may not claim it as your original work or remove this legal 
section, or any section, from copies of the file.  You may not use this 
copyrighted walkthrough in any buying or selling activity nor trade it for 
something of value.  You may not include it in a body of work that can be 
sold.  In other words, any commercial use of this copyrighted work is 
prohibited.  You're not authorized to put it in magazines, blogs, newsletters 
or any form of transmission that requires membership fees or subscription dues.

Please do not pirate software.  Somebody worked very hard to bring you The 
Note and other great games like it.  Show your support by obtaining physical 
copies of the games you love, especially the classics.  It is the right thing 
to do even if it doesn't change the rampant trend of ROM sharing over the 
Internet.  Be responsible.  And if you print this walkthrough, please be kind 
to the Earth and recycle it when you're finished.  Thank you!

==================
XIII. CONTACT 1004
==================

As this is my first foray into the world of walkthroughs, I'm sure I've made 
more than a few mistakes along the way.  I apologize to (and thank) the 
reviewers at GameFAQs for any formatting problems in this walkthrough which 
they may have had to correct.  Hopefully this will help at least one other 
person trying to get through The Note.  It's not a very easy game.  Take a 
look at the Loose Ends Section again and see if you can fill in the blanks.  
I'm closing the book on this game for now, so I won't be trying new things on 
it.  You can contact me at [email protected] with new 
information.  If I get enough new info to warrant an update, I'll give you 
credit for your contributions in the walkthrough's update.  Well, that about 
wraps things up.  I'll leave you with this wonderful moment of Zen straight 
from the horse's mouth.

          Angela: "It feels like something is throbbing inside of it."


Copyright (c) 2010 Paul Otero