Fahrenheit (Indigo Prophecy) PC Walkthrough Copyright 2005 Craig Johnson === Introduction ------------ This is my first attempt at one of these - frankly no game has inspired me to do this as much as Fahrenheit has, and after seeing that the only other FAQ was rather limited and incomplete, and spending time on the atari forums, I wanted to get this detailed information out there. This walkthrough is for the PC version - I understand the PS2 and XBOX versions are similar if not identical, so give it a bash for those too if you need it. In addition, I've only played the European version of the game - there's really only a minor amount of nudity here, but obviously I'm unfamiliar of what appears in the US version in its place. Maybe someone can enlighten me? Any comments or feedback gratefully received to [email protected] Bear in mind that this is currently a work in progress. Although I have played through the game three times already to completion (with three different endings), I'm writing this as I play through for a fourth time, to achieve a detailed and optimal path through the game. Of course, if you have any problems with progress so far, please feel free to email me and I'll help out where I can. === Copyright --------- This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. This walkthrough is entirely my own work - so don't rip it off without asking, ok? I mean, I'm happy to allow other sites to use this walkthrough, provided (a) I'm asked first and give permission and (b) the whole document is used, not just extracts. Just a note to say thanks for certain other FAQs who decided to steal info from here to run in their own, less complete versions - you know who you are, there's a place in hell waiting for you ;-) As for charging, personally I find it crass that some people beg for money in their walkthroughs - do them for the love of helping others in games you've enjoyed or get a job for Prima, ok! Having said that, I do have a paypal account if you want to email me about it at [email protected] !!! === Controls & Cheats ----------------- If you do nothing else, run through the Tutorial and read the manual for the keys. The hardest part of the game is the PAR system, also known as the Simon Says task, whereby two icons appear on the screen, each consisting of four lights - when a light is illuminated, you have a very short space of time to press the corresponding key...and sometimes two lights are illuminated at once. I call this the Simon Says event. Part of this system involves pressing the left and right arrow key alternately - yet as quickly as possible. I call this the L-R event. Experimentation has shown that you can improve your responses in both parts of this game by - when it's time to do one of these events - hitting ESCAPE, selecting Options, selecting Visual, and then setting Resolution to 640x480 and Graphical Detail to Low. Sounds weird, but this may well help you immensely - it did for me. === Version History --------------- 0.16 25Sep05 Initial version, seven of the first eight chapters complete. 0.32 26Sep05 Complete up to and including chapter 14 (of 44). 0.43 27Sep05 Complete through 19 (of 44). 0.68 28Sep05 Complete through 26 (plus 32, 35, 36 & 44). 0.75 29Sep05 Complete through 29 (plus 32, 35, 36 & 44). 0.80 30Sep05 Complete through 32 (plus 35, 36 & 44). 0.84 1Oct05 Complete through 36, plus 44. 0.91 2Oct05 Complete through 39, plus 44. 1.00 3Oct05 Complete! === Contents -------- Search for whichever chapter you want with Ctrl+F: Chapter 01 - The Murder Chapter 02 - The Investigation Chapter 03 - The Day After Chapter 04 - Confession Chapter 05 - Police Work Chapter 06 - Alternate Reality Chapter 07 - Reconstruction Chapter 08 - Tyler & Kate Chapter 09 - Lost Love Chapter 10 - Hide and Seek Chapters 11/12 - Friendly Combat Chapter 13 - Debriefing Carla Chapter 14 - Debriefing Tyler Chapter 15 - Agatha Chapter 16 - Questions & Bullets Chapter 17 - Double or Quits Chapter 18 - The Storm Chapter 19 - Dark Omen Chapter 20 - Face Off Chapter 21 - Back to Agatha Chapter 22 - Happy Anniversary! Chapter 23 - Bloody Washing Chapter 24 - Confrontation Chapter 25 - Captain Jones is Really Upset Chapter 26 - Fallen Angels Chapter 27 - Soap, Blood & Clues Chapter 28 - The Fugitive Chapter 29 - Janos Chapter 30 - Meeting Kuriakin Chapter 31 - Mayan Secrets Chapter 32 - The Clan Chapter 33 - Danger & Ubiquity Chapter 34 - Fate on Russian Hills Chapter 35 - Child's Play Chapter 36 - Checkmate! Chapter 37 - The Pact Chapter 38 - Jade Chapter 39 - Frozen to the Bone Chapter 40 - Where is Jade? Chapter 41 - Bogart Chapter 42 - Revelation Chapter 43 - Final Countdown Chapter 44 - Epilogue === Chapter 01 - The Murder After the extended intro involving you being possessed in the toilet and stabbing a man to death in the restroom, you gain control of Lucas with the realisation that you need to get the heck out of there. However, there are a few tasks to perform first, mainly to get Lucas' mental health up as high as possible. - Grab the guy's body, and do the L-R game to drag him into the stall, using the mouse to dump him on the toilet seat. - Pick up the mop, then move the mouse up and down with the left button depresses to mop up most of the blood. There's nothing you can do about the trail of blood from the stall to the drain, so don't waste your time on it. - Dump the mop again, and walk towards the urinals, as there's a knife on the floor. Pick it up, and Lucas will automatically get rid of it. - Walk to the sinks, and use the one of the right (the left one is out of order) to wash the blood off yourself. - Head over to the condom machine on the wall and shake it once - it's broken. Do this again, but keep on shaking it until it clunks. You can then examine it again, to pick a coin up. - Leave the restroom and walk all the way down the diner to the jukebox, use it (you put the condom coin in) to play a nice track. Now walk back to your table (it's near the restroom door, and has a plate of food and a couple of drinks on it). - Sit down. Eat. Drink. Pick up the bill and put it down again. Pay the bill. Check out the coffee cup. In essence - do all the options. - Stand, and leave the diner by the front door. Turn right and right again, cross the road and exit the scene via the subway. Notes: - If you take too long cleaning up the rest room, eating, etc, the cop at the end of the diner will head into the restroom and find the body...you must be out before that happens. - For fun, you could try leaving the restroom having done nothing to tidy up...you could try to leave without paying...you could try to use the phone... you could head behind the counter...you could take the taxi...you could talk to the other customers...you could sit at the counter...you could leave out the back door. All of these are bad, or have consequences later on, but are worthwhile replaying later to see what happens. === Chapter 02 - The Investigation Carla and Tyler arrive on the scene, Tyler moaning about murders always happening on his shift - Carla points out murders happen all the time. - Carla: Do the thinking option, then check out the blood in the snow near the diner's door. Then go into the diner and talk to the Cop. He points out the waitress and says to treat her gently. - Tyler: Head to the cops against the bar, chat to both of them. Talk to the waitress and tell her Carla will be along shortly. If you want, head behind the bar for a cup of coffee. - Carla: Talk to the waitress - it doesn't matter too much which options you select, do whatever takes your fancy. - Carla: Check out the table Lucas was sitting at. Note that there's a cup of coffee there, but it doesn't appear on the bill. Look at the book beneath the table, and pick it up. - Tyler: Go to Lucas' table, and check everything out too. - Carla: Enter the restroom (Tyler follows), and check out the window, the mop, the blood in the stall on the left, the body in the middle stall, and the toilet in the right hand stall. - Tyler: Check out the waste paper bin, the blood on the left, the body, and the stall on the right (might be able to flush it). One of these two will find the knife (it is in one of three (I've seen so far) places). - Carla: Now head back to the main dining area, and go out the back door. Head down the alley and talk to the bum...say "YOU" and then "SEEN ANYTHING" and he might just tell you something interesting. - Carla: Back in the diner, talk to the cops again, then to Tyler - before selecting Leave, talk about Clues, and then say to Leave the diner. Walk out, head to your car, and get in. Notes: - You have to talk to the waitress and find the knife before you are allowed to leave the diner, but you don't actually have to do all of the above, you could miss a lot of the investigation out if you wished. - For fun, you may like to have Tyler use a urinal whilst Carla is in the restroom - she's not very impressed! Both of them can admire themselves in the mirror too. - If you need more mental health points, Tyler could drink coffee from behind the counter, or call his girlfriend from the payphone. === Chapter 03 - The Day After Lucas has a bad dream and soon wakes up and realises he's in deep doggy-doo. - Get up out of your blood-stained bed and use the medicine on the bed-side table to ease your migraine. Select the bed again...and then again...to cover up the bloody sheets, now leave the bedroom. - Head straight across the living room to your bathroom, and use the shower. Now open the mirrored cabinet to wrap your wounds (and have a bit of a shock). Use the toilet to steady yourself and go back into the living room. - Return to your bedroom, open the wardrobe, put your clothes on, close the wardrobe and leave again...hey, the phone is ringing. Answer it, and it's your brother, arranging a meeting for later that morning. Listen to the message from Tiffany too. - Just behind the pillar near the phone is a blood-stained shirt - look at it, then pick it up. Take it into the bathroom and put it in the washing machine. Now back to the living room. - Go to the fridge, open it, and drink some milk. Head to your stereo and put some music on to relax you. - When the cop knocks on your door, do the event to reveal what he'd be looking for, but you've already covered up well so no worries. - Get the key from the dining table near the kitchenette, open the door and when the cop asks about shouting, admit it was you. He'll ask to look around, so say yes. Notes: - For fun, you could take the medicine and grab the bottle of gin from beneath the counter in the kitchen: drink some of this to see what happens when you mix medicine and alcohol. Bad things to do: watch TV, look at the photo in your bedroom, pick up the newspaper from the front door. === Chapter 04 - Confession Lucas arrives at the park to talk with his brother, Markus. - Follow the path whilst Lucas runs through his monologue, Markus is in the main area just past some kids playing in the snow. - Talk to Markus about whatever you like, none of the choices matter until you get the chance to either "Convince" or "Break Off" - choose "Convince". - When Markus offers you the crucifix, take it - it's an extra life. - Lucas walks off and has a vision of a kid falling into the frozen lake. When control returns to you run immediately forwards to and through the gap in the fence, you will dive in to rescue the kid. - Play the L-R game to swim to the kid - then pick him up - then L-R three more times to swim back, get him out of the water, and get yourself out (see notes at the start for how to make this game a little easier). - Now you get to stand up, walk forward a little to the kid, and kneel down. Listen to his heart and you'll hear it's not beating, so do the heart rate action to pump. - Lucas will count "1..2..3.." and after three you need to do the heart rate action again. Repeat five or six times before the time limit to save the kid (don't pump his heart until Lucas has said "3" (if you do it right you'll see "Great" appear on the screen)). - When you save the kid you'll be recognised by the cop from the diner - but he'll let you go without saying anything. Notes: - Before meeting Markus you could have a look at the bum on the park bench, he becomes relevant later. - For fun, you could let the kid drown, or save him then walk away without resuscitating him. Or tell Markus to Break Off instead of Convince. Or refuse his crucifix offer. === Chapter 05 - Police Work Carla and Tyler hit the office to try to crack the murder. - Carla: Head forwards, a quick chat with Doug the Desk Sergeant, then through either metal detector and up the stairs. Go whichever way up you desire, both ways lead to the wide open-plan office. Head to your office at the rear, on the right-hand side. Jeffrey intercepts you to moan about Tyler, but you just brush him off. Garrett tells you he has some forensic results for you too. Head into your office and go straight towards your desk. Pick up the phone and tell that lazy bones Tyler to get into work. Have a drink of water from the water cooler in the corner to chill a little. - Tyler: Get out of bed, go straight into the bathroom and have a shower. Back in the bedroom, hit the wardrobe and get dressed, and go into the living area. Sam is upset, so go and drink your coffee and talk to her - select TENDER and then CONVINCING for best results. Kiss Sam, grab your jacket, and leave. - Tyler: At the police station, head forwards through the metal detector, and up the stairs as Carla did earlier. Through the door and into the main office, and you get cornered by Jeffrey too. Choose whichever option you like, then go into your office. Carla leaves, so head over to the water cooler for a drink to chill a little, then hang your jacket up and leave the office. - Tyler: Head over to the middle of the office, where Carla is talking to Garrett. He fills you in on a few forensic details (choose whichever response you want). - Carla: Before heading to the coroner, return to your office and check Carla's emails by sitting at her desk, using the computer. Read all three emails, then navigate to the data-base function on the computer. Press the down arrow to have "KIRSTEN" filled in, and hit enter to find out a little more. Notes: - For fun, Carla can play with her yoyo to chill out, and Tyler can mess around with Sam in bed rather than go into work (and really annoy Carla). Tyler can also play with the other options when talking to Sam in the living area to annoy her - or him! Both detectives can also recover mental health points by drinking coffee from the machine in the main office area. === Chapter 06 - Alternate Reality Lucas bugs out at work... - We open with Lucas vomiting into a toilet...nice. Once you regain control, walk to the nearest sink and have a quick wash. Now leave the rest room and you'll be in the main office area - the map on the screen shows you (in blue) and your destination (your office, in red). Head up there, and go through the door. - Warren is already working at his desk (you can look through the window behind him if you wish) and he has a go at you for being late. Head to your desk and sit down. Now you get a Simon Says event and you have a choice - if you pass it, you will lose a few mental health points but read Warren's mind; if you fail the event, you won't lose anything but won't hear what he thinks of you. - Open the drawer on the right, and pick up the item for another bonus life. Close the drawer, then use the computer - you'll get a shock, but this is unavoidable and it is better to get that shock now as you can recover half the points in a second. Stand up - the phone rings. Walk over to it and answer to find it's Tiffany ringing about coming over tonight. Tell her "YES", and there you go, ten points back. - Sit yourself back down, and it's another Simon Says - if you pass you'll have a vision of Warren knocking his cup over. Work at the computer again, and Warren's phone will ring: he knocks his cup over, just as you foresaw. Whilst he's mulling this over, you offer to go and fix Station 62. Stand, head out of the door. - The map appears again, showing you where to go (as before, you are the blue blob, your destination is the red one). Head over there (you have another vision on the way, your first real glimpse of The Oracle), and when you arrive in the cubicle start to fix the computer...and all heck breaks loose. - When you see "MOVE!" on the screen, run back into the cubicle, don't dawdle. Now begins a long sequence of Simon Says and L-R events - do your best to pass as many of these as possible, as your lives are at risk if you fail (use the tips at the start to improve your chances on these games). There's just the one L-R event in the midst of all the Simon Says ones, it's when you're by a partition and one of the bugs reaches over the partition and tries to strangle you. After this there are a load more Simon Says (including a cool use of a fire extinguisher to push them back) and the final set is so fast you can't possibly succeed (but it's okay, don't worry about it). The computer takes over for the reappearance of the guy you killed, who imparts some interesting information, then you snap back to reality. Notes: - Before going into your office you can wander around the main office area to see what's going on. There's a coffee machine you could grab a cup at to recover a few health points too. - For fun, you could open the left hand drawer of your desk and look at the photo of Tiffany and yourself, you could tell her "NO" when she asks to come over and you could ignore the phone and get Warren slightly riled. === Chapter 07 - Reconstruction Carla is down in the mortuary with the coroner. - Get ready for a few PAR events. Each one that you pass will give Carla more information on the murder, but - more importantly - each success also restores some mental health points. - After these, choose whichever chat options you desire, then the coroner mentions he's dealt with the KIRSTEN case in the past... === Chapter 08 - Tyler & Kate Tyler sits with the waitress from the diner and attempts to construct a picture of Lucas' face. - You welcome Kate into the office and get straight onto using the picture compositing system. Play around with this to your heart's desire, you'd need to get it spot on to make a difference later on, but it doesn't matter how well (or badly in my case!) you do. === Chapter 09 - Lost Love Tiffany comes over and Lucas gets all jiggy with it. - Lucas starts off sitting down in his apartment. Kick things off with the question mark, then stand up. This is now your best chance to return to full mental health, and you can do this a whole number of ways (note that if you follow the walkthrough after going to bed, you'll recover a lot of mental health points anyway, so you don't need to get back to 100% now): - Go to the fridge, open it, drink some milk, close the fridge again. - Opposite the fridge is a low shelf, grab the bottle from it and have a drink. - Go to your bedroom, and have some medicine from the bed side table. Note, do not combine this with drinking the alcohol. - Go to the bathroom, and use the toilet. - In the living room, turn your hifi on and play a track. - Turn your guitar's amp on, then play the guitar - this initiates a simple Simon Says sequence (choose whichever style of music takes your fancy), and recovers some useful points if you complete it. - Go to the punchbag and get punching and kicking - again, there's a Simon Says sequence, if you pass this you not only get a bunch of points back, you also learn something interesting about yourself. - Once you've had enough of this, go to bed and lie down (this will recover another 10 points). Tiffany will ring the doorbell, so get up, head to the front door and let the girl in. - Ask her what "NEWS" there is, then offer her a "GLASS" of gin. When she accepts, head off to the kitchen unit opposite the fridge, get the bottle and sort her out a drink. Take it over and give it to her, then you offer to get her two boxes of stuff. They have her initials on (TH), one is in your bedroom to the left of the computer desk, the other is just past the phone, in the far corner of the main room. Go over to one, pick it up, take it back to her and put it down. Repeat for the other box. - She gets up to go, but if you respond "SINCERE", "SENTIMENTAL" and then "ALONE" (doing "KISS" now is premature in more ways than one, you'll share a moment and she'll ask you to play your guitar for old time's sake. You get three chances to complete this Simon Says event (it shouldn't take long to get into the rhythm of one left PAR press, two fast right PAR presses), if you fail it's bad news big time, but if you pass you get another chance to "KISS" her, so take it. - Cue another mini-game - you have an ever decreasing time limit to thrust into Tiffany...I think we should draw a veil over this now! - After doing the nasty with Tiff, you (naturally) fall asleep...only to be woken by some noises from your living room. Get up and now you have a choice to make - if you explore, you will end up losing 20 points of mental health, but see an interesting scene. If you go back to bed without exploring, you'll miss out on the scene, but keep your mental health at maximum. If you do decide to explore, then head into your living area, turn the TV off and go to your front door - it's ajar. Go through the door and you'll encounter Jade (the mysterious little girl, the Indigo Child of the title) as well as... something we don't see, but Lucas does. The nightmare knocks 20 points off his mental health. Notes: For fun, try drinking from the bottle of gin multiple times, try telling Tiffany different things to annoy her, try watching TV to depress yourself. === Chapter 10 - Hide and Seek Lucas and Markus meet again and reminisce. - Lucas is back at the cemetery, flowers in hand, to meditate a little at his parents' grave. Walk through the cemetery, but instead of turning off towards the statue of the angel (where Markus is waiting), continue straight on the path, right to the end - to pick up another extra life. - Now return to Markus, and place your flowers on their grave. Cue Lucas remembering him and Markus as kids, on a particular day when Markus wanted the loner Lucas to play with him and his friends, hide and seek in hangar 4. Lucas isn't interested, until he has a sudden vision that the hangar is going to explode, so he sets off in pursuit and you have control again. - Take a good look at the map on the screen, you can enlarge it by pressing 1 on the numeric keypad. You are the green circle, the guards are blue (the cones in front of them are their fields of vision), and the red "x" is your destination. Run towards the SE corner of the area you are currently in, you will see some netting thrown over the fence - you can (and should) climb this. Each climbing maneuver has a small time limit, so don't dawdle. Once over, you'll be crouching the other side of the fence. - Look at the guards moving up and down the next area, also look towards the NE and you'll see a large rock. You want to head towards that - just dash straight across when the guards are moving away, go behind the rock and you'll see the hole in the fence. Go through the hole. - The next bit is tricky. Directly in front of you is a large tarpaulin covering some crates, run towards that and go around the right of it (so the crates passed you on the left). Now there are some more crates piles up in front of you, run up to those and peep around the right hand side. You'll see the hangar 4B in front of you, but there's a soldier right outside the front looking directly in your direction. - Wait until a lorry comes out of the hangar (it's a green rectangle on the map), and as soon as it blocks the soldier's sight of where you are, dash towards it on a diagonal, so you're effectively running to a point midway between hangar 4B and the one to the right of it. You'll end up next to the lorry, in the middle of the road, directly between the two hangars. As soon as the lorry moves away, run straight ahead and to the back of 4B. Move the covering sheet out of the way and go through the hole, into the hangar. - You encounter Markus and convince him to get out of the hangar before it blows up, but now you've got to find his three friends (they are playing hide and seek, remember?) and convince them to leave too. As you look at the screen there is a wall of crates down and to the left, so head there and you should be able to see one of the crates has a loose panel. Head towards it and you'll be able to "SEE" one of Markus's friends. That's one out. - Now run all the way to the back of the hangar, where's there's half a plane just past some steps. Look inside the back of the plane, and you'll be able to "SEE" another friend. "LIE" to him about his mother, and he'll get out too. That's two out. - Now run to the steps we saw a second ago, and run down the gangway to the fourth or so set of metal sheets against the wall, the third kid is hiding there. You can "SEE" him, and he'll get out. That's all three saved, Lucas gets out automatically and you've saved the day. Markus gives you your next lead, and it's chapter over. === Chapters 11/12 - Friendly Combat Carla and Tyler beat the crap out of one another. Note that these are very similar chapters, and you'd normally play through the Carla version (11) or the Tyler version (12). There's only one difference between the two: the opening monologue belongs to whichever of the characters you chose. - Both characters are in the gym, and need to warmup before fighting. As Carla, approach any piece of gym equipment and use it. Cue a lengthy L-R event. Pass this, then take a drink from the bottle of water. Choose another piece of equipment and use that (L-R game as before). Once passed, Carla is ready to fight. - Switch to Tyler and repeat the process: use equipment - have a drink - use equipment. Then head to the ring and let battle commence. - Each bout is a short sequence of Simon Says - some are quite tricky, others rather easy. If you pass a particular sequence, then the character you control will win that bout and score a point, otherwise your opponent gets the point. First character to ten points wins the match, and a nice mental health bonus if it's you. - If you want a rematch afterwards you can, but really there's little reason to do this. === Chapter 13 - Debriefing Carla Carla and Tyler report to the chief - it doesn't matter what responses you give - and get their next assignments: Carla will check out KIRSTEN in the archives, Tyler will investigate the book found in the diner. - Carla gives you a monologue about her claustrophobia, which manifests itself throughout much of the level and could cause you some significant problems. To keep her steady, you have a variant on the L-R event: the indicator moves steadily towards the right hand side of the gauge, if it hits the end, she panicks. You can move it back left by hitting L and R slowly and steadily: but if you go too far left, she panicks. So, slowly but surely will do it - it may take a bit of practice to get, but you'll have to do through the whole level, so any practice is worthwhile. - Occasionally the lights will cut out for a while - it doesn't last long, so you could either just wait it out (keeping the regular breathing going, of course), or - if you're brave - just carry on, ignoring the lack of light. - Walk forwards to the gate, and turn to your right just at it, turning the lights on. Then turn back towards the gate, open it, and step through. Now the breathing game starts, and it barely lets up. - Push forwards and use the camera angles to head towards the book shelf with the wheel on to the right. Turn that, and move forwards through the shelves. - Look left, head that way and turn the wheel. Look right, head that way, and turn the other wheel. Now you can progress through the next set of shelves. - You are now in the room with the archive terminal - you'll need to find the right tape for the KIRSTEN case, but first look left and head through the shelves. At the next set of shelves, head right and turn the wheel. Then look left, head to that wheel, and turn it. Now you have made a corridor down to an electricity supply. Head towards it, turn the power on (this powers up the archive terminal). Head back to the main archive room, it's time to find the KIRSTEN tape. - Carla has noted that the tape is in the 1990s section (that's 1990-2000), to get there you'll need to head to the left-most wheel and turn that. Head through the shelves and turn the next wheel you find. Now turn around and head back to the main archive area. Turn that left-most wheel again, then head to the right and turn that wheel. Go down the passage created, and turn the wheel at the end - don't worry, nearly there. This opens up yet another passage, so wander down there. About three-quarters of the way down, pick up the tape on the left and get back to the main archive room. Put the tape into the archive computer and bob's your uncle...well, not quite, but Robert Mitchell was the detective in charge of the KIRSTEN case, so he's Carla's next port of call. Notes: - There's a bonus card down a short corridor near the start, if you want to pick it up. - If the breathing game is too much of a bind, then let Carla fail it and switch to Tyler - after finishing Chapter 14, Tyler can go down to the archives and complete it in her stead. === Chapter 14 - Debriefing Tyler Tyler heads to a book shop seeking information on the book found in the diner. - Go down the stairs and talk to the owner - it takes some doing to get his attention, and even then he's a pain and not at all helpful. Choose whichever dialogue you want, then head off. The owner calls you back, and offers to help you if you can just track down another book similar to one he gives you. - Take the book to the desk behind the stairs, and put the book on the desk. It's called "Cave Ne Cadas", by "De Gruttola". Now put this book down. Whilst you're here, you might as well use the magnifying glass on the diner book, so do this and turn a few pages until you see the inscription in the top left corner. Move the magnifying glass over it, until Tyler reads it, then put the book away - and something falls to the floor. Pick it up, this is a major clue for later. - Back to the owner's book search. Head up the stairs, to the open book to the right of the door you came in. Looking in this book shows that the De Gruttola books are dated 1796. Go back down the stairs and behind the desk the old guy is working in front of. There's yet another open book, so take a look at that to see that books from the date range 1700-1800 are on the 3rd floor. You also should note that books beginning A to E are in the white section. - So head up the stairs, around the shop and up more stairs, then up even more stairs to reach the 3rd floor. Head over to the white section, and pluck a book from the shelves. Take it back to the owner and he'll answer a couple of questions on the diner book. Unfortunately he doesn't tell you anything of any use...so leave him, grab the bonus card and go up the stairs and leave the shop. === Chapter 15 - Agatha Lucas visits the mystic Agatha, in the hopes she can explain what's going on. - You start off on the correct side of the road for Agatha's house, but before going up to her front door cross over and check out the bum in the bus shelther...another homeless person? Doesn't he look a little familiar? - Head over to her house and mount the steps to Agatha's front door - ring the bell. Hmm, no answer. Open the door and proceed to the end of the corridor (we'll come back to the other rooms later). Open this door and enter the seance room - you can take a look around at Agatha's junk if you wish. When you're ready, go up to and through the other door, into Agatha's bedroom. - Agatha is the blind old dear in the wheelchair, have a short chat with her (choose whichever dialogue you wish), then she asks to be taken to the raven room. Before you do that, if you need an extra life go to her bedside table, there's an extra life talisman there you can pick up. - Turn around and grab hold of her wheelchair - cue some really funny antics: as you walk around with it, try turning it and then spinning her around on the spot, it looks hilarious. Ahem. Anyway, push her to the bedroom door, open it and go through. Push her over to the other door in the seance room, open it and go through. Push her down the corridor to almost the end, you want to open and go through the door on the right. Welcome to the raven room. - Agatha asks what's the matter with you - choose either option - then she wants to know if you're mad: choose whichever option you like. She tells you to feed her birds, so go to the short cupboard on your right and open the bottom drawer (the top drawer is empty). Take out the seed packet, close the drawer, and walk to each of three cages, feeding the bird in the cage each time. Then head back to Agatha and talk - she should ask you about "TRIGGERS". After the conversation, get ahold of her wheelchair again, leave the raven room, and return to the seance room. Once in the room, push her a little way in to trigger the next cut scene. - Agatha tells you to get three candles out of the cupboard in this room, plus the matches from the kitchen, and light them up. So, head over to the cupboard next to the door you've just walked through, crouch down, open the top drawer (as the bottom is empty), take the candles, close the drawer and stand up. Head out of the room, down the corridors and into the room on the left - this is the kitchen. The matches are next to the knife on the worktop to your right. Pick these up and take them back to the seance room. Walk over to the table with the candle holders on, and move around each one in turn, placing a candle then lighting it before moving onto the next. - Now she wants the room to be dark, so walk over to the door and turn the light off. Then head over to one of the sets of curtains and close them, and repeat for the other set of curtains. Now sit down in the chair next to Agatha and the seance will begin. This comprises of a set of Simon Says events, starting easy but becoming harder and harder. If you fail any you will lose mental health points and have to start from the point you messed up, so make sure you get it right. - After learning that you're linked to the Oracle now, and that you'll be able to see what he sees (important later on), the connection is broken...it's clear that Agatha is hiding something, but she invites you back the next day, so that will have to do. Notes: For fun, you can nip into Agatha's bathroom and pick up a bonus token - you can't see it, but it's at the far end of the bath, so just walk all the way around the bath and you'll pick it up. I haven't mentioned these tokens before but they are a little irrelevant - you get 200 bonus points for finishing the game, which is virtually enough to unlock everything anyway. If you see a token in passing, pick it up, otherwise don't get het up about them. === Chapter 16 - Questions & Bullets Carla talks about KIRSTEN with Mitchell. - Walk to the end of the firing range, and talk to the guy in the second to last booth. Before he tells you anything, he wants you to do some target practice, so step forwards, put on the glasses, pick up the gun and get shooting (you'll shoot once more after this, so get used to it!). - For each practice, you have limited time to shoot as many targets as you can. Every terrorist you shoot (it spins to indicate a successful hit) gains you more time; every hostage hit costs you time. You'll also have to reload regularly, I recommend reloading every time a hostage appears, as this is the only respite you'll get. You will regain mental health points if you shoot well; otherwise the game gets a bit tedious. - Once you've finished a particular session, Sargeant Mitchell will tell you more about the KIRSTEN case (choose whichever dialogue you want). === Chapter 17 - Double or Quits Tyler plays basketball with Jeffrey for $200 or to wipe the debt. - Make fun of Jeffrey's outfit, and then you get the rules - it's similar to the boxing game, in that you'll have a sequence of Simon Says events, if you pass the sequence, you'll gain control of the ball if you don't have it, or score a point if you do have it. If you fail, Jeffrey scores a point if he has the ball, or gains control of the ball if he doesn't have it. The first one to ten wins the match. - At various points you may win mental health points as well as scoring a basket - especially if you whitewash Jeffrey, you can recoup a lot. - It would seem you can make a few more mistakes on defense and still win the ball back, than on offense, where two mistakes will cost you. - Don't forget you can use the tips at the top to help you out in the game if you find it a bit of a struggle. === Chapter 18 - The Storm Lucas has a problem with wind. - As Lucas arrives home, his telephone rings. Walk over to it and answer - hmmm, that some weird voice. Suddenly... - The rest of this chapter is mostly one extended Simon Says event, with a few tricky L-R games too. It's basically one long hallucination, of a storm ripping his apartment to pieces, Lucas having either to dodge the flying debris (the Simon Says events), or to struggle against the wind (the L-R events). This chapter is what you've been saving those lives for. - Use the tips at the start to make things easier for yourself, and get ready for the final scene, where you control Markus. Run to Lucas' appartment's door (it's the first on the right) and LOOK at it. Ring the bell - no answer. Get ready for a short L-R event to force your way in. Run over to the open glass doors and go out onto the balcony. LOOK to see Lucas hanging around, then succeed in another L-R event to haul him to safety. === Chapter 19 - Dark Omen Carla chills out, whilst Tyler does some work for a change. - Naughty shower scene dissolves to Carla in her underwear, with the phone ringing. Leave the bathroom, cross through the bedroom and out into the living area - the phone is just by the door. Answer it to find Tyler moaning he's at a dead-end; you suggest he faxes the fragment to you to look at. - Go to your bedroom, open the wardrobe, and get dressed, as pretty soon the doorbell rings, so go to it and open the door - it's your neighbour, Tommy, bottle of wine in tow. - Go to your kitchen area, open the cupboard above the hob and grab the glasses. Take them back to Tommy, put them down then sit. Drink up and talk (although not about Carla's work or Carla herself), then Tommy pulls out his tarot cards and things take a dark turn no matter what you do. - At this point, Carla can do a couple of things to improve her mental health, i.e. going to the toilet (it's through a door in the living just down from the phone) and watching TV. Do these, then switch to Tyler. - Tyler: You are sat at your desk, so think. Sit down again and use the computer. Switch to the 'web' icon and look at the 'World' page - Tyler figures out that the bookmark is actually from a list of stock quotes. Pick up the phone and let Carla know this; she wants it faxed over, so stand up, pick up the bookmark, walk to the fax machine near the door, and send it off. Note that Tyler may get tired, and lose some mental health - there's nothing you can do about this, except have a drink of water and play with the basketball to gain them back. - Carla: Go to your fax machine (it's next to your laptop, near the kitchen) and grab the fax. Go out your front door and straight across the hallway. Ring the bell, and Tommy will answer. You'll ask him about the fax, and he'll tell you more, but essentially that it can be traced via the watermark on the original. Go back home, to your phone and call Tyler. - Tyler - Get the bookmark out of the fax machine, put it on your desk, then sit down and turn your desk light on. Pick up the bookmark, and move the light around with the arrow keys to find the watermark. When Tyler discusses who should head to the bank choose Carla. === Chapter 20 - Face Off Lucas and Carla finally meet... - Lucas is back at work, when he has a premonition that Carla is on her way in. Better hide the incriminating evidence, he thinks as you take control. Stand up, and check out the computer printout on the right hand side of his desk - this matches up with the fragment Tyler has, so pick it up and Lucas will hide it for you. Now walk to the left hand side of his desk, and check out the Shakespeare book - Lucas realises that if Carla finds this, she may be able to tie it to the book he left behind in the diner, so pick it up to hide that too. - When Carla enters Lucas' office, the interrogation will begin, and you have a choice to make. Before she asks a question, there will be a Simon Says event - if you pass the event, then you'll read her mind about what she thinks of you (and you'll see loads of those bugs from earlier) and you'll lose mental health points too; obviously failing the event means no mind-reading (and harmless bugs) but no point loss either. To keep her suspicions down, you should tell the truth at each stage until she discusses your arm bandages, just LIE about those. If you get asked, don't admit to being in the restaurant on the night of the murder, choose something else (although she should only ask this if her suspicion level is beyond a certain point). - When Lucas goes to the restroom to splash some water around, you get a chance to rifle through his stuff as Carla. Pick up the pen from the right hand side of his desk, that'll be good for some fingerprints. Check out both photos on the desk, check out his drawers if you can. Also check the computer last if you have time. There is an element of randomness to this (perhaps linked to her suspicion level) but at the end Carla should have the pen, and any of the Shakespeare book (can be linked to the book found in the diner), the printout (can be linked to the fragment) or the inscription on the photo of Markus and Lucas (can be linked to the inscription in the Shakespeare book from the diner). - When Lucas returns to the office, Carla leaves. Notes: - For fun, replay the scene and try the other dialogue options. See if you can get her suspicion level way up to get yourself arrested. See what happens if you don't hide the evidence. See what happens if you deliberately pass all the Simon Says events. And, as Carla, just stand there ignoring the evidence to see what effect that has later in the game. === Chapter 21 - Back to Agatha Lucas pays a return visit to Agatha. - Go into Agatha's house (you recover a good wodge of mental health points, to help out if you'd lost them in the last chapter), all is quiet as before. Head straight down the corridor and into the seance room to just miss someone disappearing through the window, Agatha lying on the floor, and a voice on the phone saying the cops are on their way... - Immediately leave the room by the door you entered, and run down the corridor to the door at the end on Lucas' right (the raven room). Enter the room and go over to the drawers - open the bottom drawer and take out the seed packet: this time there's a key inside. - Look at the cage in the middle of the room, there's something there. Use the key to open the cage, and reach in to grab an old newspaper, left here for you by Agatha. Reading this is worth another dose of mental health points. - Leave this room and run back to the seance room - cross to the window and scarper before the cops catch you. Notes: - You could examine Agatha's body before leaving, to confirm she is dead, but it costs you a lot of mental health (so if you do this, do it before going to the raven room). - An alternative way to open the bird cage is to go into the kitchen (the room opposite the raven room) and take the knife from the table. You could use this on the lock instead of the key. === Chapter 22 - Happy Anniversary! Tyler and Sam celebrate their anniversary...Carla's a party pooper. - Tyler arrives home from work, only to be ordered by Sam to turn the oven on and to pour a couple of glasses of champagne. Be a dutiful partner and do as you are told - walk over to the oven and turn it on. Turn to the fridge and open it, get the champagne out and take it to the champagne flutes on the side and pour some out. Sam comes out of the bedroom in a slinky dress and suggests putting some music on - get yourself over to the record player and play a disc - now dance via a Simon Says event: it's worth passing, because you'll get a lot of mental health points back for succeeding. - Meanwhile, Carla is in the office, working to uncover the murderer. Don't forget that you have can a cup of water and/or play with the yoyo to recover a few mental health points if you need them. Before you can do too much, Garratt calls to let you know that he's emailed you the fingerprints from the pen from Lucas' desk, and sent you a list of destinations from the cab outside the diner all those chapters ago (this latter piece of information would've been useful in her investigation if Lucas had got away from the diner via cab - something to try on another run-through, if you wish). - So, go to your desk and look at the computer: "EXAMINE" and then "MEMORIZE" the fingerprints, then head over to Tyler's desk and "EXAMINE" then "LINK" the sheet of prints from the murder weapon - there's your first link to Lucas' guilt. Before much else can happen, Officer Martin (the guy from the diner, and from the park when Lucas saved the drowning boy) comes in and tells Carla he let Lucas go that one time. At this point she may indicate she is tired and lose a few mental health points, but you'll get them back in a second. - Go to Tyler's desk and pick up the Shakespeare book recovered from the diner. "EXAMINE" and "MEMORIZE" this, then return to Carla's desk and locate her in-tray on the other side of the desk. Pick up the Employee File from the bank, and "EXAMINE" and "LINK" Lucas' family details (brother with initials MK) with the dedication ("from MK") in the book. There's your second link. - Pick up Lucas' photo from his employee file. Leave your office and head over to Officer Martin, working away at his desk in the middle of the main office area. Show him the photo and he id's Lucas as being at the diner. There's your third and final link...now she needs to tell Tyler. Dash back to your office and pick up the phone. - The phone rings just as things start to get interesting between Tyler and Sam. Chuck her off your lap and walk over to answer the phone. Sam is none too pleased you just walk out on her... Notes: - Other ways to link Lucas to the killings: if Lucas made a phone call (to Markus) from the diner, then you could match the list of numbers dialled from that phone to Markus' number; if Carla found the stock list hidden in Lucas' office, she can match that to the fragment Tyler found; if Carla found the second Shakespeare book hidden in Lucas' office, she can link that to the one from the diner; if the composite photo was 100%, Lucas can be linked that way. === Chapter 23 - Bloody Washing Lucas shares a vision with The Oracle...more bloody murder... - There's nothing for you to do here but watch. Whilst Lucas makes his way home from Agatha's, he sees what the Oracle is doing at that precise moment, which is possessing a laundromat attendant and killing a customer. He also has another vision of the girl in green, beckoning him on. === Chapter 24 - Confrontation Carla and Tyler hit Lucas' house to find... - Follow Tyler down the corridor, and open the door where he stops...to reveal a somewhat changed living area to the one we saw last. Move to the bedroom door and kick it open - there's no-one there. Walk to the bathroom door, and ditto. (OK, so we know he's been stitched up, but they obviously don't.) The cops outside radio up to say they've seen him, so we automatically switch to: - Lucas, musing on Agatha, has a vision that Carla and Tyler are waiting for him upstairs. Cue a series of Simon Says events (another way to use up a few of those lives) - note that when you grab hold of the helicopter, it will switch to a L-R event you need to pass to successfully hold on during the chopper's flight. - You drop off the copter onto a tanker, and there's just one more Simon Says event to pass to escape completely. === Chapter 25 - Captain Jones is Really Upset Does exactly what it says on the tin. - Captain Jones shouts at Carla and Tyler for 'letting' Lucas get away. - Answer "Carla", "Tyler" and "Carla" to spread the pain. - Finally a small cut scene sets up the Laundromat investigation. === Chapter 26 - Fallen Angels Lucas seeks peace in his brother's church, but gets way more than he bargained for. - Lucas has spent the night in Markus' church after escaping from his apartment, so wake him up, stand him up...but here comes Dead Agatha. Have a short chat with her (choose whichever dialogue you want) and enjoy her revelations, but prepare yourself for an extensive Simon Says action sequence, as the church's statues come to life and attempt to finish you off (don't forget the tips at the start for making this sequence easier). These events have a few L-R events tied into them, with not much time given to switch between the two, so be prepared for fast action. - Afterwards, Markus rouses you and you can talk about a couple of things (although not "GIVE UP"). At the end, go for "MARKUS"'s thoughts on the situation: it's clear he thinks Lucas has gone mad. === Chapter 27 - Soap, Blood & Clues Carla and Tyler investigate the Laundromat killing. - Carla: Walk around the car and across the road to Tyler. You'll tell him to start looking around inside whilst you speak to Garrett, so head over to him now and listen to what he has to say. Ask him what you want, then go inside. Immediately head to your left, i.e. in front of the orange chairs. Kneel down to see one of the victims, and "LOOK" to see his arm carvings. Stand and walk forwards a couple of paces, then check out the bloody footprints on the floor. Walk towards the phone at the back, and kneel to check out the other victim. Walk down the other side of the washing machines (picking up the bonus card by the washing basket if you collect them), to the group of items near Tyler in the corner. Check out the bloodstained floor, then the toolbox, then switch to Tyler. - Tyler: Walk to the first body and check it out. Walk up to the second body and check that out - then check the phone out. Stand and continue the circuit - you can look at the washing machine on the end of the free-standing set of machines if you wish, but there's nothing interesting there. Walk back to the door of the Laundromat and check out the key - the Laundromat was locked from the inside when the killings occured. Talk to Carla and select "LEAVE", on the way out Carla begins to realise there's more to this killing, and Kane's murder, than meets the eye. === Chapter 28 - The Fugitive Lucas seeks sanctuary at Tiffany's apartment. - Walk forward and around the corner, continuing on towards the front entrance to Tiffany's apartment block. There's another bum here, sitting by the telephone booths (looking at him will cost you a minor amount of mental health points, but it's another indication for the future). As you close in on the front door, you get a premonition of the cops staking it out, so turn around and begin walking back - after a few steps there's an alleyway, walk into this and climb the fence. Walk forwards and climb the next fence too. - You could look at the raven here, but it costs you a few mental health points, so ignore it and walk forwards again, then you stop suddenly as there are two cops guarding the back door. Look at the cop cam, they are looking in your direction for a while, then look away for a time. You need to run straight ahead when they aren't looking, head to the drainpipe in the corner and climb up. - On the ledge you have periods of moving, interrupted by Simon Says events to prevent the cops from noticing you. So start off by moving left, and then up when you hit the corner. After the first Simon Says, you are told to "MOVE!" so do it, continue with up until the next event hits. Continue in this vein until you reach the next drainpipe, then shimmy down this and you've got past the cops. Note that if you run out of time on the ledge you will slip and fall, so you need to get a move on. - Climb over yet another fence, and you've finally by Tiffany's window (the second window is hers). Now, you can either walk over to the corner of the opposite building, pick a brick up and smash a hole in the window to get it open, or you can just go up to the window itself and have an extended L-R event to force it open...the choice is yours, although the second method is preferable. - Slip in through the open window, and walk around to the other side of the bed - you'll be given a quick Simon Says events: if you pass this, then you'll have a vision of Tyler looking under Tiffany's bed for you. You can lie on the bed if you need to recover some mental health points, after which just go through the door into her living area. - Go and pick up the TV remote control from a box near the couch, and watch TV until Lucas turns it off - this gives you a contact name, Professor Kuriakin, an expert on Mayan civilisation. - Head to the kitchen area, nose through Tiffany's cupboards for something to eat: there's a bonus card in one of the cupboards if you want it, there's a jar of food in one you can raid, plus some sandwiches in the fridge. Drink the milk from the fridge too, for a few more points. - You can also go into her bathroom (the grey door next to the bedroom door) and walk between the sink unit and the shower to pick up another extra life (should you need one). - Tiffany will come in soon enough, and one short cut scene later (with an additional hug and bonus mental health points if you made love to her earlier in the game) Tyler knocks on the door. Lucas has to hide, and quick. There are quite a few places you can hide, under her bed, in her wardrobe, in the cupboard in the living area. One of the funniest is under the painting table in her living area, it's wonderfully obvious that Lucas is hiding there, but Tyler doesn't see him at all (he's a pretty poor cop, to be honest, he hardly checks anywhere). - To help prevent Tyler from finding you, there will be a few Simon Says events to pass, but these are relatively simple and should prove no trouble. Notes: - For fun, listen to her answer phone message to depress you a bit. Also, try out all the other hiding places in Tiffany's house. === Chapter 29 - Janos The lunatics take over the asylum... - Carla visits Bellevue Asylum to see Janos, the murderer in the Kirsten case. Assistant Barney tells her that Janos' room is down the second corridor on the right, just as the light go out then come back on. Damn power outages... - Walk Carla to Janos' cell (if you really want a bonus card, don't go down Janos' corridor yet, continue straight to the end, pick the card up then come back). Walk into the cell, then talk to Janos. Ask him about "KIRSTEN", then tell him he's "NOT CRAZY". Ask him about "KIRSTEN" again, then about the "OTHER MURDERS". You get one more question then you leave - just as you exit the cell, the lights go off - for good this time. - Carla's claustrophobia kicks in again, so you're not only going to have to repeat the L-R actions to keep her breathing steadily, but you've also got to escape from the cell area. Start off by walking forwards, and stop moving when she tells you someone is nearby. Wait until the inmate has passed, then turn to where he came from and walk down there. - Carry on forwards - when you can, hug the left hand wall, then another inmate will approach from the front and you'll have to stop until he's clear. Then continue onwards until the lights come on and you'll need to run like heck to get to the door before they get you. Notes: - Try other dialogue with Janos for fun, especially the alternatives to calling him "NOT CRAZY". Wander around in the dark, trying not to get killed by the inmates - see how long you can survive in the dark. === Chapter 30 - Meeting Kuriakin Lucas finds out more. - You enter the museum, the prof is working at the back. If you wish, you may wander around the exhibits and examine a few - the most useful thing here before meeting the professor is on the far left as you enter, tucked in the corner - a bonus card. Walk up to the professor, and tell him you're a reporter for an INVENTed newspaper - you get a Simon Says event at little notice, then select AVOIDING when discussing if he recognises you. - Follow the prof to the double-headed snake piece, and select THOUGHTS, OTHER-WORLD and ORACLES as your dialogue choices, then move on to the sacrifice painting. Choose ORACLE KILLS, EXECUTOR and CONCLUSION and then he confronts you to tell the truth. Do it, select TRUTH and then you need to persuade him you are innocent - selectin SHOW FOREARMS will do the trick; the prof will accompany you out of the side entrance and into the car park. Notes: There are a few different paths you can go down in the dialogue in this chapter, most of them see the professor leaving you to get the guard to sort you out. Try a few others out on the replay. - A long sequence of Simon Says events happen next - another use for your lives - with a single L-R event in the middle as you try to hold on to a speeding car. At the end, the professor dies, but not before revealing very useful information about the Codex and the Indigo Child. Just as you think it's all over, the Oracle hits and you wake up... === Chapter 31 - Mayan Secrets ...somewhere strange and unknown. - The Oracle explains a few things to - and about - you, helpfully he wants you dead as well, and summons some sort of black panther to hunt you down and rip you to pieces. Cue a series of Simon Says events, which end in the panther about to pounce when... - ...here's Dead Agatha again, pulling your fat out of the fire. === Chapter 32 - The Clan The Oracle reports back to his masters... - This is a simple Simon Says event, it's a vision Lucas is having of what the Oracle currently sees and says to his masters. If you fail, you won't get to see the whole sequence, but it's really easy so use it as a relaxation exercise before it all kicks off again. - The upshot of this scene is the Orange Clan realising there is another Clan on the scene, and confirmation that although the Oracle has been pulling Lucas' strings, someone is pulling the Oracle's strings too. === Chapter 33 - Danger & Ubiquity Lucas realises Markus is in danger; Markus faces off with the Oracle; and Carla and Tyler hit Lucas' hotel room... - A fantastic three-handed chapter, you not only have to control Lucas to warn Markus to clear off before the Oracle gets him, you not only have to control Markus to get him clear of the Oracle, you also get to control Carla (and Tyler) in bursting in on Lucas' hotel room and arresting the poor chap. - You start off as Lucas - another vision through the eyes of the Oracle shows that the evil geezer is bearing down on Markus, ready to terminate him with extreme prejudice. (Note that you could at this point control Carla and burst in on Room 369, basically condemning Markus to death, but it would really upset Lucas, so do that on a non-saved replay, ok?) - Lucas: Get up, go around the bed to the phone, and ring it baby. Markus hears the phone, and is confronted by the Oracle at the same time - here you have a choice, to answer the phone or to TALK to the Oracle. Let's just say it's not good to TALK; when you get the chance to move, RUN to the door (you are already facing in the right direction). Get through it and answer the phone - it's on the desk to your right. As Lucas say "NO TIME", then back as Markus turn to the door immediately next to you and lock it. - Carla: Proceed up the corridor and kick in the door next to Tyler...whoops. Carla realises that the 6 in 366 had slipped around and looked like a 9, so turn her round and walk down the corridor to the last door before the fire exit. Burst in and...damn it! More sloppy police work from C&T as they leave the room without searching it for Lucas - who has a nasty shock on his return (when you walk over and answer the phone, of course). Notes: - There are a few ways to get Markus killed - switching to Carla early on, not locking the door, wasting time on the phone - try them all in the replay. === Chapter 34 - Fate on Russian Hills Tiffany has only gone and got herself caught. - Lucas enters the old fun fair, and the first thing he sees in front of him is yet another bum - go over and have a look, it's the guy from the first chapter and you'll meet him properly soon. Turn to your right and walk as far as you can; you'll have to come around and to the right of a stall, and lying on the ground is another life. Handy for later. - Run back past the bum and continue on, turning right when you can, towards the rollercoaster. The raven actually helps you out by flying the correct way, but you'll soon see a hut with three lights on. Enter it, and move the power switch to summon a roller coaster car. Leave the hut and enter the car, remembering to pull the safety bar down. - After your short journey, raise the bar and get ready for a horrendous L-R event - as you cross the beam to Tiffany, you have to prevent the bar from hitting the left OR the right edge of the gauge. You do this by pressing the appropriate button - i.e. if the bar is moving left, you press the right arrow, and vice versa. However, it's constantly moving, and your presses don't necessarily move it a consistent amount - so one time you may press it and it only moves it a little, then you press it again and the bar shoots across the gauge to one side and topples you from the beam. - The best tip I have for this is as follows: the gauge is split into eight segments - if the bar hits the end of segment 1 or 8, it's lost life time. Only press the appropriate button to move the bar away from the end when it reaches segment 2 or segment 7 - whilst it is in sections 3, 4, 5 or 6, do nothing - there's no necessity to keep the bar in the middle, you just have to keep it away from the edges. It really is horrible, good luck with it, hopefully you've got nimbler fingers than I - in any event, you should have five or six lives by now! - You reach Tiffany (eventually, in my case), so move around the back of her, untie her and...oh bottoms. === Chapter 35 - Child's Play Lucas returns to Hangar 4B... - So, you're dead. Get over it. Some mysterious voices talk about you, and finally note that you're dreaming - cue another flashback to Lucas and Markus as kids on the Wichita Military Base, you're on your bed, so get up then jump down from your bunk. Turn to Markus and wake him up. Climb out of your window, and get ready for some horrible maneuvers. - The first thing to note is you have one these maps again - you and Markus are the green blob, the guards are blue, and the path you should roughly follow is marked in yellow (I say roughly, because deviation from this is fine). There are a couple of red crosses to mark waypoints. An added complication this time around are the searchlights, so let's get moving. - Creep forwards and around the side of the hut, and move slowly along until a window opens up, showing you two soldiers on sentry duty. Move forwards a little, until you are level with the steps going into the hut (you'll also see yourselves on the soldier cam). Turn yourself so your back is towards the hut, and move the camera (via the "1" on the keypad) so you can see a large rock in front of you. One of the soldiers turns regularly to look in the direction of the rock, one of the searchlights covers it from time to time. - Wait for the soldier to look at the rock, then look away - now run for the middle of the rock (I managed to run across the searchlight without being caught, I think this is just to help the soldiers' visibility). Don't stop running when you reach the rock, head right and go all the way around it to wall. Continue along the wall - after a few steps, the soldier cam will disappear, indicating that you've passed them successfully. - Continue along the wall, passing behind a huge concrete block and a couple of tarpaulin-covered crate stacks. There's another stack standing a little way away from the wall, head towards that and you'll be told a soldier is coming "quick, let's hide". Run towards and behind the jeep you can see on the screen and wait until the soldier passes by (use the map to see when he stops moving). - Now run the way the soldier came, and around the side of the hut - moving slowly in the last section as there is another soldier looking directly at you. Markus will catch up and point the soldier out, then he'll offer to create a distraction and a new waypoint appears on the map. The boys split at this point, choose one of them and run back down the side of the hut, the rear of the pile of junk - an exclamation mark appears, so action this to create the diversion. Now run back to your little friend, and wait a few seconds for the soldier to clear the side of the hut. Now cross over to the concrete block ahead - timing your run to avoid the searchlight, as this one will result in a soldier catching you. - Wait for the next searchlight to move away, then immediately run down the side of the concrete block - in a straight line you'll end up between the first and second huts, whereupon you'll have to wait for your brother to catch up. Repeat the run-to-the-block, run-down-the-side-of-the-block routine to join forces again (just keep running past your brother and he will follow), until you end up behind a couple of rocks with a soldier the other side. - Markus offers to create a distraction, so control him to run back down the side of the hut, around the back of it, and up to other side to behind a barrel. Action this, then you gain control of Lucas again - the soldier runs off, so immediately run to the pole and begin climbing...try not to mess the climb up! - When you reach the top, you have to crawl along the cable, avoiding the searchlights - so move slowly to the edge of a searchlight's reach, then dash across when it moves away: you just have enough time to do this for each one of the searchlights. Climb down the other side and head towards the hangar, avoiding the searchlights as you go (suggest running parallel to the first searchlight, then when it moves away run directly to the edge of the hangar. Moving along the hangar's edge avoids the other searchlights). - Open the hangar door (the final red marker), enter the lift (it's in front of you), then walk forward and open the next door, to see the secret of the hangar... === Chapter 36 - Checkmate! The Oracle reports back to his masters... - This is a simple Simon Says event, it's a vision Lucas is having of what the Oracle currently sees and says to his masters. If you fail, you won't get to see the whole sequence, but it's really easy so use it as a relaxation exercise before it all kicks off again. - Yeah, yeah, I know I used this description above - this time the Oracle tells them that Lucas is dead and he's da man for finding the Indigo Child... === Chapter 37 - The Pact Carla finally confronts Lucas face-to-face, over the grave of his dead lover. - Carla turns up at the cemetery, direct her to Tiffany's grave which is quite easy to find as it has fresh flowers on it. Have a look at them and Lucas turns up, telling you a little about her. - Be TRUSTING not WARY (unless you want to lose mental health points), then prepare yourself for a Simon Says event for Carla to realise something about Lucas. Say "WHY" and then "ORACLE", and then pass the next Simon Says event for Carla to begin believing Lucas' tale. - Choose whichever dialogue responses you like, finally you have another Simon Says event as Carla ponders whether Lucas is telling the truth or lying (you don't get to make her decision for her, though). There's one final Simon Says event as they shake hands, for Carla to notice something else about Lucas. === Chapter 38 - Jade Lucas discovers where the Indigo Child lives... - It time for another simple Simon Says event, another vision through the eyes of the Oracle, as Lucas discovers where the Indigo Child resides - and then Carla touches him tenderly (indicating that in the intervening time - you'll need to check the dates carefully to realise some time has passed - these two have formed a strong bond). === Chapter 39 - Frozen to the Bone Tyler finds out Carla is hiding something...and gets himself off the case in fine style. - You can play this chapter as either Carla or Tyler (from the start at least) but personally I prefer to stick with Carla (because I know what's coming for Tyler!). Carla and Tyler are at the police station - it's cold as all heck - and Tyler finally confronts Carla with his feeling that she is hiding something from him. - You can LIE if you like, but it brings Carla down, so ADMIT it and feel better. - Sam turns up, and you switch to controlling Tyler - walk over to her and chat: man, that's some ultimatum she lands on you. Select LEAVE (for two reasons - firstly, STAYing doesn't really affect the plot, as Tyler wouldn't appear again anyway. Secondly, he loses so much mental health by STAYing, that he almost goes mad, so why bother. Do this for fun after you've finished the chapter. - Walk back to Carla and say sayonara babe, he leaves the storyline either way. === Chapter 40 - Where is Jade? Lucas recovers Jade and faces Hobson's choice. - Lucas and Carla pull up to the orphanage seen in Chapter 38, get out of the car, walk up to the front door and open it. Walk through and past the nun, into a corridor area, with doors on the left and right (note the emergency exit halfway down on the right). - A timer kicks in, representing how much time you have before the Oracle turns up and steals Jade from you, but really you have loads of time so there's no need to rush. You can check out rooms on the left and right if you wish (and do so on a rerun later), but there's only one you really need to look in, and two more optional extras. The first extra is the second door on the left - there is a bonus card between the bed and the window. The second extra is right at the end on the right, there's an extra life crucifix in the room. - Down the end of the corridor you see a painting on the wall, the same as the one in your vision - indicating that the Indigo Child is in the last room on the left. Go in there, walk over to her medical chart and look at it, you now officially know she is called Jade. Pick up her and leave the room - it doesn't matter how much time is left on the timer, the Oracle turns up when you leave the room - run forwards and through the emergency exit door we took note of earlier...to end up on the roof, facing off against the Oracle. - Now follows an extended sequence of Simon Says and L-R events - so switch to low graphics as noted at the start to make it a bit easier on yourself - and go for it. When it's finally over, take a quick breather but it's not over yet: for the room you find yourself in is occupied by Dead Agatha, and a short conversation where you learn (especially if you pass a short Simon Says event) more about who...or should I say what...she really is. - You face a chocie - give Jade to Dead Agatha, or tell her to get stuffed. Although your choice does not affect the next couple of chapters, or the ending achieved, it does affect the final interactive chapter, so this is the main area of replayability in the game. Go through all scenarios after giving Jade to Dead Agatha, then repeat Chapter 40 and REFUSE and try them all again. === Chapter 41 - Bogart Lucas finally finds out what all these homeless guys are about. - Down in the subway you follow a bum for some distance through the tunnels, into a lift and over to a group of homeless people chatting to Carla before you reach them (including a short, healthy interlude with Markus if you saved him from the Oracle earlier in the game). On the way you can take a slight detour to pick up a bonus card, you'll see it on the subway tracks near a slope up to platform level. - Walk past the campfire, and the guy tells you to sit. Do as he says, and then chat about what you like - it doesn't really matter what you choose, just be aware that saying "NOW WHAT" ends the conversation. Bogart tells Lucas that their next plan is to go to the Wichita military base - either to take Jade there if you have her, or to rescue her if you don't. At this point, Lucas heads off for a subway car for a snooze, and you gain control of Carla. - Warm your hands by the campfire for a few bonus mental health points, then head right down the end of the platform to the barricade and investigate the radio there - it needs batteries and an antenna. Check out each of the subway trains: in one you'll find a flashlight which can be opened to give you some batteries, in another a crucifix for an extra life. - Continue back up the platform, past the campfire and towards the jumble of junk near where you came in. There's a picture frame or some such here, and you can break a chunk off - one impromptu antenna. Take this back to the radio and insert the batteries into it, attach the antenna and turn the radio on. Listen to the whole sequence of reports - it makes Carla slightly depressed, but don't worry, we'll sort that in a moment. - Now head back up the platform to the subway car on the end, enter it and lie down next to Lucas - the pair of them get it on in an extended love- making scene, non-interactive this time around. === Chapter 42 - Revelation Lucas dreams... - It's the final flashback to Lucas' childhood, this time you can't do much, just get down from your bunk and walk over to the bedroom door - open it and head down the corridor (your parents are arguing over something all this while). Listen at the door at the end of the corridor, to learn much more about yourself ... and get caught! === Chapter 43 - Final Countdown It's Lucas (and Carla) vs both clans for the right to hear the Indigo Prophecy. - What path you end up following here depends on your actions at the end of chapter 40: to recap, either you gave Jade to the Indigo Clan in the form of Dead Agatha, or you kept her for yourself. This walkthrough will detail what happens if you kept her for yourself, but before that, here's a quick run down of what events you could expect if you gave her up to Dead Agatha: when you turn up at the Hangar, you find that Jade and the Indigo AI is there ahead of you, he tries to possess you to make you pick Jade up and put her in the Chroma. If you pass this possession L-R event, then you get to fight the Indigo AI via a fairly simple Simon Says test - at which point the Oracle turns up, gun at Carla's head, saying give me the kid or Carla gets it. If you give the kid up to the Oracle, you and Carla survive, the Oracle puts Jade in the Chroma, and it's the Orange ending. If you refuse to give the kid up, Carla turns the tables on the Oracle, and you put the kid in the Chroma, cue victory for the good guys. If you failed the possession test with the Indigo AI, then you'll end up putting Jade in the Chroma on behalf of the Indigo Clan (so they win), unless you pass another possession test later which comes about thanks to Carla (you gain control of her and have to dash into the hangar and sort Lucas out). Phew. Now onto what happens if you refused to give Jade to Dead Agatha... - The first thing you do on getting out of your vehicle is to force your way through the snow drifts to the hangar doors, via our old friend the L-R event. Open the door and carry Jade through to the next door; open this too. As you reach the main floor you find Orange Clan soldiers everywhere, with the Oracle waiting. Put Jade down and fight the Oracle via a combination of the usual Simon Says and L-R events, eventually you should defeat him...only to still have those pesky soldiers to deal with. Pass the next events (you'll be shot if you fail) to beat the soldiers...except now the AI turns up (he finishes off the soldiers if you got shot)! - Once more into the breach, more Simon Says and L-R events to defeat the AI, after which you should pick up Jade, take her to the Chroma and place her in it, for the good ending. Obviously if Lucas fails these events, the AI takes Jade to the Chroma and it's a win for the Purple team. - If you lost all your lives in the Oracle fight, it's not quite game over as previously: Lucas is imprisoned, and it's over to Carla. She now has to do the L-R event to get through the snow and into the hangar - uh oh, there's an Orange Clan soldier in the way. Pick up the metal bar from the ground and knock him out with it. Now you can pick up his gun and shoot the Oracle, waking Lucas up and he now gets to deal with the Orange Clan soldiers and the AI as above. Should Carla get caught (i.e. by not knocking out the soldier, or failing to finish the Oracle), then it's a win for the Orange team. === Chapter 44 - Epilogue It's the ending sequence of the game, the best ending you could hope for. After this you gain 200 bonus points and can start unlocking a few sequences, mini-games, music files or pictures. Replay chapters at will (remember to select "do not save") and try other options, especially replaying Chapter 43 to experience the other options and thereby endings is quite fun.