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Indigo Prophecy


Indigo Prophecy FAQ/Walkthrough

by CraigJohnson

Fahrenheit (Indigo Prophecy) PC Walkthrough
Copyright 2005 Craig Johnson



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.



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!



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 

- 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.

- 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 must be 
out before that happens.

- For fun, you could try leaving the restroom having done nothing to tidy could try to leave without could try to use the phone...
you could head behind the could take the could talk to
the other could sit at the 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.

- 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 
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.

- 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.

- 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.

- 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

- 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.

- 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.

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

- 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

- 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 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's clear
that Agatha is hiding something, but she invites you back the next day, so
that will have to do.

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

- When Lucas returns to the office, Carla leaves.

- 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.

- 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 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...

- 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 


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 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

- 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.

- 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.

- 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.

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...

-'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).

- 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


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


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

- 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


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 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

- 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.