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FAQ/Walkthrough

by Syonyx

     ___                                                                   __
    |   ;                                                                 |  |
    |   |,--.,--.,-`-.---,-`-.--- ,----. <--.,--.,--.,--. ,---,-.,--.<--.[    ]
    |   ||  ||  ||  ,.  ||  ,.  ||  .-. ||  ,.  ||  ,.  || .-.  ||  ||  | |  |
 __ |   ||  ||  ||  ||  ||  ||  ||  '-` ||  ||  ||  ||  |'-' _} ||  ||  | |  |
|  ||   ||  ||  ||  ||  ||  ||  ||  ,--_'|  ||__||  ||  | ,-`_  ||  ||  | |  |
|  ||   ||  ||  ||  `'  ||  `'  ||  | ; |}  }    |  ||  ||  | | ||  ||  | |  |
|   `   ||  `'  |`._,. { `._,. { \  `-' ||  |    |  ||  ||  '-` |{  `'  | |   \
'-.____^;\______/ .-.,  ) .-.,  ) \___.-'|__'    .__/.__|\___/\_| \_.-__| `-._|
                  \____/  \____/

  X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=
  =                                                                        O
  O                Juggernaut - a complete FAQ/Walkthrough                 =
  =                            by :: Syonyx ::                             X
  X                              version 1.0                               =
  =                                                                        O
  O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=X=O=

_____________________                                             _____________
  TABLE OF CONTENTS                                                 GAME INFO

1. Introduction                                               Title: Juggernaut
2. Playing the Game                                  Platform: Sony Playstation
3. Walkthrough                                          ESRB Rating: M (Mature)
    3.1 Start                                     Developer: Will / Tonkinhouse
    3.2 Beach & Tower                                         Publisher: Jaleco
    3.3 Mansion Exterior                          Release Dates: 19-Nov-98 (JP)
    3.4 Mansion 1st Floor                                        30-Sep-99 (NA)
    3.5 Finding the Microcosm Hub
    3.6 Mansion 2nd Floor
    3.7 Mansion Lower Level
    3.8 Microcosm Hub - Black & White Room
         3.8.1 Killing Island
         3.8.2 Endorphin Rush                     ** To jump to any section,
    3.9 Microcosm Hub - Art Gallery                  press ctrl-F and enter
         3.9.1 Warrior Tribe                         the corresponding section
         3.9.2 Prison of Death                       number. **
    3.10 Microcosm Hub - Dressing Room
          3.10.1 Curse of the Phila
          3.10.2 Virtual Insurance Investigation
    3.11 Microcosm Hub - Projector Room
          3.11.1 Eyes of Memory
          3.11.2 Core Station Mystery
    3.12 Final Encounter
    3.13 New Game +
4. Item List
5. Closing Info

This version completed April 17, 2005.

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                             ~~~~~~~~~~~~~~~~~~~
                               1. INTRODUCTION
                             ~~~~~~~~~~~~~~~~~~~
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Welcome, one and all.  I, Syonyx, will be your guide through Juggernaut, a
graphical first-person adventure game.  In terms of gameplay, Juggernaut is
similar to the Myst series, in case that's a useful reference point for you.
It's just a tad more creepy and satanic, though (hence the Mature rating).  In
Juggernaut, your girlfriend is being taken over by a demonic force, and you
must enter her mind to try and free her before it's too late.

I would advise most players to make their own way through the game as much as
possible, referring to this guide only when you feel you are truly stuck or
getting really frustrated, unless you're really only interested in speeding
through the game, having other more pressing games to get to.  I wouldn't fault
you for that, since Juggernaut is fairly dated and obscure, and requires a fair
amount of patience to get through on your own.  If you are just looking for a
little tip if you find yourself stuck, rather than looking through the
walkthrough, in which I might not be doing things in the exact same order that
you are, you might try checking out the item guide.  There, you can search for
the names of items that you haven't found yet and where to get them, then go
off on your own once more.  Since the game is pretty much driven by locating
and using items, this is an easy way to locate what you're missing when you
find yourself stuck.

On a side note, what is a juggernaut?  Unfortunately for X-Men fans, this game
has nothing to do with the 'Crimson Bands of Cyttorak'-powered behemoth of
Marvel Comics fame, though that would make for a fun game too.  Rather, it
harkens to the original definition of juggernaut, an overwhelming, advancing
force that seems to crush everything in its path (as per dictionary.com).  In
this case, it refers to the evil force that has taken over your girlfriend, and
which you must battle through esoteric means.  It's an ominous word, to say the
least.

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                           ~~~~~~~~~~~~~~~~~~~~~~~
                             2. PLAYING THE GAME
                           ~~~~~~~~~~~~~~~~~~~~~~~
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----------
 CONTROLS    D-pad: Move / move cursor.           L1: Open/close map
----------   X: Select / examine                  R1: Open/close inventory
             O: Advance dialogue
             Triangle: Exit menus / cancel action cursor

----------
 GAMEPLAY    Juggernaut is a graphical, first-person adventure, where you take
----------   take the role of a young man traveling through a construct of
             your girlfriend's mind in an attempt to free her from the demonic
influence that is taking her over.  I sure hope you get some after all this.
Anyway, in first-person perspective, you move about, examine objects, pick up
and use items, and solve puzzles to accomplish your objective.

MOVEMENT CURSOR: This icon at the bottom of the screen shows you the current
directions (forward, back, left, right) that you can move in.  Generally,
forward makes you walk forward, left and right turn you in that direction (up
to 90 degrees), and down makes you turn around where you're standing.  Once you
start playing the game, however, you'll quickly realize that exactly what each
command makes you do depends on the needs of the room that you're in.  Please
also note that pressing forward when you're already up against something will
instead activate the action cursor, allowing you to examine objects in your
field of vision more closely.

ACTION CURSOR: This round targeting reticule appears when you press forward
while standing in front of something that you can look at more closely.  When
it appears, move it about the screen onto objects that might be of interest.
If there is something to examine or pick up, the reticule will spin in place.
Press X when this happens to either read about the object of interest or pick
it up, if that is possible.  Press Y to return to the movement cursor when
you're done.

BODIES: In the mansion, where you'll spend most of your time, you will have to
switch between different body types to get through different areas.  The 3
types are:
    -Soul: In this form, you exist as a floating orb at eye-level.  You cannot
           open doors or pick up or use objects, but you can pass through small
           holes in the walls.
    -Adult Body: In this form, you can enter full-size doors and use items to
                 your heart's content.
    -Juvenile Body: With this form, you wander about at knee-height.  You can
                    go through the tiny doors you will find, but you cannot
                    reach the handles of large doors.  You are still able to
                    pick up and use objects.

To switch between the different forms, you must find Soul Exchangers.  These
machines can insert or remove your soul from either a large body or a juvenile
body, depending on the machine.  You may make these changes as often as is
necessary.

INVENTORY MENU: Press R1 to open this menu at any time.  You will see items in
your inventory; press left or right to scroll through them.  Press X when the
desired item is in the center of your view and you will get the following
options:
     -Examine: Look more closely at the item to learn more about it.
     -Use: Use the item on the current screen.  If you cannot use that item
           there, you will be told so right away.
     -Combine: Join the item with another in your inventory to create a new
               useful item.  Only useable with certain items.

The most important item in your possession is the pendant from your girlfriend.
You can use this at any time to save your game.

MAP: Press L1 to open a simple overhead map of the current area or floor that
you are on, then press L1 again to close it.  Your current position and the
direction that you're facing will be indicated by an arrow.  Also, there are 3
types of doorways shown on the various maps:
     -Green line: Adult-sized door.  Can only pass through with an adult body.
     -Yellow line: Juvenile-sized door.  Can only use with the juvenile body.
     -Red dot: Soul hole.  Can only pass through as a disembodied soul.

Use the map frequently to keep track of your location and spot places you
haven't been to yet.

-----------------
 SAVING THE GAME    I mentioned this under inventory above, but it's worth
-----------------   mentioning again.  To save your game at any time, open the
inventory menu (R1) and choose the Pendant.  Use it to open the save game
screen, and choose a location to save.  You must have a memory card with at
least 1 free block of space in memory card slot 1 in order to save your game.
You can make up to 4 different save files per memory card, each taking up 1
block of memory.

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                              ~~~~~~~~~~~~~~~~~~
                                3. WALKTHROUGH
                              ~~~~~~~~~~~~~~~~~~
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                               3.1 Introduction
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Simply keep pressing up (not like you have any other choice) to enter the house
and examine the room where Sarah is all tied up.  Examining the doll on the
dresser is optional, but you have to examine first your girlfriend, then the
priest.  From there, just hit O to proceed through the dialogue, and enjoy the
action.

    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                              3.2 Beach & Tower
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

               Old man
                  | |
          ________| |________
 Painting|_____   | |   _____|Record              N
                \ (T) /                           |
                 \   /                         W--+--E
                  | |         T = Tower           |
                  | |                             S
         _________| |
        |___________|
       Sun         Dock


You find yourself on a sunset beach.  Press up to activate the action cursor,
then examine the sun.  Note the description.  Next, turn around and walk into
the forest.  Go into the tower that is dead ahead of you.  Once you're part-way
up the spiraling stairs, turn to your right and head out over the walkway.  At
the end, there will be a strange man sitting on a pedestal.  Talk to him, and
answer him with these choices in this order:

     -That which destroys soul.
     -What will appear?
     -When will it appear?

Now, examine the birdcage he turned into to see the time on the pocket watch
there: 6 o'clock.  Go back to the bottom of the tower, and once outside turn
either left or right and walk to the end of the forest path.  Examine the
ground to pick up the object there, then turn around and keep going straight to
reach the opposite end of the forest, then pick up the other item there.  On
the East side, you get the RECORD, while on the West side, you pick up the
PAINTING.

Go back to the front of the tower, enter it, and keep going up the stairs all
the way to the top.  Enter the room and turn left.  Use the PAINTING to place
it on the easel (press R1 to open your inventory menu).  Go back to the ground
and head to the West end of the forest.  Because you placed the painting on
this side, a new path through the forest exists here (hey, this is a construct
of the mind, remember?  It doesn't follow normal rules of time and space.  I
mean, a guy just turned into a birdcage with a watch in it, for goodness'
sake).

Go up to the tower and note the '33' on the door.  Enter it and go up to the
record player.  Open your inventory and examine the RECORD you're carrying; it
says '78' for the front side and '33' for the back.  Place the RECORD on side B
in the record player and listen carefully to the short tune.  Now, as you
approach each door in this tower, it will play a bar from the record and list
'first bar', 'second bar', etc.  You have to go through the series of doors
that plays the bars of the song in the correct order.  This is confusing at
first, since both doors from the starting room play the right bar, but after
that, one of them doesn't lead to any doors that play the correct second bar.
Anyway, the correct path, starting from the room with the record player is:
Red door, Green door, Red door, Green door.  This brings you to another pocket
watch.  Examine it, then set the time to 6 o'clock by pressing X with the
cursor over '6'.  Exit out of there and you'll be given the option to quickly
back right out to the first room.  Just turn to the door opposite the record
player and leave.

Return to the central tower and go up to the top room again.  Remove the
PAINTING from the easel and place it on the other easel, opposite the first
one.  This opens up a new path on the other side of the forest.  Go there and
enter the new tower with '78' on the door.  Inside, place the RECORD on side A
at the record player and listen carefully.  Supposedly, it says "Dog, god ,
evil, live", but it kind of sounds like "Doc, doc, elu, leff".  Anyway, again,
the doors will give a sound bite and a bar, and you have to go through the
series of doors that match the record.  From the starting room, the correct
order is: Red door, Brown door, Blue door, Brown door.  Inside, examine the
pocket watch and set it to 6 o'clock again.

Once both watches are correctly set, there will be a little FMV, and you will
find yourself on the dock back at the beach.  Go forward, and examine the edge
of the dock on the left side.  Move forward onto the footprints, and you go to
the giant floating rock.

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                             3.3 Mansion Exterior
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Go forward until you reach the man with the lamp.  Move forward and talk to
him.  Choose "No, I don't" to receive the DOG CARD.  Turn around and back away
from him a bit, turn right and go around to the West side of the mansion.  Look
to your right to see a man sitting at a table.  Use the DOG CARD on him to have
it transformed to the GOD CARD.  Now go to the East side of the mansion to find
another man at a table there.  Use the GOD CARD on him to receive the EVIL
CARD.  Go back to the first man and use this card to have it changed to the
LIVE CARD.  Finally, go around to the back of the mansion and see the man
standing there.  Use the LIVE CARD on him to receive a choice: Choose "Yes" to
gain entry to the mansion, albeit via hideous means.

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                            3.4 Mansion 1st Floor
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                 Stairs up
             _______| |_______
            |  _____   _____  |
            | |     SH      | |
            | AD  library   | |      SH = Soul Hole
            | |_  _______  _| |      AD = Adult-sized door
            | | AD       SH | |      JD = Juvenile-sized door
            | |     art     | |      LL = lower level
            | |   studio    | |
            | |_____________| |                             N
            |_| soul        | |                             |
              |  exchanger AD |                          W--+--E
              |__SH_________| |                             |
              |__  ___________|                             S
                 JD
               down to LL

Examine the painting if you like, then turn around to receive a message from
the Priest.  Being disembodied, you can't open doors or pick up objects.  Move
to the opposite corner, where there's a hole in the wall.  Zoom through it.
Keep going straight and go through the hole in the bookshelf.  Once you're in
the hall, turn right and keep going forward to reach a dead end.  Turn right
and go through the soul hole here to find the first Soul Exchanger machine.
Examine the body in it to use the machine, and elect to inhabit the Adult Body.

Now corporeal, head out the door on the side of this room, turn left and go
ahead past the stairs to reach the door to the library (you should start using
the map frequently to orient yourself by pressing L1).  ***Before entering, go
straight to the wall at the end of the hall.  Your pendant will glow and you'll
receive a message from Sarah.  This spot must be important.  Examine the wall
to see the following design:

                             + --> O

That's it for here.  Go back to the door along the side of this hall and enter
it.
   _________
  | LIBRARY |
--           ------------------------------------------------------------------
Maneuver to behind the desk and examine the book on it.  Take note of the
picture inside: The skull has once stake straight through it's forehead, and
another entering through the left temple.  Go right to the doors and enter the
left one (not the one you came in through).  You're back in the starting room.
-------------------------------------------------------------------------------
   _________________
  | PAINTING STUDIO |
--                   ----------------------------------------------------------
Move around until you're between the shelves and the table.  Look at the
shelves and pick up the YELLOW PAINT.  The Priest gives you a hint about what
you'll need to do with it.  Turn around fully and look at the table.  Move the
action cursor around and select the RED PASTEL to pick it up.  Make your way to
the door and leave, then go through the next door just on your left to return
to the hallway.
-------------------------------------------------------------------------------

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                        3.5 Finding the Microcosm Hub
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Now, before you go upstairs, in the interests of expediency, go back to the
Soul Exchanger and switch back to the soul.  Float out the hole in the back and
go around the hallway to the stairs, then go up to the second floor.  Go right
when faced with the double doors and move along the hallway, past the next door
on your right, to reach a T-junction.  Go left and half-way along the wall,
then turn left and go through the soul hole to find a Juvenile Body in another
Soul Exchanger.  Inhabit the Juvenile Body, then leave the room via the small
door.  Go down the hall back to the stairs and down to the first floor.

Circle around the hallway to the South end, then go through the small door in
the South wall.  This will take you down to Lower Level 1.  Here, there are 2
Soul Exchangers on the West side.  Enter the small door to your left, release
the Juvenile Body, then go out via the Soul Hole and go through another into
the next Soul Exchanger room on your left.  Get the Adult Body, leave this
room, then go through the double-doors just ahead.  Go through the tunnel until
you feel warm air, then go ahead down the stairs to the second lower level.

Half-way down the tunnel, turn right and climb the ladder there.  This puts you
in the Microcosm hub, as the Priest informs you.  Enter the first door straight
ahead of you at the top of the ladder.
   _______________
  | DRESSING ROOM |
--                 ------------------------------------------------------------
Go forward, then left, then up to the wall.  From there, turn right to face the
dresser.  Examine the top drawer to open it, then take the PICTURE inside.
Next, go up to the wall on the opposite side of the room, then turn right and
examine the wardrobe to open it.  Take the PIECE OF IRON on the shelf.  Leave
this room.  You'll return later, but there's a lot to do first.
-------------------------------------------------------------------------------

Go back down the ladder, go ahead down the tunnel the way you came, and go back
to the Soul Exchanger to release the Adult Body.  Fly out and go back into the
other Soul Exchanger room to get the Juvenile Body once more.  With it, leave
and go right, through the small door you came in here from, and back up to the
first floor.

Now, with the PICTURE and PIECE OF IRON in your possession, and in control of
the Juvenile Body, go back up to the second floor.

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                            3.6 Mansion 2nd Floor
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 _______
| Skull |                                                        N
|  room |                                                        |
|_     _|                                                     W--+--E
  AD/JD                  Stairs down                             |
   | |      ________  _______| |_________________     __         S
   | |     | darkrm ||                 AD        |   |  |Iron
  /   \    |______AD||   ____   ____   |  Game   |   |  |press
 /AD|JD\   |        ||  |    AD     |  |  room   |   |  |
|  | |  |  |        ||  |           |  |_________|   |  |
|AD| |JD|  |parlor  AD  |           |  | Bedroom |   |  |
 \SH| SH   |        ||  |           |  AD        |  /  /   AD = Adult door
  \   /    |AD______||  |           |  |_________|  |  |   JD = Juvenile door
   | |     | storage||  |___________|  |            |  |   SH = Soul hole
   | |     |________||  | soul xchg |  |            |  |
   JD/_______________|  |____JD/____|  |____________|JD/
  |SH                        SH                      SH|
  |____________________________________________________|


As the Juvenile Body, make your way to the South hallway, and go to the East
end.  Enter the small door there to descend into a narrow hallway (you're
actually on the first floor here since you descended some stairs, but the only
entrance to this area is on the second floor so I'll count it as part of
there).
   ______________________________
  | CRUMBLING HALLWAY/IRON PRESS |
--                                ---------------------------------------------
Go straight to the end of the hall.  At the half-way mark, you can examine
things on the sides, but you can't do anything with them yet.  Go to the iron
press and use the PIECE OF IRON to place it inside.  Next, examine the control
board below the drawer and press the top red button to make the KEY.  Turn
around and leave this hallway.
-------------------------------------------------------------------------------

Now it's time to get the Adult Body and rock this floor.  Return to the Soul
Exchanger nearest you and dump the Juvenile Body, then float down to the first
floor as a soul and get the Adult Body in the first-floor Soul Exchanger room.
Go back up the stairs to the second floor.

Go straight ahead through the double doors to enter the dining room.
   _____________
  | DINING ROOM |
--               --------------------------------------------------------------
Head to the rear right corner and examine the door.  It's locked, so use the
IRON KEY to open it.  Inside, take the BLUE PAINT from the shelf.  That's it.
Exit back to the main hall.  You'll be back in here shortly, though.
-------------------------------------------------------------------------------

Now, once you exit the dining room, turn left and go down the West side of the
corridor.  Enter the only door along the West wall.
   ________
  | PARLOR |
--          -------------------------------------------------------------------
Move to the left side of the room and examine the small table in the corner.
There are 2 items of interest on here.  On the right, examine the paper
clippings to read: "Dm7".  Also, listen carefully to the tape recorder a couple
of times.  Now turn left and examine the lock on the door.  It is a panel with
the letters C,D,E,F,G,A,B,C, and an Enter button.  You have to press the
correct combination of keys to open the door.  Each button produces a different
sound effect.  The correct order reproduces the sequence of sounds heard on the
tape recorder.  The easier way to figure it out, though, is to know that the
notes D,F,A,C make up the D-minor-seventh chord (it helps to be musically
knowledgeable).  So press D, F, A, then C, and hit Enter to unlock the door.
Enter the door, and pick up the MIRROR.  Leave this side room.

Head toward the door on the opposite side of the room.  This one is also
locked.  Look on the table beside it and examine the photo album.  Once it's
open, use the PICTURE to fill the missing spot.  The page will flip and you'll
see the numbers 5,3,8 on the backs of the pictures.  Turn to the door and
examine the combination lock, then set it to 5,3,8 and press Enter to unlock
it.  Enter the darkroom and pick up the FILM from the table.  Leave the
darkroom and go back out to the main hallway.
-------------------------------------------------------------------------------

Now you need to switch back to the Juvenile Body again, so go down to the first
floor, escape from the Adult Body, float back up, and go get the Juvenile Body
from the middle room along the South hallway.  With the small body, go back to
the East corner and re-enter the hallway where you found the iron press.
   _________________________________________
  | CRUMBLING HALLWAY/IRON PRESS (2nd time) |
--                                           ----------------------------------
With the juvenile body, head into the small door and go half-way up the
hallway.  Turn left and examine the mirror stand.  Place the MIRROR in it, and
out of the reflection you receive FILM.

Continue to the end of this hallway.  Place the IRON KEY back into the iron
press, and examine the panel below the drawer.  Press the Green button to turn
the key into the IRON CRANK.  Now you can leave this hallway for good.
-------------------------------------------------------------------------------

Sadly, you now have to change bodies yet again.  Dump the Juvenile Body where
you found it, then go down to the first floor and obtain the Adult Body once
more.  Come back up to the second floor and enter the double doors to return to
the dining room.
   ________________________
  | DINING ROOM (2nd time) |
--                          ---------------------------------------------------
Head to the rear left corner of the room, and you'll feel a draft.  Examine the
wall here to push it in.  If you look to the right of the recessed wall now,
you'll see a red electric eye.  If you try to go in, it'll close the wall and
push you out.  Instead, now go to the right side of the table in the main room
and examine the candle holder sitting on it.  Move the candles, then press the
button underneath them.  Return to the trick wall, push it in again, cancel the
action indicator and move into the space it was hiding.  You turn around and
see a ladder.  Climb up it to reach the 3rd floor.
-------------------------------------------------------------------------------
   ________________________
  | WATER TANK (3RD FLOOR) |
--                          ---------------------------------------------------
Up top, go right, then left around the tank.  Enter the door at the end of the
hall.  Inside, move ahead to the hole, then use the IRON CRANK to drain the
water.  Look right and climb the ladder to enter the empty tank.  At both ends
of the tank, examine the mud on the ground to find the COIN and the KNIFE.  On
picking up the latter, the Priest appears to tell you what you need to do with
it.  Climb out of the tank and return to the ladder to get back to the dining
room.  Go back out into the main hall.
-------------------------------------------------------------------------------

Next, go down the East side of the hall (turn right on exiting the dining
room).  There are 2 doors here.  Enter the first one in the corner.
   ___________
  | GAME ROOM |
--             ----------------------------------------------------------------
Turn right and go past the pool table.  Examine the arcade machine.  You need
to do 2 things to get it to work: Place the RED PASTEL in its right hand, and
insert the COIN in the slot.  This will put it to work coloring in a diagram.
Examine the diagram carefully.  I suggest that you write it down somewhere, but
I'll provide you with it later in this guide when you need to use it.  You can
now leave this room.  You might want to check out the chess table at the end of
the bar on your way out, though.
-------------------------------------------------------------------------------

Now turn left and enter the next door along the East wall.
   _________
  | BEDROOM |
--           ------------------------------------------------------------------
Move up to the bed, then turn right and examine the photo on the nightstand.
It depicts the mansion as you saw it from outside previously, and as such, is
part of your past.  As per the Priest's instructions, slash it with your KNIFE.
You may now leave.
-------------------------------------------------------------------------------

It's switcheroo time once more.  Go back to the first floor and shed the Adult
Body, then float back upstairs and get the Juvenile Body on the second floor.
This time, head to the West corner along the South hall and enter the small
door there.  This takes you down to a hallway with Soul Exchangers for both
Juvenile and Adult bodies and another hallway beyond it.
   ____________
  | SKULL ROOM |
--              ---------------------------------------------------------------
Approach the door at the end.  There is a skeleton on either side of the door,
with the bodies fallen away from the skulls, which are staked to the wall.
Examine the skulls until you are given the option to rotate them.  Rotate each
one 3 times, then enter the door (do not press the button, it resets the room
and the skulls) to find a dining table.  There's nothing here for you as an
adult, so back to the soul exchanger, release the body, then go through the
soul hole and into the other room just beside the one you came out of.  There
is another soul exchanger in here that gives you a juvenile body.  Get the
juvenile body, then go through the upper door in this room to go back up to the
skulls.  Enter the door (again, do not press the button), then examine
underneath the table to find FILM.

Leave and go switch back to the Adult Body, then go back up to the skulls.
Rotate each skull one more time.  You'll hear the next room creaking again if
you did it right.  Enter the room to find a painting.  Approach it, and slash
it with the KNIFE to release your past.  There's still one more picture to go.
Leave this hallway.
-------------------------------------------------------------------------------

Return to the Adult Soul Exchanger and release your soul.  Get the Juvenile
Body next door and use this to return to the second floor main hallway.  Still
in the Juvenile Body, go back to the first floor, all the way to the South
hallway there.  Go through the small door in the South wall, across from the
soul hole.

    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                          3.7 Mansion Lower Level
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Turn right to look at the double doors, and the Priest will appear to give you
a clue.  Open the doors as the Juvenile Body to reveal a secret panel, with a
hole.  Use the IRON CRANK here to change the room ahead.  Turn around, enter
the left Soul Exchanger room and exit from the Juvenile Body, then go to the
other Soul Exchanger room right next door and get the Adult Body.  Go out and
open the double doors to find out what is different inside.  Go ahead until you
find a vault in the wall.  Open it to receive FILM.  Turn around fully and exit
this room.

Switch back to the Juvenile Body.  Return to the secret lower panel and use the
IRON CRANK in the hole again.  Switch back to the Adult Body and go through the
double doors again, this time to find a painting.  Slash it with the KNIFE.
Now that you've slashed all 3 pictures of your past, you are shown in a vision
what has changed in the mansion.  Switch to the Juvenile body once more so that
you can go back up to the first floor.

Unfortunately, you have to go all the way to the second floor Soul Exchanger
room to lose the Juvenile Body, then float back to the first floor and get the
Adult Body.  Still on the first floor, enter the library again, then the
painting studio, and examine the painting that you were facing when you first
appeared in the mansion.  You reach into it and pull out the AX.  Go back
outside and enter the Soul Exchanger, then float back up to the second floor
and get the Juvenile Body.  Finally, go back down and through the South door on
the first floor to return to the lower level.

As the Juvenile Body, open the panel in the double doors and use the IRON CRANK
one last time to re-set the room to the configuration that lets you climb down
to the second lower level.  Switch to the Adult Body, go through the double
doors and down, then climb up the ladder along the tunnel to return to the
Microcosm Hub.

To keep with the order of Microcosms listed here, go through the door on the
East side first.  We'll do them from there in counter-clockwise order.

    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                3.8 Microcosm Hub -  Black & White Room (North)
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

You find yourself in a colorless room.  The only features of interest are the
door with the pentagram and peg pattern, and the sign beside it that reads:

"Red Knobs [up]
 Blue Knobs [down]"

To solve this puzzle, you have to recall the drawing made by the arcade machine
in the game room on the second floor of the mansion.  I suggested earlier that
you write it down, but since I'm feeling helpful I'll include the diagram here.

                    /\
               ____/b_\____
               \r /\ o/\ r/     r = Red (push peg up)
                \/b_\/r_\/      b = Blue (push peg down)
                /\r /\ b/\      o = colorless (leave peg in neutral position)
               /b_\/_o\/_b\
                   \r /
                    \/

Examine the board on the door and move the pegs so that they correspond with
the diagram (keep clicking on each peg to cycle through the different
positions).  Once you do this, the door opens and you move on in.  Change to
Disc 2 to continue.  There are doors on the left and the right.  Let's do the
left one first.

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   3.8.1 Killing Island (jungle island)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Tragedies occur on an isolated island, where Evil exists everywhere."

From the start, turn around and go out of the bedroom, then out of the hut
entirely.  Go left and climb down the ladder by the hut entrance, then try to
go down the road.  You won't go any further because you hear another gunshot,
so climb back up the ladder and circle left around the raised platform.  Climb
down the ladder at the back and enter the cave.  Examine both the girl and the
lamp on the ground in front of her.  Examine the girl again and then the next
day will come.

You start off out in the forest.  Turn right and go to the crossroads.  Head
North to reach some cliffs; examine the tip of the cliffs in the distance.
Turn around and go back to the crossroads, then go South to the village.  Go
straight to the edge and look over the side down to the beach.  You must also
look to either side from the village entrance and examine the dead bodies.  Go
back up to the crossroads and travel West to the forest edge, and examine the
foliage dead ahead.  Return to the raised hut.  As you approach it, a short
vision is triggered (if it isn't, you missed looking at something, so head back
out and try again).  Go to the cave behind the hut and talk to the girl.

After the girl speaks, examine the lamp once more to go over your memories.
Head back out to the West edge of the forest and examine the single tree on the
left.  This opens up a new path, so go forward along it to reach the beach.
Turn left and examine the skeletons.  Turn back right and continue along the
new path to the end.  Turn left and walk up to the small camp.  After a FMV and
a conversation, turn to walk away from the soldier.  You automatically return
to the beach.  Go back up to the forest and walk East all the way to the port
at the end.  Examine the children and read through the denouement.  Eventually
you'll be given the OLD GUN.  Use it when asked to finish the story.
                               _____
                              | cave|
             Cliffs           |_   _|
               | |           ___| |___
               | |          |   ___   |
               | |          |  |bed|  |
               | |          |  |_ _|  |
               | |          |___   ___|
               | |              | |
               | |              | |
Forest_________| |______________| |________
Edge___________   _________________________Port
 | |           | |
 | |           | |         ________
 | |           | |        |tent__  |
 | |     Lifeless Village        | |
 | |           |_|               | |
 | |_____________________________| |
 |___________ beach _______________|

Go straight across to the other door to start the next vignette.

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   3.8.2 Endorphin Rush (prison island)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Repeated experiments with no ethics are performed in a huge prison."

You are given the FAKE ID CARD right at the start of the mission.  Head up into
the facility.  Examine the lever beside the gate and pull it.  At the next
door, look right and examine the ID scanner, then use the FAKE ID CARD to gain
entry.  After talking to the security guard, turn right and advance to the
elevator.  Turn right to examine the ID scanner and use your card again to go
up to the second floor.

Go ahead to the crossroads and take a right, then go straight up to the end of
the hall.  Turn right again and go to the end, then enter the bathroom on your
left.  Examine the scientist to take the WHITE UNIFORM.  Use it right away to
put it on, then leave and go back down the long hall to the first crossroads
you came to upon leaving the elevator.  Enter the door marked 'HYMN' at the end
of the hall.  Examine the scientist on the right, and the head of the man on
the table.  After the lead scientist talks to you, look to the left and use the
switch by examining the white box on the table.  Ha ha, you're complicit in
torture...  Anyway, go forward after leaving the room and turn left, then enter
the door marked 'EDELWEISS'.  Examine the feet of the man on the table, then
the back of the second scientist from the left.  When prompted for the Child
Finger S, select the instrument on the right.  Obviously, the other device is
the Big Bear Hand.  After you select it, you will leave the room.

Go left up the long hall and enter the room across from the restroom where you
assaulted the scientist (the one marked 'ALCHEMIST').  Talk to the scientist.
You will receive the ELECTRONIC KEY.  Turn around and leave the room, turn
left, and go straight all the way to the elevator.  Look to the right and use
the ELECTRONIC KEY on the lock.

After meeting a new friend, you find yourself in a prison cell.  Talk to the
prisoner straight ahead of you.  Once he leaves, turn around to face the
entrance and you'll be freed.  Turn right and go straight ahead all the way to
the Computer Room.  You will be given the GUARD UNIFORM, so put it on right
away by using it in your inventory menu.  Examine the computer panel and look
at the data.  Click on each box and read the info, then leave the room and turn
left.  Go ahead to reach the next elevator.  Use the ELECTRONIC KEY on the
panel to the right of the door to get on.

On the fourth floor, go up the hallway until you reach a glass door.  Examine
the two men inside and you'll be prompted to go to the Power Plant.  Turn
around and return to the elevator, use the ELECTRONIC KEY to get in, and re-
trace your steps all the way back to the first floor.  Go to the middle of the
long hallway and enter the West door.  Use the ELECTRONIC KEY again here to get
into the power plant controls.  Examine the switch in the middle and use it to
cut the power.

Turn around and go straight across the hall to use the emergency stairs back up
to the fourth floor.  Turn left and go through the glass doors.  Examine the
upper right restraint on the table and the power will come back on.  Turn left
and continue through the next door.  Use the ELECTRONIC KEY beside the elevator
to go up to the fifth and final floor.  You automatically proceed to the
orchestrator of events in the prison.  Talk to him and watch the events unfold.

Back on the mainland, talk to M.  Talk to him again, then examine both cups of
coffee and the bottle on the desk.  After that, move the cursor to the top of
the screen (I think it's M's crotch) and examine there.  Pick up the remaining
cup.  Examine the cup once more to finish the tale.

      1ST FLOOR
 ____________________
|                    |                           SECOND FLOOR     _
|  _________________Elevator                 __ _____ ___ _______|_|Restroom
| |                                     Up to__:_____:   :_______ _|
Door________                             3rd          | |        |_|Alchemist
|_________  |                                         | |            room
          | |                                      ___| |___ ___
          | |                           Emergency |   : :   :   |Power
      Gate & Lever                       stairs   |___: :___:___|Plant
          | |                                         | |
          | |                                         | |
         Start                       Edelweiss ___ ___| |______
                                       room   |___:___: :______:Down to 1st
                                                      | |
                                                      |_|
         THIRD FLOOR                                  |_|
           _  _  _  _  _  _                       Hymn room
Down_ ____| || || || || || |_ _ _
to  _:____:                :_:_:_|Computer room
2nd       |_||_||_||_||_||_| | |
            Prison           | |__ _
             cell            |____:_Up to 4th

  FOURTH FLOOR
   _ _______ _
  |_:_______:_|Experiment lab
            | |
            | |
         _ _|_|
Emergency_:_:_|
 stairs     | |______
            |________:Down to 3rd

Now that you have cleared both vignettes in this Microcosm, you see a twisted
door partially straightening out.  Return to Disc 1 to continue.  You find
yourself back in the black & white room.  Exit to the main hub.  Let's go to
the next door on the right.

    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                   3.9 Microcosm Hub -  Art Gallery (West)
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Look at the paintings if you want to, I'm not sure what they mean.  Head around
the partition to the back of the room and face the door.  When you try to enter
it, you read the note "Wet Paint".  Go back outside this door and face it again
(inside the room, there's a case of film that you can pick up, but it's an
extraneous item, i.e. you don't need it).  Since there wasn't really any wet
paint on the door, how about we add some?  If you use either the yellow or blue
paint on the door, you will then be able to pick up another bucket of that
color inside the room.  But remember what the priest said when you first got
the yellow paint?  You have to make it green.  In the inventory menu, combine
the yellow and blue paint to make the GREEN PAINT.  Use this on the door to
create the entrance to the microcosm.  Switch to Disc 3 to continue.

There are doors to the left and straight ahead.  Let's do the one to the left
first.

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   3.9.1 Warrior Tribe (jungle island)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Mysterious island, don't be deceived by the illusions and try to see the
truth."

After the prologue, talk to the chief to start the fight.  Once you find
yourself in your hut, turn around and go outside.  Take the first left and go
to Seim's hut.  Talk to Seim and examine his pot, then go back outside.  Go
straight across to Tyros' hut and talk to him.  Head up into the rest of the
village and go left to Daron's hut.  Talk to the chief and something strange
will happen.  Leave the hut and go straight across to Jagi's hut and talk to
him for another weird vision.  You can also go up and speak to Kura and Tochis
in their respective huts.  When you're done, go back and talk to Seim again.

The next morning, head up and right to the village meeting place.  Talk to the
chief and you'll be asked to go find Tochis.  Head North to his hut and enter
it.  Go back to the village square to report what you found.  When Tyros joins
you, return to Tochis's hut again.  Once there, talk to Tyros.  Next, go to the
village square again to look for Kura.  In Kura's hut, talk to the villagers.
Leave them in the hut and go to Seim's hut to talk to him once more.

When you find yourself back in your hut, go to Death Spring by heading West
then North from the crossroads nearest the village meeting place.  Once the
path turns white, go to Chief Daron's hut and talk to the villagers gathered
there.  Return to the white path at Death Spring.  Just keep watching and
reading as the very strange story plays out to the end.

         Kura's
          hut _ _________ _
             |_:___   ___:_| Tochis's
  Death _          | |        hut
 Spring| |    _ ___| |___ _
       | |   |_:___   ___:_| Jagi's
       | | Daron's | |        hut
       | |   hut   | |
 ______| |_________| |_______
|__________________   _______|Village Square
Beach              | |
              _ ___| |___ _
      Seim's |_:___   ___:_| Tyros's
       hut         | |        hut
                   |_|
                   |_|
                 Ugosa's
                   hut

After the story ends, head up and turn right to find the other door in this
area.

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   3.9.2 Prison of Death (prison island)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Inside a towering building in the middle of the night, blood splashes and
screams echo.  Evil laughs scornfully..."

Talk to the man on the docks, then turn around and head into the facility.  Go
through the gates to the first locked door.  Look right at the ID scanner and
use the ID CARD there to gain entry.  Inside the hall, examine the white line
along the wall.  Turn right, go to the elevator, then turn left and examine the
window in the wall again.  Turn back to the elevator and use the ID CARD again
on the scanner on the right side.

On the second floor, go ahead around the corner to the crossroads.  Go left
through the door, then turn left and look at the door.  It is marked 'TOYBOX'.
Turn around and go through the other door in this hall to find the computer
room.  Examine the notepaper on the left side by the mug.  Next, examine the
computer below the panel.  This controls the door locks.  Having read the
report and looked at the door opposite this room, you now have the names of 3
sectors: DUSK, DAWN, and TOYBOX.  Enter each of these words into the computer
and hit enter (use backspace, or BS, to erase each one once you've cancelled
the locks) to open the doors.

Once they're all unlocked, leave this room and enter the 'Toybox' room ahead of
you.  Examine the GUN to pick it up.  Leave and go across the main hallway to
the other pair of doors.  Enter the left one and turn left when facing the
operating table.  Pick up the TRANQUILIZER DART on the crates, then head back
outside.  Go out to the main hall and turn right.  To prepare for what's ahead,
open your inventory menu and combine the TRANQUILIZER DART with the GUN.  Head
up and turn the corner to spot a guard by the elevator.  To shoot him, move the
targeting cursor over his chest and hold X until you fire.  You automatically
retrieve the MEMO PAD from his body.

Your ID card won't work on this elevator right now, so turn around and return
to the computer room.  There, open your inventory menu and examine the BLACK
MEMO PAD.  You need to code to get access to the 3rd floor. Examine the ID card
writer at the top right corner of the panel, and enter the number 3030303 and
hit enter.  Exit here and return to the elevator.  Turn to the ID scanner and
use your upgraded ID CARD to gain access.

On the third floor, you are met with 2 guards this time.  Move the cursor over
each one's chest and hold X until the targeting indicator zooms in fully.  Once
they fall, you pick up the RED MEMO PAD.  Go past them down the hall.  Turn
left at the intersection and enter the prison area.  The first pair of prisons,
marked 'INSECTCAGE' and 'PIGPEN', both contain prisoners.  Just ahead, the
prison on the right is marked 'BIRDCAGE', and you can see a TRANQUILIZER GAS
GUN inside.  Behind you, the room is open, and there is a GAS MASK sitting on
the crates.  Pick that up, then go back out of the prison area.

Go straight across the intersection and enter the next door on the right to
find another computer room.  Now examine the new memo pad in your inventory.
Between both memo pads, you now have the codes:   0010100 - 1st floor
                                     0202020 - 2nd floor
                                     3030303 - 3rd floor
                                       ???   - 4th floor
                                     0050500 - 5th floor

You still need to go to the fourth floor before you can get to the fifth, but
what is the code?  Well, looking at the others you see that there are only 3
different patterns, so the code for the 4th floor must be either 0040400,
0404040, or 4040404.  Try each of these in the ID card rewriter in this room to
gain access (the correct one is 0404040), and also enter 0050500 for later.
Now examine the notes on the side again, and use the computer in the middle to
unlock the BIRDCAGE prison by entering that as a password.  Go back into the
prison area, enter the cell you opened, and pick up the TRANQUILIZER GAS GUN.
You will automatically put on the GAS MASK (unless you still need to pick it
up).

Go South at the intersection to reach the next elevator.  Look to the right and
use the ID CARD on the scanner to gain entry.  You face four guards up top.  As
soon as the targeting cursor appears, hold X until you fire (don't move the
cursor).  Walk down the hall.  At each corner, you'll see a short FMV.  Keep
going until you reach the final elevator.  Use the ID CARD on the scanner on
the right to go up to the fifth floor.  There, keep going forward until you
reach the desk and talk to the man behind it.  Finally, use the DART GUN to
finish the story.

    FIRST FLOOR                                     SECOND FLOOR
 _______________ _                                 _ ________
|_ _____________:_|Elevator              Elevator |_:______  |
| |                 to 2nd                to 3rd           | |
| |___________                                         _   | |   _
|___________ _|                                     __|_|__| |__|_|__
            | |                                    |__ _ __: :__ _ __|
            |_|                                       |_|  | |  |_|
           Start                                           | |
                                                           | |________ _
                                                           |__________:_|Down
                                                                       to 1st
  THIRD FLOOR

Down to                                     FOURTH FLOOR
2nd__________                            _ ___ ________
|_:________  |                          |_:___:______  |
           | |                       Elevator        | |
Computer   | |     _  Storage         to 5th         | |
   _|_|____| |____|_|__|_|__                         | |________ ___ _
  |________: :____ _ __ _ __|                        |__________:___:_|Down to
           | |    |_|  |_|                                             3rd
           | |        Birdcage
           | |
           | |________ _
           |__________:_|Elevator
                          to 4th

After a message from the Priest to hurry (what does he think you're doing?),
leave this room for the main hub.  Turn right and go to the next door.

    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                  3.10 Microcosm Hub - Dressing Room (South)
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Go straight ahead from the top of the ladder to enter the South room.  In the
room, walk ahead and turn left to examine the discolored rectangle on the wall.
Does its shape look familiar?  Use the MIRROR on the wall to see something
hidden in the room.  Next, turn around and go to the opposite wall.  Use the AX
to chop through the wall, revealing the hidden door.  You automatically go
through it.

In this strange space, there is a door to your left, and a cyber helmet
straight ahead.  Let's do the door on the left first.  Enter it to start the
vignette.

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   3.10.1 Curse of the Phila (forest)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"A legendary sacred animal, Phila, vengeance and a curse from 18 years ago are
brought back today."

After reading through the back-story, head straight through the forest until
you reach the house at the end (the houses on the sides are all closed, there's
nothing to do there now).  Enter the home and talk to Dr. Rosenschtiner.  Turn
around and leave to get a tour of the house.  Across from the study is the
dining room.  Next to that is the bathroom.  In there, press forward to examine
the floor.  You can't go through the door in the back.  Exit back out to the
hall.  The last door across from the stairs is the display room.  Enter it and
examine Phila in the glass case.  Look left and go to the shelf, examine the
mask there, then turn around and examine Phila again from another angle.  Leave
the room and go upstairs.

Go into your room and examine the desk to write in your notebook.  Turn around,
go back downstairs and return to the study to start the interview with the
Doctor.  At the end, the Doctor suggests that you take a walk, so head outside
the house.  Once you do, you hear church bells.  Head down through the forest
and take the second right to reach the church.  Go inside and walk up to the
altar to look behind it.  Return to the house and re-enter the study to tell
Dr. Rosenchtiner what you saw.  Next, go upstairs and knock on Eliza's door to
get her to use the phone.  Since there's nothing else you can do for now, go to
your room and use the bed.

After a vision, go downstairs to the display room and touch the mask.  After
Eliza sees you, go back to bed upstairs.  Next, go down to the study and talk
to the doctor again.  He agrees to come with you as you investigate the rest of
the little town.  Leave the house and go down to the first crossroads, then go
left to Meisel's house.  Examine the door, then cancel the action indicator and
move inside.  Check the room on the right.  Examine the body, then also examine
the FEATHER in its hand.  Next, turn left and go behind the kitchen counter to
find another body.  Examine that one too, then leave the room and enter the
other room across the hall.  There's one last body to check out in there.

Leave the house and go straight across the forest to Ruth's house.  Once you
enter, examine the feather on the ground.  Turn left and enter the door in the
back of the room.  Examine the body slumped against the wall, then turn right
and look at the one on the bed.  Examine him to see another feather and you'll
be prompted to return to the doctor's house.  Do so.

Once you return to the house, go upstairs to Eliza's room to check on her.
Next, go to the display room to check on Phila.  Examine him to talk with the
doctor about him.  You decide to watch over Phila, while Eliza visits you.
Afterwards, leave the room and go to the doctor's study.  Go up to Eliza's room
next.  After a little snack, go back to your own room and use the bed to sleep.

After you figure things out, Eliza comes to your room.  Talk to her once.
After that, move the action cursor over the door, not over Eliza.  You'll
automatically run to the display room.  You have to find a weapon.  Move to the
opposite corner of the room from the door, past Phila's case, turn around and
look behind the shelves.  Pick up the antique sword.  You have to do all of
this before Eliza reaches the room.  Examine the mask to start a fight, then
smash the glass case and attack Phila.  Watch the denouement of this episode.

          FOREST                            DOCTOR'S HOUSE
           _____                             FIRST FLOOR
          |     |Dr. Rosenschtiner's       ___
          |     | house  ---------------> |   --:------
          |_____|                         |___--:  ___>Stairs up to 2nd floor
            | |                        Display  | |
 Ruth's     | |                         room    | | ___
  house     | |                                 | :-   | Bathroom
  ----      | |      ----                       | :-___|
 |    |-----   -----|    |                  ___ | | ___
 |    |-----   -----|    |                 |   -: :-   |
  ----      | |      ----            Study |___-: :-___| Dining room
            | |    Meisel's                     | |
            | |      house                      | |
  ----      | |                              To outside
 |    |-----  |
 |    |-----  |                              SECOND FLOOR
  ----      | |                             ___
 Church     | |                      Guest |   :------
            | |                       room |___:   ___>Stairs to 1st floor
            | |                                 | |
            |_|                                 | | ___
           Start                                | :-   | Eliza's
                                                | :-___|  room
                                                |_|

Head toward the cyber helmet to start the next story.

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   3.10.2 Virtual Insurance Investigation (cyberspace)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Obscene murders produced in a highly systematized and controlled society..."

Head into the virtual world of the Core Station by clicking on World Network.
In this scenario, you can ignore the Shopping and Culture branches, as there
isn't anything useful there.  First off, go to Public Services, then choose
Medical to visit the virtual hospital.  Enter Internal Medicine and speak to
the first doctor on the left, Maniella (the other two are with patients and
cannot be accessed).  After the consultation, you receive the ADDRESS OF GREEK
CROSS HOSPITAL.  Exit the doctor selection screen and choose the new option
here, System Control.  Click on the man's face to ask about the chart system.
Exit back to the first screen.

Check your mail box and click on New Mail to receive the LIST OF MURDERED
PATIENTS.  Now choose Net-Tel and use the ADDRESS OF GREEK CROSS HOSPITAL to
phone them up.  Talk to the nice lady and ask her to check if your chart is
there like it should be.  Now, examine the items in your inventory.  The
description of the list you received will give you a clue what to do next.
However, you need another tool before you will be able to get useful
information.  Check your Mail Box again to get the HACKING PROGRAM.

Next, go back into Public Services through Core Station and visit the Police
database.  Use the HACKING PROGRAM here to gain entry to the files, then use
the LIST OF MURDERED PATIENTS to cross-reference with them.  Keep clicking on
the windows until you read about Lucifer Planning.  Click the top box to get
the ADDRESS OF LUCIFER PLANNING, and also click the lower box.  Leave Core
Station.

Go to Net-Tel and use the ADDRESS OF LUCIFER PLANNING.  Talk to the lady and
choose whichever options you want.  Once you get kicked out, go the your Mail
Box and click New Mail again to receive the SEARCH ENGINE.  Return to Net-Tel
and dial up Lucifer Planning again.  Talk to the lady once more and make any
selections, but this time at the end your connection will stay open.  Once you
get to the organizational chart, click wherever the action icon spins until you
decide to investigate N. Atas (read it backwards).  Click on the box to receive
the ADDRESS OF N. ATAS.

Back at the Net-Tel main screen, use the ADDRESS OF N. ATAS to call him up,
then use the SEARCH ENGINE on the next screen.  Examine the man twice to strike
up a conversation.  Once you get the action cursor back, examine him again.
When 3 boxes appear on-screen, click on each to continue.  Finally, when all
seems lost, use the SEARCH ENGINE again.  Click to connect on Area 3, then D-
block, then File 1 (Data Conversion Program) followed by File 5 (Data
Search/Medical Records).  When N. Atas' chart pops up, click on File 1 again to
link his program to himself.

                            INFORMATION
                                 |
             MEDICAL ---- PUBLIC SERVICES ---- POLICE
                                 |
                                 |
              CULTURE ---- CORE STATION ---- SHOPPING ---FOOD (Closed)
(Closed)MUSIC---                 |                    ---ELECTRICS
          ART---                 |                    ---AUTOMOTIVE (Closed)
                                 |                    ---REAL ESTATE
                                 |
             MAIL BOX ---- WORLD NETWORK ---- NET-TEL


Now that you have cleared both vignettes in this Microcosm, you see the twisted
door finally straightening out completely.  Return to Disc 1 to continue.  You
find yourself back in the dressing room.  Exit to the main hub.  Climb down the
ladder and go to the end of the tunnel.  Ready for the final showdown?

    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                 3.11 Microcosm Hub -  Projector Room (East)
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

There are actually 5 projectors in this room; one on the table, and 4 in boxes
mounted on the walls on both sides of the room.  Each will project a film of a
door.  You need all projectors showing this in order to make the door real
enough to step through.  Each box on the wall has the letter H, E, L, P written
on it, but one of these letters is in red on each box.  Examine each box and
note which letter is in red.

Now, open your inventory menu and choose 'Examine' for each film reel that
you're carrying.  In doing so, you'll find that they are engraved with the same
letters as the boxes on the walls, and their listings in the inventory menu
will change to reflect these letters (there was an extra roll of film in the
back room in the Art Studio that has no such letter.  It is a decoy).  So as
you examine the boxes and note which letter is in red, next use the FILM with
the same letter to place it in the box (if you put the wrong film in the boxes,
the image gets all screwed up when you play the projector, but you can remove
the film from the box and try again).  When they're all in place, go to the
projector and use the switch beside it to start things rolling.

In this Microcosm, there is a door on the right and a cyber helmet straight
ahead.  Go right and enter the door first.

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   3.11.1 Eyes of Memory (forest)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"In the dim forest people are treated like dolls.  Insanely evil."

Go forward, then turn left and examine the doll on the grave.  Go up the path
to the intersection, then go left to the house there.  Knock on the door, then
cancel the action cursor and go inside.  Go up to the painting and examine it,
then enter the door on the left.  Look to the left and examine the body there,
then turn back to the right and go ahead to the desk.  Open the drawer to find
a KEY.  Leave the room and enter the other one just ahead to examine another
body.  Leave this house.  Go straight across to the next house and enter it.
Turn right and look at the photos on the counter.  Go to the back of the room
and look left to find another body.

Go North to the end of the forest and go right to the house.  Use the KEY to
get inside.  Go straight to the back room and examine Grandma in the bed.
Provided that you've looked at all the dead people in the other houses, you
briefly go over what you've seen.  Leave Grandma and exit this house, then go
straight across the path to the dead end opposite.  Examine the body there,
then turn around and go back to Grandma in her bed.  Talk to her again, then
put your hands on her eyes as she instructed (move the action cursor over the
eyes).  It seems that you can see a person's memories by touching their eyes.

Go back to the murdered man at the dead end of the forest and touch his eyes.
This reveals a new path by the grave back near the start of the forest.  Go
back there and walk through the forest along the new path.  Half-way along it,
there's a clearing with furniture on either side.  Turn left and go to the
china cabinets, and examine the bowl on the second shelf in the right one.
Turn around and cross to the tables and touch the eye in the bowl on the middle
one.  Continue West through the forest to reach the graveyard.

In the graveyard, turn right and go North a bit, then go left to find a pair of
impaled skeletons.  Examine the lone eye in the skull on the left.  This
reveals a new path behind the monument.  Return to where you entered the
graveyard and go West past the monument to a new area.  At the T-junction, go
right and up to a hole in the ground.  Examine the hole to see a vision through
the photos in there.  Go back past the monument and go South along the path to
reach the stone casket at the end.  Examine it to open it and touch the eyeball
inside.  This reveals the final path past the crosses.  Go back to the
monument, go past it, and turn left at the T-junction.  Keep going past the
crosses until you're in a brightly-lit field.

Go up to the house and examine the door.  Inside, talk to the girl, examine the
mirror and the lamps beside it.  Talk to the girl again, then examine the
mirror to trigger some memories.  Talk to the girl, who is by the tea tray,
once more, then examine the mirror again.  Talk to the girl when she offers you
tea.  Examine her whenever the action cursor shows up until the story is
finished.
                                              __________________ _
                                        dead |_______   ________:_|Grandma's
                                _         end        | |            house
                               | |                   | |
                    Skeletons  | |                   | |
                       | |     | |                   | |
                       | |_____| |                   | |
        hole           |_______  |         _ ________| |________ _
         | |                   | |        |_:________   ________:_|
         | |                   | |       house       | |        house
         | |     Monument      | |                   | |
         | |______|    |_______| |_ ____tables______ | |
         |  ______|     _______   _:________________ | |
         | |      |____|       | |      China   Grave| |
         | |                   | |     cabinets      | |
         | |                   | |                   |_|
         |_|        Stone _____| |                  Start
       crosses     casket|_______|


  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   3.11.2 Core Station Mystery (cyberspace)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"A society fully controlled by the internet, lives through monitors.  Evil
approaches..."

Click on the World Network to enter Core Station.  Here, you don't need to
enter Culture or Shopping to get through the story, but check them out if you
want to.  You do need to go to Public Services and then to the Police.  Click
on the screen there to get a little update on what's happening with crime in
the city.  Next, go to Information and watch the News.  Note the warning about
illegal shops.  Exit back to Core Station and go to the Free Area.  Enter the
Cafe and talk to all 3 people there.  Take a look at the stuff for sale in the
other places within the Free Area.  On some, you get an option to order some;
ignore this for now.  You must at least examine the items in the Diet shop to
continue.

Go back to the News to see a new broadcast.  After that, return to the Cafe in
the Free Area and talk to everyone about the accidents.  The girl on the right
will give you a tip: She asks about your favorite fruit, then says that 85 is
too many to eat.  Now, if you looked at all the stuff in the shops, you may
have noticed that many items contain or are based on the word "Orange".  If you
try to order 85 of these items, you will gain access to secret shops.  In the
Diet Shop, you actually can't order the orange item, as it's 'only for
members'.  Next up is the Idol Shop.  Order 85 Plastic Orange trading cards
(enter 85 then click on 'OK') to enter the Password Shop.  Order the POLICE
PASSWORD to add it to your inventory.  Also go to the Pizza Shop and order 85
of the Tropical Orange pizza to enter the secret Software Shop.  There, buy the
MIMI V6.2 tapping program.  You can also try to order the orange item in the
Software Shop, but they don't have current hacks right now.

Go to Public Services and enter the Police database.  At the main screen, use
the POLICE PASSWORD to gain access to their files.  Once you're in the Top
Secret area, click to read them.  Exit out of Police and enter Information.
Watch the new News broadcast, then go back to the Cafe.  Talk to the folks
there to learn what happened to Camia.  After that, enter the Software Shop and
order 85 of the Orange Harvest program.  Purchase the INFORMATION PASSWORD
(it's the left picture).  With this, return to Information under Public
Services and use the INFORMATION PASSWORD.   In the file menu, you can watch
all of the broadcasts that have been made.  File 5, however, is new.  It is the
statement sent to the police by the perpetrator.  Exit to the main Information
screen and use your MIMI V6.2 program to find the DOCTOR'S ADDRESS.

Go back to the main Core Station screen and use the DOCTOR'S ADDRESS.  This
brings you to a new area.  First, click on Doctor to read all about him.  Read
each subsection here, but especially Death to learn what you have to do.  Next,
click on Camera and examine each of the 14 images.  You'll notice that for each
painting title, one of the letters is in red.  Note these letters in connection
with the camera numbers.  The complete list is here:

   Camera | Letter             Camera | Letter
  -----------------           -----------------
      1   |  O                    8   |  L
      2   |  D                    9   |  W
      3   |  Y                   10   |  O
      4   |  B                   11   |  Statue outside house
      5   |  R                   12   |  House
      6   |  O                   13   |  Corpse at computer
      7   |  M                   14   |  Computer screen

Next, go to '?', and choose the first option (?#1) to see the number:
4810623915711.  However, if you watch as the number appears, you'll note that a
couple of times, 2 digits appear as once, so properly the number should be
read:
  4, 8, 10, 6, 2, 3, 9, 1, 5, 7, 11.

When you select ?#2, you see the statue of the demon with the numerals 'XI' on
it's head, and the word Satan with the 'S' in red.  This is number 11, which
gives you the letter S in the same way as for cameras 1 through 10.  Now that
you've seen all this, you can translate the string of numbers into letters.
Doing so gives you the code: 'Bloodyworms'.  Go to the option '!' and punch in
this password, then click on Enter to terminate the program.

                            INFORMATION
                                 |
             MEDICAL ---- PUBLIC SERVICES ---- POLICE
                                 |
                                 |
              CULTURE ---- CORE STATION ---- SHOPPING ---FOOD
        MUSIC---                 |                    ---ELECTRICS (Closed)
 (Closed) ART---                 |                    ---AUTOMOTIVE
                                 |                    ---REAL ESTATE (Closed)
                                 |
                             FREE AREA ---CAFE
                                       ---DIET
                                       ---IDOL
                                       ---SOFTWARE
                                       ---PIZZA

And with the last of the Microcosms cleared, the twisted doors straighten out
and you automatically go through them.  Switch to Disc 3 to get on with the
endgame.

    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                             3.12 Final Encounter
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Walk ahead through the field to reach a grave.  Examine it twice to zoom in,
then use the PENDANT to have everything go to hell.

Go ahead to the center and turn to either side, then walk out and examine the
ground.  On one side, you find the COIN, and on the other you find the CROSS.
Go back to the middle and up the side opposite where you started from to find
the GARLIC on the ground there.  Once you have all 3 items, return to the
center of the pillars.  Now things get interesting.

For this fight, recall the image burned into the wall on the first floor of the
mansion: + -> O.  This means that you should first use the CROSS, then the
COIN.  Any other combination of items or order just gets you killed.  Finally,
pick the COIN back up from the goo and use it again.  Talk to Sarah whenever
you get the chance.  When you get a dialogue choice, pick "Let's make a deal"
(not the obvious choice, in my opinion).  Next, choose "Don't show me your
face!" and "I won't be deceived".  Examine the hilt of the SWORD to pick it up.
Use it a moment later when the action cursor appears to slay the demon.

Watch the WORST END CREDITS SEQUENCE EVER, then pick up the CHESS PIECE.  Save
your game!!!

    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                               3.13 New Game +
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Didn't see this one coming, did you?  Or maybe you did, since there were still
a couple of pieces of unfinished business in the mansion.  Anyway, insert Disc
1 into the Playstation and load the save file that you created after the end
credits to start this mode.

Walk up through the gate and enter the house.  Inside, turn right and enter the
side room.  In the mansion, turn around and go into the library, then
immediately left into the hall.  Turn right and go to the stairs, then up to
the second floor.  Turn left and advance to the first door and enter the Game
Room.  Go ahead to the edge of the bar and examine the chess board set up
there.  Use the CHESS PIECE to start a little game.  The board starts as
follows:
   __ __ __ __
  |  |BG|WB|WG|
4 |__|__|__|__|    BK = brown knight
  |  |  |  |WB|    BR = brown rook
3 |__|__|__|__|    BG = brown king
  |  |WK|  |  |    WK = white knight
2 |__|__|__|__|    WB = white bishop
  |BK|  |  |BR|    WG = white king
1 |__|__|__|__|
   a  b  c  d

Now, if you know any chess at all, you'll know that this is a very abbreviated
game, and not well-played either.  To get through the game, you must move your
knight from square 1a to 2c.  This forces the white bishop to capture you,
allowing your rook to capture the white king.  Game over.

Leave the game room and enter the double-doors at the top of the stairs.  Face
the left side of the dining hall and head to the back corner.  Examine the wall
to push it in, revealing a hidden space.  Step inside and climb up the ladder
to the third floor.  At the top of the ladder, turn right, advance, turn right
again and go ahead to the door.  Enter it and cross to the far side of the
room.  In the powder room, open the book.  Switch to Disc 2 and watch through
to the end.

===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===
                               ~~~~~~~~~~~~~~~~
                                 4. ITEM LIST
                               ~~~~~~~~~~~~~~~~
===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===

You can use this list as an easy way to get yourself un-stuck in the game.
Just scroll down and look for an item that you haven't got yet and where to
find it, or look for an item that you do have and where to use it, and that'll
give you some info to get you moving again.

ITEM NAME     |  FOUND WHERE                  |  USED WHERE
===============================================================================
(MANSION ITEMS)

Pendant       | Have at start of game         | Anywhere to save game.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Painting      | Beach area, E side of forest  | Top of tower, place on each
              |                               | easel in turn.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Record        | Beach area, W side of forest  | Use in record player in side
              |                               | buildings in beach/forest area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Dog Card      | Outside of mansion, front.    | West side of mansion to receive
              |                               | God Card.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
God Card      | Exchanged for Dog Card on     | East side of mansion to receive
              | West side of mansion.         | Evil Card.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Evil Card     | Exchanged for God Card on     | West side of mansion to receive
              | East side of mansion.         | Live Card.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Live Card     | Exchanged for Evil Card on    | Give to man at rear of mansion
              | West side of mansion.         | to gain entry.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Yellow Paint  | Painting Studio, 1st floor,   | Combine with Blue Paint.
              | on shelf.                     |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Red Pastel    | Painting Studio, 1st floor,   | Put in clown's hand in Parlor.
              | on table.                     |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Picture       | Dressing room, in Microcosm   | Add to photo album in parlor
              | Hub, in dresser drawer.       | to get door combination.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Piece of Iron | Dressing room, in Mircrocosm  | Use in iron press to make Key.
              | Hub, in wardrobe.             |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Iron Key      | Made from Piece of Iron in    | Unlocks door in Dining Room.
              | iron press.                   |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Mirror        | Side room off Parlor          | Use in hall leading to iron
              |                               | press, then in dressing room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Iron Crank    | Made in iron press from       | Use to drain water tank and to
              | either ore or key.            | change room on Lower Level 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Coin          | Inside drained tank on 3rd    | Activates arcade machine in
              | floor.                        | Game Room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Knife         | Inside drained tank on 3rd    | Slash pictures in Bedroom,
              | floor.                        | rotating Skull Room, and LL1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Film "L"      | In iron press hallway, from   | Use in projector room.
              | reflection of high door.      |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Film "E"      | In darkroom, off of parlor.   | Use in projector room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Film "P"      | Underneath dining table in    | Use in projector room.
              | rotating skull room.          |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Film "H"      | In lower level 1 room after   | Use in projector room.
              | 1 turn with crank.            |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ax            | In painting in starting room  | Chop wall in dressing room to
              | after slashing 3 pictures.    | reveal door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Green Paint   | Combine Yellow Paint and      | Use on rear door in Art
              | Blue Paint                    | Gallery.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Film          | On shelf in back room in      | No use.
              | Art Gallery.                  |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

(MICROCOSM ITEMS)

Address of    | Insurance investigation,      | Use in Net-Tel to phone the
Grk. Cross H. | after seeing doctor.          | hospital.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
List of Murd- | Via e-mail during             | Use in Police database once you
ered Patients | insurance investigation.      | have access to files.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hacking       | Via e-mail during             | Use in Police database to gain
Program       | insurance investigation.      | access to files.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Address of    | Insurance investigation,      | Use in Net-Tel to phone the
L. Planning   | after accessing police info.  | corporation.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Search Engine | Via e-mail after trying to    | Use when accessing N. Atas via
              | access Lucifer Planning.      | Net-Tel.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Address of    | After accessing L. Planning   | Use in Net-Tel to phone him up.
N. Atas       | organizational chart.         |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Old Gun       | Given to you by children at   | Shoot the children at the port.
              | port on Killing Island.       |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fake ID Card  | Given to you at start of      | Use on scanners beside doors
              | appropriate mission.          | to gain entry.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
White Uniform | Take from scientist in        | Wear it to enter experiment
              | restroom.                     | rooms.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Electronic    | Take from guard in            | Use to access higher-security
Key           | Edelweiss room                | doors and elevators.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Guard Uniform | Given in computer room.       | Wear it to patrol hallways
              |                               | free of opposition.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ID Card       | Given at start of mission.    | Use to access electronic doors.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Gun           | Found in Toybox room.         | Combine with Tranquilizer Darts
              |                               | to stun prison guards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Tranquilizer  | Found in Dusk room.           | Combine with Gun to stun prison
Darts         |                               | guards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Black Memo    | Taken off guard on second     | Examine to find ID passcodes
Pad           | floor of prison.              | for floors 1-3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Red Memo      | Taken off guards on third     | Examine to find ID passcode for
Pad           | floor of prison.              | fifth floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Key           | Found in drawer in house of   | Use to unlock Grandma's house.
              | murdered people.              |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Police        | Order 85 Plastic Orange       | Use to gain access to police
Password      | at the Idol Shop.             | files.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Mimi v6.2     | Order 85 Tropical Orange      | Use to trace sender of message
              | pizzas at the Pizza Shop.     | to Information Center.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Information   | Order 85 Orange Harvest at    | Use to gain access to news
Password      | the Software Shop.            | files.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Doctor's      | Found by hacking Information  | Use in Core Station to locate
Address       | Center.                       | the Doctor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

(ENDGAME ITEMS)

Cross         | Found on floor.               | Use first when fighting demon.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Coin          | Found on floor.               | Use second when fighting demon.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Garlic        | Found on floor.               | No use.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sword         | Picked up off of floor.       | Use to slay demon.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Chess Piece   | Pick up from dresser.         | Use to play chess.
===============================================================================

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                             ~~~~~~~~~~~~~~~~~~~
                               5. CLOSING INFO
                             ~~~~~~~~~~~~~~~~~~~
===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===

  ~~ LEGAL INFO ~~

This guide is copyright (c) Marc Lalonde, a.k.a. Syonyx, and is provided for
free personal enjoyment only.  Any use of this guide in whole or in part for
financial profit or in hopes of such profit is expressly forbidden (and good
luck trying to make money with this thing, anyway).  Any public display of this
document must include intact all original indications of authorship.  If you
wish to post this guide on your website, you may do so only if it is available
for unlimited viewing by non-paying visitors to the site, and only if the guide
is unchanged in any way.  Failure to abide by these rules will make you a very
sad example of humanity.

  ~~ CONTACT INFO ~~

If anyone wishes to send me a note, either with kudos, comments, or
constructive criticism, please feel free to do so at:
     syonyx_faqs at yahoo dot com

Also, please check out my entire body of video game guides, mostly for semi-
obscure Playstation games, at:
     http://www.gamefaqs.com/features/recognition/35729.html

That's it from me.  I hope this guide was useful to you in getting through the
game, or at least provided a modicum of entertainment.  I had fun playing the
game and writing it at least, so it couldn't have been a total loss.

Cheers until next time,

Syonyx 2005.