" t7 [8 s8 ?0 ZCHAPTER 0 - TAINTED (CH00)& u( i) q9 Y6 O1 [
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SETTING: MONASTERY; b+ \1 y" F, v' W/ Z9 _
(as Brian Westhouse)3 q3 g" |8 `" X( e, M
01) Walk out of the room and follow the monk5 g. a7 |7 o0 p+ w
02) Follow the left wall and bother the whispering monks 6 z, [: z' x A/ j8 }+ N03) The head monk will say that the ritual preparations are complete ; B$ r+ I* z% H8 D- n0 d04) Walk onto the dais " h5 u: }+ x1 P' c . J9 ~* r* B5 v) z' w. J& d; ?3 T1 v% B g4 [
/ d! b6 |' v" X- e5 q1 n; @ 1 H( D3 z+ R, E) Y- G& M8 hCHAPTER 1 - ONE (CH01)! B/ l9 Y. J$ s O0 m9 X! B% a
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( n4 |% F$ f8 |; SSETTING: CASABLANCA : n/ O/ w$ X* Q(as Zoë)/ R( V7 v' }' H4 v5 Y5 }2 |) f
01) Answer the MOBILE, it's on the chair next to Wonkers (the purple gorilla)# b: B' X6 u# g
02) Open the closet3 C% R" p5 W4 O. }# O' _. r" Y) N
03) Use the clothes to change ! o6 t/ u6 V4 Z- e04) Go downstairs( X; v9 Y: W" |/ t
05) Speak to your father & p m5 x K4 O! S" R( c, G1 @06) Exit the house . C& \9 v# p* _07) Walk down the linear path until you reach a new area. 7 g0 M! G) n3 P, m7 s08) After the cutscene, follow Aralyn , H( V# s0 r) u. r09) Proceed to the end of the path 3 ]9 F, X- f0 k* V; R5 h( C5 {10) Open the door to get to the gym , Q7 ~: O+ W% L; {1 N11) Talk to Jama, the woman in green" M; K$ R, K* w
12) Spar with Jama, say "no" when you're done practicing between rounds6 O$ d% A# X% h2 j1 _7 b2 W7 z4 R
13) Exit the gym 2 L# _5 o2 d5 `* M: Q/ Q14) Go to the shop, "Alien the Cat." To get there, backtrack home * J d+ h# J: D N$ m15) Walk to the back of the shop ; V; b) N5 }! w; M16) After speaking to Olivia, exit the store + \( C; v1 `* Q" I' T17) Meet Reza at Moca Loco, it's in the marketplace4 Z2 S" d- N$ z0 p; Y6 K, q1 [; S
18) Reza is sitting on bench just left of the storefront( a9 j/ `. J- [* c
19) Doesn't matter what choices you make in this conversation+ Q! m& l6 f- ?7 J
20) Go to the taxi stand, it's near where the gym is* ^7 ^6 }! E6 r
21) Get into the taxi & X A( o5 P f4 \' f! e. q+ [" r. o& X N, L2 w9 x2 q1 g. g
SETTING: JIVA CORPORATION" `5 B% U8 I# t0 v+ Q! }
22) Press the button to call an elevator pod 0 [% ?0 ?. S0 |4 N+ P9 T21) Walk up and speak to the receptionist 4 g- E) C6 `3 P) D% ]22) Choose: Appointment, Distract, Plead* b4 ]& R6 I3 Z% q& B
23) Use the panel near the storage room to lock the receptionist in5 b+ `7 m$ C. S: v
24) Use Console on Receptionist Desk to open the hallway door7 A. h, b& V% m' g5 c* ?& I, @2 v
25) Enter the hallway until a cutscene ; @2 N, w. K9 H) K26) Climb on top of the box to the left of the elevator+ I; M+ u k5 w" `/ f+ k5 b+ Y
27) Climb on top of the elevator % z9 M) `' K/ D" T, C) w( n' {4 J28) Open the cover on top of the elevator" D+ w! L1 z6 S1 w
29) Use the pressure release handle9 `+ H' b( J, L3 p, }
30) Get down from the elevator 4 [. U9 N8 }8 z5 y z% l5 b31) Get down from the box , Q7 n, [" d( o0 A& y' ]32) Open the elevator doors$ e ]2 B- n' o" i+ R
33) Follow the woman to the elevator pod+ \/ X* s4 q0 |4 Z! c
34) Wait for her to do the manual over ride7 J+ l) _; r3 t8 Q" F! H; ?+ O
35) Use the elevator call button ) s8 T% g( x3 ~* d5 `& x36) Enter the Elevator Pod 5 F: B9 u0 K* Q% Z% x# D9 T37) Helena will give you a PACKAGE& G1 x }$ U8 `4 k/ e! x- i
38) Use the call station to hail a taxi0 X' s% k) P+ k6 W
# Z9 @5 f: t$ w; f
SETTING: CASABLANCA + u& p0 t, o$ D, E39) Head to Reza's apartment, use the alley to the left of the Sushi-ya+ |# f. Q I4 t2 C
40) Enter the building with the red doors % l, o! I* Y, V8 y& U: X0 T; M41) Head upstairs, Reza lives in Apartment #88 q3 h& H. ?! t/ `" C
42) Enter Reza's apartment7 @; z0 K n2 u5 a" p* Q
5 F3 t o& B }4 Z " P5 [* f% h `; r0 d3 W) O$ C5 {9 e" J7 x# h6 y' e: S: n' }
# m6 d7 F7 H& Q" s6 k
CHAPTER 2 - LOST (CH02)* i, s9 Q# {* ^
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2 b; m2 I; S) f$ x( Q {1 H
SETTING: CASABLANCA 7 H5 T, {4 a, x) O, ?" m( C( {01) Get the message from Wonkers3 E. {0 e4 H& g9 `
02) Head to Olivia's store, Alien the Cat: ^7 O" `. _! _ D0 x0 k$ g9 J
03) Speak to Olivia, she will give you new software u2 ~/ |. \: d( H04) Head to Reza's apartment 8 m. E+ B6 C$ }0 D) W8 v* P, ^05) Use the MOBILE on the clamp installed on Reza's apartment door 9 u5 ?7 e: c% g# Q9 Z06) Unlock the clamp by matching symbols1 ]0 [: F) q/ U4 ^! G+ F
07) Enter the apartment ) O9 W, t( S; @. O" W- C8 z08) After the cutscene, sneak into the bathroom by staying against7 `' P" I: M, g6 Z( E
the right wall, be sure to avoid any glass8 M G5 B8 ]( @1 N7 y
09) Open the shower door " O: a: C! y- Q: `: X& x' j10) Use the panel installed on the shower + C2 m* i. [+ `7 y6 l4 Q11) Close the shower door - |3 v5 r( d. e$ K' m% K8 b" p12) Use Lucia (the red gorilla) to obtain the WATILLA PARTS g2 e( n- K' v4 |5 a( r# V13) Head back and enter Olivia's shop. ?% D" b" D0 o1 r
14) GIVE Olivia the WATILLA PARTS6 \$ S1 ?5 y- p( R8 a. Z" `& a
15) Olivia will give you the WATILLA POWER SOURCE: y. U. g- w0 j) V+ Z. F" ^: `
16) Go back home 0 h% \6 u( E- n17) USE Wonkers to get the WATILLA BRAIN 8 q0 i2 P e! [' Z' |, G% v! I6 k18) Head back to Reza's apartment# M4 @1 i* ~; h. C
19) USE WATILLA BRAIN on Lucia3 w/ \! @! F @; h+ z) E9 o
20) USE WATILLA POWER SOURCE on Lucia ! N0 E( @6 K" X4 J# `8 w+ Q
21) Speak to Lucia . d6 c. p9 K' j2 s+ Y2 {0 L) j22) Follow Lucia and take the NOTEPAD4 x7 I- \1 N/ m5 }
23) Pick up the NOTEPAD again 4 i9 A( O6 Q* X1 m1 E5 r" j24) Head back and enter Olivia's store7 W* K: c. Z. G9 M( M- {
25) GIVE Olivia the NOTEPAD 1 O8 @' g6 T6 N5 s# Z! v/ I) G! H26) TAKE the backpack from the closet 1 Y: ]# j: p' E, h) u) E+ L' e / q, d" \+ H" q8 q6 d( HSETTING: NORTHLANDS1 U3 z9 Q) k- o3 ~" G+ ^
(As April) " P% O H9 J( g! F27) Take out the Soldiers( w+ W. J* V2 |2 a" p- a; \" E
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, s# r+ ~6 C0 l0 g# `$ ~$ |SETTING: NEWPORT, VENICE 7 A; ~. Q6 h) `% m$ k8 G6 _(as Zoë) f3 W; T5 k# e6 S1 G7 u- D( R01) Follow the right path, until you come to a white building0 ^3 }$ i9 c6 w& _7 n* |
02) Use the Buzzer on the door3 w* a" m7 p, N: v
03) Speak to Charlie, learn about the Border House 5 s' Y7 i! N+ t, Q5 X, h9 s7 |04) This time, follow the left wall until you get to the Crossroads" F* X, O% x# g, u, T
05) At the Crossroads, you will see the "Chinatownman"'s store$ y# Z# a; J0 g7 v3 }7 N
06) Take the bridge to the right of his storefront5 g1 f0 e& V3 n0 k4 R. G- J
07) Once the area loads, hug the right path until you come across a bench + w) w2 ~; M X- n, e3 l, v08) The bench is in front of the Victory Hotel 0 B0 o+ N$ N: s; t9 n3 v' m09) Face the door and take a left- |& D1 s. V! n: n8 W: ~
10) Climb down onto the scaffolding until you reach the water5 b' v* F( t& z
11) Follow this very linear path until you see a ladder . r7 a/ F9 M2 u* Q, D+ M5 V$ K3 l12) Climb the ladder8 P1 I% b! i& A0 j: r2 b1 L2 G
13) Observe the digital padlock 2 g- J2 P# V% l) V14) Use the MOBILE 1 ]# ]% B3 H* l6 i; K15) Backtrack to the crossroads (up the scaffolding, and hug the left path) ) ?+ ^ E+ T1 X8 q16) Speak to the "Chinatownman," and inquire about the "LOCKPICK" 5 E8 N2 u- }6 R9 A, H7 ]" F- A4 Z3 d17) After the conversation, use the mobile# [- P! ^: v% k' u4 j: V1 u! Y
18) Speak to "Chinatownman" again to get the LOCKPICK( C7 |4 X/ m( R) h1 C
19) Go back to the gate with the digital lock ' |" S/ U8 ?! \; b20) USE the LOCKPICK on the digital lock # ^0 _- K0 T5 z' }21) The puzzle is different everytime, but the goal is to make 8 pairs, 4 on 8 D1 E9 o/ |' h T( c! _: ? top, 5 on bottom by rotating pieces. You have infinite time, so no rush! * S6 u2 k, l/ i* J" k% P7 X5 d% X22) Enter the yard ' X0 `* |8 H& e- Z( ?23) Sneak to the toolshed, but only while a train is making noise. 7 I6 w+ [9 ~2 w) B
If the dog wakes up, just climb down the ladder, the dog will be back 5 }) [ Q4 F; a" {1 F( J asleep8 H; a, U5 {$ O! \/ [) g2 n
24) Open the toolshed door when a train is making noise 1 _. w1 ^2 b) x0 [25) Enter the toolshed) k3 y- t# O1 ~# V9 M8 V; ]$ J
26) Take the AXE hanging on the wall ) Y- H, p% e- `. E27) Run across the yard and climb down the ladder. q! ~( W* ^* ~
28) In this canal, find a dumpster 7 I2 U4 f! {9 A* L, o! X# g+ z
29) Release the metal bar on the wheel of the dumpster $ E$ T, q2 [0 G$ g) ?30) Push the dumpster as far as you can (push it four times)- A1 @ `3 N; X3 M
31) Climb on top of the dumpster 4 ^6 g2 M4 Y, k8 e32) Use the AXE on the boarded up window$ V' b* G# G# N% l7 J! B7 b
3 r$ U5 T9 L6 |/ \5 wSETTING: INSIDE THE VICTORY HOTEL: q7 A! V6 G0 S/ a) U
33) Enter the hotel basement through the window6 ?3 o& ~5 C) [- U7 _7 A V1 V" V
34) Pick up the AXE HANDLE 4 w; p! K% H/ V! A9 n35) Pick up a RAG& J- A; @3 `2 b1 N& V
36) Combine the AXE HANDLE and the RAG to make a TORCH0 u- g" _; d4 K8 K- C' h
37) Smell the red can $ q1 \# r) m' N& ^38) Use the TORCH on the red can : h7 K: B* X" E: A" C# P& s39) Hit the red button on the water heater 8 v9 m4 v. h5 \
40) Use the TORCH on the red button/water heater lighter4 e1 Z2 T/ L5 j! b+ ?5 l8 [2 {! H
41) You now have the BURNING TORCH8 f3 {0 x7 ~7 D/ A
42) Go into the dark nook and open the door 5 Q! ^2 I. Z- i- }43) Follow the linear pathway until you trigger a cutscene i! y8 x- e6 X: I( @
44) Enter the door in front of you, to the right9 o- ?( _' r- O' }% v( a
45) Pick up REZA'S LIGHTER8 H3 y7 K& @) J/ }9 R8 j
46) Use the security system and exit7 N4 O+ D% j; |6 w3 j* l
47) Use the MOBLILE on the security system1 F/ U, a! h0 W& y' d
48) Exit the security room, and up the stairs 4 H7 R+ F* x! d7 ~49) Observe the rehydrator/reheater (the pizza) ; Y/ }! s3 \2 B- x! U50) Reprogram the clock on the "microwave." 4 D7 f4 R2 v5 ~3 m. `( \" T3 ~51) Quickly hide at the door where you entered this kitchen& l& V" c% O9 b, y
52) While the man, Vinnie, is eating the pizza, sneak behind him, pass the ; t2 n$ G% a) h& w% H) @6 W screen, and up the stairs 6 t2 S+ j) K* g7 e% S7 w* i( z53) Cutscene: Woman on a device1 F2 J+ a+ w5 V5 i
54) Cutscene: Room 201, you can't enter it right now ' Q1 ]% [% k2 T/ O% U3 R# h. F \. \55) Go into the bathroom and try to open the window, you will get * R6 e5 ~1 C3 o B1 p3 O9 S( K the WINDOW HANDLE0 T2 q) V. u( {5 v% C
56) Go into the room without a door, behind the staircase ; e4 Z1 q Q7 ^& Y. x B57) You should trigger a scene: Vinnie is going to check on the "guests"% K [, F$ x8 D) F' Y
58) Use the WINDDOW HANDLE on the window 0 g; a! C3 i G2 @; K59) Now open the window9 h# f3 Y5 p! x/ A7 R" C0 o
60) Climb through the window onto the fire escape 5 x9 X: `# M+ _8 q ~/ O61) Climb up the ladder * ?! l. _. q/ m2 p62) Exit the room, you will trigger a cutscene of a guest exiting the bathroom 6 e4 v* ?5 j. ]1 L
63) Enter the bathroom and take FILTHY TOWEL- P4 o9 e( {" P5 f& c% Z$ }. R
64) Exit the bathroom3 p. x; Y- I2 T1 o$ }; x" D
65) Run to the end of the hallway until you see a window6 b1 z; Q" b: ?( U& \# l
66) Open the window: W$ d& }1 |9 C T8 i
67) Stand in front of room 3052 k' h- j9 }/ c/ j) e. Z5 I
68) Position the camera and you should see the same guest exiting his room / Y/ c B) o& [# X a6 r8 p69) Quickly run into his room and take the DIRTY SHEET 6 t; F, u( f# w4 n* P70) Run back to the window- D( J/ ~/ s: @. Y w
71) Combine FITHY TOWEL and DIRTY SHEET to create the MAKESHIFT ROPE- c& s+ S, f, F# K2 f; j% b/ s% f
72) USE the MAKESHIFT ROPE on the radiator in front of the window 2 X* U- N5 y7 }) l" Q9 V# W! T73) Climb out the window % u0 V# J& m1 D2 h74) Go along the path and open the window- r' r) V8 i- _+ ?6 [0 ^& A( K
75) Enter through the window 1 I0 X5 E! x- S5 F76) Open the closet % C8 U1 e* }1 U) l9 ?+ Y! d: u77) Pick up the VIDEOGRAPH ( M7 h5 g* u3 U/ z, f( O2 f78) Doesn't matter what you say to Marcus 2 ^ B0 y" _9 k% }: w+ ^7 F3 ^79) Follow Marcus to the front door2 o N+ }1 a# C* I3 I1 h
6 j" B4 p. a6 ?: S) Y$ \7 _LOCATION: NEWPORT, VENICE (outdoors) ' c% h5 V: e4 X) N+ H80) Make your way back to The Fringe * \. h) O0 J1 p: e2 Q$ J81) Use the buzzer to enter The Fringe) ^4 g5 |+ I' N% _; q a, a n
81) Give VIDEOGRAPH to Charlie1 A3 _: t# j* N8 k9 u1 e7 @# Z
82) Go upstairs $ c/ p6 h* X' ^3 }83) Enter the last (and only open) private booth 4 r/ [5 Z7 d$ t# u( t( h, l7 }% w* A84) Use the MOBILE - A8 Q5 w3 [7 t2 T/ k* a+ r3 n $ N6 m+ K7 a4 x8 k1 Z* o A" o0 n, p; i
' V) W3 j' d6 xLOCATION: WINTER/ K2 W3 o& D9 a+ U: b
01) Head towards the black house% `7 F9 h$ N3 q* O' H: K
# U' K* ~! ?. j0 b4 M1 K L( C
LOCATION: SUBTERRANEAN CITY 1 ^& t$ D# T. H0 e02) There are pebbles here, but the easiest way around the guards is just to+ E% b5 j1 r# T$ [ }+ r5 z ^" T
defeat them. The guards block a lot, just run up to them and keep 8 S4 i9 y7 }% Q) |! e8 j using your fierce attacks# o2 |# K+ `: c
03) Go forward and climb on top of stone block. ) z: y& t& E5 ~3 g) v3 k1 _04) Climb down the stairs 5 u1 H& a K$ a* _7 b' m- D) m05) You will see a something like a torch from the ground - S# d! a, n+ T( U7 }" E" \06) Pick up the GLOWING EGG 4 H ^' I) l/ A- P. L4 S07) Move onward and climb down the staircase% p k- C/ Y0 @) ^/ @; V
08) When you reach the large waterwheel, climb up narrow staircase $ W$ g& c9 f% {3 B' k3 E4 \$ v( {09) Just on the right, you will see a contraption6 k, R" H$ ^8 T
10) The contraption is in two parts, the wheel and the top ( H$ y0 C, b- L/ X, b0 K+ {) |6 `11) Use the GLOWING EGG on the top part 0 \3 |+ Q9 K9 B% m! k+ E12) Now turn the wheel part of the contraption 1 L8 T- q v+ G4 x13) Take back the GLOWING EGG $ s4 B. }# D" V14) Climb down the narrow staircase0 k+ ^% L. r, l0 a9 m) g' ^" y
15) From there, Use the waterwheel to get to the upper platform. k4 {9 b% P3 j5 h) ~( M, Y9 _
16) Jump across the gap% j# q4 j w4 n9 q
17) Climb up the very long ladder# u0 R$ P8 w: ~# }
18) Walk upstream until the very end of the cave 0 R. O! [) s) P( E% u1 u19) You will see three glowing runes, they play a musical note when touched( j) E" e7 W% C9 w/ l
20) The correct pattern is: LEFT, MIDDLE, LEFT, RIGHT/ f9 Z& I' \ K/ Q" s8 z+ ?
21) Enter the tunnel / Z$ G- _7 T% g, W e ; l' s7 s% \) X/ B4 `# VLOCATION: MARCURIA 2 k5 `' R( s6 L. r22) Observe the door on the opposite side of where the tunnel was * R6 F1 m" Q2 g0 A8 B- F& ?1 D23) Kick the door twice to open it* x8 B7 F( {' V1 M
24) Speak with Benrime# I5 g' i# K, n6 s/ k
25) Exit the Journeyman Inn, and speak to Blindman Bob, who's right at the! \% u( C0 Q/ H: C/ C
bottom of the stairs + } S. M# n7 r6 ?' d26) Ask for "Help" and then say "Yes"! ^2 v1 D' D4 j) C$ _$ [( p
27) Go back into the Inn , l4 W t. d0 L' O0 l
28) Talk to Benrime and ask about the "Wine"" N- G2 p* \6 q7 z j
29) Exit the Inn, go down the stairs, past Blindman Bob and keep going straight& U) U' \/ {0 P6 F
30) In the courtyard in front of the tower, go straight and take the first ( T+ |2 O% r$ Z* z/ q. p2 l right, G) \/ z; V) c( w' [0 ~
31) Go straight and talk to the man at the first stall on the left 8 X/ E. [3 W3 X P# [' q# O& n32) Pick "spices," "delayed?" then finally "Accept" 4 b7 r% B2 j) C K1 @! x33) Backtrack to the Journeyman Inn, but stay on the road and continue past it 4 k w/ n, m6 F7 i$ O! ?) z7 [4 G9 g34) Continue until you get to the end of the road% V! ^& o2 N$ j$ x2 [8 H) |
35) Speak to the bearded man and get the SPICES5 f! O' f1 z# Q& a( N; N& T m5 B
36) Go back into the Inn 9 a1 o' n9 X; @9 U' f8 M37) Use the SPICES into the cauldron4 _! r1 i1 y: k& T: v
38) Pick up the EMPTY BOTTLE on the counter opposite of the cauldron 0 Y* q |6 r v39) Use the EMPTY BOTTLE on the cauldron3 Y! _8 T: f3 u% D- w0 E
40) Exit the Inn and talk to Blindman Bob3 V: R# G7 O3 I% n
41) Go back to the market, where the Spice Stall is* E4 a# P# \6 ^8 k6 N' G1 a+ l
42) Enter the path behind the Spice Stall/Soup Woman) w2 t& f, i5 E
43) Follow the road until you see Crazy Clara . ?/ K' W( B- F2 d- G- ]; s* q44) Speak to Clara ' e: X+ X3 h2 Y \, H& N45) Head back to the South Gate Market (where the spice stall is)* }# {3 G& p7 i: o5 o* R, O% W
46) Next to the well (where the animal is walking in circles), there is an ! \" M% x- w0 r6 w/ f alleyway that a guard won't let you in. ; n( m* _9 B) a$ z* F47) Walk right behind the circling animal and then just walk right into the) B; A& n; e0 t/ [
alleyway ; O# I. d8 K) F* _# k& ]48) Open up the cage to let the pet free7 Z6 }9 X% \4 t% ^2 [; r( X
49) Go back to Crazy Clara and speak to her4 X" I) R9 |1 z; u$ w
50) Return to the South Gate Market 2 y$ `* [7 A. p& U51) Speak to the Soup Lady # m& W6 f6 D, S/ R* }0 I# I52) Pick "Magda?" . {6 L2 y; _$ |53) Once you can, pick "Help" "April" "Goodbye" " G" e# Z% `! s" j E54) Follow Worm 7 V# W- `) g& Y8 D3 P" @6 i# F5 U
SETTING: SADIR 8 U! n: x% b9 W(as Kian) ! f1 y& `. F* {( X9 b, l/ f55) Spar with 3 other soldiers, this should be a pushover fight ' A( `5 w0 T% `. \2 }56) Speak with Garmon, the man with red hair and white clothes0 K$ W/ H+ _1 h) g1 B
57) Follow Child Ena3 q: r9 p8 q; i o) p
58) Open the door5 B8 U# t4 }" f$ @0 {& g
59) Go back to the Sparring Circle. y' r1 ^) k0 K
0 X, `4 x2 P7 _+ `& G5 w% \ C , X- V* D* t0 b3 l% c' m, _8 O : O$ Q2 c0 ^. B3 V3 x; ]' }CHAPTER 5 - ALCHERA (CH05)& {+ g7 C4 r" t4 P& T
---------------------------; }- K' j+ c0 l. U( l* ]) \
) w$ P4 S1 K' |' G5 LSETTING: NEWPORT, VENICE : S# u- e& X+ d& I1 F% ~' B& h+ A(as Zoë) 3 I3 A" n% C+ O+ @" q01) Exit the Fringe 4 C6 a2 Q0 Y1 s# e! |# [1 V02) Have Zoë just walk straight 8 S4 r f( ^7 Z: Z( A$ r" ]* b0 }7 Y( ^9 A- t7 z3 J& A7 X
SETTING: MARCURIA8 `5 [9 ?" L0 {* k Q9 ]
(as April)0 W+ v% `0 @5 X2 J+ r
03) Exit the room, Brynn will talk to you+ D' s( i. f' _2 @9 t" Z! p
04) Exit the Inn, head towards the tower2 J& P2 F$ ?7 ]. z4 `7 T
05) Keep walking straight, you will see scaffolding work you way* J+ ~7 u4 U5 z! u$ k! p
towards the right side of it 2 ]! i- Q6 q1 o1 {2 o06) Sneak behind the scaffolding + f8 U( i, c# Y- [" J }7 E- }07) Sneak behind the guard, get close enough and you should be able" b9 d/ ~1 m7 u7 E( {
to have an action to take care of him& e% d- x% l1 ` T. M$ j9 E
08) Climb up the scaffolding and you'll be on a balcony' u1 z( S6 W4 X1 j3 P4 w( x
09) There is a door that is slightly ajar, stand in front of the crack4 ^0 z& s2 e6 q9 t$ \# C
10) Enter Focus Field Mode, target the two people inside2 P5 \2 v1 d: C; [$ V- [
11) Listen into their conversation+ ]1 a2 G% G ]/ X) E! E4 \; l& h- s
12) Head back and enter the Journeyman Inn 8 E$ X- C9 L& \) Z6 I13) Go to the Inn's cellar, and open the door$ b" C% i& B( P j
. _% d1 u; T; L0 a! [* {
SETTING: WATI CITY ( m" p" x# m- ^: C(as Zoë) 4 t1 q. K' A' ]: V. J$ }5 t14) On the left side, there is a vending machine& Y- r7 o6 C% T
15) Use the MOBILE on the vending machine to get the GUM ) t- \0 [( [! O% F: d, i16) Use the GUM to get a STICKER5 a3 t5 M3 T0 X( W; L5 [
17) Get up the stairs and should see a cutscene of a man + j" u) j/ T" F6 l3 \18) Speak to the man ( }5 o" H3 j7 j& |$ D* R$ U3 ]19) Go to the trash, and pick up a TICKET PIECE" f* `6 ` R7 r& a) \+ J
20) Pick up the TICKET PIECE again to create a TORN TICKET 0 f, W2 D2 V! e3 ]21) Now, combine the TORN TICKET with the STICKER to have the MUSEUM TICKET$ R4 }( b; ]- ?2 x0 J
22) Go to the cable car and you should see the Ticket Reader0 r9 x* N( y2 k3 I0 j4 x, |( l
23) Use the MUSEUM TICKET on the Ticket Reader # I! z9 b& ]& I0 m) h24) Enter the Cable Car " @. W+ V$ ]6 w+ V# N! A25) Open the doors and enter the museum 2 N/ ^ \$ |4 E- I9 S# l% s1 |6 \' ~+ \5 X, d u8 I9 {
SETTING: WATICORP MUSEUM ) Q; }/ ~7 _, F- F26) Go to the back of the room, and touch the red panel to trigger an alarm 1 _. N& U! K( K2 g, q! B! x27) Observe and Touch the exhibit of the First BunnyBot to trigger another 0 A: o+ |9 v/ d6 J( m) b4 U8 u alarm 3 {2 p2 P3 L1 X5 o" @28) GIVE GUM to the Hiro, the boy 9 p$ J1 C& T9 `# ^: L4 A4 l29) Talk to Hiro 7 z: N! a4 v; e30) Use the Mobile on red panel next to the "staff only" door( n! H& c- V% I
; V" O1 \1 Z0 b+ O' A. ^
SETTING: INSIDE WATICORP* K% ]8 W$ d+ ?" a
31) Walk straight/ B$ j) c2 U) I0 @( g/ X
32) Open an unlocked locker4 \; G; r5 t9 m
33) Use the clothes to change# X' y: b' S1 k' y6 ?6 [2 k
34) Back into the hallway, wait for the cleaning robot to open the grate, and* K4 }( e& G5 M
enter ' b7 z+ @: b, t* b' A6 a- @35) Walk towards the elevator and get on it when available" K5 Z* K0 |" ?
36) Move forward, and you will learn of the Waticorp guest rules 6 r- q% V0 M5 j37) You need to take a right, the path will turn left, then take left. Enter: C7 v3 k8 V/ |* R2 Q0 j
the room at the end - |) N1 V5 ?+ a. k- \5 z$ Q, S
38) There is only one person working today, speak to Damien; a3 m: Q, u$ T
39) Walk down the stairs until you reach the lowest floor, sub-level 58) g" T4 \: {1 m
40) Once the light turns green, open the door & S% Q: X0 `- G/ C: ^41) After the cutscene, just stand still and let the spider cross6 }" o7 I. A1 B* J" ~" l9 r
42) Go counter-clockwise to better avoid the spider's detection0 o" {9 ?+ c7 W1 ]
43) Find a panel on the right wall, it is near the door with the datacube $ g4 g9 J/ O+ ^9 n- R8 N9 k. [ scanner 3 E" |/ L) L! o) P44) Open the panel to access the circuits 1 k9 r4 ?3 v! U+ C# n45) Use the mobile on the panel& ^, Y" x( x, w8 n
46) Enter the door with the blue signs with the atom symbol& Z" \- [/ G% p2 |: e; y
47) Take the CAPSULE * t% O- @- ?! r5 d- o48) Combine CAPSULE with WORM to have the ENCAPSULATED WORM k% q1 B, J- v. B/ q- {: c( ~/ g1 m49) Make your way to the Medlab, it has green stickers on the door ) h x$ j1 O$ M7 `4 n* |. L9 P G1 k50) On the right, there is a large tube, walk inside to get scanned4 v; ~) n! }9 G$ ]' W7 i+ ^9 f- l2 W
51) On the other side of the console is a small biometric scanner4 }/ q6 p0 W/ w
52) USE the ENCAPSULATED WORM on the small biometric scanner 3 D+ x- q. a% O8 U% |/ g53) Open the doors to the Security Room, it has orange shield markings on the* U% a7 Z( r& D
doors3 s+ x+ W- b% D, K
54) Go to the Cybernetics office, it has red stickers on its doors : ^2 { w) D" q( n5 H55) Use the MOBILE on the spider on the left side of the office ! h! L, n* d% O7 F56) Have your spider fight the other spider. G1 Z! E& W1 L- Q% b7 f+ d7 x* o
57) On the destroyed spider, upload its data$ b. Q+ f6 u2 a# }+ m
58) Enter the Security room( t9 e3 h1 x4 O# A* i8 z( _
59) There is a panel on the right side of the room, stand on it and& O0 v9 P/ e1 X2 n: N K8 J8 D
deactivate the grid ( o8 t/ U5 v! u+ g60) Go into the Security room, search the jacket, obtain the DATAKEY ; C: d/ s3 g8 ]' [& k4 a61) There is only one door unopened, the core room ! g8 E1 F" ^% o* w* S62) Use the DATAKEY to open this door' F+ N& X1 v0 H' \
63) Use the control panel on the right to open the decontamination chamber * h/ Y6 ?) Q1 Z2 \) v64) Enter the decontamination chamber ; Z7 i2 b/ W8 P9 q65) Walk forward until a cutscene is triggered: z* a) i: S9 [9 W
66) The easiest way past this is to walk back towards the decontamination4 L: a6 f, B5 p8 D6 `
chamber and position the camera so you can still see the core ! I' J3 w& Q: y67) Wait until she is in front of you, left side of the screen, but has her 4 ~) Z% j5 j' F# f. U: B back towards you. Once you have that, sneak to the right and work your ! Y! Q9 N* V$ w
way down the stairs and keep going straight. ; K" H1 c7 w: H6 j# ~# C68) You will see "something in that wall"% ^( d) h# K4 \* w9 f
69) Use the ENCAPSULATED WORM with the device in the wall @5 ~4 k" a4 K, _
/ d0 ~2 W' ^. x3 q: P( \
SETTING: SUBTERRANEAN CITY' x* k6 A6 M- n
(as April) & U, Y3 y Q7 R8 t& ^7 X70) Climb down the narrow staircase 9 F: C z; o" Q: l71) Keep following the path, you will see a cutscene of one of the creatures ; ~% y0 f8 l: k( W) ] opening the door ; F' `3 o% f3 b72) Run in after it before the door closes (you will have several chances)( P( `, s! ^* I$ B3 Z" T+ T
73) Observe the altar... you can't miss it) g" l7 d; g* Z8 x7 x! e( x4 @
74) Walk behind the altar and hide there ' y6 O8 ]/ f1 e4 A75) Use the Focus Field and observe the door when a creature is opening it 1 U9 n! G# X' o* R( g" R76) Approach the door and open it 9 b. a7 d+ U9 f! J+ e+ M5 p77) Climb down the stairs, you will see a statue with a rotating disk0 i9 q; i' C4 H
78) Rotate the disk so that the triangular #8 is on top3 j+ b7 Y1 X8 w# @2 F
79) Continue down and trigger a cutscene. It shows a guard, if you are ever0 R2 V, O4 A/ U% L- M
discovered, you might as well just load the game. The guard summons a ( q( ~( C- @* a3 g big beast that is invincible and the only way to get rid of it is by 2 m6 J/ c4 X$ Y( @( X/ A0 g
hiding really well (easiest way is to just go back to the entrance% J2 a, L8 u, \1 c0 M6 X) F) h
and lay low for a while). Save often here!; t0 L' ?4 S2 c, b+ t. n; e" }
80) Once you get to the room and pillar with runes, take a left and there is * s' q: i6 A% t* ^7 E. S! L another statue( K1 i) ^" e$ b5 J, {; ?
81) Rotate that disk so that the rune that resembles an envelope is on top6 x7 t0 O5 X( l
82) Now turn around and go straight until you see another statue 7 H( Q0 r/ x) P/ Q6 z83) Rotate the disk so that the top rune is one that looks like $ R/ j6 D( t+ m5 E& K8 Q crosshairs/sun/two circles0 B7 r! `, _; M5 ^" b
84) Take a left and at the end there is a loose wall; y/ V) C9 O) o* B
85) Hit the loose wall three times ; c5 x& L8 L" S( U86) Go straight through the intersection, follow the path and take the first' C3 f8 C* E0 p0 ?- b H z5 V
right./ b+ E& s5 m& K# u
87) Here is the last statue, rotate the disk so that the one resembling the `; t% ]6 R8 C9 v: l4 p letter "V" is on top3 [% ]0 x h( O; j
88) Now, turn around and hug the right wall, this will lead you to the, B+ a) {6 h" A }8 u* r) Y
sarcophagus # a3 p$ T5 I6 d+ O+ r89) Open the sarcophagus, then observe its contents, and Take the GLOWING EGG * x* ^8 v8 T+ t8 d9 ^90) Turn around and take a left at the "scary statue," continue straight and0 u! ~( z3 L8 o* G3 V/ e: m
take a left at the intersection4 g- t5 _' ^3 o( {. ]: h( C. w1 g
91) Place the GLOWING EGG on the gate $ s4 l7 e: w0 r3 h92) Run through this long linear path, go through the door that will * [/ |0 e% s7 O! w3 |7 ^$ X8 ^) i; u* b automatically open at the end 6 l) l* \7 g. p3 D. ]7 p* n/ Y93) Exit the room and you watch the cutscene 5 [$ B) d+ y* M$ X* v% L9 n94) Here's the trick to get past the first guard. Stand on the left0 R+ W9 O& ?5 d; L0 U* I+ H
staircase and wait until it starts running after you. Run up the stairs ! w0 T+ R. Z6 u7 C6 p and down the stairs on the other side, keep running straight and climb $ z! y& g6 G, u up the stairs until it crumbles. If you ever engage the monster in " i; g: D2 S) [3 M) u; R battle, just reload the game, you can't outrun it at this point.% o5 D% J, E" S0 ~
95) Continue up the staircases, jump down the two ledges, sneak to the back $ \5 w% ?7 B, u, s, p- M1 l- z: | T and exit / i; t0 E% {4 F8 c2 r 2 ~3 R( Q3 A9 [- B# F; jSETTING: INSIDE WATICORP ' ^# F- M' T: f3 u( l(as Zoë)* u' u& F2 M- |# ~8 u
96) RUN! Up the stairs, through the decontamination unit, and to the! t$ S. m8 k+ ^/ K: h
elevators: Use the ventilation ducts to hide from the soldiers if8 W% w$ U0 L$ p0 L- T0 j7 P
needed : m% p C& V/ R) q: H97) Walk to the back and have a conversation with the green guy 3 W" N1 X" d B5 ^ H+ X5 M4 g
98) Run straight, where the camera guides you, enter the small building then) N3 J A; r1 {
open the doors to the outside, B9 j7 B- _/ Z' T: N5 m8 I
99) Run to the right, climb on top of the silver box, then jump and grab onto% G4 O6 ^. e E9 b
the hovering robot! v7 j- D$ H& w/ e- L$ w7 k( V
$ W9 p5 e$ k! w. ^8 Q' B! g: I6 ~* I) [' h7 y* G& B
& G# V6 P# {2 k3 A0 r& W
CHAPTER 6 - MORPHEUS (CH06), Y2 G9 w' n$ r
---------------------------* l# A( F1 K8 d1 t' g: S. N
# ?+ ~4 n/ n6 W) @
. |3 {0 ?3 ]4 E7 h
SETTING: MARCURIA 6 H7 p9 Z& _5 C/ z* `' L(as April) 6 V7 l7 N& W5 R/ t6 q01) After talking to Na'ane, go downstairs and talk to Benrime y3 F7 g1 N- t) E) V6 Q% ]
02) Ask Brian about "Travels" : k: m- i# D! h6 w# D03) Exit the Inn, and go to the Ghetto, it was previously blocked with$ F; s0 ]1 r% X$ R2 g" o O
traffic (where you got the spices)$ k% i- T2 M# F, v7 O; R3 A
04) Enter the Ghetto and take the right path, this leads to the harbor$ y; J( L1 M/ i3 i& A% k
05) Go onto the docks and speak to the Shadowguide, pick "Pay"1 H* G5 j: Y. e! j
06) Go back to the Ghetto, talk to merchant in red robes: S$ p+ ]6 u7 H9 G" y- @- e
07) Keep talking to him, until he gives you his autobiography, 'MY WIZARDIN' / M- b4 Z* z {9 X6 o DAYS ARE OVER'$ a# t3 b' i2 i ?+ o
08) Return to the harbor/ {+ g% h: G, H1 [! q ]
09) Speak to the Shadowguide: I7 M5 \/ B# q
10) GIVE 'MY WIZARDIN' DAYS ARE OVER' to the Shadowguide % c1 ^$ A0 l: o* b A 0 O/ g6 Q2 B# B9 q(as Kian)8 c" P3 i) O3 q8 l; N5 v3 B
11) Walk straight, up the stairs and enter the tower1 p' g u% J$ A
& X$ i* r! z. U6 p9 e5 d
6 V- ?7 ^) Q' A. C+ q- `/ _( k. V c& ?4 G
CHAPTER 7 - DESTINY (CH07) 3 ^0 I) p. V4 ]--------------------------- ! B# ~) {. L. [( Z, Q' Z; G& Y- I
SETTING: DARK PEOPLE'S CITY 7 T2 z! \4 [% ^# e% l3 u& k' E(as April) / `' e* N3 a3 s' x, n01) Follow the Dark Person until he stops , s2 B# R1 p, A8 L) _02) Speak to the Dark Person " L/ l; o2 g% @/ L- A( [# d0 v03) An old friend will meet you...& l. f8 ?+ Z' D9 k, A' k8 H- O! O
/ r1 T5 [% G& v ~SETTING: GUARDIAN'S REALM 9 c1 Q0 r$ D: J4 w* f6 Y, x3 M04) Walk across the make-shift bridge7 L# q# o9 E- @ J5 `6 ~2 e: m
05) Climb up the spiral staircase1 G4 ~3 G- t6 G
06) After the cutscene, head back to the Shift- u, w' s+ Y- l0 K
7 \5 h i) f" c& a& Y4 LLOCATION: WINTER 9 q) T* C! u1 M/ e# Y6 u(as Zoë) * A) r' N. g; z! \# X% Q; S
07) Head towards the black house 0 A; s5 B: X. K: E9 P& `( G : U' Q/ p5 d: O+ A4 k" p ) g0 q; A( {/ { 7 z$ R: E$ t6 v* M& n6 D# F) f9 F" \CHAPTER 8 - CONVERGENCE (CH08)$ H: d5 t/ j8 y ]. \
------------------------------ & }1 u3 g1 `# D; a! V8 g% L, J' |$ J
SETTING: MARCUIA4 @2 S& U9 }2 [
(as Kian)3 Z9 i- u9 s) v k: G* O
01) Defeat the two rebels * l1 B4 `2 S1 p" T' c% }02) Ask the Magical about the Scorpion ; P' D2 N8 Y0 @7 A03) Exit the harbor to the Ghetto, ^: k7 @2 V: n0 B8 s
04) Exit the ghetto in either direction / ], S: g, t: F* ]# n05) Exit Friar's keep6 V3 i5 s- J7 s* G0 _: Y
06) Walk straight down the path6 r1 |% Q5 ?" ^6 }, k& l" n5 I
8 B4 H- T. f$ a. j1 ~) W- k" I(as April) * T& L7 f) |" `# q( o07) Walk up to Friar's Keep* V) ?) Q7 X& G
08) Follow the right wall, there is a path to a small field3 }2 z7 ]4 D/ y- \8 ~
0 ^% v: l6 B0 J$ v* ?& G3 Q; J& C5 ^(as Zoë) $ n% t1 ?+ l _5 x& X* h09) Knock on the cell door" R; g+ t- M, q
10) Look at the door : A1 M) T) U: B6 O11) Talk to Crow 2 }" t2 Q3 d# m0 h 3 W# \& i F% v2 D$ p(as April)$ ^( _, i! C$ X0 l6 a
12) Make your way to the Ghetto * \7 A, c* I' _- _' c13) Talk to Roper Klacks, inquire about potions , u5 _. q! u! V: A1 `' }14) Head back to Friar's Keep 9 k/ ]) X+ `% S- i15) Give SMOKE BOMB to Crow + l- k6 i) T4 z8 W Z16) Give ACID to Crow , [, K! C. D3 V/ f ) C9 m# r3 }. J, |* ~5 A2 V0 [5 D(as Zoë)$ O2 n, c& o; x4 J1 I
17) Use ACID on the door/ C) |9 X( }# |+ ?+ E8 X
18) Exit your cell, you'll see a cutscene that the guard is distracted ( }+ s4 D9 q- U, M7 j+ i' M8 A& K* J% F19) Sneak throwing distance to the Guard# K* D7 n5 q& g3 G5 H7 M
20) In Focus Field mode, use the SMOKE BOMB on the Guard, V) N7 u* t" R& T/ M- V: Z
21) Take the PRISON KEY from the Guard5 m& a% ]* k) k, O7 ~3 F% R
22) Use PRISON KEY on the door (right behind the Guard) ! V7 `; a4 }" W# G1 L23) Walk down the stairs until you trigger a cutscene5 _' l) U m8 o1 @& v
24) Walk back up the stairs and talk to Crow/ c0 v) Z/ K' E$ S- |
+ c) b6 f' Y7 z4 T(as April)* D3 `, [( P+ v, U2 i1 |& Q
25) Head to the Journeyman Inn + ?- ?& A3 J9 P% G: Y26) Speak to Benrime, she will give you a SANDWICH5 D; Q0 c, b3 I2 v
27) Go back to Friar's Keep % c7 F3 E+ u w( o4 y+ v( J, @- B28) On the right side of the door, there is a speaking tube, use it 5 Q" b& V, H3 Q* k' _' Q& `2 w29) The guard will open the door for you ; y r; G1 M" A30) Climb up the stairs, you will see the spiral stairs right on front of0 b4 U4 y) z8 M6 a) }
you. On the other side is a gate, go open it) ~# p# Q( P0 }% p+ x* C1 Z2 q
31) Walk straight into the small alcove where the boiler is . `% K! S9 I. h4 T* O* f: Y32) On the right side of the boiler is a dumb waiter; s. D0 l0 t( O F Y
33) Pull the lever to open the dumb waiter " m% I' l! ^7 z+ W6 n; M8 c- ]34) Place the SANDWICH into the dumb waiter 8 n+ I- P" i1 G2 q35) Use the lever again to send the sandwich up . u0 ~) ^9 @8 V! O2 \6 B 8 H" J3 i9 p6 g3 X0 n- N5 p; z(as Zoë)9 y. t7 `/ m6 `4 W
36) From the cell, go through the gate and make your way down the stairs# P; c6 a1 p# k2 @: r( E# W- n
37) Now you'll the guard go through severe food coma 6 G$ Q3 m% F5 o; \3 x38) Use the PRISON KEY on the gate, q0 s+ I' [' z, e& Q( z0 x! n9 ]
39) Sneak past the guard and continue down the stairs ' A9 w0 k2 M: ]40) Use the PRISON KEY on the gate) | J; j- o2 }2 ]% s# X W1 @, J2 A
41) Go down another set of stairs ) {& X8 D/ u' T' j( r# D0 R# r+ D42) Reunite with April* R5 R( w' S% x" _
2 _1 w0 ^5 O" g2 e, O% a$ P. M(as April)4 {9 {0 b- E" m' Y% Y# ~
43) Right next to the main entrance, there is a door leading to the kitchen,7 S% l) ]9 F7 n A& g8 x
enter it 6 ^$ V9 E! [; G) A44) From the kitchen, go through another door to the storage5 U% S0 Y! x b. Y4 t
45) Push the large crate to the wall ! {% w: i0 Y: _+ ]) ?/ |9 l7 K4 a% a- X3 s2 O! ?
(as Zoë) J2 z7 P/ R% d, q: C; T% n. B/ f
46) On top of one of the boxes in the room, there is a ROPE, take it. 9 M" W$ e- |0 v k47) Climb the large crate) q( n- M9 J- N! q. j
48) Use ROPE on the metal hook 9 A# l Z/ F! G49) Use ROPE to climb out , a# T7 [6 Z4 n8 L2 D- v. }50) Follow April out ) x$ V0 O3 ~# S! K' s" B) \6 R' `
51) After talking to Crow, head towards the Journeyman Inn7 x# l A! L/ w( l& q
" W- M/ m% [' c3 `1 X/ L+ ^& b(as Kian) 4 J! V; J# u, C# W; N52) Defeat two rebels $ ]) V2 X3 U2 ?0 u- w53) Go upstairs and meet with Na'ane # D: E! ?( {& f7 D1 b( W5 [. b9 d N3 Q3 L$ G
(as Zoë) - N1 K; w* P P& K54) While talking to Crow, choose: "Suggestions?" "Westhouse" then "Go"& R. p" d$ l- p# G/ A- l: i
55) Make your way to the South Gate Market 4 H7 v4 V H# ?8 i$ }' S% a56) Walk around and Brian will call out for you8 d. d2 ]+ N+ {& } h4 Q/ x
57) Approach Brian to start a conversation+ D6 l7 }; R4 j; u
58) After the conversation with Brian, open the door behind you 0 U/ L5 M( G/ M% r; I; y: l / t' E! I4 O- D# A. q: K- X! X3 J" v8 ^! X1 i4 j4 W
SETTING: DARK PEOPLE'S CITY" s. [6 K/ O$ G/ o
59) Follow the Dark Person to the Library7 @" v) O. c" O: U* X
60) Walk towards the desk to talk to the White Dragon # m3 K _5 J: @ 1 _3 ^, Z" J& b! Z0 W% K7 H6 p% ]* o; n, R0 W+ @2 j8 w
9 a' e5 f2 l: O5 l% p9 Y6 y' ^3 J
CHAPTER 9 - (CH09) : `9 J, Q9 `0 V$ o( \--------------------------- 0 F8 A* ? B7 k% d8 {5 z# R& `: l
*I'm not quite sure where Chapter 9 begins, or it's name* & o2 V7 o4 X7 A# u3 T, s- E! v" v. ?' _( i5 L/ T6 P
' B$ C2 P/ M, E
CHAPTER 10 - CROSSROADS (CH09)& w1 O- g9 q4 ?9 C* ?% ~/ G/ [
------------------------------ 6 X+ l! |6 v0 w9 O & w9 }# h0 D, tSETTING: SWAMPLANDS( T m- J& N' g3 \ A* s3 D( m
(as Zoë) ) K9 ^. {/ i8 q01) Walk the very long but very linear path. * d" e7 f) g, @7 o1 Y. q( ~: _/ P' Z5 V
(as April) $ `; w1 N5 i& e0 I02) Walk straight and climb up the ladder0 c/ l- R$ X4 U) i$ g9 Z0 R
03) Keep going forward and cross the bridge ( Z( \- A& p- |" H4 M/ n5 m04) Behind the first house, go down the staircase7 a0 E) C! c f2 g( m. v B0 V
05) Walk into the open area start a conversation with Kara l5 Y# b9 y, s0 r06) Walk up the incline behind Kara, only to go down an incline to the left+ H0 B; ~3 c9 }2 |. ~8 o$ V
07) Now take a right to talk to Na'ane 3 H) G5 Q, K) S# S08) Walk past Na'ane and just keep going as far as you can until you trigger ) a$ ~7 J6 k: Q. v4 }( H a cutscene 1 Q* w8 ?8 c3 l. ?3 G9 |7 O( C1 w8 @+ R" Y9 `* m
(as Kian) - c- z# x( h8 y8 x! F09) Hug the right railing and go forward ' J- K& d2 b9 J- r8 P8 [+ L10) Descend the staircase* ^, O0 V5 L* E' @+ {. Q
11) Walk into the open area 9 b& j d; \0 ^12) Continue and walk up the incline and then go down an incline to the left w4 ]9 P6 Z) `13) Now take a right to talk to Na'ane ; z ~) L3 c1 H1 j; y8 F14) Walk past where Na'ane was and just keep going as far as you can until * r! M- X( u* v; E" K3 E/ h you trigger a cutscene* `+ L* `$ {9 A' r8 O
8 D. z9 }- c' I, O& x0 k
& g" T/ D2 i8 U9 B7 X* ?
: ^, \. `1 H0 A% H; N" P) k3 KCHAPTER 11 - FAITH (CH10) 3 z. A( {1 R3 O0 ^7 s# c, ^0 J2 g3 ?# n--------------------------- $ E1 u$ T4 m, y/ {7 X8 j, M. r+ s' j 6 G1 p, A8 Q" `1 j5 B6 f! KSETTING: WATICITY" q: P5 C9 z' a. G+ O% s
(as Zoë)0 ~4 u% d9 x) ^. {) y- }4 h* ^4 D
01) Use the console+ w' [, d$ \( H! d: S* W: z" D
02) Go into the bathroom - ] g' W/ q. ]% ~03) Exit the apartment 0 i5 h+ ?# O8 ^- { M; E; u4 z8 h2 A . D) W9 O8 }1 w4 jSETTING: RUSSIA+ c+ ?5 H4 ^6 N; Y& w
04) Go right and turn left through the opening in the fence3 C+ u6 H5 E9 B2 G! r, ~
05) You will see a silver shiny vehicle on the left side of the road " ]) Y9 ?# g$ r! L# E: H06) On the passenger front side, near the side-view mirror, there is an . V. N, y: J1 d" t1 b! b$ ?4 d access panel a/ O" v. w* @
07) Use the LOCKPICK on the access panel5 T! S" V* u: r, \# W1 q3 |
08) After opening the access panel, use your mobile on it - t2 k/ n3 {3 _9 h09) Climb on top of the tires and boxes behind the vehicle . `# G; Q7 H9 D10) Climb on top of the vehicle' W- g( a, q- \! z6 K4 R' u8 d
11) Stand near the front of the vehicle 2 T7 G: A" M7 k" S6 t% S2 I- i12) You should be able to jump onto a fire-escape connected to the building 7 N7 F. r: F, _2 g1 l& y* D- n% I13) Climb up the ladder3 T. u, b$ b# t! |- }
14) Once up, you should get a cutscene showing a security robot$ | ?, \6 X# k8 h" E7 i
15) Follow the security robot, at the corner where it turns left, there is a. Y- y {& C7 D* b& _& ]5 G
ladder there ) M( V4 P8 |9 E# }, [16) Take the ladder to the roof3 D1 h8 f+ c% q% d1 I6 Y4 ?9 ?% L3 L
17) On this walkway is an old sign, knock down the letter "K"/ s8 y, d( K- q% {$ b
18) Work your way to the broken skylight, while still being careful of the ( h1 P' F# r6 l" c% j* o robot7 \+ G1 K( o$ D
19) Now on a catwalk, have Zoë walk right until going down a set a stairs * Z) V! C; E( K! R; x7 c* Y3 M) W" u20) Now climb the ladder down, j9 k7 E& j+ b1 b0 G4 k6 Y
21) At the production, floor, go around the assembly line.1 k: w- s2 f# I m. Q
22) There are two green lights on this side, under one of them is the power( f Q! d! f- N0 F0 v/ O
switch, y. a2 ~$ ~* x
23) Open the power switch panel, and then press it : }- A% i% o! _24) Go back to the other side of the assembly line, and enter the control2 n: Q5 n2 a+ ? p+ m4 z1 X1 v: X
room, its the room that's mostly glass$ x9 C/ p* o5 E7 W- G1 W
25) Use the right control panel first( R8 ]) t3 Q9 Z" S5 L- [
26) Have the winch go as high up as possible, then as far left as possible& t) y, U, c8 L% v! D
27) Now, use the left control panel . V! v# y; R+ \9 }, t28) Exit the control room, and go back to the other side of the assembly line 8 a' ?6 H5 ~+ d0 E9 B6 }1 L29) Go past the power switch and toward the other green light 8 |+ Z' c" M; v30) On the ground is a ventilation shaft, USE the hook to clamp onto the grate2 _; Q5 W+ i5 y
31) Go back to the control panel room and use the left control panel2 O& r: [% b4 p4 p" E
32) Now that the grate is removed, go back and enter the ventilation shaft* p) M, s: g5 N$ g
33) Open the desk drawer and take the SMALL KEY inside ' W1 c( ?+ q2 y' Q$ u34) Use the SMALL key on the left locker ' l6 z/ h+ q9 t$ [5 L: B2 y35) Inside is an ACCESS CARD, take it& j6 T' e- d) o8 r* I" }& |
36) On the right of the "bedroom" there is a card reader( K- p# S$ E4 G1 r
37) Use the ACCESS CARD on the card reader " G# g, `! I9 D2 D7 M* O/ S38) Enter and use the second card reader 5 w3 n3 A& A. U K% M6 ^; m; W39) Observe the Doll house and take the DATACUBE : ~/ Q4 ~5 p( f. ?- r, }3 F d40) Exit the bedroom ( }8 f: w8 ]4 R1 e, K41) Use the card reader on the left side of the door to unlock it6 n6 O( k& a+ O" ^
42) Use the DATACUBE on the console of where the yellow chair is ! @. d$ V) d- e) ]) h43) Use the ACCESS CARD on the card reader on the glass door in the corner " R9 K8 k3 p" E* x: L. {44) Climb up the stairs and find the solid metal doors 6 O/ _& Q; a" o) k4 v$ B45) Use the ACCESS CARD on the card reader to the left of the metal doors' u% N( d$ R9 Y0 R/ l
46) Back in the production room, go to the exact opposite corner of the room) l0 N# V; x) N3 U" _
47) Under this green light is another door with a card reader* y- C; {5 Z0 X$ H% w! q
48) Use the ACCESS CARD on the card reader to the left of the Loading Bay Doors 8 e5 B L* Y0 }. e49) Open the next door7 l6 U$ L) E3 |2 i! @
50) Once outside, climb down the stairs on the right# \2 p% D5 g1 @& B. O5 ]9 t, O$ _5 p% R
51) On the left of the large gate, there is another card reader - }* j8 t& Y& R* X! d7 ? E" B52) USE the ACCESS CARD on the card reader to the large front gates ! h& q& G$ w; X+ s4 d# C8 x53) Open the door to the taxi/ J7 c! X S6 I. u# G; y5 y3 W: W6 P
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- o. k" x' o0 {) ?9 x$ S( X- VCHAPTER 12 - REVERSAL (CH12) $ k; P( Y3 b1 Y1 v--------------------------- - |4 k# s3 Z. b# Z. Y1 R! D- A2 q- a1 {% B
SETTING: CASABLANCA 5 [! i6 \! n4 C$ N* S01) Go back home( A* K' y4 Q, U' U# t7 E' [
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CHAPTER 13 - THE LONGEST JOURNEY (CH02) 0 p1 T0 q2 P& E% p--------------------------------------- & q) \+ E, }& V" d ' O4 X) I0 N3 ^5 d9 K. ]# C( o- `SETTING: WINTER : h) W- T G1 v9 O/ i01) Walk towards the black house- p5 x1 {7 q) r5 |3 a* |8 P
02) Take the stairs to go up