有卡住的朋友可以看看
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, w! j' u- H* s% q8 r0 mCHAPTER 0 - TAINTED (CH00)
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SETTING: MONASTERY
Z9 D( ~8 {! }3 H; u(as Brian Westhouse)
5 }3 j+ o; d b/ Q01) Walk out of the room and follow the monk! Z1 O: |# e0 {
02) Follow the left wall and bother the whispering monks , P3 _' T+ s/ ]# u3 ^
03) The head monk will say that the ritual preparations are complete
# P5 L$ W2 Q1 w+ z4 f$ p7 |04) Walk onto the dais
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/ i, x9 u. B0 s t4 M0 m- S/ N$ lCHAPTER 1 - ONE (CH01)
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SETTING: CASABLANCA
4 I9 O9 F e. P(as Zoë)
+ b0 j/ H+ a$ u2 G2 s' s% B0 X# R01) Answer the MOBILE, it's on the chair next to Wonkers (the purple gorilla)
m" g; j9 |% H02) Open the closet5 V- `) t1 b# }* A3 a8 ` |2 A4 x
03) Use the clothes to change
0 B2 D" R# y7 A0 d4 c6 n2 q0 u, \04) Go downstairs
) s! W7 }( n" J3 g; [- b' ]05) Speak to your father
, ]0 v$ |+ n7 {9 ~0 W: \; O06) Exit the house; r: O U9 Z0 f5 ~ R
07) Walk down the linear path until you reach a new area.# ?) _! y! B& y$ p( x) E, U
08) After the cutscene, follow Aralyn* b' R$ V: j Y4 e9 _
09) Proceed to the end of the path
8 N3 B' f9 a& c& g+ @10) Open the door to get to the gym
S+ o Z! C9 r) _$ `% U) R. F. D. o11) Talk to Jama, the woman in green
7 P9 [7 y+ A7 k) ~! w5 G12) Spar with Jama, say "no" when you're done practicing between rounds) M' [% b( }3 O# B5 f
13) Exit the gym7 B- i3 ~ Q* |) U
14) Go to the shop, "Alien the Cat." To get there, backtrack home! _- J8 Z+ z* M4 P# I: n1 n/ N
15) Walk to the back of the shop9 R% z5 d& y+ X+ P" O
16) After speaking to Olivia, exit the store8 n+ \! x1 z1 o
17) Meet Reza at Moca Loco, it's in the marketplace
' B% x5 H: G0 h" y18) Reza is sitting on bench just left of the storefront0 M9 w& M8 T2 L& S/ A
19) Doesn't matter what choices you make in this conversation' i+ e7 u1 f) R2 F A
20) Go to the taxi stand, it's near where the gym is, O# T) L5 f+ }2 R4 |6 ]' g' T
21) Get into the taxi
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SETTING: JIVA CORPORATION
$ Z& O) k/ b- x) n: W22) Press the button to call an elevator pod0 i$ r3 \9 G6 j; m* j" V
21) Walk up and speak to the receptionist& B' ?2 C& {4 O& l
22) Choose: Appointment, Distract, Plead
0 N2 T p C" l6 p! q9 R23) Use the panel near the storage room to lock the receptionist in
5 @$ n8 K$ i: S- G24) Use Console on Receptionist Desk to open the hallway door
4 o9 Z! P3 y9 l$ J( V% w: p25) Enter the hallway until a cutscene
' x. ^' \ D, I5 P u# H! c; C$ x26) Climb on top of the box to the left of the elevator& z2 `2 ]0 F) ?% N& \6 M9 d
27) Climb on top of the elevator3 {) q; J: o5 A; Q0 d
28) Open the cover on top of the elevator2 J9 Y6 B) Q# D) g# m0 X: m1 c
29) Use the pressure release handle
) s! O* r! v) e30) Get down from the elevator% k+ b5 I* i3 _& g* K& S
31) Get down from the box! G5 r* b2 Z& G% o5 e9 v
32) Open the elevator doors
7 J8 r( u& ]* U33) Follow the woman to the elevator pod+ z( v3 q9 v5 k3 l; i: O( \
34) Wait for her to do the manual over ride
; D6 L2 q+ B) F6 f2 H35) Use the elevator call button. n8 T* f+ n# w* \/ @# {$ P+ z' X
36) Enter the Elevator Pod4 j( V& P& D! S1 }. X
37) Helena will give you a PACKAGE
& S; W( N' [+ r+ D38) Use the call station to hail a taxi
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SETTING: CASABLANCA
2 T9 y& F/ H9 ^& t! e- }! l. P6 c39) Head to Reza's apartment, use the alley to the left of the Sushi-ya; [ N- y& a7 f F
40) Enter the building with the red doors* N: Q7 A2 t' S7 ] D4 o6 c
41) Head upstairs, Reza lives in Apartment #87 {' c% L# `& z0 \0 q8 m
42) Enter Reza's apartment1 |* b2 t! H9 c- L3 w4 O' D ^+ K
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CHAPTER 2 - LOST (CH02)6 |' s0 `5 x6 R" A* Y. J( s. i
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SETTING: CASABLANCA- Y4 D7 T$ G1 q* {, R+ ?2 R0 o
01) Get the message from Wonkers
! d- t8 e+ k. L" b6 i0 e: G02) Head to Olivia's store, Alien the Cat2 C1 g! E2 g$ t2 S0 i
03) Speak to Olivia, she will give you new software
" w! r# @+ B; i' k04) Head to Reza's apartment
9 T: u( U4 c" z9 j( q1 I a( A) C05) Use the MOBILE on the clamp installed on Reza's apartment door1 Y: y; |9 l$ w$ m8 \( H& K! z6 m# w( X3 l; c
06) Unlock the clamp by matching symbols# Q" U7 K5 k0 O$ e7 T5 |$ Y G8 A
07) Enter the apartment
E4 [! F9 i. D# Y$ ]: A i: |08) After the cutscene, sneak into the bathroom by staying against
3 U! r! Q5 @ z2 v the right wall, be sure to avoid any glass
' G- ^9 [: Y4 L) \6 O' \- d0 F* [09) Open the shower door
1 o& s, b e% h. |' u: v10) Use the panel installed on the shower
2 J: C1 B5 y5 W5 P9 T11) Close the shower door
2 A6 {3 z9 _& c6 e8 U12) Use Lucia (the red gorilla) to obtain the WATILLA PARTS
7 w6 v+ b; G5 x; h8 _13) Head back and enter Olivia's shop
6 a) Y2 y ^: U14) GIVE Olivia the WATILLA PARTS' }7 e# p: Q( E/ u6 S( x# @4 Y5 D
15) Olivia will give you the WATILLA POWER SOURCE
9 P) Q R: E2 ^' U+ s6 D# S1 X16) Go back home
! h2 z' I5 g, A. @! P, Z17) USE Wonkers to get the WATILLA BRAIN/ \; @4 y: r$ G
18) Head back to Reza's apartment9 p' d, C/ H7 o6 c
19) USE WATILLA BRAIN on Lucia
7 w) k' L: V0 v& x# V& R+ l9 `20) USE WATILLA POWER SOURCE on Lucia
& U, j0 F' l+ @, J# o21) Speak to Lucia/ W" a! m1 Q4 g; x
22) Follow Lucia and take the NOTEPAD
, q# z6 |9 o& E6 N* Y23) Pick up the NOTEPAD again9 K$ E1 }! x+ B
24) Head back and enter Olivia's store
7 R! c1 c) A* R/ d+ A/ x3 {25) GIVE Olivia the NOTEPAD* P$ ^7 T6 g& ]
26) TAKE the backpack from the closet# _' P2 E% T5 `$ ?
: f. c3 j# U( Y2 b/ cSETTING: NORTHLANDS: c# Q. ?. r e G8 }7 ~! ^
(As April)! |" }3 ]/ ~: v2 O, T1 @
27) Take out the Soldiers
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5 @ C8 f& |9 ~/ \5 b- e% x! jCHAPTER 3 - 201 (CH03)
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2 u3 ^& g6 Y6 }5 zSETTING: NEWPORT, VENICE6 @5 C; ]3 ^9 m$ N: ^
(as Zoë)# Y. N) l+ d4 r K
01) Follow the right path, until you come to a white building
6 f/ P1 f4 x: {2 x7 v6 f02) Use the Buzzer on the door/ G2 r2 U" z6 t
03) Speak to Charlie, learn about the Border House
& x, i9 a/ X/ i. e+ O+ h/ C, j04) This time, follow the left wall until you get to the Crossroads$ o$ t2 s4 k* M* W( `
05) At the Crossroads, you will see the "Chinatownman"'s store
, s+ B: o$ m+ g4 T2 h6 ~5 m+ H06) Take the bridge to the right of his storefront9 ~, ?, d3 i. D/ b
07) Once the area loads, hug the right path until you come across a bench
8 D8 f/ a5 C& K5 B' Q2 W; J08) The bench is in front of the Victory Hotel
1 b5 R8 A% s- r09) Face the door and take a left/ X, h$ u* h/ b/ C. u: m# b3 E
10) Climb down onto the scaffolding until you reach the water
4 S t3 h* b* d* e2 j11) Follow this very linear path until you see a ladder4 H. d6 R- m7 m0 q" P" F) _# B6 \) S) x4 V
12) Climb the ladder+ Y$ Y0 @% u* G
13) Observe the digital padlock
+ ?0 n0 p& u& t, Q) }14) Use the MOBILE5 ?+ `, u; f; O% Y' z5 u; G6 ?6 t
15) Backtrack to the crossroads (up the scaffolding, and hug the left path)% N" B+ |7 i6 E) C4 d3 k: ~7 f
16) Speak to the "Chinatownman," and inquire about the "LOCKPICK"1 d# y" n. Q$ Z: _
17) After the conversation, use the mobile
2 z4 e* P) \1 T- \* h& a18) Speak to "Chinatownman" again to get the LOCKPICK/ {& N6 u$ \% _
19) Go back to the gate with the digital lock
/ C6 N! w! d( M20) USE the LOCKPICK on the digital lock( \/ h9 i& [" ]2 U- w2 F# c
21) The puzzle is different everytime, but the goal is to make 8 pairs, 4 on
% X& u' y" {* G1 @" X top, 5 on bottom by rotating pieces. You have infinite time, so no rush!) Z2 V' s: p6 j
22) Enter the yard! M$ T( f3 }9 n$ z1 `0 A, M; F
23) Sneak to the toolshed, but only while a train is making noise. $ \6 w% c8 G& q
If the dog wakes up, just climb down the ladder, the dog will be back
: ^' e1 a& l: g0 U) j1 s asleep
. i. Y& P7 g; t! O8 O24) Open the toolshed door when a train is making noise
4 a5 X9 K3 h ?; i# \9 U25) Enter the toolshed
# H/ _5 L# J3 R2 s, j: v! z26) Take the AXE hanging on the wall/ O* J/ t0 L r
27) Run across the yard and climb down the ladder
2 H4 }- n. {8 p0 p4 c, o28) In this canal, find a dumpster
5 r- ?8 s, U, |29) Release the metal bar on the wheel of the dumpster0 c. F; k) n! J+ C$ l# F! {
30) Push the dumpster as far as you can (push it four times)$ {$ ^1 z( I) i! T* N( z* y: G+ {% u
31) Climb on top of the dumpster$ M- b5 ~ u. z1 ~" X
32) Use the AXE on the boarded up window# H1 y/ I# m& n2 i+ `5 ]5 W& Y8 w
, E' C; J% @! a ^' T9 f, SSETTING: INSIDE THE VICTORY HOTEL
V6 P8 Z* }& A% j; ~; v33) Enter the hotel basement through the window" o+ } d! F' B Y
34) Pick up the AXE HANDLE
, I z+ x. y8 c6 d2 q( F1 R35) Pick up a RAG& W- n9 S2 j6 x. Z2 Z6 U/ j& O
36) Combine the AXE HANDLE and the RAG to make a TORCH0 @- R9 q8 X" o4 E- Q& b0 ^
37) Smell the red can
: w& i. f" Y5 e38) Use the TORCH on the red can
! D- N& i1 a6 p1 w$ W, t, Z39) Hit the red button on the water heater * q" b2 X! t! P8 l3 Y, L
40) Use the TORCH on the red button/water heater lighter0 y$ j7 { Q: E
41) You now have the BURNING TORCH6 ^: Y+ Z, l2 q2 E# x' z
42) Go into the dark nook and open the door1 s2 B/ f) S1 }5 \! ~+ ]
43) Follow the linear pathway until you trigger a cutscene7 a( {1 Z9 r1 Z* a8 k
44) Enter the door in front of you, to the right
0 `, J" S: k/ J3 L( V45) Pick up REZA'S LIGHTER! ]" B$ C' N; [- u$ H& }* o
46) Use the security system and exit
) C+ D. S2 c0 \8 n& f+ C1 k0 `47) Use the MOBLILE on the security system
9 m& D6 t! j4 T! b48) Exit the security room, and up the stairs
( f7 z+ q, i7 H# s( T- U49) Observe the rehydrator/reheater (the pizza)
& t; n# E) e# [( }50) Reprogram the clock on the "microwave."
5 ]$ Q5 g8 u' O! m# T, t51) Quickly hide at the door where you entered this kitchen
1 l' m% ?3 d6 L, E; ]) Y52) While the man, Vinnie, is eating the pizza, sneak behind him, pass the1 Y7 V$ u( V9 `4 B" t+ i+ D/ k2 E
screen, and up the stairs
0 {: F5 v* \, d5 v0 m+ P53) Cutscene: Woman on a device& [; c" w; z' A: h9 ^
54) Cutscene: Room 201, you can't enter it right now
- R5 }* e9 i0 ? C' Q* W55) Go into the bathroom and try to open the window, you will get
# I/ k" _: P/ M5 s) i: J: z L the WINDOW HANDLE
5 i% ?: Y8 Q. i0 h* o56) Go into the room without a door, behind the staircase
3 e" O3 w- h" q6 H* ~, K57) You should trigger a scene: Vinnie is going to check on the "guests"
/ t( Z3 r2 t7 G# ]; i9 e58) Use the WINDDOW HANDLE on the window$ u$ H6 Z: s# @! D/ j( n
59) Now open the window+ ]+ `) f! o1 Q1 ~8 F* e
60) Climb through the window onto the fire escape
8 U5 n* \/ G$ N) W3 m/ t/ J/ {61) Climb up the ladder
5 M. g3 L) L4 S& F62) Exit the room, you will trigger a cutscene of a guest exiting the bathroom
3 o1 a) ]# N( W63) Enter the bathroom and take FILTHY TOWEL; X. [# A$ _+ C8 S; g
64) Exit the bathroom
/ l& a6 i. H9 T }. l- q4 d65) Run to the end of the hallway until you see a window- V4 r% i2 _' h! o: Q3 X
66) Open the window; w0 n& e' ~: B' g) f) v
67) Stand in front of room 305
0 u3 V: ]& v. A# A68) Position the camera and you should see the same guest exiting his room; p) y" U/ F9 c1 A+ c% C: z% v
69) Quickly run into his room and take the DIRTY SHEET
! K: Y! {$ r7 d: A* D70) Run back to the window
+ f/ f+ t) _& S+ f71) Combine FITHY TOWEL and DIRTY SHEET to create the MAKESHIFT ROPE
' l% ~ e* ~: I9 X72) USE the MAKESHIFT ROPE on the radiator in front of the window/ q# f" [) @7 A/ Q& S! E
73) Climb out the window
, E. n5 P0 P& g2 k6 k# }4 G5 E U74) Go along the path and open the window
$ E! {0 |* W7 B. m75) Enter through the window. B4 N# ]/ p( u( \% z% X m0 L
76) Open the closet8 I" i7 T& f6 Q1 D: K
77) Pick up the VIDEOGRAPH) B- U9 A, k# K! M- M1 Z
78) Doesn't matter what you say to Marcus
; R$ Q7 T4 f( C. @79) Follow Marcus to the front door, E H8 ]; `$ c
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LOCATION: NEWPORT, VENICE (outdoors)1 b% }+ e2 l8 q$ L1 M# h
80) Make your way back to The Fringe
8 x r8 O( q/ j81) Use the buzzer to enter The Fringe
! y. f7 M8 [6 L81) Give VIDEOGRAPH to Charlie5 `* r0 O% r0 B. I0 [
82) Go upstairs
! L) ~+ L5 Q9 k7 s$ x) n( o0 _3 r$ w* K" j83) Enter the last (and only open) private booth% r" C! U8 i# {$ u/ @
84) Use the MOBILE
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6 H2 {9 z5 D# Q; ACHAPTER 4 - WINTER(CH04)5 u3 m& j# D( y6 k1 D
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8 }# Y9 u* a% f& ILOCATION: WINTER$ c3 Q, H0 V( @& d
01) Head towards the black house# I. @* N5 X% n! b8 `8 K8 I
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LOCATION: SUBTERRANEAN CITY& n5 N/ e6 X5 Q* \' c+ O' g1 I: r; Z
02) There are pebbles here, but the easiest way around the guards is just to3 H1 Z9 I7 U% `/ m- e' `$ p
defeat them. The guards block a lot, just run up to them and keep
& m$ U1 i5 X# K S0 \ using your fierce attacks
' K; v4 @# d9 L1 ]8 G6 R0 b03) Go forward and climb on top of stone block.7 W! h" x0 F- L0 b( Q' I4 X
04) Climb down the stairs2 i! `3 _; v0 E F. _) c
05) You will see a something like a torch from the ground
3 W" J+ _" o8 O. E$ L06) Pick up the GLOWING EGG; k6 {7 ]" k( f2 b0 u, I
07) Move onward and climb down the staircase
6 V; w. P+ f( a08) When you reach the large waterwheel, climb up narrow staircase0 z8 ~; h% s& s% L4 X% I5 _
09) Just on the right, you will see a contraption( b0 d% {2 z# d6 \
10) The contraption is in two parts, the wheel and the top3 `+ `+ P, n2 X- C# O. N" n
11) Use the GLOWING EGG on the top part
7 t* T7 d1 I G+ C2 ]* T) P8 M* E2 N12) Now turn the wheel part of the contraption2 H& |% Y5 o( z I4 Q
13) Take back the GLOWING EGG
# y! }- Z$ A0 A' s/ o3 I0 G14) Climb down the narrow staircase
. }* C2 F( a8 Z) M: O" ]" X15) From there, Use the waterwheel to get to the upper platform* O& c8 [: n7 m2 e" M
16) Jump across the gap
0 e" l4 z0 c \! p! d: |3 z0 ~( }17) Climb up the very long ladder$ c. _2 p4 _% }0 T) R
18) Walk upstream until the very end of the cave
. Z0 y4 J, f5 ~* D0 _: q) r7 Q; k3 Z19) You will see three glowing runes, they play a musical note when touched' J$ h8 H% q% J9 K: v
20) The correct pattern is: LEFT, MIDDLE, LEFT, RIGHT# T9 _5 t- P5 [! K! h3 c- Y
21) Enter the tunnel" e& E7 k( L) `. P
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LOCATION: MARCURIA
4 K( f# N) Y k) O4 s- I: B( p22) Observe the door on the opposite side of where the tunnel was
' I4 }/ g3 q) W23) Kick the door twice to open it; c# h8 ~) M7 k' z) V
24) Speak with Benrime4 e$ {, P4 F9 y9 q( M/ M
25) Exit the Journeyman Inn, and speak to Blindman Bob, who's right at the
2 U6 U# ~6 D8 _( h bottom of the stairs/ F* i; b& \/ ?: a+ J; T- \* E
26) Ask for "Help" and then say "Yes"
: E1 Y/ a- j6 I; o% o) p J27) Go back into the Inn
% P( O3 M4 n) ]; i28) Talk to Benrime and ask about the "Wine"' }, ?1 H& z7 X0 c, k
29) Exit the Inn, go down the stairs, past Blindman Bob and keep going straight8 R$ J3 j. P. @; G
30) In the courtyard in front of the tower, go straight and take the first) Z4 ^! X( B9 \, v- P0 k( \
right7 x0 [- S5 A, b3 u5 d
31) Go straight and talk to the man at the first stall on the left
, `! d- P/ G& g32) Pick "spices," "delayed?" then finally "Accept"1 p7 p7 z. ~3 {( }* Z0 q6 d; ~' @# r
33) Backtrack to the Journeyman Inn, but stay on the road and continue past it& @( L! _3 u$ D2 m! P
34) Continue until you get to the end of the road
# D3 F# \ F2 ]35) Speak to the bearded man and get the SPICES9 X7 O; f/ u7 {* q
36) Go back into the Inn
( j2 {! v2 Y& l) J- S; V37) Use the SPICES into the cauldron
4 H; s8 V% L5 d38) Pick up the EMPTY BOTTLE on the counter opposite of the cauldron ]+ `# {1 g @9 T( e" Y
39) Use the EMPTY BOTTLE on the cauldron
: h/ J* x0 e- ~! P* F40) Exit the Inn and talk to Blindman Bob8 y/ B3 u* i. X
41) Go back to the market, where the Spice Stall is
* m" o B" U, R: A/ T0 g42) Enter the path behind the Spice Stall/Soup Woman# ~5 K; d& O" s4 p
43) Follow the road until you see Crazy Clara/ k9 A; t3 a% Q5 Z
44) Speak to Clara. n( J* F( |, Z5 N9 a: ?
45) Head back to the South Gate Market (where the spice stall is)
) A( e( @( R8 }0 M2 H46) Next to the well (where the animal is walking in circles), there is an/ D5 \0 Y' c0 e h4 h5 f
alleyway that a guard won't let you in.# k- C( ^, C5 H D( I
47) Walk right behind the circling animal and then just walk right into the" a2 r [9 @% g5 {
alleyway7 b9 }# h+ q& S% r# L
48) Open up the cage to let the pet free
1 D! P: y$ i4 e- N4 F49) Go back to Crazy Clara and speak to her5 U& C+ s- H' z! z2 U& u- X- C
50) Return to the South Gate Market
8 n/ o# R5 v( W+ E0 X( g51) Speak to the Soup Lady
% g: p0 Y8 N% h8 r4 p52) Pick "Magda?"( h6 a8 s1 p' O# {) D0 ~
53) Once you can, pick "Help" "April" "Goodbye"; J# Y3 @* m4 Q& @
54) Follow Worm- s( y, Y! c+ b* `" w0 J5 x# _
+ f$ p. P% {0 P! HSETTING: SADIR
1 Z9 _# Q$ k# q$ C+ v(as Kian)9 w9 ^. P* a k" u: j6 q6 z
55) Spar with 3 other soldiers, this should be a pushover fight" }) q% P3 V5 b
56) Speak with Garmon, the man with red hair and white clothes" Q* A7 k9 k3 Z4 `+ v" c
57) Follow Child Ena
s7 n9 j; _; N, M) x! U58) Open the door
- n) p' ~, E+ i1 v+ i' {1 S( ?3 q8 ?0 I( Y59) Go back to the Sparring Circle9 ]0 g5 R9 T% V( ~6 V5 x8 D
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# B% m1 L4 I* W' E9 H# z6 P* G; O$ D/ T1 ~: L# X, ]& b
CHAPTER 5 - ALCHERA (CH05)4 P) n: L- v+ c! f
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SETTING: NEWPORT, VENICE- z7 U8 _4 Z" A2 _. J/ r4 ~) A4 b# z
(as Zoë)
: L; M5 A, k1 W V. n01) Exit the Fringe
5 N9 U$ z: d, }* U8 |2 R5 l02) Have Zoë just walk straight
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. Q/ Z& c1 x3 ~/ T6 _5 oSETTING: MARCURIA
' m% I/ m. ?, O% N' Q" x(as April)8 g9 q8 u; x' p K9 K+ O0 A0 ?
03) Exit the room, Brynn will talk to you6 c& K3 e+ \* J+ c/ D0 J6 \; Y
04) Exit the Inn, head towards the tower
; s4 [* H& K( d, B/ n+ c q3 L" F05) Keep walking straight, you will see scaffolding work you way& l3 i. R, @: w" X" C- b9 [# Z4 _
towards the right side of it: ]/ ?7 {0 n! i2 b/ y3 A4 @% K
06) Sneak behind the scaffolding
/ B* t4 K$ d& U; U: c' d& d6 g07) Sneak behind the guard, get close enough and you should be able
" i9 _/ \* `0 ?7 P to have an action to take care of him. R) b) |1 U9 h2 D. v6 S
08) Climb up the scaffolding and you'll be on a balcony3 e3 p& Z$ ?9 `3 P+ p* ?
09) There is a door that is slightly ajar, stand in front of the crack
) Y5 y- O9 I2 f: G10) Enter Focus Field Mode, target the two people inside# ]* s8 S7 _: I4 {
11) Listen into their conversation
. X( k& `- c% p( ~3 V1 d12) Head back and enter the Journeyman Inn
3 n" [5 {- _, |/ \: O" [13) Go to the Inn's cellar, and open the door
6 b. h* {, _1 b. c' ?! d/ q6 P9 y" f
) [9 ?8 v+ W$ ?, v5 W C9 HSETTING: WATI CITY# H/ y8 k3 y, [! n* T. E+ Y& E
(as Zoë)
: Y2 k0 o* W- m* a! k14) On the left side, there is a vending machine* Z! l1 `, g! v+ l% J
15) Use the MOBILE on the vending machine to get the GUM* l* Y# q4 r+ G% |3 D! R
16) Use the GUM to get a STICKER
3 x- w8 g0 u4 M17) Get up the stairs and should see a cutscene of a man
% u/ P, A+ p1 c* v/ S+ @# g18) Speak to the man" q/ x' M5 i$ G0 V8 @2 j. w2 `8 M
19) Go to the trash, and pick up a TICKET PIECE
! C1 Y7 \8 l; w& l+ y" n( l20) Pick up the TICKET PIECE again to create a TORN TICKET
/ {5 f3 O1 v# E7 [4 L7 n; N( q21) Now, combine the TORN TICKET with the STICKER to have the MUSEUM TICKET! d( l- \5 c) g9 p% O, Z7 |
22) Go to the cable car and you should see the Ticket Reader
: l9 H9 q" w0 Q$ P6 s* H23) Use the MUSEUM TICKET on the Ticket Reader
0 |, M* ^, W% _+ m24) Enter the Cable Car" j' |1 h& I/ p0 p! e
25) Open the doors and enter the museum
+ r2 N5 d! A5 p& t0 s/ k3 ^
; _+ X5 w0 R! q5 LSETTING: WATICORP MUSEUM% s/ D, H( V) I( }
26) Go to the back of the room, and touch the red panel to trigger an alarm* @ z& L7 J& U& K
27) Observe and Touch the exhibit of the First BunnyBot to trigger another
. l% m1 ], o% Q; m3 I2 H X; ? alarm2 g5 y% q/ h- \
28) GIVE GUM to the Hiro, the boy
) L) @3 S/ E& Z29) Talk to Hiro; m/ {, [& H+ d! C
30) Use the Mobile on red panel next to the "staff only" door
4 v* o; O7 g: c6 [* h3 c C6 J& h+ I# p
SETTING: INSIDE WATICORP
4 `5 K9 f8 _1 x2 U31) Walk straight2 p" n# ]: q; E- }
32) Open an unlocked locker
3 J8 V1 r1 }' [- M* u* T" w33) Use the clothes to change
, I1 ] F, ~; Y, E' w, N34) Back into the hallway, wait for the cleaning robot to open the grate, and
. A/ c* g: {0 O enter8 q+ {( O! O7 \ ]: F3 G
35) Walk towards the elevator and get on it when available
- l: |" L& G/ v8 {36) Move forward, and you will learn of the Waticorp guest rules
6 A% l0 z5 A& c37) You need to take a right, the path will turn left, then take left. Enter
- ~+ r& X/ v1 g8 T+ x the room at the end & k' q! u+ I3 v5 a9 i1 x
38) There is only one person working today, speak to Damien/ T3 \ j5 T: x, d% W
39) Walk down the stairs until you reach the lowest floor, sub-level 586 ~2 C2 o Z: y) D7 _, S; ?# @. d
40) Once the light turns green, open the door
# y8 f/ f+ P) e; Z q" L41) After the cutscene, just stand still and let the spider cross# _+ B) ^& [+ P( ]7 {' z; t, z
42) Go counter-clockwise to better avoid the spider's detection( Y O% p% F" y# p/ n7 e3 @
43) Find a panel on the right wall, it is near the door with the datacube. E5 b! ~# ]$ v5 j; R
scanner
" y: z8 v5 Y& |44) Open the panel to access the circuits
! D& N7 {. _; X- N) ~+ a45) Use the mobile on the panel
) V# H2 f. e' W% p' A! E46) Enter the door with the blue signs with the atom symbol
) i8 p: L$ l' h( C0 v47) Take the CAPSULE
0 W$ F$ ?, k6 V& y- ~. @/ D; F! I48) Combine CAPSULE with WORM to have the ENCAPSULATED WORM
7 C: F2 ^3 F8 Q. v: i8 z( k6 i49) Make your way to the Medlab, it has green stickers on the door
' d. K! w3 y( q; a50) On the right, there is a large tube, walk inside to get scanned; y. w7 s' h' R
51) On the other side of the console is a small biometric scanner
' e: E8 c& w- x+ A+ u; X52) USE the ENCAPSULATED WORM on the small biometric scanner
* r+ E5 _8 F5 n) W. @. S- s53) Open the doors to the Security Room, it has orange shield markings on the
) i: V; Z& w2 o: u3 ] doors8 g$ `+ e1 B4 @8 D. v/ E( a
54) Go to the Cybernetics office, it has red stickers on its doors
* Q0 g* }: v' h9 l55) Use the MOBILE on the spider on the left side of the office. H! G9 N' G$ C: L2 e" q+ u
56) Have your spider fight the other spider! A* e% g0 Y) m; [7 I; X8 N; z( y
57) On the destroyed spider, upload its data
5 t: ^4 w! K& v. d* S, Q; s58) Enter the Security room2 ^1 D+ i% v2 C d/ b
59) There is a panel on the right side of the room, stand on it and
# W% s8 B1 ?/ Q+ g4 d8 S deactivate the grid6 t+ \2 C% Z, z/ H2 ^; A9 F
60) Go into the Security room, search the jacket, obtain the DATAKEY
8 u+ [7 g' J# `2 f61) There is only one door unopened, the core room2 l" G/ E E$ C
62) Use the DATAKEY to open this door
* u/ Q0 _8 n: P* D9 m63) Use the control panel on the right to open the decontamination chamber
, x: r, t. Q8 h2 v4 }- j/ Q; x& c64) Enter the decontamination chamber
! B% o7 Y- e; p) ?: q3 d# _65) Walk forward until a cutscene is triggered
3 Q; y) G# S. h& ?- K- U/ M66) The easiest way past this is to walk back towards the decontamination8 V8 x: `- r& _. ~
chamber and position the camera so you can still see the core
* I; D8 B. r; G5 Q4 } W& Q67) Wait until she is in front of you, left side of the screen, but has her' h# A- i$ ?$ [6 e# f2 t
back towards you. Once you have that, sneak to the right and work your
& I9 a# t+ q5 V( F$ i [ way down the stairs and keep going straight.
0 [& L- Y' @0 d) P* Q* H1 W f68) You will see "something in that wall"+ V6 `, y, b7 n0 M$ J) {
69) Use the ENCAPSULATED WORM with the device in the wall4 A% d, g% r: V7 a6 y: ]4 r' O0 U
; l3 o6 y' Q `2 q" q' R
SETTING: SUBTERRANEAN CITY
* ]- }% I& L7 R(as April)' S; [7 o! G! H8 e, r( h/ W
70) Climb down the narrow staircase
: C. a- E# B+ _/ |$ ~( J8 U5 r71) Keep following the path, you will see a cutscene of one of the creatures7 k0 o8 Z2 P; M( w& B. ?% O) M
opening the door* f3 X V, N% U& A
72) Run in after it before the door closes (you will have several chances)& ^* t8 h) ~8 o, y/ d) }9 a8 A
73) Observe the altar... you can't miss it
$ c# `: i+ _% n U74) Walk behind the altar and hide there
4 j( q2 _' H/ E75) Use the Focus Field and observe the door when a creature is opening it
2 w" N& `# T8 z& D( ]2 \76) Approach the door and open it
N T- k( x# d77) Climb down the stairs, you will see a statue with a rotating disk
! |5 d" V, h! b$ G78) Rotate the disk so that the triangular #8 is on top
$ b2 C. h! o) ^; Y79) Continue down and trigger a cutscene. It shows a guard, if you are ever: S1 c4 u) Y, Q2 f& C! H: U" `9 v ?
discovered, you might as well just load the game. The guard summons a
/ k6 ]5 z# n6 b# s, o big beast that is invincible and the only way to get rid of it is by ! X& v3 \$ D0 b- X
hiding really well (easiest way is to just go back to the entrance
& ~4 n+ s9 \! q3 X5 _ and lay low for a while). Save often here!
! e- k4 |# I5 X3 M80) Once you get to the room and pillar with runes, take a left and there is, v' @+ I, V( f) J
another statue
8 Z$ e2 p' h0 @0 }/ y/ @81) Rotate that disk so that the rune that resembles an envelope is on top
( o: E* o2 }3 f82) Now turn around and go straight until you see another statue: M# W) D }. b% l8 F
83) Rotate the disk so that the top rune is one that looks like
) j+ b5 d' L( ]$ C crosshairs/sun/two circles6 B, A+ }- S4 Z8 b) G6 y. C
84) Take a left and at the end there is a loose wall
$ X% O& U/ }# R! x, ]6 r4 r2 h85) Hit the loose wall three times
& |) e2 V: N2 }4 K" N86) Go straight through the intersection, follow the path and take the first
$ x* z8 W2 W$ R6 J% S! } right.9 G5 n4 U3 m/ u- D
87) Here is the last statue, rotate the disk so that the one resembling the; v. P6 U6 `% N9 B$ Z. V
letter "V" is on top
" Y* W4 N- Y4 j7 B+ a% y' D88) Now, turn around and hug the right wall, this will lead you to the
9 P# V& l9 Z1 w0 ?% m: D6 H sarcophagus p9 O Q) P: e
89) Open the sarcophagus, then observe its contents, and Take the GLOWING EGG: I8 C6 H0 D4 i, {) q$ ^' d* L& b
90) Turn around and take a left at the "scary statue," continue straight and
$ I% D b' B. x' c) H: V$ _ take a left at the intersection
( g) p1 `" ^" Q5 }1 x91) Place the GLOWING EGG on the gate3 `6 o; E& M$ T& c$ m4 L, B
92) Run through this long linear path, go through the door that will
& }# I9 Y! q. y5 V) c9 b automatically open at the end
8 r5 v' _ Y' k93) Exit the room and you watch the cutscene* _( D# M! ~& q
94) Here's the trick to get past the first guard. Stand on the left" S0 @* M% E7 o0 h
staircase and wait until it starts running after you. Run up the stairs
i; j9 [( h3 J* p1 w7 ` and down the stairs on the other side, keep running straight and climb
3 R. P% W8 Y- B% e, b' T up the stairs until it crumbles. If you ever engage the monster in
- Z9 W' S3 i2 `9 f( [) w- _: L battle, just reload the game, you can't outrun it at this point.
! L; H6 T1 k+ P4 G95) Continue up the staircases, jump down the two ledges, sneak to the back' j2 f+ ^* C$ q& \& `2 S2 W" l
and exit4 i% i5 {8 A$ O
6 `0 \# ]5 k# ~% V/ c/ F9 o
SETTING: INSIDE WATICORP; H& g8 w* \5 T4 B3 V0 L
(as Zoë)
1 ^$ s; H/ w. f96) RUN! Up the stairs, through the decontamination unit, and to the
. ?& Y4 D( I. }) n! O elevators: Use the ventilation ducts to hide from the soldiers if0 J% v! E) a6 r* |) a" G2 I$ R
needed
9 _% J2 q( W7 U5 g/ j' @97) Walk to the back and have a conversation with the green guy 3 J1 k7 N- k( |# E0 R
98) Run straight, where the camera guides you, enter the small building then
; a9 A. x" \; r9 c2 r open the doors to the outside8 a2 F5 X( l3 p2 {4 a
99) Run to the right, climb on top of the silver box, then jump and grab onto- a+ g. f# `( I2 S; {+ ^! P
the hovering robot
9 X. `7 X' T4 N8 h7 S4 {4 f, O5 q0 G0 ~- q# \: x. A8 s
/ V( g! w& f' \ n' h7 ~' x0 U# h; D
CHAPTER 6 - MORPHEUS (CH06)
2 k- x$ q5 R: I4 i& D, h---------------------------
( }, R; W# P5 I$ N t, B/ o* Z* x8 ]$ L4 q. E- O: U; E4 l% G
% H0 [, {' M' H1 {SETTING: MARCURIA* D3 ?) v' B' w4 v5 \2 w
(as April) W5 H: _* n8 r9 m. L* A5 `
01) After talking to Na'ane, go downstairs and talk to Benrime
) P% b7 a5 d* L1 ^9 [7 _ B02) Ask Brian about "Travels"7 }' c9 a& z2 U( Z' ^, T
03) Exit the Inn, and go to the Ghetto, it was previously blocked with
+ U7 Q7 \9 u+ J3 Z$ j, N3 X# |4 h+ f) a traffic (where you got the spices)) d/ f/ F p6 t1 r1 J# D+ m
04) Enter the Ghetto and take the right path, this leads to the harbor$ |1 p& k5 T/ I* F T6 C. o* s2 W
05) Go onto the docks and speak to the Shadowguide, pick "Pay"$ ]! U5 a$ {! w7 K
06) Go back to the Ghetto, talk to merchant in red robes4 i! T* U. {5 X
07) Keep talking to him, until he gives you his autobiography, 'MY WIZARDIN'3 Z9 P B+ g6 N/ y. P2 h% I
DAYS ARE OVER'
* |$ t* g, m; F7 z08) Return to the harbor
" [, \& ^- L& u, _! m1 X' D& h09) Speak to the Shadowguide
1 Y* K1 o' z! u" F: {10) GIVE 'MY WIZARDIN' DAYS ARE OVER' to the Shadowguide6 n, a3 z7 |1 d) w
' S. E6 e9 \: Z7 D(as Kian)
$ W' _( X( i" R( z11) Walk straight, up the stairs and enter the tower+ C. D6 E3 \5 f+ x
u) a& \3 i6 u( R
G* i! p7 Q5 Y( {6 \% U1 L" n/ x' T! `( W0 }* a
CHAPTER 7 - DESTINY (CH07)4 [( ~- R; I" l5 x
---------------------------
9 w& J0 i1 R" e
$ x2 ` D3 \" ^. ~: XSETTING: DARK PEOPLE'S CITY) r" O8 ~) @7 d$ _0 T
(as April)4 e- {7 W/ T7 @& L
01) Follow the Dark Person until he stops
- ^% I* T5 Y7 [0 d/ O$ t0 w" u02) Speak to the Dark Person; K. w& y" e, o1 Q' [ \
03) An old friend will meet you...) q9 r7 e' h5 y7 z; A# n! ?
Q% c- U5 U8 ~$ S) L7 l* ^, H5 dSETTING: GUARDIAN'S REALM8 _1 ]+ |1 j! h7 K' Q, I
04) Walk across the make-shift bridge: E3 [" s6 z- s1 y, p L$ S7 K( i
05) Climb up the spiral staircase7 G% W4 v# x$ m2 B) t2 `6 `6 W
06) After the cutscene, head back to the Shift" R; s& V" V* w& E, M
& m+ {) u% ^ {/ y) rLOCATION: WINTER
- W) Y2 Z& s; L(as Zoë)
5 U+ h6 ]1 {/ o9 z$ C) D07) Head towards the black house
4 r( b& s& H. w0 y1 o: d2 R
% s# |5 |+ u- G+ p9 M5 e2 K" _0 b2 N4 C" J& ^0 L1 J& [# Q
' e1 D/ S2 B7 Y+ [9 Q/ LCHAPTER 8 - CONVERGENCE (CH08). f# |. t2 Q7 Y1 M. t9 ^
------------------------------' k( l6 O! U7 p: U- C
. s8 T, M. t; XSETTING: MARCUIA
, i4 ~# d7 u9 I4 s: \: K/ Y(as Kian)
- `+ A0 x: ]* {# S01) Defeat the two rebels
9 F9 p) ]( l$ B- | n8 {2 [; H02) Ask the Magical about the Scorpion9 ^0 [- Z# ?: D f' o
03) Exit the harbor to the Ghetto% T4 v, p) q$ {. x! B" d
04) Exit the ghetto in either direction2 h9 Q0 L% a' t; O. p
05) Exit Friar's keep2 ~; f% L: N9 T( j1 p* ~7 N- w
06) Walk straight down the path
3 v5 U2 ^$ }7 d1 N4 l. f) u) D- r$ m! C8 P* s7 T) X2 v
(as April)6 u( Y- }( Y$ I# w, [& ]
07) Walk up to Friar's Keep
; c: X4 k# v. l4 N- I9 r* |. F( j/ _08) Follow the right wall, there is a path to a small field) n$ `# c O/ F+ ^
# L9 W2 m; f9 ]# k
(as Zoë) 6 `: w6 ], G9 K6 N/ g$ m) e" L7 y
09) Knock on the cell door% {9 x f7 _& ~
10) Look at the door6 ^. p! \* d% N( y
11) Talk to Crow$ n! y6 y0 H% N; E% M) v8 x1 G
# Y% y5 m+ J( @% K$ ]5 z. [
(as April)9 d; [7 K9 C7 M. q7 b" F
12) Make your way to the Ghetto& o6 k. Y# \4 Z% o3 v! s. P# a3 k9 S
13) Talk to Roper Klacks, inquire about potions
* y* V' Y$ ]0 K# {5 W14) Head back to Friar's Keep2 o5 n+ B0 L! z! h7 {# N/ V( M
15) Give SMOKE BOMB to Crow
2 ]$ s5 { R% Q# N6 w: C16) Give ACID to Crow" D5 m: d" o+ h
7 h" `: i/ }. U4 i, T
(as Zoë)! F0 L) E V% M# q$ L
17) Use ACID on the door( g% j( h; l/ N G+ o3 E# P; z3 S
18) Exit your cell, you'll see a cutscene that the guard is distracted
0 b& s9 I4 d N8 Q19) Sneak throwing distance to the Guard1 q& U4 S W% @- G' A# K" Q
20) In Focus Field mode, use the SMOKE BOMB on the Guard- W7 K% {$ f) ?+ o) e% g0 O0 J
21) Take the PRISON KEY from the Guard
' s' d8 Z4 h7 O( q; s7 q0 C22) Use PRISON KEY on the door (right behind the Guard): A& c; |" v# u G4 Y; G
23) Walk down the stairs until you trigger a cutscene. i; R4 v _1 k7 P2 @; p
24) Walk back up the stairs and talk to Crow9 Y9 }: T% r7 S
7 P1 i" C+ X" r0 I1 b* h4 J' D(as April)
6 y) H4 d9 w2 P$ X1 d25) Head to the Journeyman Inn- k c# G4 f% `% V' _) H
26) Speak to Benrime, she will give you a SANDWICH
1 d; P4 G% e( F27) Go back to Friar's Keep
3 h, F4 b( H( P28) On the right side of the door, there is a speaking tube, use it& P) l7 a# d* Z( {
29) The guard will open the door for you) `4 N, y$ e! P3 W
30) Climb up the stairs, you will see the spiral stairs right on front of/ u. @3 L" {$ ], U! n
you. On the other side is a gate, go open it$ [: Z9 \+ e( G7 ^9 N4 t. p
31) Walk straight into the small alcove where the boiler is: n* D5 v0 m" g2 v9 V* Y
32) On the right side of the boiler is a dumb waiter
- D6 A8 A2 o( e. Z1 h+ A1 R33) Pull the lever to open the dumb waiter
* n# G+ {) e9 t34) Place the SANDWICH into the dumb waiter3 q; _( w0 B9 i! S$ y" [- X
35) Use the lever again to send the sandwich up9 F9 y, {, K- n; \# w- I# z% E3 a
, K( I4 L1 y8 y U& X" S/ p
(as Zoë)
+ b% A0 x# C7 Y3 p# L& x [' R5 Q# K36) From the cell, go through the gate and make your way down the stairs0 c' ]5 T: Z G6 V; I+ r9 t+ [
37) Now you'll the guard go through severe food coma
3 d# w7 H. B \6 G7 h+ Y3 t38) Use the PRISON KEY on the gate
/ z' r0 H5 P& K X! P% e39) Sneak past the guard and continue down the stairs3 h2 N" c) i( H6 T
40) Use the PRISON KEY on the gate
$ V% |& j+ E& _6 f41) Go down another set of stairs
: }. N: s$ |" j5 }- y5 @42) Reunite with April2 W9 A8 U/ H: M" }
# j6 z7 ~+ n9 O- n& E7 a! f+ M(as April)
" x# S) t9 Z8 d. \' i43) Right next to the main entrance, there is a door leading to the kitchen,
7 m- j1 F! {: R) R enter it2 U1 A+ ?& b6 l: a1 F* G
44) From the kitchen, go through another door to the storage
0 E/ u" i* |" K" ]. L4 V45) Push the large crate to the wall. j7 q' |7 E2 u0 B; I' n' L1 e
! N$ t- }8 G( V- O. ]5 v(as Zoë)' e" x' }1 n( M: P
46) On top of one of the boxes in the room, there is a ROPE, take it.! }5 J8 f( D1 X7 _' `8 T* ~4 c
47) Climb the large crate
4 P( s+ B' e' b6 { U48) Use ROPE on the metal hook
" Y# T1 O7 I3 u" U. E$ W49) Use ROPE to climb out5 K: L6 f& `/ a' \) F
50) Follow April out
# ]" v! \1 q9 |* L: q/ W1 K8 D51) After talking to Crow, head towards the Journeyman Inn3 k# z+ p% @) P) I) q4 d
" Q4 I, v" j( k$ E, ^9 x6 R(as Kian)
+ e! e: }0 r! u52) Defeat two rebels
# p5 f2 \$ e$ Z' V2 O" N- y) _53) Go upstairs and meet with Na'ane
1 V7 d6 \- ?) H$ \" Q$ C4 ~; s' X
(as Zoë)
7 J" ^' T9 Z$ }& C) v/ l, l54) While talking to Crow, choose: "Suggestions?" "Westhouse" then "Go"# r1 `6 ] n$ B+ J3 t% H* T, y$ \
55) Make your way to the South Gate Market
" i" {' h& @' P6 x5 p: g56) Walk around and Brian will call out for you' ?( k0 Q' h, y. H
57) Approach Brian to start a conversation
4 v9 f, p& p% @5 E58) After the conversation with Brian, open the door behind you! Y0 [8 t# u/ I& I
% [8 Y" h3 F. u3 k2 F6 h- G- ^& H& D/ }# n; c+ I6 e/ i- w) F3 u
SETTING: DARK PEOPLE'S CITY( t# R# W* a( [" r( A! [( c- p
59) Follow the Dark Person to the Library
# p$ E8 p% V: Z4 s0 _' [) f! }! J60) Walk towards the desk to talk to the White Dragon
% [! q0 }' y/ g- J0 o$ @5 M/ }, W" O, i0 D9 I3 Y q0 q" X
1 M+ A3 {2 ^$ ]' v5 K( o6 I
, {/ x6 S2 Q6 o8 C0 b ]CHAPTER 9 - (CH09) V* e( c( I* T# C$ W7 e) u7 A: X
---------------------------
- v5 m4 A7 A, p: r3 v" N
\, H6 p" J3 v, A* ?# J*I'm not quite sure where Chapter 9 begins, or it's name*
! }# t* d6 j& w; v n: m( @; W4 `( B) I& c! Y/ r1 e4 Z
. n9 Z9 r; s. iCHAPTER 10 - CROSSROADS (CH09)
% _/ S* ?: B" p7 `------------------------------% ~. q; ?7 z6 V: Y4 `# S
; @9 ^! q1 I* ?% t- A
SETTING: SWAMPLANDS7 r; @; \- `7 z; j; \& t O
(as Zoë)3 H/ x- Z% O. r
01) Walk the very long but very linear path.% _9 L! t3 F" a, p
7 M. j& [/ x# M. q" `
(as April), B' z a7 S$ N2 d5 c
02) Walk straight and climb up the ladder/ [! H2 Z; y% U
03) Keep going forward and cross the bridge, i* s+ w0 q; E% ~6 Z$ Y9 Z
04) Behind the first house, go down the staircase3 o3 g9 L4 `- h+ t- {9 Q* J
05) Walk into the open area start a conversation with Kara5 o$ a3 I; e* C) X" d
06) Walk up the incline behind Kara, only to go down an incline to the left) o/ C0 h" {! j1 A1 u9 Y( t2 t0 G
07) Now take a right to talk to Na'ane
A7 w6 x6 |( q0 G) E: |08) Walk past Na'ane and just keep going as far as you can until you trigger
' x. w8 { `& Y8 N5 w5 o2 s8 C& z/ S a cutscene
H0 O" x* J- b o
6 o/ ~$ A) C' k+ A ~; S7 |(as Kian)3 _! j4 X# T$ n9 X7 m9 @6 G
09) Hug the right railing and go forward
. D1 P/ Z3 @' Q* \/ G10) Descend the staircase Z" n" K3 I2 m% ~! d* p
11) Walk into the open area 1 J% R& s+ Y/ T! _& ~
12) Continue and walk up the incline and then go down an incline to the left1 ?' `$ p* C, ^
13) Now take a right to talk to Na'ane
3 b: @4 K1 u8 ]# i+ t% o14) Walk past where Na'ane was and just keep going as far as you can until
. k. G/ r$ x q8 r: j1 M you trigger a cutscene
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* j# I, D% O. R, l2 h3 \CHAPTER 11 - FAITH (CH10)! I: ?% y. D( l2 u. ]0 {, ?( Y9 r
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" k3 R$ F$ Q; F0 |SETTING: WATICITY
. d6 o. N, b7 u: i7 I(as Zoë)9 |' b% R% C1 ?, @4 {9 F5 {1 U- y
01) Use the console
- T! w/ z, l- ?02) Go into the bathroom
2 j: m1 g" [& y( o03) Exit the apartment) ]; ?) s2 V5 m# V
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SETTING: RUSSIA/ j: z: E# {9 K# W
04) Go right and turn left through the opening in the fence
6 H' d" a% p) M; q05) You will see a silver shiny vehicle on the left side of the road
: k5 W, q7 @0 M, l06) On the passenger front side, near the side-view mirror, there is an) c) d, d4 D2 P2 _ {1 Z9 F6 L
access panel
2 v. P& B. C. \* Y6 K1 d07) Use the LOCKPICK on the access panel, a$ A7 E$ r) h. R! j" Z1 e. M8 W ?( N
08) After opening the access panel, use your mobile on it
( V" m) G3 o* u5 Q8 V7 z09) Climb on top of the tires and boxes behind the vehicle6 p S) j) M5 n0 A
10) Climb on top of the vehicle
- \4 s9 ]; G0 k5 Q# Z11) Stand near the front of the vehicle
; k8 ^, @) ^! C, j; Q, f& g$ K12) You should be able to jump onto a fire-escape connected to the building
! y, w8 g7 w1 C9 N: k13) Climb up the ladder9 p/ `" K- |3 U6 D& d& |
14) Once up, you should get a cutscene showing a security robot, W: X7 [, v9 Y1 J
15) Follow the security robot, at the corner where it turns left, there is a
9 W+ H+ J3 [+ k- D, G ladder there4 p$ B8 T* l9 T+ i1 a* S% A
16) Take the ladder to the roof
' k7 F7 s6 H# l) y7 l7 _. ~17) On this walkway is an old sign, knock down the letter "K"
3 t! L" B/ Z+ u9 h2 k18) Work your way to the broken skylight, while still being careful of the/ o! p" h; k) H) v6 u
robot
" k: C& E7 b" [% a19) Now on a catwalk, have Zoë walk right until going down a set a stairs9 f* a9 Q& G; `2 v/ p
20) Now climb the ladder down9 g' t: v) f' j2 [9 \! N
21) At the production, floor, go around the assembly line.
$ c! Y2 y9 F0 T22) There are two green lights on this side, under one of them is the power
$ K' ~( }' m' q switch
1 ~2 M Q% f0 X/ P- B23) Open the power switch panel, and then press it
& W* j0 U; A, S: D4 L; }24) Go back to the other side of the assembly line, and enter the control7 j; j3 J) B1 c# [/ K H. E) |7 f( T
room, its the room that's mostly glass
: n2 |/ N+ [8 y' a* R9 Z25) Use the right control panel first
* l, P K/ f- u- i+ i: q26) Have the winch go as high up as possible, then as far left as possible
2 x; C# I* Q4 V2 D27) Now, use the left control panel
, q5 v* Z1 R: i5 G' M28) Exit the control room, and go back to the other side of the assembly line9 l8 {* j% D- y6 t
29) Go past the power switch and toward the other green light6 _5 u* j( q! v& c; J
30) On the ground is a ventilation shaft, USE the hook to clamp onto the grate
- I( M' E; [0 G! o0 S31) Go back to the control panel room and use the left control panel
/ @9 W, b5 A) F d! s32) Now that the grate is removed, go back and enter the ventilation shaft t) l7 }: L7 C. _8 x% c. ?! P N
33) Open the desk drawer and take the SMALL KEY inside, {6 \% i) {/ g5 n) C
34) Use the SMALL key on the left locker5 D# a" Z4 V; H
35) Inside is an ACCESS CARD, take it" e. {: `0 R8 C* y; C
36) On the right of the "bedroom" there is a card reader
% x8 Y: F2 {$ `7 ^& X/ } B1 \' @37) Use the ACCESS CARD on the card reader
! u4 c, B9 ]) V) Q38) Enter and use the second card reader
, a) w1 m* [( y39) Observe the Doll house and take the DATACUBE
4 k3 Q. p$ O! \2 P8 X& e40) Exit the bedroom
! o# ?; ?2 I9 |$ K, s7 p41) Use the card reader on the left side of the door to unlock it
0 p3 h" y* a1 M1 j$ y) j7 K42) Use the DATACUBE on the console of where the yellow chair is
y- A- C3 m0 V8 k: V43) Use the ACCESS CARD on the card reader on the glass door in the corner. o1 C$ \* z; o4 D) r
44) Climb up the stairs and find the solid metal doors6 e/ F R u0 }. l
45) Use the ACCESS CARD on the card reader to the left of the metal doors
9 j3 w' M4 ]9 K* z& q46) Back in the production room, go to the exact opposite corner of the room# H+ z7 {' a" k- o5 a
47) Under this green light is another door with a card reader+ S2 L3 ^. a: o" E
48) Use the ACCESS CARD on the card reader to the left of the Loading Bay Doors
7 P& F) M, { ?$ \49) Open the next door( z7 c) w( E3 k: Q: |; L/ V
50) Once outside, climb down the stairs on the right
$ a- J! A0 x, s: C8 ^/ m51) On the left of the large gate, there is another card reader
, H6 F1 j, p6 C& G# e& h0 R52) USE the ACCESS CARD on the card reader to the large front gates
0 r" Q+ f* {: K# z. ~53) Open the door to the taxi
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CHAPTER 12 - REVERSAL (CH12)
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' N$ W; z( n1 b6 W5 ~/ S9 E: r) k' ]+ e7 H. Y
SETTING: CASABLANCA# H5 d; d* R& o2 q. x8 N
01) Go back home4 W- A' k' c5 N% g5 |0 ~
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- D- s7 b, J) O9 i* H$ r6 i" CCHAPTER 13 - THE LONGEST JOURNEY (CH02)
2 |5 @$ \: P. Y1 V$ i---------------------------------------
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SETTING: WINTER ) H+ h- t+ _5 k5 n' E
01) Walk towards the black house, S8 Y `7 M- ^& U9 |- B
02) Take the stairs to go up |