有卡住的朋友可以看看- x( a# e* J, I9 J5 v6 s" F# q
7 _' r( x1 y" w" S7 o) JCHAPTER 0 - TAINTED (CH00)
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7 W4 j- }) Q. x
, ?8 F; I5 [4 L; _ d1 b, p5 |" H7 v7 tSETTING: MONASTERY
( |: e; r& z: J7 n(as Brian Westhouse)& O" o' _* k. |! K' Y1 S: k1 y
01) Walk out of the room and follow the monk
# x' L0 D' S; P* i3 J, D: T) @02) Follow the left wall and bother the whispering monks " R7 t. u' `3 W' @9 y2 Y+ s9 E
03) The head monk will say that the ritual preparations are complete2 b2 Y }) v. j1 f- J
04) Walk onto the dais
$ `( h6 r/ E# }2 E+ J& \2 _) f6 ~' N. ], K+ M4 w# w
4 c& p0 `2 R# J5 G5 X5 L; S2 A
& V8 c" n3 ^* f- {: |
0 _0 s7 c; r- ?: O$ e( l
CHAPTER 1 - ONE (CH01): n( J c8 T) b( T- p, T, O: W7 l/ j8 k
---------------------------
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5 w8 A1 C: P8 b1 o# S) i+ o LSETTING: CASABLANCA
* Y" B& a+ `( E(as Zoë)/ |! D8 Q1 j( l! V/ t" `
01) Answer the MOBILE, it's on the chair next to Wonkers (the purple gorilla)6 B( J9 _9 x! ~7 ~4 E5 B: G, m
02) Open the closet
) u1 k7 O [" _: r03) Use the clothes to change( u$ g/ [) y6 K2 K0 J( T" ^" x: \
04) Go downstairs w k/ ]2 h3 ?8 U1 g. P
05) Speak to your father' H5 J {; \4 y* P1 X3 |
06) Exit the house
, g- i! d/ R& M$ z07) Walk down the linear path until you reach a new area.
0 D" B; n2 h& D: }& M" L08) After the cutscene, follow Aralyn
* F6 `$ w" K4 F( y09) Proceed to the end of the path) ~ P( i5 P, G. Z3 x$ o
10) Open the door to get to the gym
+ O- O1 H$ b6 O11) Talk to Jama, the woman in green
2 r1 | {/ ?# W$ I12) Spar with Jama, say "no" when you're done practicing between rounds
$ u- o3 D0 `- z7 s, ?5 y+ V# X13) Exit the gym+ x9 {: A+ ~* u9 k/ B9 b
14) Go to the shop, "Alien the Cat." To get there, backtrack home
; h" g7 c3 u' @15) Walk to the back of the shop
8 H7 _1 j" c+ c: R4 h16) After speaking to Olivia, exit the store
$ m0 K- {7 @# c# t" ]: Y) x7 d# m. [# H17) Meet Reza at Moca Loco, it's in the marketplace
6 S& X* o* U' I( Q$ Q! N/ N18) Reza is sitting on bench just left of the storefront
2 l* w; a. n1 g8 g; h+ @' r19) Doesn't matter what choices you make in this conversation
$ O$ j. M2 N0 s. L20) Go to the taxi stand, it's near where the gym is8 ^/ y) v, ?. t1 D6 m p' Z
21) Get into the taxi& x' P$ u: X7 j! N4 a
, B: D7 b# J0 Z* F9 t: h- d$ xSETTING: JIVA CORPORATION
1 C7 [/ n2 O9 s2 a" f" S7 F8 b& Q% R22) Press the button to call an elevator pod
2 W$ P# ?7 S6 R- G: d2 j) Q21) Walk up and speak to the receptionist
4 Z! D% l+ b$ c Z22) Choose: Appointment, Distract, Plead1 l$ g, r* R0 y
23) Use the panel near the storage room to lock the receptionist in
! g+ ]& T/ B! w24) Use Console on Receptionist Desk to open the hallway door
+ v, I h4 Y6 S* l) k& O25) Enter the hallway until a cutscene
! K' B# c7 M+ |26) Climb on top of the box to the left of the elevator
a, u! |. S# _27) Climb on top of the elevator5 k1 i: f3 M- v1 O5 ]! y
28) Open the cover on top of the elevator: ]% x% n- r" z- b& J8 ], S7 Y
29) Use the pressure release handle
: h; B; i$ x) z/ c, ^30) Get down from the elevator
6 R) ?$ C4 |6 R; q7 {6 W0 W3 B31) Get down from the box
7 I2 m* J. e2 |32) Open the elevator doors
5 O" o; {% g, i( r4 e8 ]0 j# u33) Follow the woman to the elevator pod" B5 v8 R* H# F9 u
34) Wait for her to do the manual over ride! Z" i! c& F/ Z6 Q8 j; \7 H' Q
35) Use the elevator call button
6 k6 y: r! W& E1 A36) Enter the Elevator Pod
. o, ^$ @, g! @; L- h37) Helena will give you a PACKAGE
2 c% J3 U' G+ ^38) Use the call station to hail a taxi( o8 I \4 `1 \
- g; x% d1 w6 dSETTING: CASABLANCA! w- P9 B% n: \" V% j
39) Head to Reza's apartment, use the alley to the left of the Sushi-ya
u+ j, L! r7 r, f+ u40) Enter the building with the red doors
. U$ Z, ~* s1 t7 K! K41) Head upstairs, Reza lives in Apartment #85 K* S+ y% _, s+ h
42) Enter Reza's apartment; e% e2 P; I$ a, u( n" x# `
1 U: ]9 I9 N2 F+ s9 x6 v7 H, N* K' Z9 r# v
# H# s8 p0 _% F3 n- O, Z# o5 d
& w) s3 c+ x1 I" d2 vCHAPTER 2 - LOST (CH02)
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5 y! R2 h/ [7 F4 F' {* OSETTING: CASABLANCA& W4 r2 k& |6 B: |3 r
01) Get the message from Wonkers" G$ ] X5 a; a Y5 u) p
02) Head to Olivia's store, Alien the Cat
% `$ G# A# G; b) Z: F03) Speak to Olivia, she will give you new software
7 m& o" X. I4 |04) Head to Reza's apartment
8 W3 K( _ `3 j05) Use the MOBILE on the clamp installed on Reza's apartment door
% b S0 |; b( G5 J06) Unlock the clamp by matching symbols: h' o0 A' s! \" u
07) Enter the apartment
8 N* B$ a I. p: Q8 a( ?08) After the cutscene, sneak into the bathroom by staying against
: ?8 l6 u3 P% Z7 {* G% P the right wall, be sure to avoid any glass# G/ _. Y9 |! t/ t
09) Open the shower door2 }3 ^. p4 L& A4 L6 y5 |
10) Use the panel installed on the shower
% v X* V5 B1 Y8 V9 @0 d& N c11) Close the shower door$ H2 A0 p( B1 u8 c& M# {- Y0 o
12) Use Lucia (the red gorilla) to obtain the WATILLA PARTS
5 a/ F$ k3 g6 ]4 a7 ^" Y13) Head back and enter Olivia's shop7 V* W0 P* }" J, X
14) GIVE Olivia the WATILLA PARTS, \. B6 A0 n. [
15) Olivia will give you the WATILLA POWER SOURCE
$ l% H5 D$ F' D1 y" ^8 t7 N/ {8 |! |16) Go back home" h( h1 \' ^5 w2 y* w& q. g
17) USE Wonkers to get the WATILLA BRAIN
1 Q/ d* S/ ?/ q" e% C3 L! }18) Head back to Reza's apartment
7 s% S) y) E. x4 G, v19) USE WATILLA BRAIN on Lucia g( y& p' D/ E* r. d4 A5 g
20) USE WATILLA POWER SOURCE on Lucia
# }/ f, Z& Y, v21) Speak to Lucia/ }# G4 a( u5 S$ u, I# }
22) Follow Lucia and take the NOTEPAD3 }# c4 R g# o+ a
23) Pick up the NOTEPAD again2 m/ B" P. V) z1 w L4 N4 J$ Q
24) Head back and enter Olivia's store5 x& n0 F* Z+ e8 a
25) GIVE Olivia the NOTEPAD: B8 P; [7 [4 |3 y9 r( Z& e
26) TAKE the backpack from the closet$ w4 M% i4 C7 f( s( _8 n3 h( U) C: T
2 ?( B9 ^5 a- {SETTING: NORTHLANDS9 b" t1 f" N4 }/ S8 h
(As April)7 B% E/ |9 w7 u8 n( w0 |& W
27) Take out the Soldiers
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7 L( C9 _) I% D' ~CHAPTER 3 - 201 (CH03)
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0 @# X3 j4 s4 Y$ YSETTING: NEWPORT, VENICE- D% A x( O. L- B/ u( `" o) U
(as Zoë)% v0 z- ?, d6 R) c) i% S
01) Follow the right path, until you come to a white building
5 \3 f6 |1 l2 w02) Use the Buzzer on the door* u) n$ M4 ? H
03) Speak to Charlie, learn about the Border House
% Z( l: e m1 R4 \6 J04) This time, follow the left wall until you get to the Crossroads
3 s; [& a7 H' V1 d05) At the Crossroads, you will see the "Chinatownman"'s store
7 |) {; Q% }3 z+ |, k- r- }06) Take the bridge to the right of his storefront
. |! g3 e# r& q0 D# V07) Once the area loads, hug the right path until you come across a bench |; u9 j& z0 u% Q" _
08) The bench is in front of the Victory Hotel& E, t5 {$ g7 S" A) _7 l
09) Face the door and take a left/ s: l, @, A, `! z( C
10) Climb down onto the scaffolding until you reach the water$ x9 S8 g8 n$ C7 Y( A, |
11) Follow this very linear path until you see a ladder2 l, N6 r y# n! R o( b
12) Climb the ladder
0 p8 i9 M) q2 Q/ a7 r" r# H13) Observe the digital padlock
2 U9 S2 ?9 K4 S c14) Use the MOBILE
! B3 V; e# W2 _15) Backtrack to the crossroads (up the scaffolding, and hug the left path)1 `: D8 D0 [8 e+ N1 z) J
16) Speak to the "Chinatownman," and inquire about the "LOCKPICK"
8 X$ q! t- n+ r9 K: X/ l; J17) After the conversation, use the mobile
" s6 |' C7 b! B18) Speak to "Chinatownman" again to get the LOCKPICK& q! z" @/ U( e8 W' \
19) Go back to the gate with the digital lock
$ L" e) H+ p' u4 J: q0 C20) USE the LOCKPICK on the digital lock
, B+ a v0 J8 U; b* z9 ~21) The puzzle is different everytime, but the goal is to make 8 pairs, 4 on" p* Z N( C. }4 ]6 K
top, 5 on bottom by rotating pieces. You have infinite time, so no rush!
x$ q4 Z% h. L f8 J, {22) Enter the yard
; K" v- l8 b8 X23) Sneak to the toolshed, but only while a train is making noise. 5 o) W8 \0 R2 L% P& U
If the dog wakes up, just climb down the ladder, the dog will be back, Q4 L) X% S }- `) }
asleep% d; M+ n* }0 v
24) Open the toolshed door when a train is making noise: p! p1 A3 ]9 m) f: m# R
25) Enter the toolshed
( W8 T9 \, m9 x7 k* X" _. X( X26) Take the AXE hanging on the wall
: w5 U8 ~7 E% p; _# O2 r! ^* r* N27) Run across the yard and climb down the ladder
) G( N5 v( I! R( {3 t3 J28) In this canal, find a dumpster + D4 C2 y, M/ g8 L* [4 \, w
29) Release the metal bar on the wheel of the dumpster
, ?3 R" x) U- x. ?& k30) Push the dumpster as far as you can (push it four times)+ B# g; K& H. K% P2 {: ?2 X
31) Climb on top of the dumpster
" f+ x9 s3 Q1 i1 ?6 c, l32) Use the AXE on the boarded up window
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SETTING: INSIDE THE VICTORY HOTEL
( X' q# `4 g5 a5 y$ L( t33) Enter the hotel basement through the window% k2 k2 U% b9 b5 Z
34) Pick up the AXE HANDLE
- F4 X$ S1 Z; m& n35) Pick up a RAG
5 B/ u" h7 i" h( u36) Combine the AXE HANDLE and the RAG to make a TORCH
# H1 C$ M/ H; F0 P! U+ d37) Smell the red can5 Q2 [1 M, i1 H3 e$ G) J
38) Use the TORCH on the red can( s+ f+ Q5 `, Z
39) Hit the red button on the water heater 6 O! w( h8 B3 o7 X8 G5 G
40) Use the TORCH on the red button/water heater lighter
/ x$ G0 I/ h5 E41) You now have the BURNING TORCH
7 c- n0 Q1 i; \1 c6 `9 k& P% t42) Go into the dark nook and open the door
" @7 m5 I5 _- m* O/ V43) Follow the linear pathway until you trigger a cutscene
2 a c, j h* ^( k& l. h3 ^0 x44) Enter the door in front of you, to the right4 p- r) f1 C" y' e: L
45) Pick up REZA'S LIGHTER" i' q4 x4 |& z# i+ {- _6 e Q- X
46) Use the security system and exit
( P, i4 W) A$ J7 _9 l47) Use the MOBLILE on the security system
" ^# n5 A/ Y$ x! g b48) Exit the security room, and up the stairs
& D% r( S( o1 s3 a v, U) F" ]; {5 J49) Observe the rehydrator/reheater (the pizza)7 i0 ^$ I6 ]5 z* }+ Y# ~% ]
50) Reprogram the clock on the "microwave."
) ~% k& r9 l# @3 B" A51) Quickly hide at the door where you entered this kitchen
! ` [, e7 _3 {8 B7 L$ U52) While the man, Vinnie, is eating the pizza, sneak behind him, pass the$ q& a1 q1 B) E" ]7 V
screen, and up the stairs
* ~, _+ B- G" y6 Q53) Cutscene: Woman on a device
& |/ O" w# z' i3 a/ E& |0 L1 y54) Cutscene: Room 201, you can't enter it right now6 h/ R7 _2 m3 K, x) E- r' e- h3 O
55) Go into the bathroom and try to open the window, you will get
2 \# b4 v% B8 g1 W9 | the WINDOW HANDLE
; [, o5 ~( j: f3 T: T$ u3 j56) Go into the room without a door, behind the staircase
- c/ ?+ l# G7 i9 |57) You should trigger a scene: Vinnie is going to check on the "guests"
% V$ N4 p, |9 O0 u58) Use the WINDDOW HANDLE on the window3 h5 H( O1 x, D) N
59) Now open the window: [' N0 B& y; u! q
60) Climb through the window onto the fire escape
Z0 \# M* @2 K6 E6 j" T5 [- D61) Climb up the ladder
2 C6 i" b& @# n t62) Exit the room, you will trigger a cutscene of a guest exiting the bathroom
' O$ g0 T9 `' n63) Enter the bathroom and take FILTHY TOWEL( F3 K u. e3 x1 V: V
64) Exit the bathroom
( }1 }' h5 y' t; s65) Run to the end of the hallway until you see a window* G$ j* e7 C* A: z A
66) Open the window- R1 n* p4 o( n4 Z: m/ ?' U3 ~
67) Stand in front of room 305
( K, M( t" T9 y+ f7 H68) Position the camera and you should see the same guest exiting his room+ H* D& i3 H5 J/ o
69) Quickly run into his room and take the DIRTY SHEET
! x; S- C5 ?6 O9 g70) Run back to the window5 Y+ l% f( { b+ a2 n# s
71) Combine FITHY TOWEL and DIRTY SHEET to create the MAKESHIFT ROPE& F+ D+ g2 d$ k0 Q7 p2 L
72) USE the MAKESHIFT ROPE on the radiator in front of the window3 v! U; t7 h, `! _/ y# G
73) Climb out the window
B5 V* D! u: t8 q1 A% E74) Go along the path and open the window: \ b9 v' |5 Z
75) Enter through the window6 V( ~' O, M% \, O# z- H2 p
76) Open the closet) v8 X8 Z/ z2 R" l( @. h3 @% h
77) Pick up the VIDEOGRAPH
6 D: I- d' m1 \% g/ H+ L78) Doesn't matter what you say to Marcus/ g, b) Z/ U& O6 h4 ~4 M
79) Follow Marcus to the front door
) W# t4 X6 H) K1 k5 m, p0 F! m; ~$ W/ \& @2 l
LOCATION: NEWPORT, VENICE (outdoors)
7 U+ Z {; N r/ R( Q6 L4 d4 a2 r: u80) Make your way back to The Fringe: X& V9 q: J# ?# a8 v( \: i8 L
81) Use the buzzer to enter The Fringe
, }3 L9 p5 D8 ?( x7 C81) Give VIDEOGRAPH to Charlie
) h5 ?9 d, U9 j; ^& p82) Go upstairs
! {' S m* W' M7 F83) Enter the last (and only open) private booth
5 m& T2 D3 U. r! i4 N84) Use the MOBILE
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% j' \ \. [% Q1 ?4 Q% g+ J; Z6 y( l% {, O, S6 G: C( E/ _- p
. D. v; F+ ?, N0 h# }6 ]CHAPTER 4 - WINTER(CH04)- T5 \3 c$ A ^1 p
---------------------------
5 N7 I5 l, W$ t& W9 a8 H0 S* N' w E: }2 J' i
LOCATION: WINTER
6 n9 e3 h8 u# a- b01) Head towards the black house0 I4 |! `7 b8 W6 ]* e- V" K
+ n1 Y* F7 A" l h8 ~1 i* yLOCATION: SUBTERRANEAN CITY& b. E0 e. k3 |8 Y0 ~3 E
02) There are pebbles here, but the easiest way around the guards is just to# [. t& J- N6 `, k9 L
defeat them. The guards block a lot, just run up to them and keep
, p* Z' g* c. `* H- p& A using your fierce attacks {# u8 T( L9 O3 ]& [
03) Go forward and climb on top of stone block.
( E; `$ {' W- m9 K+ t8 n. I04) Climb down the stairs! e+ B- f1 B# v6 g
05) You will see a something like a torch from the ground- e2 n) Q6 s, r9 C: ^5 {
06) Pick up the GLOWING EGG
) `8 g6 t% X% B; Q" X& Y$ P* C* Q07) Move onward and climb down the staircase
) }5 |1 ~; ?2 g08) When you reach the large waterwheel, climb up narrow staircase, l% ~/ `2 N! R& R4 h$ |5 w
09) Just on the right, you will see a contraption
* x" c4 j7 X5 C6 F10) The contraption is in two parts, the wheel and the top
0 h' G% ^/ q. o/ s; r" F11) Use the GLOWING EGG on the top part
- h% v+ |4 n4 W# Y9 ?12) Now turn the wheel part of the contraption
, F0 F; R3 v% j, N Q13) Take back the GLOWING EGG- ^9 u* t+ r. k5 M9 a( W' T& t
14) Climb down the narrow staircase8 V4 ?/ W0 u: O2 U- `7 v( |
15) From there, Use the waterwheel to get to the upper platform
$ J6 C0 h( Z( {$ D+ J3 D9 d16) Jump across the gap
; M9 E/ F5 I5 i4 M: f( z17) Climb up the very long ladder
% ?) I+ o& u0 r% [" ~18) Walk upstream until the very end of the cave
, A2 Q( S# X! Z7 x7 @19) You will see three glowing runes, they play a musical note when touched5 T$ k* T: i- ?
20) The correct pattern is: LEFT, MIDDLE, LEFT, RIGHT4 F+ T! A$ `* r0 z Q/ F& G
21) Enter the tunnel% `8 w) C- E5 p3 k% [! v9 c
" T; D+ l; \, e1 S5 u" P( O: r( G
LOCATION: MARCURIA
. v3 k" o7 u8 q* j% F4 m) t! H22) Observe the door on the opposite side of where the tunnel was
y$ }+ C& i, D3 D23) Kick the door twice to open it
/ K; ~6 i, c! [5 T' s24) Speak with Benrime* ^2 W( G, s( e, t$ H
25) Exit the Journeyman Inn, and speak to Blindman Bob, who's right at the
( H1 J$ O, c9 I9 D0 f" Z {9 x bottom of the stairs
x$ x# F0 z6 X- E, J. H8 V/ H- c26) Ask for "Help" and then say "Yes"
3 g8 m$ p& o' L, A27) Go back into the Inn ; C8 T# D _0 K+ a. u
28) Talk to Benrime and ask about the "Wine"7 t3 h6 i- k8 [4 o2 l& N/ V
29) Exit the Inn, go down the stairs, past Blindman Bob and keep going straight2 b0 V- ~* u8 D( X; i7 t
30) In the courtyard in front of the tower, go straight and take the first- Q3 e' B A6 ?# Q
right+ W1 Q) O* Y C+ D% i( B
31) Go straight and talk to the man at the first stall on the left
" f% i% T q" Z( S# \$ N32) Pick "spices," "delayed?" then finally "Accept"
3 s( c, q) U- |! M U# o$ k33) Backtrack to the Journeyman Inn, but stay on the road and continue past it: E5 {* \# y+ M& ?
34) Continue until you get to the end of the road( O0 e) Y2 G& q2 ?2 ]0 @
35) Speak to the bearded man and get the SPICES
1 J6 \/ P1 S, L5 y36) Go back into the Inn/ W+ H, i' @& x$ _. o2 R! i9 w0 y
37) Use the SPICES into the cauldron
8 z7 M, g* g2 ]& I8 u38) Pick up the EMPTY BOTTLE on the counter opposite of the cauldron
& V1 R0 z- O; q5 ~- h' m+ ~39) Use the EMPTY BOTTLE on the cauldron% b2 Z& q3 ~9 _" n; [5 Z
40) Exit the Inn and talk to Blindman Bob
$ n- \* T, o* Z; R. W, Y41) Go back to the market, where the Spice Stall is
* C B; ^8 u' x' X6 e. {- N42) Enter the path behind the Spice Stall/Soup Woman
$ ~) u$ N7 f+ }2 c6 h43) Follow the road until you see Crazy Clara9 L( K* p% g: L2 k
44) Speak to Clara6 ?% I7 C$ o5 U, a0 L
45) Head back to the South Gate Market (where the spice stall is)5 Z$ b: ~6 t5 W1 B
46) Next to the well (where the animal is walking in circles), there is an B' w: h/ @+ b( y& X7 `% V/ E
alleyway that a guard won't let you in., l% A6 ?0 o% ^2 N, \7 S
47) Walk right behind the circling animal and then just walk right into the
& w: I# N! x( p! j1 U alleyway- _' i5 s! \: G. X0 K0 ?: A+ f* j# x; X
48) Open up the cage to let the pet free8 ~2 G: ~' G1 d9 U( Z8 v! B+ _
49) Go back to Crazy Clara and speak to her
0 Z, |& ~6 P$ X8 l- {/ E/ k- C50) Return to the South Gate Market
# P/ i$ {% E1 w1 {9 z51) Speak to the Soup Lady _3 M% I, C" B0 P2 h1 S
52) Pick "Magda?". A) A6 K& P- d* z! ]
53) Once you can, pick "Help" "April" "Goodbye"
/ K: u1 |( p r y$ Z" |54) Follow Worm" e* n; l* W+ {& ^, B6 ~; K
4 q! K: D5 Y* l }# F/ r V
SETTING: SADIR3 `4 c3 t1 u5 W. [5 V ~: }
(as Kian)
" [! u3 Y! T2 k# w/ u- Q) q; C& B/ C6 y55) Spar with 3 other soldiers, this should be a pushover fight" C o, `8 e7 P0 [
56) Speak with Garmon, the man with red hair and white clothes
# y- \$ W0 U! z( O9 }57) Follow Child Ena
7 p* ~* ?" g C! [% _$ _3 Z* n- R( b% L58) Open the door
+ O K1 D( j1 { R+ K' j% u59) Go back to the Sparring Circle3 V9 \' Q, _9 ]/ [
- I. c9 K# |7 l b& W0 i0 q$ ?# q2 [4 ?* k0 i; j
6 r, q. E* x5 E
CHAPTER 5 - ALCHERA (CH05)
3 q( s/ m/ @6 ?# u# N- r3 E5 z9 E---------------------------
) V) S$ ~( N" m
, {0 ]5 Z* a# l8 h, j' `: xSETTING: NEWPORT, VENICE# H9 F+ f# O; @6 N
(as Zoë)
& L0 J7 A/ ^ z+ Z: z01) Exit the Fringe 1 k# @5 v2 B3 B/ m* D1 s, v1 [
02) Have Zoë just walk straight/ x) Y5 C/ M/ F8 j( p$ E% @
# ?! `1 {! U9 E4 J: e' S1 ]SETTING: MARCURIA' @; w0 b& A' N4 J2 @3 M/ e
(as April)
& a+ g4 F6 b/ ~03) Exit the room, Brynn will talk to you, x$ Q+ k: Z" ^. v
04) Exit the Inn, head towards the tower
7 z3 A, _( U" u* R4 e05) Keep walking straight, you will see scaffolding work you way7 U' D$ ~0 o+ P, X8 P
towards the right side of it
. S+ J1 {; o- x06) Sneak behind the scaffolding 6 ?$ X7 F) r+ {9 ~% Q
07) Sneak behind the guard, get close enough and you should be able# M, O* d( ? R
to have an action to take care of him) C4 W6 x" J2 G- e d+ o
08) Climb up the scaffolding and you'll be on a balcony5 F: {" b: D$ f) r, Z( ]" m2 d
09) There is a door that is slightly ajar, stand in front of the crack/ z& d: b* g7 D+ g# j' G0 e: Z
10) Enter Focus Field Mode, target the two people inside4 A: ^! H* z; T' d6 e. p7 R. I
11) Listen into their conversation7 Z# T3 L& c' C9 o5 f
12) Head back and enter the Journeyman Inn ' k* ^$ j* f1 M/ G( L, Y5 w
13) Go to the Inn's cellar, and open the door2 I3 [9 f. A( p3 O2 x* k
2 n- u/ E" I" }5 i1 DSETTING: WATI CITY9 ] ~5 W/ p+ O$ T" t
(as Zoë)+ x/ V3 y2 m! }
14) On the left side, there is a vending machine+ } H- x$ l4 B1 q' w9 f& ~ u. F. U5 w
15) Use the MOBILE on the vending machine to get the GUM2 V1 f1 r* h& B" A- T( t+ l5 Y
16) Use the GUM to get a STICKER
/ T/ M% S. i' U) @17) Get up the stairs and should see a cutscene of a man
( H* w3 S; q# g1 k) z18) Speak to the man" y' S: r7 t+ r) C0 T+ Z5 P
19) Go to the trash, and pick up a TICKET PIECE
3 O$ X( K) l) l' p, X7 W% F20) Pick up the TICKET PIECE again to create a TORN TICKET% |, e7 R7 ~# v% I7 M2 s
21) Now, combine the TORN TICKET with the STICKER to have the MUSEUM TICKET( m% v% o3 D( O. }
22) Go to the cable car and you should see the Ticket Reader
5 p( R; p6 I' w23) Use the MUSEUM TICKET on the Ticket Reader
; C3 C! l5 B5 U; o$ o2 w24) Enter the Cable Car9 ]' ]2 `4 r* F$ N
25) Open the doors and enter the museum8 H+ K+ r+ U, K6 j% {6 y4 m2 B
7 ?3 x7 k3 S u5 H& k- tSETTING: WATICORP MUSEUM
2 d- L* I& x: x: S+ s( a3 b: W26) Go to the back of the room, and touch the red panel to trigger an alarm
: R) |; n% g7 r1 I27) Observe and Touch the exhibit of the First BunnyBot to trigger another
& |7 N. C: R6 l. T% l alarm
- ?7 I5 r! F, H0 i: ], V1 n% K28) GIVE GUM to the Hiro, the boy! X* ^ A: W$ \8 }) Q" Z- t: D
29) Talk to Hiro
* T7 o7 k5 M5 }30) Use the Mobile on red panel next to the "staff only" door
$ X2 |7 O3 R0 i' L
. R8 ^8 ?4 o! o+ j* I0 ~SETTING: INSIDE WATICORP2 B4 k6 T' V) E2 l
31) Walk straight
9 ]- v: n' v) ^* ~32) Open an unlocked locker
: i7 h( K) v( @% q33) Use the clothes to change8 N: l5 I; n% t G* Q& x
34) Back into the hallway, wait for the cleaning robot to open the grate, and
+ \' U9 ~" o3 J# K2 W$ b. m; ~$ k" ~& q enter! b7 z# `6 u. u9 j8 J7 l
35) Walk towards the elevator and get on it when available5 C4 n$ F& J+ r6 n
36) Move forward, and you will learn of the Waticorp guest rules
% N! k3 z1 s& O2 j7 v37) You need to take a right, the path will turn left, then take left. Enter
7 O. ?2 j7 [& E* @ the room at the end
2 ~( ?; Q6 @2 C( c2 D38) There is only one person working today, speak to Damien! l& g! S* _7 Y& C0 R
39) Walk down the stairs until you reach the lowest floor, sub-level 58
( f7 Y4 Z6 ]% _+ s p! o40) Once the light turns green, open the door& I8 ^5 E/ P: e7 ]; O1 g! O, |
41) After the cutscene, just stand still and let the spider cross
7 q9 l' T9 N% L6 T' j42) Go counter-clockwise to better avoid the spider's detection
8 D. u5 z: q9 V1 B43) Find a panel on the right wall, it is near the door with the datacube
( f6 N. w1 @ M/ @ scanner
1 z" F) ?" j/ A/ z- y44) Open the panel to access the circuits
2 O) h7 G) O: V45) Use the mobile on the panel2 G( S. q% x$ l( K, `4 M5 y
46) Enter the door with the blue signs with the atom symbol
; I5 P, x$ s2 |" @- Q/ t' l- m47) Take the CAPSULE; v$ I1 l' D p( O* z: m
48) Combine CAPSULE with WORM to have the ENCAPSULATED WORM
) a* V0 K" H b49) Make your way to the Medlab, it has green stickers on the door ~( a, S9 Z3 a. s$ y1 m
50) On the right, there is a large tube, walk inside to get scanned! `- m; o- C7 {( ^
51) On the other side of the console is a small biometric scanner
% o6 x4 X0 W5 _0 b9 Q) o52) USE the ENCAPSULATED WORM on the small biometric scanner
( f& y G7 s) R- W% O" m53) Open the doors to the Security Room, it has orange shield markings on the/ g6 y& T6 C/ C/ b9 A1 }) b6 Q7 t& E
doors# U8 P l# \" p9 @! j! f
54) Go to the Cybernetics office, it has red stickers on its doors
T: Z+ a- }0 w N% A) \55) Use the MOBILE on the spider on the left side of the office
% P! F% w1 A1 C0 d9 `56) Have your spider fight the other spider
# Y! r: T8 N8 L$ e" `+ {57) On the destroyed spider, upload its data
' B! a& g' L0 Y Q- r58) Enter the Security room: e+ T3 f' H& ?* O; b' k$ G- v
59) There is a panel on the right side of the room, stand on it and
A. w! X8 o% `; a* N8 C deactivate the grid
\4 _) j& @9 m$ W7 l7 I60) Go into the Security room, search the jacket, obtain the DATAKEY4 H! K% p; o- x9 x1 A7 s9 T
61) There is only one door unopened, the core room
9 q3 ], i/ k* _0 S62) Use the DATAKEY to open this door
) E* x) p/ f5 g+ q6 p63) Use the control panel on the right to open the decontamination chamber
8 Q3 ?: \- O. t/ W& T9 u64) Enter the decontamination chamber
/ |- E G, k3 u5 }65) Walk forward until a cutscene is triggered
+ O+ K& c/ r" V5 L% A8 n66) The easiest way past this is to walk back towards the decontamination
9 r- v/ [$ \: B- [ chamber and position the camera so you can still see the core1 |) `' X+ i9 [
67) Wait until she is in front of you, left side of the screen, but has her z) y5 @3 F+ U ~
back towards you. Once you have that, sneak to the right and work your $ s/ `8 N# {- Z! ^" }& d9 \0 j
way down the stairs and keep going straight.
' S, I% u$ u) ~( d2 h' \1 L0 a68) You will see "something in that wall"
$ W' \8 t O% i7 R5 M: F O0 c S69) Use the ENCAPSULATED WORM with the device in the wall
* l& ?% A5 m: p5 [+ C1 ]$ J `' E( m, \
SETTING: SUBTERRANEAN CITY
6 d% ?( W# p* a& f& U3 ?(as April)
8 Y8 {) N7 E) p" ~70) Climb down the narrow staircase
F9 i$ u7 P' d& W71) Keep following the path, you will see a cutscene of one of the creatures4 ?3 [9 t; t& r t: |2 j
opening the door' C/ X8 j: F# `% F' j/ N3 M
72) Run in after it before the door closes (you will have several chances)4 ?7 m2 ~0 U$ C% }
73) Observe the altar... you can't miss it
% V0 F7 b {0 p. A74) Walk behind the altar and hide there- d) K/ |+ P# M: v- F
75) Use the Focus Field and observe the door when a creature is opening it/ y! H( B0 Z# t4 V
76) Approach the door and open it
& m4 I9 B8 g# g6 s77) Climb down the stairs, you will see a statue with a rotating disk% F7 n6 n% Y) [/ k
78) Rotate the disk so that the triangular #8 is on top2 W; d. ^, W% D, V. r
79) Continue down and trigger a cutscene. It shows a guard, if you are ever1 ^ k6 A# i& |/ d: R4 P) e# d
discovered, you might as well just load the game. The guard summons a
0 Z) g+ k3 i& v" k7 C big beast that is invincible and the only way to get rid of it is by # y, Z( N+ y# R9 y" [
hiding really well (easiest way is to just go back to the entrance7 k' ]2 F/ U! [2 T; Y
and lay low for a while). Save often here!
3 c4 S) C s& w( B3 S: [80) Once you get to the room and pillar with runes, take a left and there is
9 E2 p; R* L: H) W another statue9 g, Y; @3 T: {
81) Rotate that disk so that the rune that resembles an envelope is on top( b, ^7 V- _# H$ K- t9 E: v! {
82) Now turn around and go straight until you see another statue! Z2 ?0 a5 d Y1 [* \* s5 U
83) Rotate the disk so that the top rune is one that looks like
0 a6 W! U- W0 \4 T3 z. h crosshairs/sun/two circles0 \, Y6 @ q3 v) p" o+ w
84) Take a left and at the end there is a loose wall4 a, d$ K# F0 k( H9 ~) P5 p' @
85) Hit the loose wall three times
$ R8 W4 c8 P) h ?' p1 L! S V86) Go straight through the intersection, follow the path and take the first {9 R& \8 g6 [$ l! j
right.
/ f$ `$ u, q7 T& m2 V- l9 C5 o87) Here is the last statue, rotate the disk so that the one resembling the
2 V, Q$ y9 D4 @5 ]6 W2 c9 g2 R letter "V" is on top2 U: L5 L6 @( {
88) Now, turn around and hug the right wall, this will lead you to the, Y$ P. ]( C6 _. S6 D
sarcophagus
5 |2 G! [; T; Z1 `7 F2 w7 h89) Open the sarcophagus, then observe its contents, and Take the GLOWING EGG1 N4 h& ?4 q1 [2 c
90) Turn around and take a left at the "scary statue," continue straight and
3 E3 x4 |" o5 V take a left at the intersection
& g2 F0 P2 y/ T5 f0 z1 V- o91) Place the GLOWING EGG on the gate
) q! C: j; o! K. u92) Run through this long linear path, go through the door that will7 \% @; ?7 j! ]% Q3 J8 g% s
automatically open at the end- l3 ?. ^8 m! ^( E, q
93) Exit the room and you watch the cutscene- j, \, m8 m( k* D+ q9 e
94) Here's the trick to get past the first guard. Stand on the left
" ]% S" Z8 K/ C1 l' K* t" p staircase and wait until it starts running after you. Run up the stairs
/ x/ V. Z" v/ ~7 o: y6 J: [ and down the stairs on the other side, keep running straight and climb
* \1 S1 k, K" z: z6 B' o/ E up the stairs until it crumbles. If you ever engage the monster in
- B- a5 \4 S; P; Z' K, b battle, just reload the game, you can't outrun it at this point.! p7 |' {$ s; m7 D, Y* U1 s' o
95) Continue up the staircases, jump down the two ledges, sneak to the back" v6 h! _- m/ R3 Y
and exit
6 L Y7 v2 ^% o4 X: t" W- Z
; ]9 ?% C& K/ b+ z9 wSETTING: INSIDE WATICORP
. j a# j5 j _1 l/ T(as Zoë)
0 K( Z. U9 ^# u96) RUN! Up the stairs, through the decontamination unit, and to the, y2 d2 ?8 F2 L
elevators: Use the ventilation ducts to hide from the soldiers if/ H5 [) [0 @) S. p
needed
8 U& E+ Q: A$ i$ E97) Walk to the back and have a conversation with the green guy
# Y5 ^" A. @4 j4 e98) Run straight, where the camera guides you, enter the small building then
* T0 N1 T8 | r4 C3 w open the doors to the outside
7 E4 t- x; r( P7 I# F99) Run to the right, climb on top of the silver box, then jump and grab onto9 P, F7 S4 V- x. h" \$ h# \
the hovering robot# Q# N8 a f5 q% G2 i* I3 m- Y2 v
8 o9 f& V. h7 {
- \% N4 v% Z; M' w$ X6 H, \0 W2 o* \* u& q2 N; e
CHAPTER 6 - MORPHEUS (CH06)4 K! U% U5 E8 ~. k
---------------------------
" n7 ^1 a6 f. R0 F X) F( Q
- k+ S1 m3 m0 m; ?& z
A6 O1 W7 n7 b/ `) C: PSETTING: MARCURIA
( z Q& H- e) p& K4 [! h x" A(as April)
& c0 u5 ?- h* s) n0 a& q$ b4 y% e) I01) After talking to Na'ane, go downstairs and talk to Benrime
% J- _" B+ v' z& ?' r02) Ask Brian about "Travels"
$ r0 E+ j% ?" a) s: N7 X" k03) Exit the Inn, and go to the Ghetto, it was previously blocked with
! D& _/ ]+ L% t( y$ j! d traffic (where you got the spices)* u4 X0 C9 F( O& ^& b. B( N
04) Enter the Ghetto and take the right path, this leads to the harbor/ ^9 J3 X0 Z- N, z1 e) I" h
05) Go onto the docks and speak to the Shadowguide, pick "Pay"7 @8 q* E( s9 Z$ J
06) Go back to the Ghetto, talk to merchant in red robes
. _4 S: z8 z3 g, S4 X6 e07) Keep talking to him, until he gives you his autobiography, 'MY WIZARDIN'5 y' Z9 B$ o3 F( d# z' }
DAYS ARE OVER'
# O0 I# y3 b9 s$ g' ^- ]6 I08) Return to the harbor
. j/ y5 _1 ?& h09) Speak to the Shadowguide
( t; \: P$ V' \. \: C1 D0 r10) GIVE 'MY WIZARDIN' DAYS ARE OVER' to the Shadowguide9 i9 v3 ^- U4 q9 Z& t
1 k$ X- ?: X; R3 B(as Kian)" i X' J. Z: e
11) Walk straight, up the stairs and enter the tower4 _% q) L, F% a C& _* u
7 w2 u) }. A! C: T8 l1 H5 a8 h1 y. ^. ]/ W
3 v1 C6 k" X6 n0 y5 m7 W
CHAPTER 7 - DESTINY (CH07)
! r5 M8 n2 v. @' q+ `# z---------------------------: q2 e! f. `# I& v8 o, o% h
4 c; _+ e! f( v& }2 V, ~5 G
SETTING: DARK PEOPLE'S CITY% v- m: l* |- j) ~
(as April)
% ~) ?6 W9 y8 O4 d01) Follow the Dark Person until he stops% z. J- N3 f- V1 D" u, U1 P- _9 |+ {
02) Speak to the Dark Person
" s7 b0 Z- j- m( I# T03) An old friend will meet you...6 C8 F* u( K& R1 i
6 K0 N8 E V5 \$ I A* b
SETTING: GUARDIAN'S REALM
1 ]3 P, ], b" z I04) Walk across the make-shift bridge0 N" b% u$ ~4 ]# o# U
05) Climb up the spiral staircase2 E" |6 n' ?) y: w
06) After the cutscene, head back to the Shift
. E8 J) O. A* R* w/ g) g! u+ X1 V" p2 u9 A7 {# g% ~
LOCATION: WINTER
: V+ d4 u, F3 S( b3 r5 m(as Zoë) ; O& w N p" v
07) Head towards the black house, K* i( s. U8 q! G
9 h t/ p& {$ V8 r+ I
6 I5 B6 Y5 ^5 y3 A/ O( r
+ @9 M( J( S) p2 Z9 E# F$ [+ @ z" c
CHAPTER 8 - CONVERGENCE (CH08)
5 |- B8 O2 g# b% [) [, J3 U------------------------------
; E1 b5 [' B5 Q
' t5 X1 `# _2 V, r2 wSETTING: MARCUIA
3 F4 {3 |; P2 U( d# s1 x(as Kian)+ S' T: A4 v- ]$ r. L% q9 M* v; S
01) Defeat the two rebels" m7 u0 L- J: U$ p! _
02) Ask the Magical about the Scorpion
1 s! K# K# s' y) c" p$ K7 w03) Exit the harbor to the Ghetto1 g8 ~2 E4 ?: r" c9 c+ B. q
04) Exit the ghetto in either direction' v1 d4 E/ Z* D" ]% q+ ]
05) Exit Friar's keep
6 N" \! }% e- H8 i, i06) Walk straight down the path
+ f4 c% B7 D T* A/ a# v, E9 u: s# I- F" c5 x7 O5 r: k
(as April)
+ m% s& s: |' z2 ^07) Walk up to Friar's Keep; ^8 F0 _3 j' ]9 X' w+ Y
08) Follow the right wall, there is a path to a small field+ `! r# {; V/ O9 Z4 y' U+ {
+ Z0 n2 D& W/ o N8 J
(as Zoë) ; p% J+ |. l7 S3 |
09) Knock on the cell door S- x( D3 l/ a
10) Look at the door
6 w* Z& q( G% m0 W! F/ x' \11) Talk to Crow2 K* S" ~6 T9 t7 n/ l, B
1 X! S4 W; Z/ T# Z8 B(as April)
9 [6 B3 x& x# t9 f W12) Make your way to the Ghetto$ w6 A) t0 y* {
13) Talk to Roper Klacks, inquire about potions- F& e g$ R3 n* Z# |2 z; s
14) Head back to Friar's Keep
5 p5 c: Q5 D3 o: Q9 S15) Give SMOKE BOMB to Crow
9 E: b: T& S, c8 A16) Give ACID to Crow5 }4 W+ X2 a/ X7 c% d! m) G/ ~5 b
% B/ M% N. T9 O$ \5 s(as Zoë)
7 e) j$ N$ @+ R) K6 C# Q17) Use ACID on the door. S1 _0 L) Z, X: Z8 ^ c( c8 Z
18) Exit your cell, you'll see a cutscene that the guard is distracted
( A5 g% i, c8 N- E% B19) Sneak throwing distance to the Guard' l5 W0 o5 b( @- @3 {8 D7 J/ _# B% a$ s
20) In Focus Field mode, use the SMOKE BOMB on the Guard1 r5 i) V- y: W* f
21) Take the PRISON KEY from the Guard& |- W3 E# n, m0 E
22) Use PRISON KEY on the door (right behind the Guard)
8 {, y/ z! N0 N23) Walk down the stairs until you trigger a cutscene/ |5 h, z/ ]% C) D' h7 L; J
24) Walk back up the stairs and talk to Crow
6 Q" M7 U |# r5 C" i' B% E5 e- w' B: k
(as April)# i6 Y+ i7 O) x. H: X* P
25) Head to the Journeyman Inn
: v& x e% S3 R( r9 v; r26) Speak to Benrime, she will give you a SANDWICH
4 z8 U! L7 X5 V27) Go back to Friar's Keep
8 B- ~! k6 ~8 A0 O5 m6 i: s28) On the right side of the door, there is a speaking tube, use it& [9 w& ]) h0 W% _! |* V
29) The guard will open the door for you
3 K; c0 P# q+ x j, @30) Climb up the stairs, you will see the spiral stairs right on front of4 B5 ]8 x7 G/ Y/ l$ p/ ^" {' o
you. On the other side is a gate, go open it
4 T6 L) a u/ @5 r31) Walk straight into the small alcove where the boiler is
/ e) Q# |1 N3 N$ n32) On the right side of the boiler is a dumb waiter
7 U. T! u/ ?$ `' h% l; ?33) Pull the lever to open the dumb waiter; G& g9 y0 Q; G1 H/ j' l" c
34) Place the SANDWICH into the dumb waiter( A* }4 h `0 b3 ~: K
35) Use the lever again to send the sandwich up' I' W( j4 @& E
5 n% y( |3 g4 _(as Zoë)
0 m" z" ~8 G L$ B& V8 z36) From the cell, go through the gate and make your way down the stairs, I* u6 F3 g8 p% K4 d0 n' D
37) Now you'll the guard go through severe food coma
; I$ s! H5 G; H+ o38) Use the PRISON KEY on the gate, A' z5 L+ k( |1 l1 ]' s) v4 m
39) Sneak past the guard and continue down the stairs
6 @) ~! }, @1 ~! S! G7 q# O9 @/ u40) Use the PRISON KEY on the gate
5 Y& X4 `4 M0 r) `+ z41) Go down another set of stairs' w2 O$ V0 z* L, z9 W Q
42) Reunite with April
# x( I7 B- J7 A( c) O* G% i8 l5 E+ `% q
(as April)
6 }' S: E3 T6 ?5 Q" h" T43) Right next to the main entrance, there is a door leading to the kitchen,
6 X& o3 `4 D& b( N7 z* X enter it; B" g/ a) W$ D& a- ~5 {8 q
44) From the kitchen, go through another door to the storage' {5 h& ~7 h& @2 T/ z6 G5 b4 E
45) Push the large crate to the wall
# N7 t- s" c1 Q |7 R0 x5 C. J. ^4 \/ j/ y" ~ p* k
(as Zoë)
9 _: P- O/ p- X0 b46) On top of one of the boxes in the room, there is a ROPE, take it.2 D4 u# H. G) X0 O& f) F
47) Climb the large crate! {: t& O! ~8 T: u w N
48) Use ROPE on the metal hook! I) J0 Z, Q y
49) Use ROPE to climb out
( H, u/ }7 C: S5 N7 U) `1 R50) Follow April out & M! L" L( m1 U! m
51) After talking to Crow, head towards the Journeyman Inn
+ E4 J6 Y% n* v4 e: a+ `. H0 B2 F( C" }$ H
(as Kian)# s1 V8 Z; e* j# Y+ G2 h5 b
52) Defeat two rebels2 w1 k4 m$ }$ _) I" a, h
53) Go upstairs and meet with Na'ane5 i! E- o4 ^" C1 A/ _4 c/ a
- ]) H4 T) p: n% `(as Zoë)
/ f! {0 W* d$ H& _* E54) While talking to Crow, choose: "Suggestions?" "Westhouse" then "Go"
# V x: q: n+ x$ [ U) `5 s55) Make your way to the South Gate Market
. u+ L) C! T4 I( p& [7 |/ V5 p56) Walk around and Brian will call out for you5 [! c. H0 c. Z' Z/ l4 N0 ~
57) Approach Brian to start a conversation/ S8 o* H; Z |6 D
58) After the conversation with Brian, open the door behind you
+ r: t5 L- v, E+ Z6 K; [: h. y1 n3 J U: H' w& J: F* Y
6 i6 r+ C1 h; j0 `2 z/ e2 a( fSETTING: DARK PEOPLE'S CITY
* G0 S W, e% W59) Follow the Dark Person to the Library: Z5 A5 K3 s5 _ e1 W
60) Walk towards the desk to talk to the White Dragon; r$ x; m3 J, {! F
, n9 ~$ N9 ?) Y, I2 `2 h
2 k& ?; @+ X m
" P0 h- Y0 A8 x9 [4 A. n- B8 k( ?! P. fCHAPTER 9 - (CH09)
B9 X; ]- J, K% P- | e' }---------------------------
" i4 H" J9 f' m. {2 P2 [8 v$ J1 o$ O4 F
*I'm not quite sure where Chapter 9 begins, or it's name*
, i6 g8 i9 k7 a8 F3 w+ R
- g* z2 ^$ P$ `* b# G2 d5 r1 O
, Y7 V/ ?6 `8 `. P4 f0 DCHAPTER 10 - CROSSROADS (CH09), S4 X+ V" L. x! w0 a5 E
------------------------------
2 [8 a& }6 H' G; _; M% V0 r' K4 N1 x$ H- Y
SETTING: SWAMPLANDS, X. I: _ {9 I$ p! H7 P# l# x! [
(as Zoë)9 h. A. {" ]& b
01) Walk the very long but very linear path.
' ?+ ^1 G p8 ~, y3 Y
) R% }; A* o% z+ O! |+ Z* K(as April)
5 u4 v' a5 e- j# c# d02) Walk straight and climb up the ladder2 d* R! Z! i* g- W. R, Z& E# C
03) Keep going forward and cross the bridge
2 J% x4 {3 b: ^, Z! N04) Behind the first house, go down the staircase- b% g0 E& o& s2 p0 P5 c# S" {
05) Walk into the open area start a conversation with Kara
( G# C% ]- j q4 Z06) Walk up the incline behind Kara, only to go down an incline to the left2 G. i3 A0 F- j' A" h+ o
07) Now take a right to talk to Na'ane
4 X5 @3 o6 b4 g# O, W' ?. k L _08) Walk past Na'ane and just keep going as far as you can until you trigger) U2 D% M* j3 [. S7 F
a cutscene
- ?( q5 Y. f! L4 S* M" l) C
" @/ A5 g! m) k, L: N. O! \: G(as Kian)
+ H0 @" d! m. j* v09) Hug the right railing and go forward
! }- h3 {) |2 S" L" j9 Q10) Descend the staircase
3 L- _$ s& Q0 t# Q11) Walk into the open area ( e1 ~7 ]. a5 M9 u
12) Continue and walk up the incline and then go down an incline to the left9 w- s- K; p, [+ J) v% O: v# I
13) Now take a right to talk to Na'ane% {' k+ f6 C& B2 [( z
14) Walk past where Na'ane was and just keep going as far as you can until
; W" X) E7 e1 z- Q you trigger a cutscene
8 e; L+ M( F6 Z, v2 P9 {3 f/ J7 k! A3 k3 ]% D
' Y( p% e% Z" c
9 Y. v. J& j/ @# V
CHAPTER 11 - FAITH (CH10)
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1 e+ y" o- f' ]: o* p0 sSETTING: WATICITY
) R* N4 n4 D' G+ ?, z- n$ S: l(as Zoë)
2 J7 d1 ]" T v( c$ m% J0 m1 ?" n01) Use the console
! V. O+ c& @$ n, v2 b+ y02) Go into the bathroom3 W/ c5 a" H" @. i5 i! U
03) Exit the apartment, g, k, ^$ Y2 D: ^; Y: v
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SETTING: RUSSIA
, D' n4 B* O- K2 _4 b0 Q' N3 C8 M04) Go right and turn left through the opening in the fence7 m% K7 C9 G; ^2 ^. f
05) You will see a silver shiny vehicle on the left side of the road
7 _0 G2 P) i6 L8 P H% k, z' d) e06) On the passenger front side, near the side-view mirror, there is an' I' q$ p# ~0 o; ~9 Q/ F, Q: N
access panel% x5 H0 O% R8 ?/ L' V) }
07) Use the LOCKPICK on the access panel6 a' e) }: i0 @. i
08) After opening the access panel, use your mobile on it
p# B$ l; h- @4 i- s7 ~09) Climb on top of the tires and boxes behind the vehicle- E" R# v5 E$ }# H; i
10) Climb on top of the vehicle" _# p# \! j+ b9 Y( y
11) Stand near the front of the vehicle
3 z& Q& S9 l, c" \12) You should be able to jump onto a fire-escape connected to the building
, r( a$ K$ v% w" ^4 j9 h) G2 z13) Climb up the ladder- C; R) {5 n' K5 W
14) Once up, you should get a cutscene showing a security robot
3 b- _8 C6 @; [: j; z8 l( ]( ^* J4 y15) Follow the security robot, at the corner where it turns left, there is a N1 s/ \4 u) P
ladder there8 b5 k1 |2 b4 D; y- e" u6 B
16) Take the ladder to the roof
1 u. }+ M5 }2 V) _17) On this walkway is an old sign, knock down the letter "K"
w8 K, ~' h6 V9 D; _; e8 L18) Work your way to the broken skylight, while still being careful of the
$ U' y& j, x* X1 Y( q8 L1 a8 B- {) ~ robot
/ c: L- v- Z( t1 z19) Now on a catwalk, have Zoë walk right until going down a set a stairs% `3 h& \+ x# [# d3 b3 A% {7 l
20) Now climb the ladder down2 T& H5 |8 s1 C2 ]" {
21) At the production, floor, go around the assembly line.' h# t+ }: `: p
22) There are two green lights on this side, under one of them is the power
* u0 ?% b8 @( W6 V Q9 q( \" q& i switch4 t0 a4 P0 a0 W. c% v
23) Open the power switch panel, and then press it
2 u, {$ e. c- m/ J+ ?$ R; i, Q: t24) Go back to the other side of the assembly line, and enter the control
2 B+ C) |7 ^. i room, its the room that's mostly glass
( A* u$ E# M3 z; G- l25) Use the right control panel first1 G9 M9 L ^7 m4 A, ]" B
26) Have the winch go as high up as possible, then as far left as possible
# V( B8 \: J8 V27) Now, use the left control panel
6 y: o0 Y5 l( v7 D28) Exit the control room, and go back to the other side of the assembly line
5 H$ o' r' _0 T; k4 I29) Go past the power switch and toward the other green light; M/ ^& B+ r3 c+ z2 Q% f2 s, z# o
30) On the ground is a ventilation shaft, USE the hook to clamp onto the grate
1 ]- g! ]4 t ~, r* `; P. W! a/ c31) Go back to the control panel room and use the left control panel9 q9 }8 b! ?# S8 Y% [
32) Now that the grate is removed, go back and enter the ventilation shaft
7 I. ]( |- K% r, Z33) Open the desk drawer and take the SMALL KEY inside/ m, H! u1 L% ~
34) Use the SMALL key on the left locker
0 f+ b9 {& d: o35) Inside is an ACCESS CARD, take it
6 P" Y+ v. r$ M, E: F+ \* ?1 K36) On the right of the "bedroom" there is a card reader
1 ]1 K2 v, T: ?/ }0 E* u- @37) Use the ACCESS CARD on the card reader' }0 F: T/ D! ]" N" M1 a$ O: h% K
38) Enter and use the second card reader% M- X" A4 B! Y& O. P
39) Observe the Doll house and take the DATACUBE0 W n1 t: u: A' `
40) Exit the bedroom
0 z3 H1 p% ~- L( Q u, z$ C41) Use the card reader on the left side of the door to unlock it: Y6 R' O% @6 B9 @8 z1 X3 \8 @
42) Use the DATACUBE on the console of where the yellow chair is % x: y( _6 M/ K# u. ]
43) Use the ACCESS CARD on the card reader on the glass door in the corner
( i2 j; R. h1 U# |44) Climb up the stairs and find the solid metal doors3 U, m+ E0 e+ Z; a/ b! C
45) Use the ACCESS CARD on the card reader to the left of the metal doors" Q2 d4 z( C* E9 q+ J
46) Back in the production room, go to the exact opposite corner of the room" W! z; m) b' v: j( {8 t5 K4 |
47) Under this green light is another door with a card reader
; D f, P( G2 ^48) Use the ACCESS CARD on the card reader to the left of the Loading Bay Doors6 Q5 e. `' F. X' j$ x
49) Open the next door% o; h6 y, g7 D4 b' [
50) Once outside, climb down the stairs on the right1 `% k1 l0 F [1 r4 |0 z
51) On the left of the large gate, there is another card reader
# {( a. J1 H8 a: V$ U7 F) n( Z52) USE the ACCESS CARD on the card reader to the large front gates' z; Z3 V1 }# v' T ~
53) Open the door to the taxi
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CHAPTER 12 - REVERSAL (CH12); y+ t& N, y( T! k7 f
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* }6 @- c# Q, J8 ~( ]3 m1 F: tSETTING: CASABLANCA
0 t7 {, R- l" i+ o: |01) Go back home
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CHAPTER 13 - THE LONGEST JOURNEY (CH02)0 J: ^2 F: O" D6 V1 N/ `8 |
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; y# P7 m) v9 P6 C1 ^SETTING: WINTER
9 L5 n" F: L* H: J+ ]0 e n7 n01) Walk towards the black house
) b! L5 r: R7 O02) Take the stairs to go up |