标题: [转载] Dreamfall:The Longest Journey 英文全攻略 [打印本页] 作者: soring123 时间: 2006-4-26 14:48 标题: [转载] Dreamfall:The Longest Journey 英文全攻略 有卡住的朋友可以看看 7 _1 C# n1 E. V2 K' E2 e- I0 J; }! u, }7 U" ~* x
CHAPTER 0 - TAINTED (CH00) 9 G$ C! J8 d) G; W# I0 u7 N8 u2 i---------------------------3 J0 \7 [# E" A g+ J5 n
7 o( E- q* ^5 B e+ ESETTING: MONASTERY # F" S5 N3 d: K6 F: r! O4 J(as Brian Westhouse)1 i4 C `0 B: i4 Q- d @2 I
01) Walk out of the room and follow the monk. O$ T7 x- k# S' T( A7 _
02) Follow the left wall and bother the whispering monks & O8 p4 E; ^! L03) The head monk will say that the ritual preparations are complete 9 G# c5 L; E- u. V7 H04) Walk onto the dais, ? {1 I2 q0 [% N
* P; `( E% ^; E% @" E" A3 V7 f
/ I! J3 i+ [3 O1 W
# D$ H% p7 s* `0 ]" i; [2 W% c( y 7 |8 \9 _5 k( P1 O7 E* ZCHAPTER 1 - ONE (CH01)/ h* T# u5 [' v) S
--------------------------- 2 l+ ~8 v# @( {2 @; Z0 N % Z+ m2 Y4 x( `$ M# w+ oSETTING: CASABLANCA 6 ?) ~8 _. U8 T4 R0 L! k(as Zoë) - [+ j* [, u; I2 D! v# O1 x7 r01) Answer the MOBILE, it's on the chair next to Wonkers (the purple gorilla)2 }! m" a, t3 n' {, k7 C* b
02) Open the closet 0 H# O0 p! |" D2 G( a# F03) Use the clothes to change5 o+ l/ l3 R; ^1 S$ [0 ~+ A
04) Go downstairs9 H L- Q4 e- A6 z
05) Speak to your father 9 R- p5 G$ g* ]/ j! w, }( P06) Exit the house4 m* S: D. v) V3 I
07) Walk down the linear path until you reach a new area. 9 J9 O+ {. k/ x08) After the cutscene, follow Aralyn8 Y! n* f/ X4 K) S% K7 b& A7 @8 ^
09) Proceed to the end of the path8 ~( c1 i$ ]' V0 I/ m
10) Open the door to get to the gym I( Q4 `. g. h; i+ w5 C
11) Talk to Jama, the woman in green# b% n9 u! ?3 T# l* a2 X+ `; f
12) Spar with Jama, say "no" when you're done practicing between rounds( _$ ]( k, W& E/ ^
13) Exit the gym : [# O; y0 P( Z% e0 o* l' _14) Go to the shop, "Alien the Cat." To get there, backtrack home Z* |, H# W% p( f" H0 [ |6 t15) Walk to the back of the shop * S) q7 w, Q9 Q7 i8 S# Z16) After speaking to Olivia, exit the store% t$ ?$ Q* ]6 ]: }& K8 Q5 w
17) Meet Reza at Moca Loco, it's in the marketplace- p% y2 F* L1 I6 T; G1 i% G- ~$ y/ @
18) Reza is sitting on bench just left of the storefront 2 x" |, o- U2 e; y19) Doesn't matter what choices you make in this conversation ; m f2 W9 j9 V) {3 T20) Go to the taxi stand, it's near where the gym is2 e: n1 o/ ~+ J: Q9 W) I: N
21) Get into the taxi2 L) H4 j2 L" P" ^
% @5 l6 v. _: a V, W$ a6 w0 Z
SETTING: JIVA CORPORATION1 d# U3 \5 I! S5 @" i6 z9 H
22) Press the button to call an elevator pod; A) M1 X" G3 ]& T N
21) Walk up and speak to the receptionist 9 c# \' M1 u/ D0 C) H22) Choose: Appointment, Distract, Plead 9 V" G( t; F2 Z3 Y' w3 Z# W x2 ?23) Use the panel near the storage room to lock the receptionist in & C, Y6 x( ?" S0 u8 p0 `24) Use Console on Receptionist Desk to open the hallway door$ l$ d" n& K" O2 A
25) Enter the hallway until a cutscene- P( B! N" h/ r
26) Climb on top of the box to the left of the elevator$ s" h) w9 W6 N$ Z! _( E4 ^& S
27) Climb on top of the elevator8 S# h# \: }: \# r3 \
28) Open the cover on top of the elevator ( i2 Y; _; M( d S29) Use the pressure release handle0 w2 z, S2 l# R$ o6 J: I( K
30) Get down from the elevator& \ d! i5 n* c+ g B
31) Get down from the box' z4 N; k7 \$ M
32) Open the elevator doors 3 C6 K! p' }$ G. R" G* L33) Follow the woman to the elevator pod . n( h5 b, o! n' Z+ b34) Wait for her to do the manual over ride3 h' Y% K3 ~& F; A. {
35) Use the elevator call button a/ v1 E n5 m36) Enter the Elevator Pod + C( B7 E; T' l; @+ m! O37) Helena will give you a PACKAGE 9 u4 S/ i G; f2 e& m; W! M38) Use the call station to hail a taxi- N5 y& {0 h1 S9 o
9 B9 ?/ x# @% j: l) u5 [- MSETTING: CASABLANCA) ]4 C& U: s, q4 O( Y- _4 V
39) Head to Reza's apartment, use the alley to the left of the Sushi-ya : X ?, j5 }: S9 M9 j" P$ v/ {& n40) Enter the building with the red doors V$ } T I8 U/ u* e; j$ s41) Head upstairs, Reza lives in Apartment #8# Q8 l8 a; o+ r, y' x; G$ ~+ F
42) Enter Reza's apartment @5 ^$ F/ t: X$ r' X; K. ^0 x, D3 m) p8 V4 _ q; Y
& P' D9 K0 r1 [8 |; y 7 U. W# S- K( v" X0 q/ T 0 I# _1 [+ m* O5 T5 g+ nCHAPTER 2 - LOST (CH02) $ D3 D# b9 z& u1 }6 V' c! |---------------------------: J6 M/ o$ ^# ]
5 Z# S4 s- m) \$ _% xSETTING: CASABLANCA 4 I3 m' n8 ?" \0 ]( r01) Get the message from Wonkers0 b# m* g6 D3 D. X
02) Head to Olivia's store, Alien the Cat0 U6 q4 i( g5 t: r
03) Speak to Olivia, she will give you new software 5 I* {8 ~ t$ i" N& i9 _04) Head to Reza's apartment/ x$ ?2 p% \! Y; C+ Y* _$ u- V
05) Use the MOBILE on the clamp installed on Reza's apartment door ; N& G @2 X$ A6 X4 }' l" M4 Z06) Unlock the clamp by matching symbols) Y; i( Y7 v4 y- k5 f, {# x
07) Enter the apartment 9 H! n; `8 l4 h08) After the cutscene, sneak into the bathroom by staying against 6 U$ a( {* K5 q4 j% [4 G the right wall, be sure to avoid any glass- w) y$ K6 W5 F$ K- I" _
09) Open the shower door8 _5 g5 ]$ L! `# g# g
10) Use the panel installed on the shower / r7 N/ d1 v9 Q1 W; H) i7 x11) Close the shower door7 [; d0 _+ c# Z9 R
12) Use Lucia (the red gorilla) to obtain the WATILLA PARTS& N' x: a( e. n
13) Head back and enter Olivia's shop ' A7 X4 D% @0 q4 r/ H14) GIVE Olivia the WATILLA PARTS ; ~1 ^% L! f1 }- {# n15) Olivia will give you the WATILLA POWER SOURCE$ m9 N/ e* e" L! j0 s3 x5 @
16) Go back home 5 U0 I# _* g- N17) USE Wonkers to get the WATILLA BRAIN / {/ l3 G* M9 H. b3 y9 n& }18) Head back to Reza's apartment( U9 b' E. p& e$ Z0 A: V
19) USE WATILLA BRAIN on Lucia) i: v0 s( D0 Q
20) USE WATILLA POWER SOURCE on Lucia ! S3 w; o. Z2 M6 q5 F$ D b21) Speak to Lucia 4 ]8 M' ~% v$ L: ^7 G! r/ l22) Follow Lucia and take the NOTEPAD " H& _* \2 X' A$ K2 E2 D8 p9 z) |23) Pick up the NOTEPAD again6 H+ _- q. m& i- j; j
24) Head back and enter Olivia's store+ c& Y' S- V7 z7 h
25) GIVE Olivia the NOTEPAD 7 j/ s6 \3 f5 \) S5 Q26) TAKE the backpack from the closet9 z4 ^! F9 a, y3 p& ?) J
- o: f8 J/ x2 {2 g' A HSETTING: NORTHLANDS ! Y2 M7 }8 h# g$ B; h(As April) # D* e1 B) {) j7 Q5 a: Q8 ~, W27) Take out the Soldiers 6 Z+ \2 _$ f, S. x8 p! V. l- E! ~4 R: e, b3 R( }4 X' t
0 a d; i4 W; n+ A }' K 5 Z# I; [7 o7 c; B- } , L- h& Y* N! y, dCHAPTER 3 - 201 (CH03): c) ]) q" p' w) P( {0 o+ d d
--------------------------- ) \! K9 K& k. \0 Y . V8 I2 f* w0 a% m% `/ a( ASETTING: NEWPORT, VENICE $ V6 d( \; L; R+ A# s/ ^(as Zoë)2 S2 Z4 f9 c3 \! [, f2 G8 Z; z
01) Follow the right path, until you come to a white building % |$ D1 u. L' o% y4 K02) Use the Buzzer on the door 8 }$ ~2 k) P4 K6 h3 A0 M; m03) Speak to Charlie, learn about the Border House2 u* ^# k) V6 Y
04) This time, follow the left wall until you get to the Crossroads8 R: B% ]9 P; M; \, j
05) At the Crossroads, you will see the "Chinatownman"'s store 4 Z; E* p A/ ]: L06) Take the bridge to the right of his storefront2 X5 @+ A) u+ W) r" \, ?4 M
07) Once the area loads, hug the right path until you come across a bench 6 c, N* d" `2 x3 D% C08) The bench is in front of the Victory Hotel* L+ N. b) u5 Q3 i1 A' s4 c
09) Face the door and take a left0 e, C' V9 D' o/ `
10) Climb down onto the scaffolding until you reach the water 2 e1 n+ {. Y. p) ?3 Y. r( ^& L11) Follow this very linear path until you see a ladder3 r, g4 Q6 \" @. O/ Q
12) Climb the ladder# e6 f/ C% T" k) m
13) Observe the digital padlock $ y+ |$ g N; d" `1 N14) Use the MOBILE 4 k$ q8 A# d% b' q0 z8 V' \8 X15) Backtrack to the crossroads (up the scaffolding, and hug the left path): z) h3 J* J' L7 }5 D: C
16) Speak to the "Chinatownman," and inquire about the "LOCKPICK"% T+ P0 \$ F; t1 \4 s' K
17) After the conversation, use the mobile * j& C$ e: ^' u: ]18) Speak to "Chinatownman" again to get the LOCKPICK4 d+ J; [* c9 m+ Z3 f( o, w9 ^
19) Go back to the gate with the digital lock, p% o$ E, o) K' ?
20) USE the LOCKPICK on the digital lock4 J- }. Q) T; m* P
21) The puzzle is different everytime, but the goal is to make 8 pairs, 4 on# c# T. t5 `' d. n) J, `
top, 5 on bottom by rotating pieces. You have infinite time, so no rush! 6 |6 T% r; J: e2 b" }* K22) Enter the yard 7 L; {0 y2 `7 k2 z+ g+ `! u23) Sneak to the toolshed, but only while a train is making noise. + T, f7 _ n" O: @
If the dog wakes up, just climb down the ladder, the dog will be back & z/ ^9 C: M* _ asleep1 p0 v3 K' V# }% D# j" y5 N
24) Open the toolshed door when a train is making noise ( C6 l- C" \1 P, P5 f# C25) Enter the toolshed . S3 [$ M k& ~$ Y+ V' [- i26) Take the AXE hanging on the wall/ v3 J* G: m' u& q9 k
27) Run across the yard and climb down the ladder ! @0 Z( U# T8 z3 e# g28) In this canal, find a dumpster 1 q; Y% {' ~: G, W! g
29) Release the metal bar on the wheel of the dumpster/ m9 q* g5 N+ j0 G0 c6 t
30) Push the dumpster as far as you can (push it four times)6 b. P; H2 d- S, n! ^% v% G: f
31) Climb on top of the dumpster . v7 c; G1 Z, N7 z6 i32) Use the AXE on the boarded up window6 f: i- {, A, u$ J5 }5 V1 n
' e8 U7 O5 x/ OSETTING: INSIDE THE VICTORY HOTEL2 e! g: e0 A1 B/ J$ k
33) Enter the hotel basement through the window7 e! x9 W7 @. g
34) Pick up the AXE HANDLE " ^; M! g. M$ K; `: y35) Pick up a RAG9 i/ A3 Z) `& \' Z
36) Combine the AXE HANDLE and the RAG to make a TORCH- n4 [% s! W* f# E7 a; y! r
37) Smell the red can3 I7 ~& P$ T. c8 v: A; [
38) Use the TORCH on the red can8 G5 @8 P# S7 p5 P- Z
39) Hit the red button on the water heater ' p5 h! E; P. Y+ |) T
40) Use the TORCH on the red button/water heater lighter 8 R- d% L+ V, p: l41) You now have the BURNING TORCH/ W7 d; D: T" `/ @; ]$ T! U& J2 ~
42) Go into the dark nook and open the door ( _) O* `$ c& {4 S! B' @43) Follow the linear pathway until you trigger a cutscene) E' q4 r) {& ]5 t
44) Enter the door in front of you, to the right 2 G+ j0 N; X* `- p$ [! ~45) Pick up REZA'S LIGHTER K& U+ n0 H8 [: e, W& p* V46) Use the security system and exit! t% V v% r; }8 b) x) l/ N
47) Use the MOBLILE on the security system 5 i# j8 J# l- b8 b48) Exit the security room, and up the stairs + z3 x4 V' N8 K x' v49) Observe the rehydrator/reheater (the pizza) 5 {" w: P- V; L n6 w50) Reprogram the clock on the "microwave." 0 j3 ~5 F$ h* G, [7 C* P+ c6 J51) Quickly hide at the door where you entered this kitchen% B2 q, ?7 d2 A0 |
52) While the man, Vinnie, is eating the pizza, sneak behind him, pass the ! f" I; S; i( {6 x5 E7 o2 `7 q; R/ v screen, and up the stairs" u" s$ H( b% p. D
53) Cutscene: Woman on a device8 D* e4 M9 ~: l
54) Cutscene: Room 201, you can't enter it right now / }+ q" L+ k# S5 K, O& w55) Go into the bathroom and try to open the window, you will get 2 f; B) B; D+ p the WINDOW HANDLE$ O( r9 o4 b+ _* |3 q
56) Go into the room without a door, behind the staircase ; R$ R5 a Z0 l9 O) c. K+ f. y57) You should trigger a scene: Vinnie is going to check on the "guests". ~- L' \# u9 N/ b; Z/ a
58) Use the WINDDOW HANDLE on the window ' {, W% W1 L1 b) {* W, \- T59) Now open the window ( h& R1 ?/ q4 K% R60) Climb through the window onto the fire escape . q8 p7 ]6 o9 G& `0 T61) Climb up the ladder 1 c- q1 S4 K. p6 Q; s62) Exit the room, you will trigger a cutscene of a guest exiting the bathroom + _" T, ~* }6 t
63) Enter the bathroom and take FILTHY TOWEL5 \' P9 P* y/ i
64) Exit the bathroom % T" m7 M6 a1 N65) Run to the end of the hallway until you see a window# h g& a# r3 e- {
66) Open the window * m% V+ e; e/ ~3 \67) Stand in front of room 305 , M- D: `" q! S. F- q68) Position the camera and you should see the same guest exiting his room e. ]- |1 @) }. ~69) Quickly run into his room and take the DIRTY SHEET. {3 U6 `, Q9 i! O$ i
70) Run back to the window* W' T! \2 @ q$ \$ B
71) Combine FITHY TOWEL and DIRTY SHEET to create the MAKESHIFT ROPE3 A" y3 D9 t. Y+ N) @5 Z
72) USE the MAKESHIFT ROPE on the radiator in front of the window ' K4 c' a, u- o& v. J3 I73) Climb out the window $ Y; M; a0 S7 u74) Go along the path and open the window * f8 S5 z: i! E1 D3 U75) Enter through the window 1 I. P& `8 ^$ f5 }76) Open the closet 1 L* f9 [, x! ^+ v, }77) Pick up the VIDEOGRAPH + u- g% d& B8 `) x! d78) Doesn't matter what you say to Marcus5 q) I6 n0 m' Q. D
79) Follow Marcus to the front door* \) k( r' b* Q) Z V, `
& Z! ^0 Z7 T$ M% D/ GLOCATION: NEWPORT, VENICE (outdoors) / R' I1 P8 a8 A9 k# X( I7 }80) Make your way back to The Fringe ' `( c3 G _8 p5 J( B# _81) Use the buzzer to enter The Fringe ' L+ i0 i# ?0 o81) Give VIDEOGRAPH to Charlie 1 v Z5 @+ P# ~82) Go upstairs+ f% p4 t8 N0 Y6 O3 k
83) Enter the last (and only open) private booth+ s( \5 F) i: V2 M
84) Use the MOBILE4 U, W4 H& { P! k; ]( o2 N- g! @
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0 f4 c0 [; [* b
CHAPTER 4 - WINTER(CH04) , N5 p. y5 N4 v+ ^--------------------------- ) A6 i% f" [7 r: Y2 k0 \% i. W; D4 P& b! x% g- T9 W
LOCATION: WINTER ( |- p! R5 D j0 c- [8 ?2 O6 @; @01) Head towards the black house ) k+ E( J3 V+ C& c6 ?. E 5 M% u3 a- x6 \! D% ^1 T8 cLOCATION: SUBTERRANEAN CITY; R i' c# K- S2 w! Q+ g
02) There are pebbles here, but the easiest way around the guards is just to - k6 l3 ^7 E# q% l x9 x1 K defeat them. The guards block a lot, just run up to them and keep " J8 y" L3 R, @5 T& v" a5 M! a
using your fierce attacks, o* a5 a( q' i; L0 h8 Z+ D
03) Go forward and climb on top of stone block. 9 \3 R1 G( m5 Z y I, ^* @04) Climb down the stairs 2 z0 o7 Y" P! g$ j) P( o0 D, H05) You will see a something like a torch from the ground! {( v: R$ r+ g" d! O
06) Pick up the GLOWING EGG d/ \" F" \& H4 v/ C07) Move onward and climb down the staircase) a/ C( i3 w0 F: k* l3 @+ e4 Y4 o1 |) ]4 R
08) When you reach the large waterwheel, climb up narrow staircase5 B) r( }; h6 H$ o% A3 j
09) Just on the right, you will see a contraption % a) W( p% M8 l; h6 r! {9 {5 h10) The contraption is in two parts, the wheel and the top5 {1 I B. m+ G
11) Use the GLOWING EGG on the top part, H+ K. b+ N @' v8 K/ \, r
12) Now turn the wheel part of the contraption$ s7 x* J$ z/ V
13) Take back the GLOWING EGG 9 I6 J$ T- d9 h) K3 Q d# z14) Climb down the narrow staircase5 S# K1 F5 s" ]8 d
15) From there, Use the waterwheel to get to the upper platform" K9 k2 R! M8 o+ i. B' N
16) Jump across the gap' \0 l( _5 t& I; t
17) Climb up the very long ladder9 D( Y3 j; ^1 W: E* T v
18) Walk upstream until the very end of the cave ( v' J3 A! s+ V: C19) You will see three glowing runes, they play a musical note when touched% O+ S$ J# k2 `) U6 N) d5 O* S) P1 M
20) The correct pattern is: LEFT, MIDDLE, LEFT, RIGHT $ U# S& J) J) J, U21) Enter the tunnel / O' h, r, I6 a( u$ H ( a' }6 z0 A" \2 S% J hLOCATION: MARCURIA 7 t9 z/ X7 u9 G( ]22) Observe the door on the opposite side of where the tunnel was j6 v$ y6 G! N7 _4 j/ y6 X$ A
23) Kick the door twice to open it * J* s7 [2 M6 s0 j* E9 e, }24) Speak with Benrime ; G+ U- g$ i% g25) Exit the Journeyman Inn, and speak to Blindman Bob, who's right at the, u! E; }( i6 x" `: V# u1 W
bottom of the stairs " Y: d3 e7 |; c4 Y26) Ask for "Help" and then say "Yes" " t7 e& x/ E. W& [$ Y27) Go back into the Inn O6 q0 g1 H) a- P* x( ~* ~28) Talk to Benrime and ask about the "Wine" / G! x4 m! d4 F2 `# {( ^29) Exit the Inn, go down the stairs, past Blindman Bob and keep going straight ; Z' p" @1 S: t# @30) In the courtyard in front of the tower, go straight and take the first 1 k. u* H8 r/ R6 t( j right8 h* [$ t$ D: z4 c
31) Go straight and talk to the man at the first stall on the left ! }# i( e$ H$ V. e/ g32) Pick "spices," "delayed?" then finally "Accept"8 s/ n: _' R: W
33) Backtrack to the Journeyman Inn, but stay on the road and continue past it 5 P! e: `0 g6 H$ K9 }7 I( X34) Continue until you get to the end of the road- s) u, C* @: O `0 p. W
35) Speak to the bearded man and get the SPICES 1 {3 G; B6 s* F; R$ D6 B36) Go back into the Inn G: f5 o. l7 W2 X$ G6 y
37) Use the SPICES into the cauldron 2 E. r$ F5 @$ g$ z1 i* R) x3 X38) Pick up the EMPTY BOTTLE on the counter opposite of the cauldron * S. s- t2 V' B/ @- J$ [: p$ Q4 }39) Use the EMPTY BOTTLE on the cauldron , P6 F! Z' P; R* a40) Exit the Inn and talk to Blindman Bob / p' \( I, @9 o; l" [* d- a/ A( f" M41) Go back to the market, where the Spice Stall is+ \8 A2 U* @5 q4 V
42) Enter the path behind the Spice Stall/Soup Woman $ f; G/ |2 g7 o, v8 R5 Z9 z43) Follow the road until you see Crazy Clara $ ]& X$ U# E! H9 `& T% b44) Speak to Clara ) U8 S* S$ @3 _. Y, C45) Head back to the South Gate Market (where the spice stall is)0 G* j2 ?0 f* \' K: V
46) Next to the well (where the animal is walking in circles), there is an ! n* v$ u, V/ ?6 K" N alleyway that a guard won't let you in.. g g R3 j. e: B
47) Walk right behind the circling animal and then just walk right into the 8 |0 i ^# m. S% o# ` alleyway5 r! j" `; L/ m
48) Open up the cage to let the pet free 9 X0 b/ i. v7 @0 r7 M3 @2 n49) Go back to Crazy Clara and speak to her 2 u8 b% S2 t! P$ M8 e50) Return to the South Gate Market: `7 Z( b% z3 s" ~: `8 k+ R
51) Speak to the Soup Lady' {) h4 p' a! w1 f5 k" W
52) Pick "Magda?" # }8 h2 k. v; j( b- P53) Once you can, pick "Help" "April" "Goodbye" ' V0 z1 C+ _9 n3 w! x- Y1 B3 Z54) Follow Worm; I, J1 j. p1 V" d" V' c
) X w+ |+ i$ l# I2 }
SETTING: SADIR 6 m9 ?, O+ p9 v! \- h8 ]1 o- J(as Kian) 3 \8 r1 Z, \4 V55) Spar with 3 other soldiers, this should be a pushover fight' C! w/ V* M$ y" K' s/ C
56) Speak with Garmon, the man with red hair and white clothes " d1 H. e& n. W& M4 K5 }- {57) Follow Child Ena * u. v0 P& J3 d3 Q2 Q( o58) Open the door9 F$ `) g9 l. r U+ z
59) Go back to the Sparring Circle G- e5 E' J, d
6 U* y7 Z' L5 Q5 X9 t+ E 0 H; c3 w& V1 ? 7 P0 }4 F, V' a- y! v3 v: z: e" F" bCHAPTER 5 - ALCHERA (CH05) ! m" Q2 x" T4 T! [5 Y8 ^--------------------------- 8 U9 @- @+ E+ a! J! H7 R 3 Y, o- v9 a% e0 u' _, [SETTING: NEWPORT, VENICE8 Q4 e" C. k9 a! @
(as Zoë); `( p3 h% H$ s+ r; a
01) Exit the Fringe ' G. Q) `* K3 J; i2 P$ s5 F4 M5 k02) Have Zoë just walk straight ) h4 z: i) k) K* U) H5 w! i. L: [( C- X. X( k% w% l) ?
SETTING: MARCURIA ) C7 }4 j9 S4 c0 v) x- c(as April) " X! f, R% M* z& T `; Y: L8 N0 y03) Exit the room, Brynn will talk to you$ e$ V* @ q. T0 T3 @. G) R& s
04) Exit the Inn, head towards the tower 6 c7 F3 D: a6 D% v N6 a05) Keep walking straight, you will see scaffolding work you way/ H$ z/ H5 A& M+ h8 k0 X. w
towards the right side of it" R7 v, W1 `( v# T
06) Sneak behind the scaffolding ( p0 S2 e, u3 U, ?
07) Sneak behind the guard, get close enough and you should be able ! q6 D- ?2 v: k( M4 t+ R to have an action to take care of him ! D8 a4 ]& g' s6 k. w9 E, A) C& D08) Climb up the scaffolding and you'll be on a balcony / V9 `0 q' t, v& o0 W8 M$ [09) There is a door that is slightly ajar, stand in front of the crack 0 I0 k! O: S" [7 I- n$ H* K+ |* G10) Enter Focus Field Mode, target the two people inside ! |3 N/ U- Z; p, O4 L11) Listen into their conversation9 g) G3 k, T$ ~ d. J! i; a# _
12) Head back and enter the Journeyman Inn & h: G; \& O3 b/ a T. I: S0 J13) Go to the Inn's cellar, and open the door : |6 p& |( M% `. K5 W1 ~ 6 B6 s D+ [0 N% S1 ^6 P7 F7 hSETTING: WATI CITY9 ~* G7 z! l% r# B. I" [; Q) `
(as Zoë) " H7 k$ z6 y6 N8 ?, ?3 K( T14) On the left side, there is a vending machine8 } K% B# s4 {% I9 x/ T
15) Use the MOBILE on the vending machine to get the GUM0 ]6 n" e8 i! R
16) Use the GUM to get a STICKER 8 l8 j2 r+ |2 d, I17) Get up the stairs and should see a cutscene of a man 3 O% L) X1 y9 _4 P* m. j18) Speak to the man [% D5 R! M5 ]1 U4 ^
19) Go to the trash, and pick up a TICKET PIECE# K+ |3 h. f/ M) i3 N/ ]
20) Pick up the TICKET PIECE again to create a TORN TICKET 4 ~% n. _; m; \& ?7 e0 t21) Now, combine the TORN TICKET with the STICKER to have the MUSEUM TICKET0 b2 w. x$ H+ P) {$ ]
22) Go to the cable car and you should see the Ticket Reader * H& S& ~3 m6 j, Y9 c: K23) Use the MUSEUM TICKET on the Ticket Reader " Y2 _) m0 r' \" {# a; w24) Enter the Cable Car# j# p8 ^- P+ p" G
25) Open the doors and enter the museum 4 ^8 j# t% I3 j( C ~ % j; e0 j; v! z( Q0 l6 XSETTING: WATICORP MUSEUM( @: c; x+ D5 l) {' ^9 T
26) Go to the back of the room, and touch the red panel to trigger an alarm * S" }( g3 J$ _+ ]2 \$ t27) Observe and Touch the exhibit of the First BunnyBot to trigger another 3 d6 m0 M z& `7 @; b alarm6 O; {5 l: B- E2 {
28) GIVE GUM to the Hiro, the boy w* C6 {9 E) \! H7 ~29) Talk to Hiro 0 B# \/ x2 Y: {+ S30) Use the Mobile on red panel next to the "staff only" door' F4 E$ x, c5 l; a
* y% k/ U% [! Y8 ~% n+ k! ySETTING: INSIDE WATICORP% D( q# z6 X+ V' H1 [, F0 _0 k
31) Walk straight7 g, _) V8 s( Y- G. C5 Z
32) Open an unlocked locker0 X: q5 [3 C7 X% h* E v
33) Use the clothes to change ( U* X7 K8 H" b6 \% `0 ~ P5 [: {34) Back into the hallway, wait for the cleaning robot to open the grate, and3 Y4 d. \7 s$ Y: t5 q. H* q
enter8 o* L0 r% C5 l6 G
35) Walk towards the elevator and get on it when available/ h( i0 k- N0 |0 c
36) Move forward, and you will learn of the Waticorp guest rules8 b1 \2 v7 F a' v7 F
37) You need to take a right, the path will turn left, then take left. Enter ' H2 ?3 _# r$ e' M* X/ Y the room at the end 8 Z2 r( I8 P' o. D38) There is only one person working today, speak to Damien , }. @- i) r- r( i: ^! c4 l% z39) Walk down the stairs until you reach the lowest floor, sub-level 58! i5 B, P) r4 c! J w1 `
40) Once the light turns green, open the door D5 I" f2 {/ f* ?4 L0 }
41) After the cutscene, just stand still and let the spider cross 9 v& B' m. y8 e8 F4 |: t42) Go counter-clockwise to better avoid the spider's detection! r2 X Q8 ~+ U$ [2 q2 c" Y
43) Find a panel on the right wall, it is near the door with the datacube / D$ b. W6 q2 P) n' e scanner 8 A9 ]. H4 e% k# M9 B8 |44) Open the panel to access the circuits . V: I: \! m( I1 ^' ~- w. p2 Z45) Use the mobile on the panel* q2 d* ^3 U7 [' i) d) M& J
46) Enter the door with the blue signs with the atom symbol8 z( @7 U$ u; ^- O, U7 q1 c
47) Take the CAPSULE 2 L7 o: w5 K0 l2 p. ~: X. U48) Combine CAPSULE with WORM to have the ENCAPSULATED WORM& W' q: w" x- h9 q& V8 T% Q' y) i
49) Make your way to the Medlab, it has green stickers on the door0 X/ Z( n$ U- Q7 n& B1 N1 n: {
50) On the right, there is a large tube, walk inside to get scanned4 n/ {& q; e) o7 S" T) W
51) On the other side of the console is a small biometric scanner * T0 E- P1 c% h0 r52) USE the ENCAPSULATED WORM on the small biometric scanner) `) A. ~! Y0 [# x0 t
53) Open the doors to the Security Room, it has orange shield markings on the% G* o! O3 v1 A+ `
doors# N/ v4 F; m: G E1 k0 n1 J9 \( \: n9 F
54) Go to the Cybernetics office, it has red stickers on its doors ; J! Q9 D0 p5 D3 I Z55) Use the MOBILE on the spider on the left side of the office- L) i$ f1 S* [$ I6 G6 F; S
56) Have your spider fight the other spider ( v2 h- l! _" ~0 p* M57) On the destroyed spider, upload its data $ a) ?& B! e: J+ a0 d8 e58) Enter the Security room) a" G/ [3 l( O8 g( h
59) There is a panel on the right side of the room, stand on it and1 n9 ?! p) a1 G6 m+ @1 w. u/ m
deactivate the grid # p% T2 _7 V* V" ]1 C60) Go into the Security room, search the jacket, obtain the DATAKEY/ I6 q( R/ N6 m, c% H
61) There is only one door unopened, the core room / g5 U! c0 J2 Z: L62) Use the DATAKEY to open this door: R9 l+ d% ~& c% O
63) Use the control panel on the right to open the decontamination chamber $ S* E; W# j9 G64) Enter the decontamination chamber7 r& h& W: d/ [: X1 K. s' W3 ]" r
65) Walk forward until a cutscene is triggered / T3 M. x. p+ Z p& Z66) The easiest way past this is to walk back towards the decontamination H' I) p0 S9 I- D0 ]* O; q chamber and position the camera so you can still see the core; D: |# z i U9 Z
67) Wait until she is in front of you, left side of the screen, but has her* N' J ~; R: |% k0 q
back towards you. Once you have that, sneak to the right and work your - C4 Y! j3 L* I: a' L
way down the stairs and keep going straight.0 ?& y$ g$ @0 T" ^7 y h1 ^7 [
68) You will see "something in that wall" ' W1 A# ~! a- p. H6 a4 d69) Use the ENCAPSULATED WORM with the device in the wall / e. E% ~- z, A. u- y / {/ g' }1 Z" N8 J9 eSETTING: SUBTERRANEAN CITY 6 [5 D- d) Z% t& k' r. I(as April) * N4 S' n& t5 h/ g# f/ V70) Climb down the narrow staircase , v \ A& q1 z7 y71) Keep following the path, you will see a cutscene of one of the creatures* g' c* Y+ v' J: r/ X' H5 |# b
opening the door ) n- [2 r3 m7 g5 g- Z# u72) Run in after it before the door closes (you will have several chances)/ f* Z Z% b4 x& f+ e$ z" l9 r! c
73) Observe the altar... you can't miss it5 _: H1 u' l5 E% `$ K2 Z
74) Walk behind the altar and hide there 3 `9 K c1 t E9 w& r. k% H75) Use the Focus Field and observe the door when a creature is opening it- h( M# l/ t; h* F5 z- \4 Q* }" W' z
76) Approach the door and open it/ [; x# _3 _2 Y& r
77) Climb down the stairs, you will see a statue with a rotating disk+ w+ w! c/ D/ m6 \" M$ u# W( ?
78) Rotate the disk so that the triangular #8 is on top4 q+ a! L5 r& P: _' i
79) Continue down and trigger a cutscene. It shows a guard, if you are ever $ f8 D- Z, t Y* _& }1 K- W+ [ discovered, you might as well just load the game. The guard summons a 5 Q: i! I P; Z( t
big beast that is invincible and the only way to get rid of it is by " \, J. |1 B/ a hiding really well (easiest way is to just go back to the entrance* h% h% h& |. e6 \
and lay low for a while). Save often here!, _6 W: o/ J, o) g9 {* v
80) Once you get to the room and pillar with runes, take a left and there is# Q0 r1 H. e, ~0 a
another statue* i; l/ Q$ p4 p% W# m! L( w
81) Rotate that disk so that the rune that resembles an envelope is on top& n& q+ V5 s4 a6 X4 U
82) Now turn around and go straight until you see another statue 9 h% ~8 l+ _- ]; U5 k83) Rotate the disk so that the top rune is one that looks like; G9 f9 W0 E/ s( G$ [1 J, j' D
crosshairs/sun/two circles 5 g, _5 ` [; W# ?' B84) Take a left and at the end there is a loose wall : P8 W/ j) P1 W85) Hit the loose wall three times # r5 m$ W1 ? F2 ^' Q86) Go straight through the intersection, follow the path and take the first$ R5 }) }) r0 ~7 H( e" b# L
right. 7 [% H- M6 s& H% y5 D87) Here is the last statue, rotate the disk so that the one resembling the 0 Y9 Z& o) x. g0 z! r5 X5 c letter "V" is on top- t0 [) ]- L" R: u' L
88) Now, turn around and hug the right wall, this will lead you to the) H5 S' W9 N5 i0 T
sarcophagus: G/ B5 d4 V* C: L
89) Open the sarcophagus, then observe its contents, and Take the GLOWING EGG $ S( ~, R8 \! B90) Turn around and take a left at the "scary statue," continue straight and# _: B0 G# k6 W s
take a left at the intersection! U* A9 @" {9 J6 r; ?
91) Place the GLOWING EGG on the gate6 U2 ~& N1 V7 I
92) Run through this long linear path, go through the door that will % z/ i" U) h# q automatically open at the end # j& `9 z/ z# c* [- A93) Exit the room and you watch the cutscene ( r! W; z* A9 H6 {7 E! s94) Here's the trick to get past the first guard. Stand on the left 7 L P* c: {! X6 k% ?6 F9 i7 o+ q staircase and wait until it starts running after you. Run up the stairs 5 W8 o6 D* P# Y% ?, N; o8 J and down the stairs on the other side, keep running straight and climb / C& ] Z. Z9 z- {: n up the stairs until it crumbles. If you ever engage the monster in & ^* D9 I/ L( _. w" O+ f$ S; D6 U" L battle, just reload the game, you can't outrun it at this point.! [' X0 F- z, @9 A' a/ f% Z
95) Continue up the staircases, jump down the two ledges, sneak to the back 5 p6 E) ^/ I( n# R% E) b6 @ and exit : [0 l, j' ^7 L! M: {1 Y# U , C; H4 H& B+ z
SETTING: INSIDE WATICORP' E3 S( J" B; l; l5 |
(as Zoë) ; I8 j! z4 g1 P$ Y3 i+ I96) RUN! Up the stairs, through the decontamination unit, and to the7 c* Z5 ~ u+ U
elevators: Use the ventilation ducts to hide from the soldiers if; a8 P. s" t4 K
needed * Q+ s- [8 T, F+ O1 }97) Walk to the back and have a conversation with the green guy 9 f4 K4 F/ o( _& I98) Run straight, where the camera guides you, enter the small building then 0 c* N/ j& M7 o open the doors to the outside % X! ~: M9 y) J' A9 N' b( p99) Run to the right, climb on top of the silver box, then jump and grab onto. Y5 u+ s" s0 T- h
the hovering robot d1 `, u, R* g. J: s5 j# _0 E
$ W2 y$ p% T) R0 S3 ^- S6 e 6 k* M/ _7 s8 p w) h- ~2 j# B" o' Z5 K2 b
CHAPTER 6 - MORPHEUS (CH06)$ a# T! T5 p# P! Z( L. ^! r
---------------------------2 @# Q% p* n$ [, _; e3 b
) V; y7 _. w9 Z' j2 K+ m" W- ]
g! |; }( ?5 s- L5 VSETTING: MARCURIA # p1 A" D, g# }3 z2 b(as April)! w) U5 R2 {0 C/ n* l" Y
01) After talking to Na'ane, go downstairs and talk to Benrime / V( @3 ?- k8 ?- y1 E02) Ask Brian about "Travels", a% {2 f* _) J+ |3 X1 n! I
03) Exit the Inn, and go to the Ghetto, it was previously blocked with0 s) f. o: r$ i1 L; H* l' q! B- I
traffic (where you got the spices). a, ~7 o; T7 N) r
04) Enter the Ghetto and take the right path, this leads to the harbor1 C1 T& J$ A! z, T: Z0 m0 Q
05) Go onto the docks and speak to the Shadowguide, pick "Pay" $ g3 y0 R; @. r: e% c06) Go back to the Ghetto, talk to merchant in red robes- a/ l7 X7 h: x% L G
07) Keep talking to him, until he gives you his autobiography, 'MY WIZARDIN' % S, _# K1 M/ q3 O& \" e c5 x. B( E DAYS ARE OVER'% w' j0 o* H+ t9 v2 X
08) Return to the harbor+ ]6 y3 C& c6 }- L- j9 _$ g
09) Speak to the Shadowguide8 T* k1 G: C0 V
10) GIVE 'MY WIZARDIN' DAYS ARE OVER' to the Shadowguide; t3 |$ v; p: ~9 C3 q6 g
5 l* I# Z6 Z: j1 W# v/ u(as Kian) # b5 h! \" b) Y- L, H11) Walk straight, up the stairs and enter the tower; X1 {% H% i0 K3 o" `! [
; N: b9 C+ }# R2 E5 U" ~ 1 c3 D5 [: q: ~5 n$ c' j5 r 4 F9 S! y/ V _5 ICHAPTER 7 - DESTINY (CH07) $ L) H+ }/ e) v1 H--------------------------- 8 j. l& q# r& V# k& w5 O i+ i+ A 5 C5 q5 _" A! S+ N# w1 U; I1 j! ESETTING: DARK PEOPLE'S CITY8 B& }, V9 `. X2 Y& v2 s: t( u
(as April) * a( Q# I! {5 k. v+ c01) Follow the Dark Person until he stops6 b: k% n8 D) j6 E0 D
02) Speak to the Dark Person& }4 d6 |) N! m9 l5 x4 }9 d) |
03) An old friend will meet you... ! ]- H9 B+ h: R# k ( |+ Y" O, w6 L( T# z- jSETTING: GUARDIAN'S REALM* W& {: e P2 O# E, d& Y+ t
04) Walk across the make-shift bridge* ]. [4 H* L5 a9 w" ^; W! C1 T
05) Climb up the spiral staircase2 i; ~+ [8 X9 n( N! k% t. X2 x! i
06) After the cutscene, head back to the Shift8 y7 o4 o. B2 f" W4 h
) d! k; |6 p% `LOCATION: WINTER b6 r8 r8 l( Y( F* d0 C(as Zoë) ' m g! F, x. ~- t2 z$ E
07) Head towards the black house q/ p3 D, e r* i+ L% w$ N, f- Q
; j5 o% i* B2 l0 q) v! R2 a* t
% i2 ]7 X5 e0 B. h2 J; H: ?
CHAPTER 8 - CONVERGENCE (CH08) 0 Q( {/ ?4 p% j1 |------------------------------ 4 \# f0 s" f/ h2 t/ c& |, K2 v4 m* f$ o) r/ }1 S2 _
SETTING: MARCUIA % D0 j3 _6 C: q( J; h) L(as Kian) " e* K* {" I2 w8 d0 Q" i01) Defeat the two rebels& e0 v% x. E$ x$ `! Y. S4 @) Q- E3 z
02) Ask the Magical about the Scorpion5 `9 D4 }) o% i
03) Exit the harbor to the Ghetto + e. u1 b/ _6 o# U04) Exit the ghetto in either direction: S" l( N) D+ W9 Q" ]% _& H+ M
05) Exit Friar's keep 7 Z: ^3 T% B9 \1 C! Q3 {06) Walk straight down the path& C a# s& b, k) j
$ O) c; `, e |2 q& I; W(as April)% m0 Z, i4 A2 d; {# \
07) Walk up to Friar's Keep; o, u+ k& y% ^5 B' [9 X s) {9 F$ T
08) Follow the right wall, there is a path to a small field 5 k1 q/ `- N0 [+ N - q6 [4 k! ~( q* z1 _& t+ d(as Zoë) 3 E. m7 l* v! _9 {+ N
09) Knock on the cell door ( V& z; k5 t1 {& n3 d6 ~10) Look at the door & h, B4 r" F t3 E11) Talk to Crow 8 H: ? `: Y+ K) h2 H$ e* S6 C: O$ d9 K: A% X J+ T
(as April) 4 j" a8 l: X3 _5 a8 u4 I6 q12) Make your way to the Ghetto- {5 [4 [0 R, i1 k
13) Talk to Roper Klacks, inquire about potions; P2 v$ ?3 Q* j, I. \8 ]4 R' c
14) Head back to Friar's Keep! p/ G! S! { C7 `. a+ v8 v) Q
15) Give SMOKE BOMB to Crow 3 ^( Z& P# D, ?# c2 F* H7 y# [16) Give ACID to Crow 9 G4 M0 I# J, h; m % C0 m; ~9 y9 F% R(as Zoë) ) Q* X$ B+ n) j6 C! F17) Use ACID on the door * j8 V5 l" S# `( X3 B ~18) Exit your cell, you'll see a cutscene that the guard is distracted : p" f+ p- J7 h: o; N# {$ Y19) Sneak throwing distance to the Guard; T( r/ u K" e7 u) q3 C m, B
20) In Focus Field mode, use the SMOKE BOMB on the Guard 2 R8 V. C' x2 J: h4 i Y21) Take the PRISON KEY from the Guard ) x5 E6 z) v) m% M+ N/ T2 J3 J/ z22) Use PRISON KEY on the door (right behind the Guard) 5 ?* n( z+ ] F: @- t5 ]% F23) Walk down the stairs until you trigger a cutscene 8 b O* ]+ a- \, t" V( K24) Walk back up the stairs and talk to Crow 5 r3 r Q0 ~- H' V$ Y/ v( l- x5 T+ o2 K
(as April) & |$ @; I6 R) a1 w25) Head to the Journeyman Inn5 U4 v( p& X9 o! c! _
26) Speak to Benrime, she will give you a SANDWICH0 p! N# L1 h; `. P# K
27) Go back to Friar's Keep( J8 k" V! g+ D+ \
28) On the right side of the door, there is a speaking tube, use it ' l6 a2 R5 @6 p; S$ U- p2 o29) The guard will open the door for you # P/ F- x+ V' |6 E& l30) Climb up the stairs, you will see the spiral stairs right on front of ; l- x: P( ]5 L. B9 O you. On the other side is a gate, go open it 5 r, G# r% C, ]& X& t31) Walk straight into the small alcove where the boiler is * ^' T5 x/ B6 D" e) I9 ]$ ]32) On the right side of the boiler is a dumb waiter9 x, R) p' h8 F: M
33) Pull the lever to open the dumb waiter / v) `# |) A# \) f/ s34) Place the SANDWICH into the dumb waiter ! i% W- E; v9 C( {35) Use the lever again to send the sandwich up; N: K" E7 n5 l
) R7 a1 M$ `" `/ J1 q, h
(as Zoë)% ?* G% t2 P- o
36) From the cell, go through the gate and make your way down the stairs; ?" ?% r+ S# P5 K
37) Now you'll the guard go through severe food coma 8 w! n, U, z( j3 M) ]$ e' c38) Use the PRISON KEY on the gate# G4 ?. c! t' l0 u
39) Sneak past the guard and continue down the stairs " a, K5 `8 c. O' R$ s40) Use the PRISON KEY on the gate 5 g J0 M$ ]: I9 n h* _7 O( z41) Go down another set of stairs : W: t6 ^5 J* r# e, j: g% c& A7 ~42) Reunite with April- u; F9 a' l7 [5 f. z* p
5 O0 s! Q5 @$ e3 w4 u(as April) : U) t& M" T2 u& f43) Right next to the main entrance, there is a door leading to the kitchen, 8 k: i) T( F6 R8 B* a enter it + i( t# q% W7 i {5 q. M44) From the kitchen, go through another door to the storage % @& }- q6 S4 w45) Push the large crate to the wall( j" { W: h9 G3 b7 v+ \. m$ M
5 y6 e; j: \5 A; K4 s% k+ R(as Zoë)8 t0 Y$ X1 V0 R' H
46) On top of one of the boxes in the room, there is a ROPE, take it.- C2 ?, K! E: i4 t1 Z( _# m
47) Climb the large crate1 t, \' c \4 N" K( o9 a) ]+ `
48) Use ROPE on the metal hook , P1 j- k: j: u3 |9 ]49) Use ROPE to climb out ! U$ t9 B+ [; X1 `50) Follow April out * v7 C- `3 a- b$ ^* a
51) After talking to Crow, head towards the Journeyman Inn : g# `' Z% ?, [. E5 {6 Q2 Y1 O3 G
(as Kian)- n/ T6 v9 j# J- W
52) Defeat two rebels + z2 s' t! A/ } I53) Go upstairs and meet with Na'ane 6 u9 b/ f; e; c, @( ^ $ r$ l9 I/ L5 T2 l3 L$ x(as Zoë) ( e0 d8 u; J' f54) While talking to Crow, choose: "Suggestions?" "Westhouse" then "Go" ! a- v9 X5 D d7 A, m; Z55) Make your way to the South Gate Market. Z7 g( ^" W( \; j4 C6 s* m
56) Walk around and Brian will call out for you! X/ A \3 j* Z& B8 Y
57) Approach Brian to start a conversation : \) }, w1 T: L& \$ F" _: G58) After the conversation with Brian, open the door behind you9 P" R% T& b% }- Z
" S/ P: q- T. f1 { u* F
- V5 _$ Q; U1 M8 X) ^' ] C% SSETTING: DARK PEOPLE'S CITY 1 j+ P9 p; r, t6 t7 O: r59) Follow the Dark Person to the Library/ E, M& L8 F% { Q' |$ I4 Q' R
60) Walk towards the desk to talk to the White Dragon : V4 Y# @/ O, G4 v7 t. x; z! V( U l+ m+ Q% \4 o0 i
( g# g3 T1 {7 W' b6 n# M% l6 D0 a* D8 E' l
CHAPTER 9 - (CH09) w6 S& n; V8 a7 I X1 ], Y o' ?
--------------------------- ' f: D' D) A1 T) \2 I" w 3 o5 b( ]/ L+ N# m; |) m*I'm not quite sure where Chapter 9 begins, or it's name* / Z- p3 Q; F- _8 b. J: b0 r* `& s7 P& Z1 U8 J
) r, N" G6 @4 m q+ U! Z: `6 B. k
CHAPTER 10 - CROSSROADS (CH09) ' J" P6 a! J. j s; \* f------------------------------ 4 v: s4 b( T$ F 8 J ~8 w! n% R& s- S! D1 sSETTING: SWAMPLANDS/ m0 g _4 x$ `4 U/ O
(as Zoë) : n! Y$ A3 {0 c4 k9 z01) Walk the very long but very linear path.* n% D* T- d8 b8 @+ w0 ~
' v! Y: O) M) W% @8 t(as April)) P1 |5 T. H: Q$ V4 h
02) Walk straight and climb up the ladder ! ~+ F) C4 w1 i$ `. ]) \03) Keep going forward and cross the bridge( x+ S" U) O( L. p# V. E
04) Behind the first house, go down the staircase: ~; m' p7 F! i' v
05) Walk into the open area start a conversation with Kara* \( T) E4 O6 E( H) l
06) Walk up the incline behind Kara, only to go down an incline to the left 1 O7 O/ ~. @% |3 N07) Now take a right to talk to Na'ane ; g/ F1 M5 a& ]# B( j c08) Walk past Na'ane and just keep going as far as you can until you trigger ' N3 z& c/ T6 u1 ?1 p" {4 t a cutscene# l6 w7 K% C( e' e+ x5 J% z
, ]* N, V2 U5 {(as Kian)( O6 W; D H4 \9 H" q) W4 F
09) Hug the right railing and go forward 6 K$ g/ @+ c5 f1 ]2 h3 K, }10) Descend the staircase ! i2 ~9 U% u! A( t* T2 O11) Walk into the open area . C. N6 u- b; z, o y+ Y12) Continue and walk up the incline and then go down an incline to the left7 g; c% e$ L, k2 C& X( o
13) Now take a right to talk to Na'ane( X% M# _5 Z: L7 Q" i, c
14) Walk past where Na'ane was and just keep going as far as you can until# K8 E7 I7 \ R9 ]
you trigger a cutscene. L w' j' F8 v+ w# X0 r4 L+ \
X4 |6 G. {" U! w+ v# k6 m% I% T4 a2 L: g
9 u- J- H$ e; a# _& N, b
CHAPTER 11 - FAITH (CH10) 1 @6 K: n! E( R: w--------------------------- 1 c9 }/ o& G7 t& K& S3 @! T: U# n0 a6 b' j& W
SETTING: WATICITY4 ]) F8 K- o$ G5 T p% D3 Z6 ~7 |
(as Zoë) ^! _, a- A d m$ A
01) Use the console 5 S* P/ n; S# M9 q: ~+ _02) Go into the bathroom4 ~' n! e( [4 X+ a3 c( A$ t: i* F
03) Exit the apartment3 A3 O7 w$ B |5 Z* w# u7 H; G
: |2 E* q% @0 V" s
SETTING: RUSSIA( f) r7 D2 e: o& G
04) Go right and turn left through the opening in the fence & E! [" c, t+ S3 h; _7 {/ C/ X9 ~05) You will see a silver shiny vehicle on the left side of the road8 Q1 Y; K- X j
06) On the passenger front side, near the side-view mirror, there is an/ h# A6 E K/ s; _, d V: j) i6 w$ o
access panel3 X1 A: ^8 u1 Y' k3 f$ V
07) Use the LOCKPICK on the access panel $ g# U* n$ B0 M- `% e% y08) After opening the access panel, use your mobile on it 1 y0 _( `% Z* u* h! o) V w! T7 C09) Climb on top of the tires and boxes behind the vehicle 9 R/ x. n' H3 @2 X10) Climb on top of the vehicle8 H( o) e5 k$ u" F* R7 J/ Y
11) Stand near the front of the vehicle' t& M u! V4 i. [. ^
12) You should be able to jump onto a fire-escape connected to the building# T8 p9 C8 D% F2 ~0 D! R4 j( a
13) Climb up the ladder) [, t9 B+ D1 t$ v# F- `. Q
14) Once up, you should get a cutscene showing a security robot 5 ?5 x5 o% E7 E$ r- K2 U" q15) Follow the security robot, at the corner where it turns left, there is a - n- G% e! k& D ladder there $ X9 N7 _: c M& K% B: ^16) Take the ladder to the roof 7 l5 b, z1 ]& T17) On this walkway is an old sign, knock down the letter "K" ~6 J% O& L- v( S/ X4 g" f18) Work your way to the broken skylight, while still being careful of the 9 q0 Y, V/ y1 ] v. H5 S' R robot9 B8 T- K4 {) ~; H L
19) Now on a catwalk, have Zoë walk right until going down a set a stairs5 I7 Y! h+ y5 ~/ ~
20) Now climb the ladder down) E: _2 ^, I$ q8 S8 [, ?8 N- t/ g/ y
21) At the production, floor, go around the assembly line. % x' K. D$ u/ }$ m# N22) There are two green lights on this side, under one of them is the power; I' A# F: a4 r7 i+ y
switch / X% o7 Y* U5 {% N7 O+ I/ ]23) Open the power switch panel, and then press it % _% \6 I. H2 |5 i, j24) Go back to the other side of the assembly line, and enter the control ) ]* y: H3 C- T+ S2 ^ room, its the room that's mostly glass* E* Z; n+ }# f2 I
25) Use the right control panel first* `3 g/ r6 \8 _. Z7 Y& h* X6 d
26) Have the winch go as high up as possible, then as far left as possible& b( x, {" h. W/ c% I
27) Now, use the left control panel9 J3 ?8 U$ L8 v& |
28) Exit the control room, and go back to the other side of the assembly line# T/ P) t0 `. I8 E" a
29) Go past the power switch and toward the other green light 7 d+ w, G4 C" d3 T, w) g( G) \30) On the ground is a ventilation shaft, USE the hook to clamp onto the grate! W% B) K3 L2 R2 b# }, R
31) Go back to the control panel room and use the left control panel 5 w0 V* ]. j# J. N6 U( E32) Now that the grate is removed, go back and enter the ventilation shaft" ]8 Q. M, X$ L* I# B
33) Open the desk drawer and take the SMALL KEY inside" y, W$ K' {- s7 G( O
34) Use the SMALL key on the left locker7 ~' r7 | g# } _7 N
35) Inside is an ACCESS CARD, take it+ f+ u2 J" _0 t
36) On the right of the "bedroom" there is a card reader 7 s( ^( j i2 T& P. h37) Use the ACCESS CARD on the card reader. E2 j9 y7 |8 g1 w& N$ p/ h
38) Enter and use the second card reader' q5 Y" k' J9 }; n3 Y2 C7 I( Q
39) Observe the Doll house and take the DATACUBE+ q4 t3 E" @% B. w! l6 o4 u; Q
40) Exit the bedroom1 G- A/ m8 _( {6 h: |
41) Use the card reader on the left side of the door to unlock it% ~. J) }( }- s% d( g6 h5 c
42) Use the DATACUBE on the console of where the yellow chair is # j( C1 R) l& N; n3 H
43) Use the ACCESS CARD on the card reader on the glass door in the corner 1 g( I. S' ^7 K' R, p; w. f: L; S44) Climb up the stairs and find the solid metal doors : ]5 g5 g9 T A+ B45) Use the ACCESS CARD on the card reader to the left of the metal doors o% B. l& W0 N9 R- Y; [
46) Back in the production room, go to the exact opposite corner of the room " z. f! j* [; T$ {! d2 ?47) Under this green light is another door with a card reader " {; L3 x+ l7 p) J* F# w48) Use the ACCESS CARD on the card reader to the left of the Loading Bay Doors0 Q* Z# B% L9 h; O' F' X. Q+ l
49) Open the next door ( n& S3 u1 A9 e" b. H" h7 i7 E+ W50) Once outside, climb down the stairs on the right" H. N& P' W5 H2 k6 f/ f! E6 q
51) On the left of the large gate, there is another card reader , k Q: t4 o7 f3 q2 J
52) USE the ACCESS CARD on the card reader to the large front gates- W: M4 O3 a$ O3 m1 L4 e
53) Open the door to the taxi. |, _9 b) p! e; R; ~9 p4 U3 B
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) ~9 T! l1 Z/ b0 x
CHAPTER 12 - REVERSAL (CH12)8 P5 n: I0 S* a3 W }: \% I; ?
--------------------------- ! ~8 W" s6 |: I/ E5 s# W& V 0 b( Z4 l/ T% M$ ASETTING: CASABLANCA 3 i; V5 X% T/ J8 p0 `! q5 [01) Go back home q5 f& _5 o. i2 z
% S% B* x: v/ ~4 R8 v * J! K; @( G, a! N; {% d' F4 N4 L( c9 E [. S) D( U# [
CHAPTER 13 - THE LONGEST JOURNEY (CH02) , j4 F) ^/ z! d8 C2 R; B---------------------------------------1 d5 O$ p* o G5 n
' B0 \+ ?. x; f k" DSETTING: WINTER 1 ^2 j) ~5 Z' H( g& A6 [3 j
01) Walk towards the black house$ ^, ?9 W+ E' a8 d, d
02) Take the stairs to go up