Another Code: Two Memories - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Another Code: Two Memories - Strategy Guide (Page 01).
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Another Code - Two Memories
UK Version
Walkthrough by Jason Kay
Current version 3.01
Last updated 31st July 2005
If you have any questions, Suggestions or corrections pleas E-mail me at
Jedi.information@mindless.com and I will try to answer you as soon as
possible, except on weekends as I am rarely online then. If you do E-mail me
then pleas be patient as it might take a day or two for me to respond, also
you should put Another code, Two memories or Trace memories as the main topic
then I would be more likely to read it.
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Copyright.
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This guide is copyrighted © 2005 by Jason Kay. You can in no way copy this
guide or cut and paste the info within to you own web page or guide. This
guide cannot be published in a magazine or hosted on any web pages unless I
say it's OK, in which case I will add the site to the authorized list. If you
wish to host this guide, pleas E-mail me at the address above and give me the
address of your web page that you want to host my guide on. I will look at
your site and if I like it then I will give you permission. If I don't like
the site (because of too much pop-up or you have to click on twenty links
before you find a guide then the answer will be no). If I do give you
permission, you are not allowed to alter any part of the guide. If the guide
does get altered in any way and I find out I will demand you take the guide
off your site. The most recent and up to date version of this guide can always
be found on cheatcc.com
This guide can be shown on the following sites.
CheatCC.com
Neoseeker.com
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0. Table Of Contents. [AC00]
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For quicker navigation, copy the section code in the [] next to the section
you want to go to, press Ctrl+F to get the find screen and paste or type the
code into the white box and press enter. It will take you to the beginning of
that section. For example [AC01] will take you to the version history section.
0. Table of contents. [AC00]
1. Version History. [AC01]
2. Frequently Asked Questions. [AC02]
3. Introduction. [AC03]
4. Game Info.
4a. About the game. [AC04a]
4b. Characters. [AC04b]
4c. Controls. [AC04c]
4d. Game screens. [AC04d]
5. Walkthrough. [AC05]
5a. Chapter One : The meeting with D. [AC05a]
5b. Chapter Two : The house of Lawrence. [AC05b]
5c. Chapter Three: The memory of Franny. [AC05c]
5d. Chapter Four : The reunion with the father. [AC05d]
5e. Chapter Five : The second Another. [AC05e]
5f. Chapter Six : The memory of the Right Hand. [AC05f]
5g. Epilogue : The miracle of the Blue Moon. [AC05g]
6. Playing through again. [AC06]
7. DAS Cards. [AC07]
8. Inventory. [AC08]
9. D's memory triggers. [AC09]
10. Goodbye, and acknowledgments. [AC10]
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1. Version History. [AC01]
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3.01 Edited 30/7/05
Due to numerous E-mails pointing out a certain code I'd accidentally
changed in the rewrite, I've searched through the guide and corrected a
few other miner mistakes as well as the code. To tell you the truth, I
was originally going to leave the guide at version 1.0 but I felt a sort
of obligation to make this the best guide for this game I possibly can.
3.0 Edited 25/7/05
After 13 long hours of playing through again, I have fully rewritten the
walkthrough. Don't expect any more major changes, just a few spelling
mistakes or incorrect data updates otherwise id say this guide is pretty
much final.
3.0 Edited 24/7/05
I've decided to update the walkthrough section as the main text of it
hasn't changed much in almost a month, yet I've changed almost everything
else in the guide.
2.1 Edited 22/7/05
Due to popular demand I've added a list of D's memory triggers. this
should make it easier to finish D's sub quest.
2.01-Edited 18/7/05, 19/7/05 and 21/7/05
2.03 Updated three times. Just added a few more web pages who have permission
to host the guide.
2.0 Edited 4/7/05
This is a major update. I've added diagrams into the walkthrough to help
explain certain puzzles. I've also included the inventory section and
I've added to the Playing through again section. I've also added a couple
more FAQ's to help explain certain puzzles.
1.2 Edited 1/7/05
Miner revisions, spelling mistakes, more FAQ's. I've also added the
memory quiz answers to the the walkthrough.
1.1 Edited 30/6/05
Miner revisions, Changed a few spelling mistakes and added the FAQ
section, not many questions but ill add more later.
1.0 Finished 29/6/05
Completed the walkthrough section, also finished the DAS Card list and
their descriptions.
0.1 Started 27/6/05
Started writing the walkthrough. Got about half way through, near the end
of chapter three. I also started work on the DAS Card list.
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2. Frequently Asked Questions. [AC02]
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Q. How do I open the door in the entrance hall?
A. Take a photo of both pictures from either side of the room, Overlay one
over the other and move it to create a four leaf clover. If your still
stuck read chapter one of the walkthrough.
Q. Where do I find the white book's for the music room?
A. search the bookcases of these three rooms. The butlers room,
the golden bird room and the silver bird room.
Q. How do I open the door to the silver bird room? (four leaf clover door)
A. Get the second clover key from a glass in the cupboard in the golden bird
room. Use both clover keys on the silver bird room door, then combine them
and move the key to the lock, and rotate it.
Q. How do I use the stamp's on the sketchbook?
A. Use the stamps on the sketchbook then close your DS twice.
Q. Where do I find the missing doll from the music box?
A. On the desk in the golden bird room.
Q. Where do I find the key for the music box?
A. In a book in Henry's study. Look at the photo frame on the table and
reflect the key on one screen into the book on the other to see the letter
and number reflected on the right. They should be made up of the little
white lines which when reflected one on top of the other, should form the
letter and the number. The book is in a book shelf at the coordinates, For
Example, C2 would be book shelf C middle shelf.
Q. How do I use the music box?
A. Place the missing doll on the box then use the key on the box.
Wind the key then press the buttons for: Flute, horn and drum.
If you need more help look at chapter 3.
Q. What do I have to do at the area with a dead end, and candles on the wall?
A. OK this is sort of complex, so ill cover the whole thing, step by step.
1. Finish the music box puzzle to open the secret door.
2. Look at the wall in the corridor with the candles, look at the candles.
3. Enter the secret room, look in a wooden crate to find Matches and
some photos.
4. Take the matches, Look at the photos. Click on the candles on the
photo to circle them in red. Remember which candles are lit in the
open door photo.
5. Use the matches on the candles and light them the same as the photo.
X O X X the O represents the candles you should light.
O X O O
Q. What do I do with the moonlight bay or the sunset bay pictures? Or
How do I get the code for the door near the kitchen?
A. Take a photo of both pictures, the one outside the kitchen and the one in
the store room covered in dust which you have to blow off, then transfer
the sunset bay picture to the top screen and overlay the moonlight bay
picture. Rotate, move and line up the strange patterns to see the code.
Q. Where do I find paper for the Zoetrope?
A. In the chest in the art room. You need to have tried to use the Zoetrope
first before you can get the paper.
Q. How do I get the lab codes to get into the lab?
A. Blow into the microphone and look at the window in the top screen.
Q. What are the codes for this door or that door?
A. To make it easier, I've decided to put a code list here in case you don't
want to search the guide for them. Don't look if you want to work out the
codes for yourself.
1. Chapter one, mansion gates, symbol puzzle.
X X O Press the symbols represented by the O.
X O X
2. Chapter two, Entrance hall, bird picture puzzle.
Type in the code 1128, don't forget to look at the bird pictures to get
comments from D. This is a vital thing to do if you are trying to finish
D's quest.
3. Chapter four, Hallway outside kitchen, bay picture puzzle.
The code for the door at the end of the hall is 2,3,6,9.
4. Chapter Five, Door to the research lab.
You could just blow on the window, but if you don't want to the code is
58198
31220
5. Chapter Five, inside the lab, big door after the computer.
You need to enter them both, once you've finished entering the last one you
need to press the black box on the screen, if you take too long after
entering the last one you will be forced to enter them both again.
Code: ASH853LEY
Code: SAY919OKO
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3. Introduction. [AC03]
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Hello my name is Jason Kay, I usually spend a lot of time playing games with
the help of other peoples guides. This was one game that I played easily, only
getting stuck once. When I was stuck I noticed there weren't any guides
written yet as this game hadn't been out very long. When I went onto the
message board I also noticed a lot of people kept asking how to do certain
puzzles over and over again. Since I had finished the game and I knew how to
do most of the puzzles I decided to write this guide to help everybody who
keeps getting stuck. The only drawback of this guide is that the message board
seems to have dried up with only a couple of post's a day.
Anyway welcome to my very first guide. This guide covers everything to do with
the amazing game Another code two memories (or the American version, Trace
Memories). This game is sort of a point and click adventure game which makes
full use of the DS's capabilities. First off, you use the touch screen to
move around, search areas, talk to people and to do certain puzzles. The
microphone is used to blow on things (Like dust), and also the DS's sleep mode
is used for a certain puzzle. Other puzzles need the use of a machine called
the DAS (Duel Another System), which looks just like the DS. The Das can take
photos and overlay one over the other allowing you to solve certain puzzles.
It can also view messages left on small DAS card hidden around the mansion,
view the inventory and save the game. Anyway due to the variety of puzzles and
the amount of people getting stuck a lot, I got inspired to write this guide,
If you like this guide or you see something for me to add/change, or you just
get stuck pleas E-mail me at Jedi.information@mindless.com. I will try to
answer you as soon as possible.
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4. Game Info. [AC04]
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4a. About the game. [AC04a]
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another code came out in Japan on 22/02/05, It was made by a little known
games company called Cing, which is based in Japan. When the game was first
announced it had very little fan base, but thanks to good reviews from
Japanese game mags and and web pages, it's fanbase increased. When it was
first announced it was simply known as Another. Later on Nintendo of Japan
gave it the name "Another Code: 2 memories". That was when the fan base grew
stronger. Although the game was doing fairly well in Japan, it was unsure
whether it would come out in America or anywhere else. before it got a UK
date, Nintendo Of America was deciding if it should put it out in the states,
but before long, they didn't, but soon a title called Trace Memory appeared
in their game section, which is the USA version of Another Code: 2 Memories,
it also got a very late date, unlike the UK and Australia regions who get it
early. The UK got the game on 24/6/05, Australians on 7/6/05 whilst the
Americans have to wait until 26/9/05. If the game does well enough (which im
sure it will) then they will probably make a sequel, which hopefully will be
longer.
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4b. Characters. [AC04b]
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Ashley Mizuki Robins
--------------------
The heroine. An impressionable thirteen year old girl full of kindness and
curiosity, she makes her way to Blood Edward island upon the discovery that
her father, who she had believed was dead, is in fact alive. Despite the
numerous adventures sent to test her resolve, she is determined to find her
father and reveal the hidden truth.
Richard Robins
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Ashley's father, a scientist. He was engaged in biometrics research at the
same laboratory as his wife, Sayoko. Having mysteriously vanished eleven
years ago, he contacts Ashley out of the blue and arranges to meet her on a
strange uninhabited island. He is also responsible for making the small
machine, the DAS, that he sent to Ashley.
Sayoko Robins
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Ashley's mother, who comes from japan. A brilliant scientist, she has
beautiful dark eyes and an iron will. Ashley had always thought that her
mother had died when she was three years old...
Jessica Robins
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Richard's younger sister, a chemistry teacher at a collage. Richard's sole
relative, she was entrusted by Richard with the care of Ashley, raising her
with love and tenderness to this day. Although she appears to know hidden
secrets about Ashley's parents, for some reason she makes no attempt to
share them with Ashley.
D
-
The ghost of a boy who died 57 years ago on Blood Edward island. He has
lost all Recollection of his life. He meets Ashley when she is searching
for her father and joins in with her adventures, hoping to uncover the
mysteries surrounding his death.
The Captain
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Captain of the boat that takes Ashley an Jessica to Blood Edward island.
Nothing is known of his past. Surly and stubborn, he nevertheless has a
warm heart. He gives Ashley some good advice.
MAJER SPOILER ALERT, EDWARDS SUBPLOT.
------------------------------------
Bill Edward
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A relative of the Edward's on his mothers side, Bill worked with Richard and
Sayoko on the Another project until Richard and Sayoko decided to cancel
the project. After Sayoko's death Bill asked Richard to finish the Another
project at his inherited mansion at Blood Edward island. Bill checks up on
Richard's progress from time to time but mainly stays out of the way.
Lawrence Edward
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The father of Leonard, and grandfather of Thomas and Henry. Lawrence was a
poor man who eventually made his fortune by opening a gold mine. With his
fortune he bought an island and built a mansion on it. He wanted his son
Leonard to follow in his footsteps but Leonard wanted to be a musician,
Lawrence was outraged and Leonard left home. When Leonard married a woman
he found at a bar called sally, Lawrence didn't approve so he disowned his
son. Lawrence never saw his son again. Leonard had two sons Thomas and Henry,
but he died while the boys were still young so Lawrence took it upon himself
to raise the boys him self, and he decided not to make the same mistake he
made with his son, he let Thomas and Henry pursue there dreams with his
permission. When Lawrence finally died, he had little money, as the war effort
had confiscated most of his gold, what little gold he did have was spent on
his sons.
Thomas and Henry Edward's
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Thomas and Henry's father Leonard died when they were young, so they were
raised by there grandfather Lawrence. Lawrence decided to do the opposite
of what he did with his son and he let the brothers pursue their dreams.
Thomas became a writer whilst Henry became an artist. Just as they were
succeeding they got called to war. Henry lost his painting arm. After the war
Henry learned to paint with his other arm. Thomas lost his wife Jane White,
and was left to raise his son Daniel (D),yet worse was to happen when D was
diagnosed with a heart condition, Thomas had trouble paying the bills.
Thomas published a few short stories and a autobiographical novel based on
his experiences in the war but the critics didn't like it. Most of his
work is out of print. He also wrote some mystery novels under the pen name,
David Shields. Thomas met a tragic end when he tried to shoot Henry, to gain
his grandfathers money, which had run out unbeknown to Thomas. Henry tried
to tell him but Thomas wouldn't listen so Henry grabbed the gun from his hand
and shot him. D being very scared ran to find Franny and found Henry in her
room. D ran and Henry chased him. They made it to the chasm in the cave,
Henry shouted to D to stop or his heart will fail. D got to the edge when
his heart stopped and D fell over the edge. Henry grabbed D's arm but
couldn't pull him up. D fell and died. The mark on D's chest is the image
of his uncles outstretched arm trying to save him.
Franny Edward
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Franny is the daughter of Henry and is friends with D. She lived at the
Edward's mansion over 50 years ago. Franny loved to paint like her father,
she made little wooden stamps to stamp out her pictures. Her last picture
which she hadn't finished but she'd made the stamp for show's her being scared
of her father (probably after Henry had shot Thomas). Having lost her uncle
and her cousin/friend in the same house, Franny could never return to blood
Edward island. She later had a child which would become Bill, who despite his
mothers warnings went to the house to work on Another with Richard.
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4c. Controls. [AC04c]
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L Button: Rotate photo left.
R Button: Rotate photo right, Take photo.
Control Pad: Move Ashley, Select menus, Move curser.
Microphone: blow into for certain puzzles.
Touch Screen: Move Ashley, Select menus, search areas and some other things.
Start: Open the DAS menu.
Select: Nothing
A Button: Investigate, speak, confirm, selection, Skip message.
B Button: Back to previous screen, Cancel selection.
X Button: Open the inventory.
Y Button: Nothing.
Hold A & R to fast forwards a message you've already seen.
Note: If you close the DS, it goes into sleep mode.
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4d. Game screens. [AC04d]
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Top Screen
----------
The top screen displays a pre rendered image of the area you are in, which
changes when you move to a different part of the area, or you move to another
area. It also show's the character talking and what they say in conversation
mode, or it shows the text if you search an area.
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Bottom screen
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The bottom screen displays a top down 3d area (Which will now be called the
map screen) which you can move Ashley around. To move Ashley around you can
either use the D-pas or poke the screen in the direction you want to go.
Various symbols appear on this screen depending on what mode the screen is
on. I'll explain all the different screens that appear on the bottom screen.
Map screen
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This is the top down 3d map which you use to move Ashley around. To move
Ashley around you can either use the D-pad or you can poke the screen in the
direction you want to go. On the top right of the screen is the investigate
symbol, the DAS symbol and sometimes the speak icon. Pressing them takes you
to the screen associated with each symbol.
Search Screen
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After pressing the investigate icon from the map screen the pre rendered image
from the top screen appears on the bottom screen, allowing you to search draws
and bookcases and to pick up objects lying around. To search something point
at something, and if it's something you can search the investigate icon will
light up, either click the icon or double click on the thing your
investigating to see if theirs anything their, or anything to learn. You
can also take photos by clicking on the camera icon.
DAS screen
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After pressing the DAS icon you get a menu, from this menu you can:
*Look at DAS Cards, which contain messages from Richard.
*Look at all the inventory items you've ever had.
*Save the game. There are only two save slots.
*Go to the photograph screen.
Photograph screen
-----------------
On this screen you can view photographs taken from the search screen.
The arrows at the bottom allow you to view the other photos.
The yellow button with the black arrow takes you back to the main DAS screen.
The top icon allows you to transfer the current photo to the top screen.
If you click on a photo more icons appear along the bottom.
The one on the left allows you to overlay the current photo over a photo sent
to the top screen, you can move around and rotate it to the correct position,
this allows you to complete certain puzzles.
The one on the right allows you to delete the current photo.
You can take up to 36 photos, which is more than your really going to need.
Conversation Screen
-------------------
When you click on the blue button next to people, you get the conversation
screen. The person talking will appear on the top screen along with the
dialog. Topics to ask about will appear on the bottom screen, with more
topics becoming available as you continue the conversation. When your done
you should press the yellow button.
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5. Walkthrough. [AC05]
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5a. Chapter One: The meeting with D. [AC05a]
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+------+
| Dock |
+------+
After watching the intro, you start on a boat with Jessica. Walk over to
Jessica and press the blue talk symbol twice to start a conversation. After
clicking through all the options click on the little yellow icon with the
black arrow to return to the normal screen. When the boat docks, Jessica
leaves you alone with the captain. Speak to him, learn everything you can.
When you've finished the captain will give you some sweets. you can now go
looking for Jessica. Head left, following the path until you get to the
drawbridge which raises, preventing you from crossing. Walk towards the bridge
until you see a little yellow magnifying glass symbol on the bottom screen,
top right. Click on it to access the search screen. The top screen should now
be on the bottom screen. Click on the drawbridge to get a description. Click
on the handle near the right of the screen. A big handle picture should appear
on the bottom screen. Click on the new handle picture and it will change to a
front view of the handle. Use the touch screen to grab the handle and rotate
it twice clockwise. The Bridge should now be down so walk across to the
woodland path.
+-------------------+
| Path To The Woods |
+-------------------+
Walk up along the path until you see a stone marker to the left, look at it
then continue up to the gates. Look at the gate to find out that you need a
gear to use the lock. Look at the sign post next to the gate to find its
broken. Click on it to get a bunch of broken pieces. Move and rotate them
into place to repair the sign. The arrow goes on the left while the yellow
symbol goes on the right. Theirs nothing else to do hear at the moment so head
along the path to the right. Follow the path up, past the rocks and turn
right. Go past the pillars and you are now in the Cemetery.
+----------+
| Cemetery |
+----------+
Walk in and look at the two graves at the bottom, this is where Thomas and
Henry are buried. (You'll learn about them later.) Walk to the wall to the
right and look at the large stone slab. You have to move it so put your stylus
on the left of the slab and slowly drag it right. You should now meet D the
ghost. Talk to him, when your done he will remember something about his
father and he disappears. Go trough the hole in the wall and follow the path.
When you reach the archway, you will be on the other side of those rocks you
passed earlier. Walk up through the archway to go to the gold mine.
+---------------+
| Mine Entrance |
+---------------+
Walk up to the mine cart on the track and look in the tool box next to it, you
will find a gear which you should take. Walk to the machine to the left, you
cant use it. Look at the rust plaque on the machine, use the stylus to try and
rub off the rust. You cant do it with your bare hands. Go to the toolbox on
the little table to the right, take the metal brush with the gray bit and use
it on the plaque. If your reading ahead, you cant take the brush without
trying to get the rust off first. Rub the plaque with your stylus again and
the rust will come off. Just uncover the symbol and the writing on the right
side. Theirs nothing else to do here so go back to the gates of the mansion
were you fixed the sign.
+-------------------+
| Path To The Woods |
+-------------------+
OK back the gates. Look at the gates again, then the brick post to the right.
Use the gear on the lock so that you can enter the symbols and open the gate.
The symbol can be found on the sign post. If you don't know what the symbol is,
just follow this little diagram.
X X O
X O X
Push the buttons that O represents to open the gates. Go through the gates and
follow the path up to the garden.
+---------------------+
| Path To The Mansion |
+---------------------+
Walk up to the big wooden gates, try to open them to find that they are
locked. Look at the hand sculpture on the left, it's holding a metal sphere.
Look at the hand sculpture to the right, when it zooms in look at it again.
This hand doesn't have anything in it. Go down to the little hut on the left.
When you try to enter you automatically find Jessica's glasses. Go inside.
+---------------+
| Porter's Lodge |
+---------------+
On the floor is a lab coat. Look at it, then look in the pocket to find a
photo of Sayoko and Ashley. Go to the desk to the left and search it. Look in
the briefcase to find the cover page for the Another essay then Look at the
books to the right to find a DAS card with a message from Richard, there are
quite a few of these scattered around the mansion. Leave the desk and look at
the crates at the top. The box has lot's of metal spheres inside, pick up a
small one. Now exit the hut back to the garden.
+---------------------+
| Path To The Mansion |
+---------------------+
When you come back onto the garden you see D looking at the wooden gate, go
over and talk to him. When you've finished talking he should move out of the
way. Look at the hand sculpture to the right again and use the metal sphere
on it. Now what you have to do is put the stylus on the metal sphere and flick
it up towards the hand, when you get it in the hand the gate will open. Now
you will be quizzed on the events leading up to that point. Don't worry if you
get it wrong as it will just ask the question again. Certain question don't
appear if you don't pick up some items or do certain things. Don't worry if
theirs a question you didn't get asked, it just means you've missed something.
Quiz Answers
-------------
Q. A few days ago, I got a letter from my father. Before that, I believed that
he had died when I was three. Using the letter, I tracked him to the
island, but when we arrived, he wasn't there. The first person who went to
look for him was...
A. Jessica
Q. In the past, there was a wealthy family that lived on this island. But they
died of mysterious causes, leaving the island empty. The name of the family
was...
A. The Edward's
Q. While looking for Jessica and Dad, I wandered into the cemetery. Inside,
there were the Edward's family graves. The names on the graves were...
A. Henry and Thomas
Q. After I moved a big stone slab from a hole in the cemetery wall, I met a
ghost named D. At first, D didn't have any memories of his life. But when
he talked to me, he remembered something. It was...
A. About his father
Q. I found Jessica's glasses by the door of the porter's lodge. I went inside
the lodge looking for her. There, I found a DAS card containing a message
from Dad. I also found a briefcase in the porter's lodge. Inside the
briefcase, there was...
A. An essay cover
+--------------------+
| End of chapter one |
+--------------------+
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5b. Chapter Two: The house of Lawrence. [AC05b]
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+----------+
| Entrance |
+----------+
After the quiz of chapter one, you will find your self in the entrance area.
There is nothing to do here and nothing to look at. From this moment on D will
float after you. Walk up to the doors and D will talk to you about stuff he
remembers. Now go through the doors into the entry hall.
+------------+
| Entry Hall |
+------------+
You are now in a circular room with a statue in the middle and two bird
paintings on either side. Walk up to the big doors at the top and D will ask
you about Jessica. Look at the painting on the left, zoom in until it fills
the screen. Look at the numbers on the clover leaf, 1 and 8. Take a photo of
the painting by using the little camera icon on the screen, then look at the
painting to get a comment from D. Walk over to the painting on the right and
look at it. This painting has a clover with the numbers 1 and 2 on it. Take a
photo of this one and then look at the painting. D will remember the secret of
the paintings which Franny told him. Open the Das and click on the icon that
looks like a film strip, browse through your photos until you find one of the
paintings. Click on the icon at the top of the screen to transfer the photo to
the top screen, next find the other photo and click on it. Two icons should
appear at the bottom, click the left one to overlay the photos on the top
screen. Use the arrows to move the photo, line up the two clovers to make a
four leaf clover. You should now see the code like below.
1 1
2 8
The code is 1128. Walk up to the door at the top and enter the code into the
panel to open the door. Walk through into the hallway.
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| Hallway |
+---------+
Portrait
+---+
| |
| |
+------------+ +---------------+
| Music Room | | Butler's room |
+------------+ +---------------+
| |
| |
+------------------+ +------------------+
| Silver Bird Room | | Golden Bird Room |
+------------------+ +------------------+
| |
| |
+---+
Entry Hall
You are now in the hallway, there are four room's connected to the hallway
which are shown above. At the end of the hallway is a painting of D's great
grandfather Lawrence. Walk up to the painting and D will see it, Look at it
and D will tell you more of his memories, you will then hear music coming
from the music room. Look at the painting and then enter the door at the top
left. You are now in the music room.
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