Trace Memory - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Trace Memory - Strategy Guide (Page 03).
DAS Card 992 - The Laboratory, in the photo frame next to the monitor.
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Code: SAY919OKO
This DAS Card contains the activation code for another II. Place DAS on main
Another unit to display activation icon.
DAS Card 901 - The butlers room, in a single draw in the desk.
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Richard's memo
When im stuck on a problem in my work, I find the best way to work through it
is just to leave it for a little while. I do this by picking up a book and
heading down to porter's lodge. The fresh air gives me a chance to clear my
head. At the lodge I like to sit on the wooden chair by the window, with
Sayoko's photo close by. Sitting there, my heart carefree, I always think of
the afternoons I spent with Sayoko in the sunny living room of our Seattle
home. By the time im finished reading, im filled with a warmth that seems to
burn of the haze in my mind. The porter's lodge is the best spot for reading.
DAS Card 902 - Music room, in a display case next to a bookcase.
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Richard's memo
My solitude has made me aware of some small changes in me. Inexplicably,
I've developed the habit of humming to myself whilst I wonder around the
mansion. Me? Humming? I'm having a hard time believing it. The song is always
the same. it's the song that was playing on the radio in the cafe where I met
Sayoko for the first time. Whenever I realize I'm humming that song, I
remember that day. All it took was one look from her, and my world stood
still. I fell deeply in love with her from the first moment she looked at me.
When I remember that day, even for a moment, my loneliness disappears.
DAS Card 903 - Franny's room, in a draw in the desk.
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Richard's memo
Lately, I've been wondering through the mansion for a change of pace. I like
to find the most comfy sofa, or the best bed to nap in, or the room with the
most interesting decorative style. I start each day with my work goal in mind,
But I often get distracted from my research , and I start to think about all
the people who used to live in this mansion. More often than not, I think
about the girl named Franny. I suppose it's because she reminds me of my dear
Ashley. It makes me miss her even more. I wonder is Ashley even remembers me
at all... Ashley...
Note: must take care of the rat problem in the porters lodge.
DAS Card 904 - Henry and Marie's bedroom, in a wardrobe near the door.
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Richard's memo
Today im thinking of japan. It's Sayoko's native country. such beautiful
islands surrounded by sea. I would love to go there one day with Ashley. We
could see Sayoko's parents in there quite mountain village, and ask them to
tell us stories about Sayoko's childhood. I also want to walk under the cherry
blossoms with Ashley.
DAS Card 905 - Kitchen, in a draw in the cabinet near to the fridge.
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Richard's memo
One of the difficulties I face living in this mansion is food. I'm Hardly a
picky eater, but I'm so sick of living of canned food. What I wouldn't give
for a fresh apple! When I feel up to it I hunt around the island for edible
plants, but I haven't found anything good enough to eat more than once. So
I'm a slave to my can opener. Currently, my three favorite canned foods
are: Corned beef, spicy chilli beans, and clam chowder.
DAS Card 906 - Lawrence's room, In the top right bookshelf.
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Richard's memo
when I think about my relationship (or lack thereof) with Ashley, I often
think about my late father. My father and mother both died in a plane crash
while visiting South America. I was only 18 at the time. He was a very busy
trade merchant, and he could never spare much time for his family. Back then,
I couldn't understand him. But now... I feel like he is the only person who
would understands me.
DAS Card 907 - Laboratory, In the bookshelves on the right of the screen.
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Richard's memo
in work, as in life, these are the main principles I try to live by:
*Always come up with new theories.
*Never forget to prepare the counter-argument and follow-up.
*Everything has a solution.
*Giving up is not an option.
when faced with difficulties, I try to remember the day I talked about these
four principles with Sayoko.
DAS Card 908 - Laboratory, In the draw's on the left of the screen.
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Richard's memo
A group of researchers working on memory inheritance are planning to publish
the results of their DNA memory generator tests soon. Sayoko had worked in
that field before. I think she would be interested in the DNA memory generator
if she were still alive and working in the field. Maybe she thought about
leaving her own memories... for Ashley.
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DAS Card's play through second time. All in the same positions.
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DAS Card 901 - The butlers room, in a single draw in the desk.
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Richard's Report
Here's what I've gathered about the Edward family by looking around the
mansion. Lawrence Edward, the founder of the Edward company, lived a life of
hardship and poverty before he found success in mining. He trusted no one and
valued money above all else in life. He built this mansion as a symbol of his
success. But because of his suspicious nature he rigged the mansion with traps
and secret rooms of all kinds to keep strangers out. Well's, the butler, was
a confidante of the Edward family, so I assume he knew how to negotiate all
the puzzles throughout the mansion.
DAS Card 902 - Music room, in a display case next to a bookcase.
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Richard's Report
I discovered that Lawrence had one child, a son named Leonard. An aspiring
musician, Leonard hated Lawrence's plans for him. Leonard refused to take
over the family business, and left home. Soon afterward, he married a woman
named Sally, A woman he met at a bar. Lawrence didn't approve of the marriage
so he disowned his son. Years later, Leonard sent his father a letter of
reconciliation, but it was too late. Father and son never met again. I could
find no record in the mansion of what happened to Leonard's wife Sally.
DAS Card 903 - Franny's room, in a draw in the desk.
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Richard's Report
Lawrence had a grandson named henry. His wife was called Marie, and their
daughter was called Franny. I believe it was Marie who arranged the graves
for Henry and Thomas in the cemetery in the woods. She also left a stone
monument to remember Daniel, Thomas' son. I assume that after Henry died,
this island and the mansion was left to Henry's daughter, Franny. But even if
my speculations are correct, im not sure exactly what has happened since
then... It is unclear to me how Bill came to inherit the estate.
DAS Card 904 - Henry and Marie's bedroom, in a wardrobe near the door.
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Richard's Report
About Henry's paintings. Henry painted the portrait of Lawrence and the
portrait of the two boys with his right hand, before the war. He did the
sketch of Franny and the portrait of the three men after the war. It's
interesting to see ho his technique changed after losing his dominant hand.
DAS Card 905 - Kitchen, in a draw in the cabinet near to the fridge.
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Richard's Report
In his short life, Thomas was an aspiring writer. He published a few
short stories and one autobiographical novel based on his experiences
in the war. Unfortunately the critics were not too kid to him. Most of
his work is out of print.
Note: Thomas also wrote some mystery novels under the pen name, David Shields.
I should try and find some of them.
DAS Card 906 - Lawrence's room, In the top right bookshelf.
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Richard's Report
I've done some more investigating about the life of Thomas. Thomas married
his childhood sweetheart, Jane White. After Thomas came back from the war,
she died of an illness. Thomas was left alone to raise their son, Daniel, on
his own, yet more misfortune followed when Daniel was diagnosed with a heart
condition. Thomas had problems paying the medical bills.
DAS Card 907 - Laboratory, In the bookshelves on the right of the screen.
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Richard's Report
Its been a while since Bill offered this mansion for my research. I've always
questioned how he came to own this place. Bill said he inherited the island
and the mansion from his mother. Apparently she died in 1994. But he never
talks about her much. The only thing he told me was that she refused to set
foot in "this cursed mansion", as she referred to it. If I knew who Bills
mother was, the relationship between him and the Edward family would be clear.
But to this day Bill refuses to talk about his mother.
DAS Card 908 - Laboratory, In the draw's on the left of the screen.
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Richard's Report
Bill visits me every few months to hear about my progress. When he visits this
mansion, he often acts strangely. When his right hand touches some of the
furniture with the golden bird designs, he sometimes recoils as if he had been
electrocuted. Its all very peculiar. Oddly enough Bill doesn't even notice
himself recoiling, and looks at me very strangely when I mention it to him
I'm pretty sure that's all of them. Nobody has been able to find any others.
It's a shame really, I would have loved to find some secret hidden DAS cards.
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8. Inventory. [AC08]
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Sweets: From the Captain at the beginning of the game.
Description: Got these from the captain. Strawberry and lemon flavor,
and caramels. Y-U-M-M-Y!
Use: Give one to Richard to get a Chocolate bar
Chocolate: In the secret room in Lawrence's bedroom, give Richard a
sweet.
Description: From the man in the hidden room.
Use: Makes Ashley talk to Richard about chocolate, after you
leave the lab.
Metal brush: In the mine area past the cemetery, in a toolbox.
Description: Found in toolbox by the mine. The brush is old but useable.
Use: Gets rid of the rust on the plate of the mining machine.
Gear: In the mine area past the cemetery, in a toolbox.
Description: Found in a toolbox at the entrance to the mine.
Use: Place in the keypad to make it work.
Glasses: By the door of the porters lodge.
Description: These were by the door of the lodge. Jessica's glasses.
Use: Cant find any use.
Essay cover: In a briefcase in the porters lodge.
Description: Found in the briefcase left in the porter's lodge. There
are names on it.
Use: Cant find any use.
Sayoko's photo: In a lab coat at porters lodge.
Description: I found a photo of my mum in a lab coat in the porters
lodge. I'll never forget her now...
Use: Show it to people to get a small reaction.
Iron sphere: In a box at porters lodge.
Description: Found in the porter's lodge. It's a bit heavy for me.
Use: Used to weigh the hand down that opens the gate.
Clover Key: In the bird statue in the entry hall, needed silver medal
from the butlers room.
Description: It was hidden in the bird statue in the entry hall.
Use: To open the golden bird room.
Second clover Key: In a glass in the golden bird room.
Description: Found in the glass in the golden bird room.
Use: Used with the clover key to open the silver bird room.
silver medal: From the butlers room, puzzle in the wardrobe.
Description: Found in the puzzle in the butler's wardrobe It was tough.
Use: Used in the bird statue to get the clover key.
Charcoal: In the fireplace of the butlers room.
Description: Found in the butler's room fireplace. What can I use it for?
Use: Use it on the notepad to reveal the hidden message.
Essay Pages: On the floor of the music room.
Description: Found on the floor of the music room. Who dropped them?
Use: Cant find any use.
Y book: In the butlers room.
Description: Found in the butlers room. It looks like the books in the
music room.
Use: Place it in the bookcase in the music room to reveal the
secret tune.
E Book: In the golden bird room.
Description: Found in the golden bird room. It looks like the books in
the music room.
Use: Place it in the bookcase in the music room to reveal the
secret tune.
N book: In the silver bird room.
Description: Found in the silver bird room. It looks like the books in
the music room.
Use: Place it in the bookcase in the music room to reveal the
secret tune.
Hammer: In the chest in the art room.
Description: Found in the chest in the art room. I bet I can break
anything with this.
Use: Smash the bottle in Henry & Marie's room.
Golden bird key: In a bottle in Henry & Marie's room.
Description: Found in the bottle in Henry & Marie's bedroom. What is
it for?
Use: Use it on the locked door in Lawence's room.
Stamps: In a Wooden box in Franny's room.
Description: I found them in Franny's room. Wood printing is new to me.
Use: Use it on Franny's sketchbook to finish the picture.
Drummer Doll: On the desk in the golden bird room.
Description: I found this weird doll in the golden bird room.
Use: Place it on the music box in Henry & Marie's bedroom.
Key: In a book in Henrys study.
Description: I found this key in a book in Henry's study.
Use: Use it on the music box in Henry & Marie's bedroom.
Matches: In the secret room in Henry's study.
Description: Found in the secret room in Henry's study. They look old,
but they still seem to work.
Use: Use it on the candles in the corridor.
Baseball: In the secret room in Henry's study.
Description: Found in the secret room in Henry's study. It'd be great
to play catch with D.
Use: Use it to get down the suitcase in the secret room.
D's shoe: In a suitcase in the secret room of Henry's study.
Description: Found in the suitcase in Henry's secret room. Only one of
his shoes was in there.
Use: Used to get back D's memories.
Burnt essay: Dining room fireplace.
Description: Found in the dining room fireplace.
Use: Cant find any use.
Lighter: Ash tray in the lounge.
Description: Found in the lounge. It has the initials B.E. engraved
into it.
Use: Show it to Richard to find out he doesn't smoke.
Rusty knife: In the kitchens oven.
Description: Found in the kitchen's oven.
Use: Use it to cut the ropes on the storage room door.
Zoetrope paper: In the chest in the art room.
Description: Found in the art room.
Use: Use it on the Zoetrope to find out the path to push on the
painting.
Another report: In the file cabinet in the lab.
Description: Left in the lab.
Use: Cant find any use.
Teddy bear: On a bookshelf in the lab.
Description: Found on the bookshelf in the lab. Dad wasn't able to give
it to me on my third birthday.
Use: Cant find any use.
White DAS Card: In the photo frame of the lab.
Description: Found in the photo frame in the lab.
Use: Use it on Another to find out Richard's current memory.
Red DAS Card: In the back of the teddy bear in the lab.
Description: Hidden in the teddy bear in the lab.
Use: Use it on Another to find out Richard's true memory.
D's other shoe: On the floor of the cave after you escape the lab.
Description: Found in the cave.
Use: Use it to find out more of D's past.
Well im fairly sure that's all of the inventory items. D's shoe does seem
to be the last item you can pick up. It's just weird that there's only one
inventory item on the last page of the inventory.
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9. D's memory triggers. [AC09]
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Many people don't know how to get D's final memories of how he died, or what
purpose the shoes serve. This is a list of pictures to look at or optional
things to do to get more of D's memories. Due to the uncertain nature about
certain thing's there may be some things in the list that you don't need to
do. I will still include them just in case as I cant personally check them
all. Don't forget to talk to D whenever you get the chance as I think that
might unlock a memory or two. If I have gotten something wrong or I've missed
one, please E-mail me at Jedi.Information@mindless.com
Remember this list is just guess work. I also think you need stuff for Ashley
who helps D remember by remembering stuff herself. The only other thing I can
think of is to collect all the DAS cards.
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Chapter 1
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outside gate: Look at the stone marker on the path.
Cemetery: Look at Thomas and henry's gravestones.
Mine: Look at the plaque after using the wire brush on it.
porters lodge: Get the photo from the lab coat.
porters lodge: Get the another code essay cover.
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Chapter 2
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Entrance: Look at both bird pictures a couple of times to get a couple
of comments from D.
Hallway: Look twice at the painting of Lawrence at the end of the hall.
Music Room: Look at the painting next to the piano.
Music Room: Try the piano to get D's memory.
Butlers Room: Read the letter in the left wardrobe.
Butlers Room: Look at the photo album in the middle wardrobe.
Butlers Room: Look at the scroll in the right wardrobe, look at all the
names underlined.
Butlers Room: Look at the notebook in the right wardrobe.
Butlers Room: Use the charcoal on the note pad to reveal a message.
Golden Bird: Look at the gun case on the desk.
Silver Bird: Walk over to the rug, look at the birdcage.
Silver Bird: Read the diary, piece together the ripped page.
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Chapter 3
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Art Room: Look at Richard's picture of how he imagined Ashley.
Art Room: Look at the drawing of Franny on the art stand.
Franny's room: Look at the teddy bear in the display case.
Franny's room: Look at the ribbon on the bed.
Franny's room: Look at the sketch book, pick up the stamps from shelves, use
them on the sketch book and close the DS.
Henry's room: Look at the bottle, get a hammer from the chest in the art
room, smash the bottle to get a note and the golden bird key.
Henry's room: Look at the small photo next to the bottle.
Henry's study: Look at the record player.
Secret room: Use the baseball behind the covered box to knock down the
suitcase and find D's shoe. D will remember something when
you leave.
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Chapter 4
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Dinning room: Look at the newspaper on the table.
Dinning room: Look at the painting of the two boys. Look at each boy then
look at the picture frame.
Kitchen: Look at the blood stained hanky.
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Chapter 5
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Lawrence: Look at the large portrait of three men on the wall, look at
all three men.
Lawrence: Open the desk draw with the golden bird key, read at the diary
Lawrence: Open the draw next to the bed to find a will.
Secret room: Give Richard a sweet.
Secret room: Read the letter on the typewriter.
Secret room: Read the letter near the safe.
Secret room: Look at the account book in the safe.
Laboratory: Look at the photo on the shelves and next to the computer.
Laboratory: read all messages on the computer.
Laboratory: Pick up the teddy bear.
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Chapter 6
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Caves: D's other shoe. If you have got all the other memories up to
this point, you should get another memory.
Bay: Talk to D to finish his story.
Im not sure if I have missed any or is some of them even have an effect on
D's memories. This list is just a guide of the things that you might need to
do. If you've done them all and still haven't got D's memories, or you've got
D's memories and you didn't do something listed pleas E-mail me and I'll
change it.
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10. Acknowledgments. [AC10]
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This is small at the moment, but if somebody sends me some useful info then
this section will grow larger.
*Thanks to my best friend Daniel who got me interested in this game.
*Thanks to Mammo666 for info on the stamp's and the key in a bottle.
*Thanks to Miluda for pointing out that I'd missed D's other shoe.
*Thanks to kristofwilmaerts for pointing out a mistake in the guide.
*Thanks to Cing for making one of the best DS games out so far.
*Thanks to all the other sites for wanting to host my guide.
*Thanks to all of you for reading this guide.
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The End.
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Well that's the end of the guide, I hope you liked it. I've pretty much
covered every thing I can think of. I've done a full walkthrough, Das card
locations and what they say, Inventory locations and their descriptions and
finally a list of things to look at to finish D's sub quest and get his
memories of how he died. I cant think of anything else to add so I doubt their
will be any more major updates.
Walkthrough by Jason Kay
If you have any questions, Suggestions or corrections pleas
E-mail me at Jedi.information@mindless.com
This guide can be shown on the following sites.
CheatCC.com
Neoseeker
This guide is copyrighted (c) 2005 by Jason Kay
If you wish to add this guide to your site, E-mail me first.
This guide cannot be shown on any other site without my permission.
Well so long, I hope you found the guide useful.
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