Indigo Prophecy Walkthrough :
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Rebel17 |
Walkthrough - FAQ/WalkthroughFahrenheit (Indigo Prophecy) PC Walkthrough
Copyright 2005 Craig Johnson
===
Introduction
------------
This is my first attempt at one of these - frankly no game has inspired me to
do this as much as Fahrenheit has, and after seeing that the only other FAQ
was rather limited and incomplete, and spending time on the atari forums, I
wanted to get this detailed information out there.
This walkthrough is for the PC version - I understand the PS2 and XBOX
versions are similar if not identical, so give it a bash for those too if you
need it. In addition, I've only played the European version of the game -
there's really only a minor amount of nudity here, but obviously I'm
unfamiliar of what appears in the US version in its place. Maybe someone can
enlighten me?
Any comments or feedback gratefully received to craigjohnsonesq@aol.com
Bear in mind that this is currently a work in progress. Although I have
played through the game three times already to completion (with three
different endings), I'm writing this as I play through for a fourth time, to
achieve a detailed and optimal path through the game. Of course, if you have
any problems with progress so far, please feel free to email me and I'll help
out where I can.
===
Copyright
---------
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
This walkthrough is entirely my own work - so don't rip it off without asking,
ok? I mean, I'm happy to allow other sites to use this walkthrough, provided
(a) I'm asked first and give permission and (b) the whole document is used, not
just extracts.
Just a note to say thanks for certain other FAQs who decided to steal info
from here to run in their own, less complete versions - you know who you are,
there's a place in hell waiting for you ;-)
As for charging, personally I find it crass that some people beg for money in
their walkthroughs - do them for the love of helping others in games you've
enjoyed or get a job for Prima, ok! Having said that, I do have a paypal
account if you want to email me about it at craigjohnsonesq@aol.com !!!
===
Controls & Cheats
-----------------
If you do nothing else, run through the Tutorial and read the manual for the
keys. The hardest part of the game is the PAR system, also known as the
Simon Says task, whereby two icons appear on the screen, each consisting of
four lights - when a light is illuminated, you have a very short space of
time to press the corresponding key...and sometimes two lights are
illuminated at once. I call this the Simon Says event.
Part of this system involves pressing the left and right arrow key
alternately - yet as quickly as possible. I call this the L-R event.
Experimentation has shown that you can improve your responses in both parts
of this game by - when it's time to do one of these events - hitting ESCAPE,
selecting Options, selecting Visual, and then setting Resolution to 640x480
and Graphical Detail to Low. Sounds weird, but this may well help you
immensely - it did for me.
===
Version History
---------------
0.16 25Sep05 Initial version, seven of the first eight chapters complete.
0.32 26Sep05 Complete up to and including chapter 14 (of 44).
0.43 27Sep05 Complete through 19 (of 44).
0.68 28Sep05 Complete through 26 (plus 32, 35, 36 & 44).
0.75 29Sep05 Complete through 29 (plus 32, 35, 36 & 44).
0.80 30Sep05 Complete through 32 (plus 35, 36 & 44).
0.84 1Oct05 Complete through 36, plus 44.
0.91 2Oct05 Complete through 39, plus 44.
1.00 3Oct05 Complete!
1.10 15Oct05 Update on "Where Is Jade?"
===
Contents
--------
Search for whichever chapter you want with Ctrl+F:
Chapter 01 - The Murder
Chapter 02 - The Investigation
Chapter 03 - The Day After
Chapter 04 - Confession
Chapter 05 - Police Work
Chapter 06 - Alternate Reality
Chapter 07 - Reconstruction
Chapter 08 - Tyler & Kate
Chapter 09 - Lost Love
Chapter 10 - Hide and Seek
Chapters 11/12 - Friendly Combat
Chapter 13 - Debriefing Carla
Chapter 14 - Debriefing Tyler
Chapter 15 - Agatha
Chapter 16 - Questions & Bullets
Chapter 17 - Double or Quits
Chapter 18 - The Storm
Chapter 19 - Dark Omen
Chapter 20 - Face Off
Chapter 21 - Back to Agatha
Chapter 22 - Happy Anniversary!
Chapter 23 - Bloody Washing
Chapter 24 - Confrontation
Chapter 25 - Captain Jones is Really Upset
Chapter 26 - Fallen Angels
Chapter 27 - Soap, Blood & Clues
Chapter 28 - The Fugitive
Chapter 29 - Janos
Chapter 30 - Meeting Kuriakin
Chapter 31 - Mayan Secrets
Chapter 32 - The Clan
Chapter 33 - Danger & Ubiquity
Chapter 34 - Fate on Russian Hills
Chapter 35 - Child's Play
Chapter 36 - Checkmate!
Chapter 37 - The Pact
Chapter 38 - Jade
Chapter 39 - Frozen to the Bone
Chapter 40 - Where is Jade?
Chapter 41 - Bogart
Chapter 42 - Revelation
Chapter 43 - Final Countdown
Chapter 44 - Epilogue
===
Chapter 01 - The Murder
After the extended intro involving you being possessed in the toilet and
stabbing a man to death in the restroom, you gain control of Lucas with the
realisation that you need to get the heck out of there. However, there are a
few tasks to perform first, mainly to get Lucas' mental health up as high as
possible.
- Grab the guy's body, and do the L-R game to drag him into the stall, using
the mouse to dump him on the toilet seat.
- Pick up the mop, then move the mouse up and down with the left button
depresses to mop up most of the blood. There's nothing you can do about the
trail of blood from the stall to the drain, so don't waste your time on it.
- Dump the mop again, and walk towards the urinals, as there's a knife on the
floor. Pick it up, and Lucas will automatically get rid of it.
- Walk to the sinks, and use the one of the right (the left one is out of
order) to wash the blood off yourself.
- Head over to the condom machine on the wall and shake it once - it's broken.
Do this again, but keep on shaking it until it clunks. You can then examine
it again, to pick a coin up.
- Leave the restroom and walk all the way down the diner to the jukebox, use
it (you put the condom coin in) to play a nice track. Now walk back to your
table (it's near the restroom door, and has a plate of food and a couple of
drinks on it).
- Sit down. Eat. Drink. Pick up the bill and put it down again. Pay the
bill. Check out the coffee cup. In essence - do all the options.
- Stand, and leave the diner by the front door. Turn right and right again,
cross the road and exit the scene via the subway.
Notes:
- If you take too long cleaning up the rest room, eating, etc, the cop at the
end of the diner will head into the restroom and find the body...you must be
out before that happens.
- For fun, you could try leaving the restroom having done nothing to tidy
up...you could try to leave without paying...you could try to use the phone...
you could head behind the counter...you could take the taxi...you could talk to
the other customers...you could sit at the counter...you could leave out the
back door. All of these are bad, or have consequences later on, but are
worthwhile replaying later to see what happens.
===
Chapter 02 - The Investigation
Carla and Tyler arrive on the scene, Tyler moaning about murders always
happening on his shift - Carla points out murders happen all the time.
- Carla: Do the thinking option, then check out the blood in the snow near
the diner's door. Then go into the diner and talk to the Cop. He points out
the waitress and says to treat her gently.
- Tyler: Head to the cops against the bar, chat to both of them. Talk to the
waitress and tell her Carla will be along shortly. If you want, head behind
the bar for a cup of coffee.
- Carla: Talk to the waitress - it doesn't matter too much which options you
select, do whatever takes your fancy.
- Carla: Check out the table Lucas was sitting at. Note that there's a cup
of coffee there, but it doesn't appear on the bill. Look at the book beneath
the table, and pick it up.
- Tyler: Go to Lucas' table, and check everything out too.
- Carla: Enter the restroom (Tyler follows), and check out the window, the
mop, the blood in the stall on the left, the body in the middle stall, and
the toilet in the right hand stall.
- Tyler: Check out the waste paper bin, the blood on the left, the body, and
the stall on the right (might be able to flush it). One of these two will
find the knife (it is in one of three (I've seen so far) places).
- Carla: Now head back to the main dining area, and go out the back door.
Head down the alley and talk to the bum...say "YOU" and then "SEEN ANYTHING"
and he might just tell you something interesting.
- Carla: Back in the diner, talk to the cops again, then to Tyler - before
selecting Leave, talk about Clues, and then say to Leave the diner. Walk
out, head to your car, and get in.
Notes:
- You have to talk to the waitress and find the knife before you are allowed
to leave the diner, but you don't actually have to do all of the above, you
could miss a lot of the investigation out if you wished.
- For fun, you may like to have Tyler use a urinal whilst Carla is in the
restroom - she's not very impressed! Both of them can admire themselves in
the mirror too.
- If you need more mental health points, Tyler could drink coffee from behind
the counter, or call his girlfriend from the payphone.
===
Chapter 03 - The Day After
Lucas has a bad dream and soon wakes up and realises he's in deep doggy-doo.
- Get up out of your blood-stained bed and use the medicine on the bed-side
table to ease your migraine. Select the bed again...and then again...to
cover up the bloody sheets, now leave the bedroom.
- Head straight across the living room to your bathroom, and use the shower.
Now open the mirrored cabinet to wrap your wounds (and have a bit of a shock).
Use the toilet to steady yourself and go back into the living room.
- Return to your bedroom, open the wardrobe, put your clothes on, close the
wardrobe and leave again...hey, the phone is ringing. Answer it, and it's
your brother, arranging a meeting for later that morning. Listen to the
message from Tiffany too.
- Just behind the pillar near the phone is a blood-stained shirt - look at
it, then pick it up. Take it into the bathroom and put it in the washing
machine. Now back to the living room.
- Go to the fridge, open it, and drink some milk. Head to your stereo and
put some music on to relax you.
- When the cop knocks on your door, do the event to reveal what he'd be
looking for, but you've already covered up well so no worries.
- Get the key from the dining table near the kitchenette, open the door and
when the cop asks about shouting, admit it was you. He'll ask to look
around, so say yes.
Notes:
- For fun, you could take the medicine and grab the bottle of gin from
beneath the counter in the kitchen: drink some of this to see what happens
when you mix medicine and alcohol. Bad things to do: watch TV, look at the
photo in your bedroom, pick up the newspaper from the front door.
===
Chapter 04 - Confession
Lucas arrives at the park to talk with his brother, Markus.
- Follow the path whilst Lucas runs through his monologue, Markus is in the
main area just past some kids playing in the snow.
- Talk to Markus about whatever you like, none of the choices matter until you
get the chance to either "Convince" or "Break Off" - choose "Convince".
- When Markus offers you the crucifix, take it - it's an extra life.
- Lucas walks off and has a vision of a kid falling into the frozen lake.
When control returns to you run immediately forwards to and through the gap in
the fence, you will dive in to rescue the kid.
- Play the L-R game to swim to the kid - then pick him up - then L-R three more
times to swim back, get him out of the water, and get yourself out (see notes
at the start for how to make this game a little easier).
- Now you get to stand up, walk forward a little to the kid, and kneel down.
Listen to his heart and you'll hear it's not beating, so do the heart rate
action to pump.
- Lucas will count "1..2..3.." and after three you need to do the heart rate
action again. Repeat five or six times before the time limit to save the kid
(don't pump his heart until Lucas has said "3" (if you do it right you'll see
"Great" appear on the screen)).
- When you save the kid you'll be recognised by the cop from the diner - but
he'll let you go without saying anything.
Notes:
- Before meeting Markus you could have a look at the bum on the park bench,
he becomes relevant later.
- For fun, you could let the kid drown, or save him then walk away without
resuscitating him. Or tell Markus to Break Off instead of Convince. Or refuse
his crucifix offer.
===
Chapter 05 - Police Work
Carla and Tyler hit the office to try to crack the murder.
- Carla: Head forwards, a quick chat with Doug the Desk Sergeant, then through
either metal detector and up the stairs. Go whichever way up you desire, both
ways lead to the wide open-plan office. Head to your office at the rear, on
the right-hand side. Jeffrey intercepts you to moan about Tyler, but you just
brush him off. Garrett tells you he has some forensic results for you too.
Head into your office and go straight towards your desk. Pick up the phone and
tell that lazy bones Tyler to get into work. Have a drink of water from the
water cooler in the corner to chill a little.
- Tyler: Get out of bed, go straight into the bathroom and have a shower. Back
in the bedroom, hit the wardrobe and get dressed, and go into the living area.
Sam is upset, so go and drink your coffee and talk to her - select TENDER and
then CONVINCING for best results. Kiss Sam, grab your jacket, and leave.
- Tyler: At the police station, head forwards through the metal detector, and
up the stairs as Carla did earlier. Through the door and into the main office,
and you get cornered by Jeffrey too. Choose whichever option you like, then
go into your office. Carla leaves, so head over to the water cooler for a
drink to chill a little, then hang your jacket up and leave the office.
- Tyler: Head over to the middle of the office, where Carla is talking to
Garrett. He fills you in on a few forensic details (choose whichever response
you want).
- Carla: Before heading to the coroner, return to your office and check Carla's
emails by sitting at her desk, using the computer. Read all three emails, then
navigate to the data-base function on the computer. Press the down arrow to
have "KIRSTEN" filled in, and hit enter to find out a little more.
Notes:
- For fun, Carla can play with her yoyo to chill out, and Tyler can mess around
with Sam in bed rather than go into work (and really annoy Carla). Tyler can
also play with the other options when talking to Sam in the living area to
annoy her - or him! Both detectives can also recover mental health points by
drinking coffee from the machine in the main office area.
===
Chapter 06 - Alternate Reality
Lucas bugs out at work...
- We open with Lucas vomiting into a toilet...nice. Once you regain control,
walk to the nearest sink and have a quick wash. Now leave the rest room and
you'll be in the main office area - the map on the screen shows you (in blue)
and your destination (your office, in red). Head up there, and go through the
door.
- Warren is already working at his desk (you can look through the window behind
him if you wish) and he has a go at you for being late. Head to your desk and
sit down. Now you get a Simon Says event and you have a choice - if you pass
it, you will lose a few mental health points but read Warren's mind; if you
fail the event, you won't lose anything but won't hear what he thinks of you.
- Open the drawer on the right, and pick up the item for another bonus life.
Close the drawer, then use the computer - you'll get a shock, but this is
unavoidable and it is better to get that shock now as you can recover half the
points in a second. Stand up - the phone rings. Walk over to it and answer
to find it's Tiffany ringing about coming over tonight. Tell her "YES", and
there you go, ten points back.
- Sit yourself back down, and it's another Simon Says - if you pass you'll have
a vision of Warren knocking his cup over. Work at the computer again, and
Warren's phone will ring: he knocks his cup over, just as you foresaw. Whilst
he's mulling this over, you offer to go and fix Station 62. Stand, head out of
the door.
- The map appears again, showing you where to go (as before, you are the blue
blob, your destination is the red one). Head over there (you have another
vision on the way, your first real glimpse of The Oracle), and when you arrive
in the cubicle start to fix the computer...and all heck breaks loose.
- When you see "MOVE!" on the screen, run back into the cubicle, don't dawdle.
Now begins a long sequence of Simon Says and L-R events - do your best to pass
as many of these as possible, as your lives are at risk if you fail (use the
tips at the start to improve your chances on these games). There's just the
one L-R event in the midst of all the Simon Says ones, it's when you're by a
partition and one of the bugs reaches over the partition and tries to strangle
you. After this there are a load more Simon Says (including a cool use of a
fire extinguisher to push them back) and the final set is so fast you can't
possibly succeed (but it's okay, don't worry about it). The computer takes
over for the reappearance of the guy you killed, who imparts some interesting
information, then you snap back to reality.
Notes:
- Before going into your office you can wander around the main office area to
see what's going on. There's a coffee machine you could grab a cup at to
recover a few health points too.
- For fun, you could open the left hand drawer of your desk and look at the
photo of Tiffany and yourself, you could tell her "NO" when she asks to come
over and you could ignore the phone and get Warren slightly riled.
===
Chapter 07 - Reconstruction
Carla is down in the mortuary with the coroner.
- Get ready for a few PAR events. Each one that you pass will give Carla more
information on the murder, but - more importantly - each success also restores
some mental health points.
- After these, choose whichever chat options you desire, then the coroner
mentions he's dealt with the KIRSTEN case in the past...
===
Chapter 08 - Tyler & Kate
Tyler sits with the waitress from the diner and attempts to construct a picture
of Lucas' face.
- You welcome Kate into the office and get straight onto using the picture
compositing system. Play around with this to your heart's desire, you'd need
to get it spot on to make a difference later on, but it doesn't matter how
well (or badly in my case!) you do.
===
Chapter 09 - Lost Love
Tiffany comes over and Lucas gets all jiggy with it.
- Lucas starts off sitting down in his apartment. Kick things off with the
question mark, then stand up. This is now your best chance to return to full
mental health, and you can do this a whole number of ways (note that if you
follow the walkthrough after going to bed, you'll recover a lot of mental
health points anyway, so you don't need to get back to 100% now):
- Go to the fridge, open it, drink some milk, close the fridge again.
- Opposite the fridge is a low shelf, grab the bottle from it and have a drink.
- Go to your bedroom, and have some medicine from the bed side table. Note, do
not combine this with drinking the alcohol.
- Go to the bathroom, and use the toilet.
- In the living room, turn your hifi on and play a track.
- Turn your guitar's amp on, then play the guitar - this initiates a simple
Simon Says sequence (choose whichever style of music takes your fancy), and
recovers some useful points if you complete it.
- Go to the punchbag and get punching and kicking - again, there's a Simon
Says sequence, if you pass this you not only get a bunch of points back, you
also learn something interesting about yourself.
- Once you've had enough of this, go to bed and lie down (this will recover
another 10 points). Tiffany will ring the doorbell, so get up, head to the
front door and let the girl in.
- Ask her what "NEWS" there is, then offer her a "GLASS" of gin. When she
accepts, head off to the kitchen unit opposite the fridge, get the bottle and
sort her out a drink. Take it over and give it to her, then you offer to get
her two boxes of stuff. They have her initials on (TH), one is in your bedroom
to the left of the computer desk, the other is just past the phone, in the far
corner of the main room. Go over to one, pick it up, take it back to her and
put it down. Repeat for the other box.
- She gets up to go, but if you respond "SINCERE", "SENTIMENTAL" and then
"ALONE" (doing "KISS" now is premature in more ways than one, you'll share a
moment and she'll ask you to play your guitar for old time's sake. You get
three chances to complete this Simon Says event (it shouldn't take long to get
into the rhythm of one left PAR press, two fast right PAR presses), if you
fail it's bad news big time, but if you pass you get another chance to "KISS"
her, so take it.
- Cue another mini-game - you have an ever decreasing time limit to thrust
into Tiffany...I think we should draw a veil over this now!
- After doing the nasty with Tiff, you (naturally) fall asleep...only to be
woken by some noises from your living room. Get up and now you have a choice
to make - if you explore, you will end up losing 20 points of mental health,
but see an interesting scene. If you go back to bed without exploring, you'll
miss out on the scene, but keep your mental health at maximum. If you do
decide to explore, then head into your living area, turn the TV off and go to
your front door - it's ajar. Go through the door and you'll encounter Jade
(the mysterious little girl, the Indigo Child of the title) as well as...
something we don't see, but Lucas does. The nightmare knocks 20 points off
his mental health.
Notes:
For fun, try drinking from the bottle of gin multiple times, try telling
Tiffany different things to annoy her, try watching TV to depress yourself.
===
Chapter 10 - Hide and Seek
Lucas and Markus meet again and reminisce.
- Lucas is back at the cemetery, flowers in hand, to meditate a little at his
parents' grave. Walk through the cemetery, but instead of turning off towards
the statue of the angel (where Markus is waiting), continue straight on the
path, right to the end - to pick up another extra life.
- Now return to Markus, and place your flowers on their grave. Cue Lucas
remembering him and Markus as kids, on a particular day when Markus wanted the
loner Lucas to play with him and his friends, hide and seek in hangar 4. Lucas
isn't interested, until he has a sudden vision that the hangar is going to
explode, so he sets off in pursuit and you have control again.
- Take a good look at the map on the screen, you can enlarge it by pressing
1 on the numeric keypad. You are the green circle, the guards are blue (the
cones in front of them are their fields of vision), and the red "x" is your
destination. Run towards the SE corner of the area you are currently in, you
will see some netting thrown over the fence - you can (and should) climb this.
Each climbing maneuver has a small time limit, so don't dawdle. Once over,
you'll be crouching the other side of the fence.
- Look at the guards moving up and down the next area, also look towards the
NE and you'll see a large rock. You want to head towards that - just dash
straight across when the guards are moving away, go behind the rock and you'll
see the hole in the fence. Go through the hole.
- The next bit is tricky. Directly in front of you is a large tarpaulin
covering some crates, run towards that and go around the right of it (so the
crates passed you on the left). Now there are some more crates piles up in
front of you, run up to those and peep around the right hand side. You'll see
the hangar 4B in front of you, but there's a soldier right outside the front
looking directly in your direction.
- Wait until a lorry comes out of the hangar (it's a green rectangle on the
map), and as soon as it blocks the soldier's sight of where you are, dash
towards it on a diagonal, so you're effectively running to a point midway
between hangar 4B and the one to the right of it. You'll end up next to the
lorry, in the middle of the road, directly between the two hangars. As soon
as the lorry moves away, run straight ahead and to the back of 4B. Move the
covering sheet out of the way and go through the hole, into the hangar.
- You encounter Markus and convince him to get out of the hangar before it
blows up, but now you've got to find his three friends (they are playing
hide and seek, remember?) and convince them to leave too. As you look at the
screen there is a wall of crates down and to the left, so head there and you
should be able to see one of the crates has a loose panel. Head towards it
and you'll be able to "SEE" one of Markus's friends. That's one out.
- Now run all the way to the back of the hangar, where's there's half a plane
just past some steps. Look inside the back of the plane, and you'll be able
to "SEE" another friend. "LIE" to him about his mother, and he'll get out too.
That's two out.
- Now run to the steps we saw a second ago, and run down the gangway to the
fourth or so set of metal sheets against the wall, the third kid is hiding
there. You can "SEE" him, and he'll get out. That's all three saved, Lucas
gets out automatically and you've saved the day. Markus gives you your next
lead, and it's chapter over.
===
Chapters 11/12 - Friendly Combat
Carla and Tyler beat the crap out of one another. Note that these are very
similar chapters, and you'd normally play through the Carla version (11) or
the Tyler version (12). There's only one difference between the two: the
opening monologue belongs to whichever of the characters you chose.
- Both characters are in the gym, and need to warmup before fighting. As
Carla, approach any piece of gym equipment and use it. Cue a lengthy L-R
event. Pass this, then take a drink from the bottle of water. Choose another
piece of equipment and use that (L-R game as before). Once passed, Carla is
ready to fight.
- Switch to Tyler and repeat the process: use equipment - have a drink - use
equipment. Then head to the ring and let battle commence.
- Each bout is a short sequence of Simon Says - some are quite tricky, others
rather easy. If you pass a particular sequence, then the character you control
will win that bout and score a point, otherwise your opponent gets the point.
First character to ten points wins the match, and a nice mental health bonus if
it's you.
- If you want a rematch afterwards you can, but really there's little reason to
do this.
===
Chapter 13 - Debriefing Carla
Carla and Tyler report to the chief - it doesn't matter what responses you
give - and get their next assignments: Carla will check out KIRSTEN in the
archives, Tyler will investigate the book found in the diner.
- Carla gives you a monologue about her claustrophobia, which manifests itself
throughout much of the level and could cause you some significant problems.
To keep her steady, you have a variant on the L-R event: the indicator moves
steadily towards the right hand side of the gauge, if it hits the end, she
panicks. You can move it back left by hitting L and R slowly and steadily: but
if you go too far left, she panicks. So, slowly but surely will do it - it
may take a bit of practice to get, but you'll have to do through the whole
level, so any practice is worthwhile.
- Occasionally the lights will cut out for a while - it doesn't last long, so
you could either just wait it out (keeping the regular breathing going, of
course), or - if you're brave - just carry on, ignoring the lack of light.
- Walk forwards to the gate, and turn to your right just at it, turning the
lights on. Then turn back towards the gate, open it, and step through. Now
the breathing game starts, and it barely lets up.
- Push forwards and use the camera angles to head towards the book shelf with
the wheel on to the right. Turn that, and move forwards through the shelves.
- Look left, head that way and turn the wheel. Look right, head that way, and
turn the other wheel. Now you can progress through the next set of shelves.
- You are now in the room with the archive terminal - you'll need to find the
right tape for the KIRSTEN case, but first look left and head through the
shelves. At the next set of shelves, head right and turn the wheel. Then look
left, head to that wheel, and turn it. Now you have made a corridor down to
an electricity supply. Head towards it, turn the power on (this powers up the
archive terminal). Head back to the main archive room, it's time to find the
KIRSTEN tape.
- Carla has noted that the tape is in the 1990s section (that's 1990-2000), to
get there you'll need to head to the left-most wheel and turn that. Head
through the shelves and turn the next wheel you find. Now turn around and head
back to the main archive area. Turn that left-most wheel again, then head to
the right and turn that wheel. Go down the passage created, and turn the wheel
at the end - don't worry, nearly there. This opens up yet another passage,
so wander down there. About three-quarters of the way down, pick up the tape
on the left and get back to the main archive room. Put the tape into the
archive computer and bob's your uncle...well, not quite, but Robert Mitchell
was the detective in charge of the KIRSTEN case, so he's Carla's next port of
call.
Notes:
- There's a bonus card down a short corridor near the start, if you want to
pick it up.
- If the breathing game is too much of a bind, then let Carla fail it and
switch to Tyler - after finishing Chapter 14, Tyler can go down to the
archives and complete it in her stead.
===
Chapter 14 - Debriefing Tyler
Tyler heads to a book shop seeking information on the book found in the diner.
- Go down the stairs and talk to the owner - it takes some doing to get his
attention, and even then he's a pain and not at all helpful. Choose whichever
dialogue you want, then head off. The owner calls you back, and offers to
help you if you can just track down another book similar to one he gives you.
- Take the book to the desk behind the stairs, and put the book on the desk.
It's called "Cave Ne Cadas", by "De Gruttola". Now put this book down.
Whilst you're here, you might as well use the magnifying glass on the diner
book, so do this and turn a few pages until you see the inscription in the top
left corner. Move the magnifying glass over it, until Tyler reads it, then
put the book away - and something falls to the floor. Pick it up, this is a
major clue for later.
- Back to the owner's book search. Head up the stairs, to the open book to the
right of the door you came in. Looking in this book shows that the De Gruttola
books are dated 1796. Go back down the stairs and behind the desk the old guy
is working in front of. There's yet another open book, so take a look at that
to see that books from the date range 1700-1800 are on the 3rd floor. You also
should note that books beginning A to E are in the white section.
- So head up the stairs, around the shop and up more stairs, then up even more
stairs to reach the 3rd floor. Head over to the white section, and pluck a
book from the shelves. Take it back to the owner and he'll answer a couple of
questions on the diner book. Unfortunately he doesn't tell you anything of
any use...so leave him, grab the bonus card and go up the stairs and leave
the shop.
===
Chapter 15 - Agatha
Lucas visits the mystic Agatha, in the hopes she can explain what's going on.
- You start off on the correct side of the road for Agatha's house, but before
going up to her front door cross over and check out the bum in the bus
shelther...another homeless person? Doesn't he look a little familiar?
- Head over to her house and mount the steps to Agatha's front door - ring the
bell. Hmm, no answer. Open the door and proceed to the end of the corridor
(we'll come back to the other rooms later). Open this door and enter the
seance room - you can take a look around at Agatha's junk if you wish. When
you're ready, go up to and through the other door, into Agatha's bedroom.
- Agatha is the blind old dear in the wheelchair, have a short chat with her
(choose whichever dialogue you wish), then she asks to be taken to the raven
room. Before you do that, if you need an extra life go to her bedside table,
there's an extra life talisman there you can pick up.
- Turn around and grab hold of her wheelchair - cue some really funny antics:
as you walk around with it, try turning it and then spinning her around on the
spot, it looks hilarious. Ahem. Anyway, push her to the bedroom door, open it
and go through. Push her over to the other door in the seance room, open it
and go through. Push her down the corridor to almost the end, you want to
open and go through the door on the right. Welcome to the raven room.
- Agatha asks what's the matter with you - choose either option - then she
wants to know if you're mad: choose whichever option you like. She tells you
to feed her birds, so go to the short cupboard on your right and open the
bottom drawer (the top drawer is empty). Take out the seed packet, close the
drawer, and walk to each of three cages, feeding the bird in the cage each
time. Then head back to Agatha and talk - she should ask you about
"TRIGGERS". After the conversation, get ahold of her wheelchair again, leave
the raven room, and return to the seance room. Once in the room, push her a
little way in to trigger the next cut scene.
- Agatha tells you to get three candles out of the cupboard in this room, plus
the matches from the kitchen, and light them up. So, head over to the cupboard
next to the door you've just walked through, crouch down, open the top drawer
(as the bottom is empty), take the candles, close the drawer and stand up.
Head out of the room, down the corridors and into the room on the left - this
is the kitchen. The matches are next to the knife on the worktop to your
right. Pick these up and take them back to the seance room. Walk over to the
table with the candle holders on, and move around each one in turn, placing a
candle then lighting it before moving onto the next.
- Now she wants the room to be dark, so walk over to the door and turn the
light off. Then head over to one of the sets of curtains and close them, and
repeat for the other set of curtains. Now sit down in the chair next to Agatha
and the seance will begin. This comprises of a set of Simon Says events,
starting easy but becoming harder and harder. If you fail any you will lose
mental health points and have to start from the point you messed up, so make
sure you get it right.
- After learning that you're linked to the Oracle now, and that you'll be able
to see what he sees (important later on), the connection is broken...it's clear
that Agatha is hiding something, but she invites you back the next day, so
that will have to do.
Notes:
For fun, you can nip into Agatha's bathroom and pick up a bonus token - you
can't see it, but it's at the far end of the bath, so just walk all the way
around the bath and you'll pick it up. I haven't mentioned these tokens
before but they are a little irrelevant - you get 200 bonus points for
finishing the game, which is virtually enough to unlock everything anyway. If
you see a token in passing, pick it up, otherwise don't get het up about them.
===
Chapter 16 - Questions & Bullets
Carla talks about KIRSTEN with Mitchell.
- Walk to the end of the firing range, and talk to the guy in the second to
last booth. Before he tells you anything, he wants you to do some target
practice, so step forwards, put on the glasses, pick up the gun and get
shooting (you'll shoot once more after this, so get used to it!).
- For each practice, you have limited time to shoot as many targets as you
can. Every terrorist you shoot (it spins to indicate a successful hit) gains
you more time; every hostage hit costs you time. You'll also have to reload
regularly, I recommend reloading every time a hostage appears, as this is the
only respite you'll get. You will regain mental health points if you shoot
well; otherwise the game gets a bit tedious.
- Once you've finished a particular session, Sargeant Mitchell will tell you
more about the KIRSTEN case (choose whichever dialogue you want).
===
Chapter 17 - Double or Quits
Tyler plays basketball with Jeffrey for $200 or to wipe the debt.
- Make fun of Jeffrey's outfit, and then you get the rules - it's similar to
the boxing game, in that you'll have a sequence of Simon Says events, if you
pass the sequence, you'll gain control of the ball if you don't have it, or
score a point if you do have it. If you fail, Jeffrey scores a point if he
has the ball, or gains control of the ball if he doesn't have it. The first
one to ten wins the match.
- At various points you may win mental health points as well as scoring a
basket - especially if you whitewash Jeffrey, you can recoup a lot.
- It would seem you can make a few more mistakes on defense and still win the
ball back, than on offense, where two mistakes will cost you.
- Don't forget you can use the tips at the top to help you out in the game if
you find it a bit of a struggle.
===
Chapter 18 - The Storm
Lucas has a problem with wind.
- As Lucas arrives home, his telephone rings. Walk over to it and answer -
hmmm, that some weird voice. Suddenly...
- The rest of this chapter is mostly one extended Simon Says event, with a few
tricky L-R games too. It's basically one long hallucination, of a storm
ripping his apartment to pieces, Lucas having either to dodge the flying
debris (the Simon Says events), or to struggle against the wind (the L-R
events). This chapter is what you've been saving those lives for.
- Use the tips at the start to make things easier for yourself, and get ready
for the final scene, where you control Markus. Run to Lucas' appartment's
door (it's the first on the right) and LOOK at it. Ring the bell - no answer.
Get ready for a short L-R event to force your way in. Run over to the open
glass doors and go out onto the balcony. LOOK to see Lucas hanging around,
then succeed in another L-R event to haul him to safety.
===
Chapter 19 - Dark Omen
Carla chills out, whilst Tyler does some work for a change.
- Naughty shower scene dissolves to Carla in her underwear, with the phone
ringing. Leave the bathroom, cross through the bedroom and out into the
living area - the phone is just by the door. Answer it to find Tyler moaning
he's at a dead-end; you suggest he faxes the fragment to you to look at.
- Go to your bedroom, open the wardrobe, and get dressed, as pretty soon the
doorbell rings, so go to it and open the door - it's your neighbour, Tommy,
bottle of wine in tow.
- Go to your kitchen area, open the cupboard above the hob and grab the
glasses. Take them back to Tommy, put them down then sit. Drink up and talk
(although not about Carla's work or Carla herself), then Tommy pulls out his
tarot cards and things take a dark turn no matter what you do.
- At this point, Carla can do a couple of things to improve her mental health,
i.e. going to the toilet (it's through a door in the living just down from the
phone) and watching TV. Do these, then switch to Tyler.
- Tyler: You are sat at your desk, so think. Sit down again and use the
computer. Switch to the 'web' icon and look at the 'World' page - Tyler
figures out that the bookmark is actually from a list of stock quotes. Pick
up the phone and let Carla know this; she wants it faxed over, so stand up,
pick up the bookmark, walk to the fax machine near the door, and send it off.
Note that Tyler may get tired, and lose some mental health - there's nothing
you can do about this, except have a drink of water and play with the
basketball to gain them back.
- Carla: Go to your fax machine (it's next to your laptop, near the kitchen)
and grab the fax. Go out your front door and straight across the hallway.
Ring the bell, and Tommy will answer. You'll ask him about the fax, and
he'll tell you more, but essentially that it can be traced via the watermark
on the original. Go back home, to your phone and call Tyler.
- Tyler - Get the bookmark out of the fax machine, put it on your desk, then
sit down and turn your desk light on. Pick up the bookmark, and move the
light around with the arrow keys to find the watermark. When Tyler discusses
who should head to the bank choose Carla.
===
Chapter 20 - Face Off
Lucas and Carla finally meet...
- Lucas is back at work, when he has a premonition that Carla is on her way in.
Better hide the incriminating evidence, he thinks as you take control. Stand
up, and check out the computer printout on the right hand side of his desk -
this matches up with the fragment Tyler has, so pick it up and Lucas will hide
it for you. Now walk to the left hand side of his desk, and check out the
Shakespeare book - Lucas realises that if Carla finds this, she may be able to
tie it to the book he left behind in the diner, so pick it up to hide that too.
- When Carla enters Lucas' office, the interrogation will begin, and you have
a choice to make. Before she asks a question, there will be a Simon Says
event - if you pass the event, then you'll read her mind about what she thinks
of you (and you'll see loads of those bugs from earlier) and you'll lose
mental health points too; obviously failing the event means no mind-reading
(and harmless bugs) but no point loss either. To keep her suspicions down,
you should tell the truth at each stage until she discusses your arm
bandages, just LIE about those. If you get asked, don't admit to being in the
restaurant on the night of the murder, choose something else (although she
should only ask this if her suspicion level is beyond a certain point).
- When Lucas goes to the restroom to splash some water around, you get a chance
to rifle through his stuff as Carla. Pick up the pen from the right hand side
of his desk, that'll be good for some fingerprints. Check out both photos on
the desk, check out his drawers if you can. Also check the computer last if
you have time. There is an element of randomness to this (perhaps linked to
her suspicion level) but at the end Carla should have the pen, and any of the
Shakespeare book (can be linked to the book found in the diner), the printout
(can be linked to the fragment) or the inscription on the photo of Markus and
Lucas (can be linked to the inscription in the Shakespeare book from the
diner).
- When Lucas returns to the office, Carla leaves.
Notes:
- For fun, replay the scene and try the other dialogue options. See if you can
get her suspicion level way up to get yourself arrested. See what happens if
you don't hide the evidence. See what happens if you deliberately pass all the
Simon Says events. And, as Carla, just stand there ignoring the evidence to
see what effect that has later in the game.
===
Chapter 21 - Back to Agatha
Lucas pays a return visit to Agatha.
- Go into Agatha's house (you recover a good wodge of mental health points, to
help out if you'd lost them in the last chapter), all is quiet as before.
Head straight down the corridor and into the seance room to just miss someone
disappearing through the window, Agatha lying on the floor, and a voice on the
phone saying the cops are on their way...
- Immediately leave the room by the door you entered, and run down the
corridor to the door at the end on Lucas' right (the raven room). Enter the
room and go over to the drawers - open the bottom drawer and take out the
seed packet: this time there's a key inside.
- Look at the cage in the middle of the room, there's something there. Use the
key to open the cage, and reach in to grab an old newspaper, left here for you
by Agatha. Reading this is worth another dose of mental health points.
- Leave this room and run back to the seance room - cross to the window and
scarper before the cops catch you.
Notes:
- You could examine Agatha's body before leaving, to confirm she is dead, but
it costs you a lot of mental health (so if you do this, do it before going to
the raven room).
- An alternative way to open the bird cage is to go into the kitchen (the room
opposite the raven room) and take the knife from the table. You could use this
on the lock instead of the key.
===
Chapter 22 - Happy Anniversary!
Tyler and Sam celebrate their anniversary...Carla's a party pooper.
- Tyler arrives home from work, only to be ordered by Sam to turn the oven on
and to pour a couple of glasses of champagne. Be a dutiful partner and do as
you are told - walk over to the oven and turn it on. Turn to the fridge and
open it, get the champagne out and take it to the champagne flutes on the
side and pour some out. Sam comes out of the bedroom in a slinky dress and
suggests putting some music on - get yourself over to the record player and
play a disc - now dance via a Simon Says event: it's worth passing, because
you'll get a lot of mental health points back for succeeding.
- Meanwhile, Carla is in the office, working to uncover the murderer. Don't
forget that you have can a cup of water and/or play with the yoyo to recover a
few mental health points if you need them. Before you can do too much,
Garratt calls to let you know that he's emailed you the fingerprints from the
pen from Lucas' desk, and sent you a list of destinations from the cab outside
the diner all those chapters ago (this latter piece of information would've
been useful in her investigation if Lucas had got away from the diner via cab -
something to try on another run-through, if you wish).
- So, go to your desk and look at the computer: "EXAMINE" and then "MEMORIZE"
the fingerprints, then head over to Tyler's desk and "EXAMINE" then "LINK" the
sheet of prints from the murder weapon - there's your first link to Lucas'
guilt. Before much else can happen, Officer Martin (the guy from the diner,
and from the park when Lucas saved the drowning boy) comes in and tells Carla
he let Lucas go that one time. At this point she may indicate she is tired
and lose a few mental health points, but you'll get them back in a second.
- Go to Tyler's desk and pick up the Shakespeare book recovered from the diner.
"EXAMINE" and "MEMORIZE" this, then return to Carla's desk and locate her
in-tray on the other side of the desk. Pick up the Employee File from the
bank, and "EXAMINE" and "LINK" Lucas' family details (brother with initials MK)
with the dedication ("from MK") in the book. There's your second link.
- Pick up Lucas' photo from his employee file. Leave your office and head
over to Officer Martin, working away at his desk in the middle of the main
office area. Show him the photo and he id's Lucas as being at the diner.
There's your third and final link...now she needs to tell Tyler. Dash back
to your office and pick up the phone.
- The phone rings just as things start to get interesting between Tyler and
Sam. Chuck her off your lap and walk over to answer the phone. Sam is none
too pleased you just walk out on her...
Notes:
- Other ways to link Lucas to the killings: if Lucas made a phone call (to
Markus) from the diner, then you could match the list of numbers dialled from
that phone to Markus' number; if Carla found the stock list hidden in Lucas'
office, she can match that to the fragment Tyler found; if Carla found the
second Shakespeare book hidden in Lucas' office, she can link that to the one
from the diner; if the composite photo was 100%, Lucas can be linked that
way.
===
Chapter 23 - Bloody Washing
Lucas shares a vision with The Oracle...more bloody murder...
- There's nothing for you to do here but watch. Whilst Lucas makes his way
home from Agatha's, he sees what the Oracle is doing at that precise moment,
which is possessing a laundromat attendant and killing a customer. He also
has another vision of the girl in green, beckoning him on.
===
Chapter 24 - Confrontation
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