Heavy Rain Walkthrough :
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Walkthrough - FAQ/Walkthrough HEAVY RAIN
A FAQ/Walkthrough
By Thundaka (thundaka@yahoo.com)
"How far will you go to save someone you love?"
Copyright 2010 Thundaka.
This guide is solely for private use. If you wish to host this guide on your
website, contact me for permission before doing so. Any profitable use is
strictly prohibited.
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VERSION HISTORY
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v1.00: The first draft, written after two complete runs through the game.
This should have everything you need to get through the game and get most of
the Trophies, though I'm sure there's still room for improvement in places.
If you have any additional questions, or think I should correct or add
something in the FAQ, feel free to e-mail me about it.
v1.10: Added directions for completing the nasty action sequence during
Chapter 34. Kudos to the many readers who wrote in with advice.
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INTRODUCTION
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From the moment I heard about Heavy Rain, I knew it would be a special
experience. As a medium, video games allow a degree of flexibility and
personalization that is simply unavailable to movies, books, and other static
media. Yet precious few games make use of this advantage to any great
extent. It has become common practice for game designers to tell their story
through non-interactive cutscenes, which generally tell the same linear story
regardless of the player's in-game actions (save perhaps for the odd bonus
cutscene that has little to no effect on the plot as a whole). While this
time-proven format is all well and good, it leads the player to the
uncomfortable conclusion that he is not really controlling his character at
all, just going through the motions while he is helplessly carried forward by
the plot.
To the player who has been jaded by this endlessly recycled format, Heavy Rain
is a breath of fresh air. The traditional seperation between story and
gameplay is almost completely absent, as nearly every moment of the game is
under the player's control. Even your characters' survival is up to the
player, since the game will continue without them if they die. All these
choices lead to a great many possible endings: some determine whether the
killer is stopped and his victim saved, while others influence the ending in
subtler ways.
Heavy Rain is a mature game, in every sense of the word. Besides dealing
with very adult themes such as murder and personal sacrifice (as well as more
than a little "adult content"), it also holds the player personally
accountable for the consequences of her actions. Every life saved or lost in
pursuit of the Origami Killer is a direct result of the player's actions, and
hence those lives are on her conscience. It's not unusual for the player to
find herself stopping for a minute or two to ponder a thorny moral dilemma,
asking herself what she would do if she was in the character's place. The
fact that fictional characters in a hypothetical situation can inspire such
concern says much about the depth and craftsmanship of the game.
-ABOUT THIS GUIDE-
This guide is a complete walkthrough of the game, designed to help the player
attain the best ending possible given their previous actions. Since Heavy
Rain's eclectic storytelling style involves a great deal of branching among
multiple paths, there are numerous situations and even entire chapters which
may not occur depending on your actions. I have tried as much as possible to
accommodate all these possibilities, though with a work this size some
accidental omissions are bound to crop up. In addition to the walkthrough, I
also include an Ending Guide designed to help the player view all of Heavy
Rain's many endings and obtain all of its several ending-related Trophies.
Though I make a point of avoiding spoilers wherever possible, there are
sections of the game (particularly in later chapters) which cannot be
described without giving away certain aspects of the plot. Since the
experience of playing Heavy Rain is so intimately tied to its twisting
mystery-thriller story, the player is strongly advised to avoid reading very
far past his current place in the game.
***SPOILERS LIE AHEAD!***
-GAME CONTROLS-
Heavy Rain incorporates a large number of different controls into its
gameplay. For the most part these controls are highly intuitive, designed so
that the player's actions closely mimic the character's. For example, to
open a door the player may be prompted to tap down on the analog stick,
matching the character's movement as he presses down on the handle. Likewise,
when a character is attempting to squeeze through a tight space the game may
prompt you to hold down several buttons at once, forcing player and character
alike to contort themselves in order to squeeze through.
Movement within the game environment is controlled through a combination of
the R2 shoulder button (the large trigger-like button on the right side of
the controller) and the left analog stick. To walk straight forward in the
direction your character is facing, simply hold down R2. To move to the left
or right while walking, hold the left analog stick in the appropriate
direction to turn the character's head and change their direction. Note that
"left" and "right" are determined relative to the in-game camera, rather than
the character's own perspective, so you don't need to constantly adjust
direction while you walk. You can also use the left analog stick by itself
to simply look to the left or right, and tap L1 to change the camera angle.
Both these features can come in handy, as they will sometimes allow you to
notice and interact with things that are not immediately visible. Finally,
you may hold down the L2 shoulder button (the trigger on the left side) to
bring up your character's current thoughts at almost any time. Pressing the
face button corresponding to a listed word will allow you to hear the
character's thoughts on that subject.
The majority of actual gameplay takes place through interaction with the face
buttons ([O], [Triangle], [Square], and [X]) and the right analog stick,
mostly the latter. When the character approaches an object within the
environment that he can interact with, a box will appear with an arrow
corresponding to an analog stick movement or a symbol corresponding to a face
button. The most basic actions require only a quick tap in the indicated
direction or on the appropriate button, though some actions require more
complex movements. In particular, sometimes you are prompted to rotate the
analog stick in a certain way. In order to successfully execute the action,
you must first move the analog stick to the proper starting position--given
by the straight-line component of the arrow--and then rotate it in the proper
direction. Whenever such a prompt appears, it will be described by both the
starting position (top, bottom, left, or right) and the direction in which
the analog stick is rotated (clockwise or counterclockwise).
The game also sometimes prompts you to rotate the analog stick for an
extended period of time, and in one case even forces you to rapidly wiggle it
back and forth, though these movements are more or less self-explanatory.
Note that these prompts ALWAYS require the right stick. The left stick is
only ever used for movement controls and looking around, and so any
instructions to "press Left" or "rotate counterclockwise" always refer to the
right analog stick.
At times, the prompt arrow will be framed by a dotted border rather than a
solid one. This indicates that the action requires finesse, and must be
performed slowly. If the action requires rotation of the analog stick, the
player must first return the analog stick to the neutral position and then out
to the proper starting direction. Such actions never have a time limit, so
the player is strongly encouraged to take their time.
The game also makes creative use of the face and shoulder buttons, testing
both your ability to hold several buttons at once and your speed at
repeatedly tapping a single button. The first mechanic is pretty
straightforward: press down on each button as it appears, and do not release
it until the corresponding symbol disappears from the screen. (This can
include the shoulder buttons--L1, L2, R1, and R2--as well as the four face
buttons.) The trick is that, depending on the specific configuration, you
may need to position your hands and fingers in unusual ways in order to hold
down all the buttons simultaneously: sometimes you will need to hold your
left and right hands on opposite sides of the controller, at other times your
right hand will need to hold several face buttons while your left holds both
shoulder buttons, and very frequently you will need to hold down two buttons
at once with a single thumb.
The second mechanic is even simpler. Simply tap the listed button as many
times as possible in the time provided. Keep in mind that force does not
matter, only speed: light, short-distance taps are both faster and easier to
sustain then panicked button smashing.
Lastly, the game will sometimes ask you to move the whole controller in a
certain way. These movements actually fall into two separate categories,
each of which is performed a little differently. The first, more common
category is sudden vertical or horizontal movements, indicated by a picture
of the controller with a direction indicator. Most of the time you will
simply be asked to push the controller in a given direction, though
occasionally you are asked to shake the controller up and down or from side
to side. Either way, the controller should be laid flat so the analog
sticks point toward the ceiling. (This does not matter so much for
side-to-side movements, but vertical movements will not register unless the
controller is positioned this way.) I recommend holding the controller with
one hand for sudden movements, since it takes a lot more effort to push down
or to the right with both hands.
The second category involves turning the whole controller clockwise (to the
right) or counterclockwise (to the left). For these movements the player
should hold the controller in front of their bodies like a steering wheel,
with the analog sticks pointing toward them. In all cases, it is the
suddenness of the controller movement that matters, not force or distance; a
quick push downward or right turn is all it takes to succeed at that action.
The game incorporates all of these mechanics into its intricate action
sequences, which it uses to control everything from the many fights between
characters to feats of physical exertion. When describing movements within
these action sequences, "mash" indicates to repeatedly press the indicated
button, "shove" refers to brief whole-controller movements in the given
direction, "shake" refers to sustained up-and-down or side-to-side movement
of the whole controller, and "turn" tells you to rotate the whole controller
left or right like a steering wheel. When only a direction is written (or
when you're told to "tap" in a certain direction outside of the action
sequences), press the right analog stick in the given direction. The exact
movements and buttons composing a sequence vary depending on the difficulty,
but are otherwise consistent on every playthrough. The specific commands
listed in this guide are those required at the highest difficulty. The low-
and moderate-difficulty versions are not terribly different, however, and are
always altered in the player's favor: an analog stick rotation might become a
simple left or right tap, or a sequence involving all four face buttons might
be simplified to employ only one or two of them.
Note that you may open the menu at any time by pressing the Start button.
From here you can review the controls, adjust the language, difficulty, and
display settings, and return to the title screen. Note that there is no save
command in Heavy Rain. Instead, your progress is saved automatically at
certain points in the story.
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WALKTHROUGH
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Chapter 1:
Prologue
--Trophies: Happy Birthday
This story begins in an upscale American suburb on a sunny Saturday morning.
The player is introduced to architect Ethan Mars as he rests in his bed. At
this point, the first of several tutorials introduces you to the basic
mechanics of the game. Press the right analog stick up to make Ethan sit up
on the bed, then again to make him stand up. New players are advised to
practice walking around for a bit, as these controls may seem unintuitive at
first.
If this is your first playthrough, you will begin at moderate difficulty ("I
play video games quite regularly/I am familiar with the wireless controller").
To make your first run of the game a little simpler, consider opening the menu
with the Start button and picking the easiest option ("I play video games
occasionally/I am not very familiar with the wireless controller") from the
Difficulty Settings submenu. If you prefer more of a challenge, you can
instead select the highest difficulty ("I play video games very often/I am
perfectly familiar with the wireless controller"). This setting only affects
the action sequences; every ending and every Trophy can be obtained at any
difficulty.
Once you've gotten the hang of walking around, try approaching and
interacting with the objects in the room. You can pick up and look at
Ethan's wedding picture by tapping Up, check his closet with a quick
clockwise rotation from the top, and walk out to the balcony by opening the
door with a quick Right tap. Most objects of interest within the game can be
examined with the analog stick in this way, as indicated by the box that
appears when the player character approaches them. (I will no longer give
detailed directions for most of these actions, save for particularly
unintuitive or time-critical examples.)
To advance the story, examine the letter sitting on the floor near the
bedroom door. After you put it away, you can open the door and walk into the
hallway. Listening to Ethan's thoughts with L2 will give you your next
destination, the bathroom to your right. If you want a little practice with
the action commands, you can pick up the toothbrush on the left side of the
sink or the razor on the right side. To brush Ethan's teeth, gently shake
the controller from side to side and then up and down until the icon
disappears. (This is a little easier to do if you hold the controller with
one hand.) To shave, move the right analog stick slowly in the direction
indicated on the screen. In any case, walk up to the shower and tap Left to
have Ethan clean himself up. After a generous view of our protagonist's bare
bum, he will dry himself off with a little vigorous shaking of the controller.
Return to the bedroom and open the closet to get Ethan dressed. If you
prefer to mess around a little more, you can go into the boys' room in the
lower left and pick up the juggling balls sitting in a cubbyhole near the
door. To juggle them, tap Up and then tap the face buttons as they appear on
the screen; simply tap Down to put them back. Walk downstairs, and take a
look around the house. There are many more objects to interact with down
here, including a remote-control car, a radio playing some groovy easy-
listening music, and a TV featuring a weird Looney Tunes-style cartoon show.
The only place of interest right now is Ethan's study, which is across from
the stairs and kitchen and a bit left of the door leading to the backyard.
While this part is not strictly necessary for advancing the story, you do
have to do this before the end of the chapter if you want to earn the first
Trophy. Have Ethan sit down in the chair, then tap Down to lift a pencil and
begin drawing the blueprints for his next project. Tap Right, then Left,
then rotate counterclockwise from the bottom. After filling in more lines,
the game will prompt you to tap Down; do so, then press [Triangle], [O], and
[Square]. Pick up the fine-tipped marker, then slowly press Right and Down.
Now the game will prompt you to hold down [Triangle], L1, and [O], in that
order, until they disappear from the screen. Next hold down [Square], L1,
and [X]; neither sequence is very difficult to hold, though in both case you
will probably have to hold both face buttons with your thumb. Pick up the
eraser, and mash first [X] and then [Triangle] until each icon disappears.
Take the felt-tipped marker, and shake the controller up and down to shade in
the picture. Finally, pick up the fine-tipped marker again, hold down R1,
and rotate counterclockwise from the bottom to sign the finished blueprint.
Get out of the chair and walk back to the kitchen.
If you've been down here long enough, Ethan's wife Grace and his two sons
will come through the front door. After a brief cinematic Grace will ask you
to help her with the groceries. Hold down [Square] and [X] while he carries
them to the counter. After a little bit of dialogue, she will tell you to
fetch the plates from the living room cupboard. (The living room is the part
of the house with the table and all the birthday decorations, in case that
isn't clear.) Tap right, then push the whole controller right to open the
cupboard. When setting the plates, remember to press slowly; mess up any of
these commands, and you forfeit the Trophy. Set them by pressing left,
counterclockwise from the right, clockwise from the left, and right. Once
you're done setting the table, you can go back to the study and finish the
blueprints if you forgot to do so earlier. You can also walk up to Grace and
tap Up (followed shortly by [O]) for a quick romantic moment. This also
opens up a few more dialogue options, which you can listen to by pressing
the appropriate face buttons.
When you're ready, go outside and play with the boys. Pick one to play with
first (I don't think it matters who you pick), play a game with him, then
pick up the other boy and play his game. To play the helicopter game with
Jason, simply rotate the analog stick clockwise until you feel like stopping.
To play the airplane game with Shaun, pick him up by holding [X] and [Square],
then run around the yard by pressing R2 and tilting the controller; head back
to where Jason is standing to set him down. Once you've played with both
kids, you get to show off your manly architect muscles by mashing [X] to hold
them in the air. Finally, Ethan and Jason will engage in a mock swordfight
that is probably the most amusing part of the game. It doesn't matter
whether you win or let Jason win; you get the Trophy either way, and both
outcomes are pretty funny in their own way. For reference, the proper
sequence of moves is:
Right, [X], Down, [Triangle], Right, Down, [O], Mash [X], Down
Once the "battle" is concluded, Grace will call the family to lunch. Go
upstairs to find Shaun, then kneel down to have a heart-to-heart conversation
with him and end the first chapter. If you completed the proper conditions
(finishing the blueprints, helping Grace with the groceries and plates
without making a mistake, and playing with the boys), you will get the "Happy
Birthday" Trophy at the start of the next chapter.
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Chapter 2:
The Mall
--Trophies: Interactive Drama
The scene shifts to a crowded shopping mall, where the whole family has come
to go shopping. Grace asks Ethan to watch Jason for a while... and as soon
as you gain control of him, Jason has wandered off. Go figure. Follow Jason
to a very scary-looking clown selling a bunch of balloons. Ethan will buy
one for him, at which point you will have to pull the wallet out of your back
pocket by tapping Up.
Unfortunately, while you were paying for the balloon Jason wandered off into
the crowd. Hurry toward the escalator, then go down into the packed crowd
below. This next part is tense at best and downright terrifying at worst, as
Ethan tries to elbow his way through a sea of people to find his lost son.
You can't really recognize landmarks here, with the crowd as tightly packed
as it is, so just keep your eyes peeled for a red balloon. First head for
the thick cluster of balloons in the middle of the floor, then for the boy
holding a balloon near the display car, and finally follow the balloon to the
exit doors. What comes next is probably the most harrowing scene I've ever
seen in a game, bringing the prologue to a tragic close and setting the mood
for the somber title sequence.
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Chapter 3:
Father and Son
--Trophies: Good Father
Heavy rain indeed. You automatically earn the "Interactive Drama" Trophy at
the beginning of this chapter. After saying hi to Shaun, walk to the car
door and get inside. Start the engine with a clockwise turn, press down on
the stick shift, and tap R2 to drive home.
As soon as the two of you arrive home, Shaun plops on the couch and starts
watching TV. In order to earn this chapter's Trophy you must follow the
schedule Grace set for Shaun, as listed on the chalkboard in the kitchen.
While this isn't exactly a fast-paced Trophy, you can't spend a lot of time
exploring the environment if you want to earn it. If you'd rather take a
look around and get to know the house--you can find Ethan's abandoned
blueprints and a very sad home video up in his study, while the newspaper
near the stairs gives you a little background on the Origami Killer--I
suggest you ignore this trophy until later.
First on the list is Shaun's 4:30 snack, which you can get immediately. Ask
Shaun if he's hungry, then open the cupboard on the right side of the kitchen
and grab either the chips on the top shelf or the candy bar in the middle.
Close the cupboard, then give it to Shaun and do whatever you like until 6:00
rolls around. When it does, ask Shaun to do his homework, then tell him to
do it right now. He will spend a little time doing his homework in the
kitchen, then tell you he's finished. Come to his side of the table and
double-check his work. Next up is dinner at 7:00. Ask Shaun if he's ready
for dinner, then open the fridge and take either the microwave dinner on the
left or the pizza on the right. Place the food in the microwave, then take
it out once it's cooked and serve it onto a plate.
Finally, at 8:00 tell Shaun to go to bed, then tell him no when he asks to
stay up longer. Go up to his room and wish him goodnight. He will suddenly
ask you to find his missing teddy bar, at which point you should agree to
look for it. The bear is sitting in the laundry room, which is to the left
of the kitchen as you approach from the stairs. (It's a plastic-looking
green thing, sitting on top of the washing machine.) Bring it back up to
Shaun's room--don't dilly-dally, or else he'll fall asleep before you can
give it to him--and reunite him with his precious teddy. Tuck him in, give
him a goodnight kiss, and GENTLY close the door.
As soon as you step away from the room, Ethan has a sudden, bizarre blackout,
and this chapter of the story comes to an end. If you did everything I
described above, you will get the "Good Father" Trophy at the start of the
next chapter.
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Chapter 4:
Sleazy Place
-Trophies: Private Eye
White Knight
Now that you've been acquainted with Ethan and his sad backstory, the game
introduces you to the second playable character. Scott Shelby is a private
investigator, who's come to this rundown apartment complex to investigate a
lead in the Origami Killer case. Open the car door and enter the building,
then ask the receptionist about Lauren Winter. When he feigns ignorance,
pull out your wallet to jump-start his memory. Head up the stairs, then to
the end of the hallway, and knock on the door to your left. Tap up when
prompted to hold open Lauren's door (or just knock again, if you miss it),
then walk in and put your money on the table.
When you approach Lauren, Shelby will explain to her why he's there. At this
point you will be given a number of conversation options in order to persuade
her to talk about her son. After selecting two of those options, you will be
given the choice to "Trick" her or "Buy" her. Select "Trick" (by pressing
[O]). This will give you the opportunity to ask Lauren a few questions,
earning you the "Private Eye" Trophy at the end of the chapter. Either way,
she will eventually tell you to leave. Put your card down on the table, then
head out the door and walk down the hall.
You don't get very far, however, before Shelby suffers a sudden asthma attack.
Reach for the inhaler (tap Right to pull it out of the coat pocket), then
press R1 a few times to help him breathe again. While you're recovering, a
shady-looking guy knocks on Lauren's door and lets himself in. If the
screams didn't make it obvious, you need to head back to her room. Knock on
the door twice, then shove the controller down to kick the door open. At
this point Shelby and the intruder will start the game's first proper fight
sequence, which goes as follows:
[X]
Left
Clockwise from the left
[Triangle]
Clockwise from the left
[Square]
[O]
[X]
Right
[Triangle]
Shake up-and-down
R1
Mash [X]
Up
[O]
[X]
Down
[Square]
[Triangle]
Up
Mash [Square]
[X]
Clockwise from the right
Down
R1
Down
Down
[Triangle]
[X]
Shove down
You do not automatically lose these fight sequences if you mess up a command;
instead, the fight continues (though your character takes more of a beating)
until you have messed up a certain number of times. Even if you lose the
fight, you won't get killed--the game hasn't gotten that unforgiving just
yet--but you only the get the "White Knight" Trophy if you win. Either way
Shelby leaves after the fight, and we leave Shelby's story to meet our third
playable character.
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Chapter 5:
Crime Scene
-Trophies: FBI Investigator
FBI Agent Norman Jayden arrives at the abandoned wasteland where the Origami
Killer's newest victim was found. Get out of the car and approach the
officers near the police line, pulling out your badge when asked to do so.
Duck under the police tape, and approach the crime scene. At this point you
will be introduced to ARI, a hi-tech evidence-collecting system consisting of
a pair of sunglasses and a rubber glove. By pressing R1 while ARI is
equipped, the glove sends out waves of, er, "evidence energy," causing any
clues in the area to be highlighted with a conspicuous virtual marker. (No,
I don't know how it works either.) You can put ARI away with a clockwise
rotation from the right, and pull it back out with a counterclockwise
rotation from the right. ARI is an utterly indispensible part of Jayden's
investigation strategy, and you will need to rely heavily on it if you are to
have any hope of catching the killer.
Before you can start investigating, though, you need to find Lieutenant
Blake. He's standing on the far left side of the field, talking to another
officer. You will be able to ask him a few questions about the investigation,
though you will need to walk with him as you do so. Once he's gone, you can
get to work. While there are many clues unrelated to the investigation
(mostly left by the police officers walking around the crime scene), there
are only 11 which actually matter. Start by visiting the small tent with the
body, the one next to the floodlight in the middle of the wasteland. Crouch
down to enter the tent, then tap R1 and tilt the left analog stick to examine
the clues. There should be five of them, from left to right: a cut on the
leg, an origami figure in the hand, the boy's identity (tap Down after
examining the origami), an orchid on the chest, and mud on the face. After
that you can exit the tent and head north toward the railroad tracks,
sweeping for clues with R1 as you go. There is some orchid pollen floating
in the air north of the tent (tap Up to examine it), as well as some blood on
the railroad tracks, and some footprints a little bit beyond that.
You will also find some blood on the fence just past the railroad tracks,
right next to a muddy hill that leads up to the highway. The hill has three
separate slopes, each of which must be climbed by holding down the proper
buttons. Hold [O], [Triangle], L1, R1, [X], and [Square] to ascend the first
slope. You need to hold these buttons two at a time, releasing the first
button as soon as the next appears. Then hold [Square], [X], R1, L1, [O],
and [Triangle] to climb the second slope, and finally hold [O], [Triangle],
R2, L2, R1, and L1 to climb the final slope and up to the highway. Check out
the footprints and tire tracks up here, then go back down to the crime scene.
The trip down is much easier: tap L1 and R1 simultaneously, then L2 and R2,
on the first slope, mash L1 and R1 on the second, and finally tap L2+R1 and
L1+R2 for the final slope. Even if you screw up, the worst you'll suffer is
an undignified slide to the bottom.
Once you've examined the body and the tire tracks near the highway, you're
free to leave. If you checked all 11 clues (the 5 on the body, the orchid
pollen, the blood on the tracks and the fence, the footprints at the top and
bottom of the hill, and the tire tracks) you will get the "FBI Investigator"
Trophy at the next loading screen.
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Chapter 6
The Shrink
-Trophies: None
You're greeted at the start of the chapter by several Rorschach ink blots,
which Ethan's psychiatrist asks him to describe. There is no long-term
significance to your choices, as far as I know, nor to any other choice you
make in this very brief chapter. Simply answer the shrink's questions as you
see fit, and the game will transition directly to the next chapter.
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Chapter 7
The Park
-Trophies: Good Friends
Take note of the time listed in the opening shot, as well as the clothes
Shaun is wearing. Both of these will be important for a Trophy you can earn
a few chapters from now. Ethan and Shaun are sitting on a bench at the local
playground, not having very much fun at all. You can ask Shaun a couple of
questions, and look at Ethan's thoughts on the situation, but you won't be
able to do anything until you get off the bench and start walking around.
Since talking won't cheer him up, you should try playing a few games with him
instead.
You can start by pulling the boomerang out of Shaun's backpack. Hold R1 and
R2, then give the controller a downward shove to send it flying. Press [X]
to catch it on the return trip. Shaun will ask you to demonstrate once more,
and then will try it himself. Hold the analog stick in the Up position for a
bit, pressing R1 to help him with his stance while you do so, and Shaun will
throw and catch the boomerang successfully.
Now that he's in good spirits, walk around the park to find a few more games
to play. Just stand next to a game and call him over to start playing the
game. To play on the see saw, just tap Down when prompted. This can get a
little tedious (and looks more than a little awkward), but it's not too bad.
The merry go round requires you to hold down R1 and L1, then mash [X] for a
long time while still holding those buttons. I suggest holding both shoulder
buttons with the same hand, since rapid button-mashing with your thumb is
both difficult and a little painful. Finally, lift him on the swing by
holding [X] and [Square], then release him at the top of the arc and shove
the controller downward as prompted to keep pushing him.
You only need to complete two of the four games to leave the park, though I
suggest trying them all so you get the full experience. If you want to earn
the "Good Friends" Trophy, you will also have to buy a snack from the candy
vendor before telling Shaun to leave. The vendor is across the park from the
bench, to the right of the merry go round. When you're ready, tell Shaun to
go. He'll ask to ride on the carousel first. Pay for the ticket at the
stall on the right side, and Ethan will watch his son enjoy a ride for the
first time in a long while.
And then, everything goes wrong.
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Chapter 8:
Where's Shaun?
-Trophies: None
The first thing Ethan sees when he comes to is a speeding truck barreling
toward him. Dodge out of the way with a quick Right tap. You find yourself
at a familiar-looking street corner in the middle of the night... and Shaun
is nowhere to be found. Hurry forward into the dark street, and Ethan will
run all the way back to the park where he left Shaun. Pick up the backpack
he left lying in front of the carousel, then exit the park to make a beeline
back to the house. Hurry up the stairs, into Shaun's room, and the chapter
ends with another gut-wrenching tragedy.
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Chapter 9:
Welcome, Norman!
-Trophies: Got to Remember!
While Ethan deals with the grief of losing a second son, Norman Jayden is
settling into his new workplace at the police headquarters. We find him
sitting outside the police commissioner's office, waiting to speak with
Captain Perry. You can pull out ARI to help pass the time, though all you
get to play with is a virtual "bounce the ball against the wall" game. Yep.
Pretty boring.
When Perry finally does come out, he'll ask you to follow him while he heads
to the press conference. Along the way, he'll ask you to help him tie his
necktie. Hold down R1 and L1 and tap left, then rotate counterclockwise from
the left, then counterclockwise from the right, then clockwise from the left,
then clockwise from the bottom, and finally tug the controller downward to
tighten the knot. (You may simply ignore this sequence, if you prefer. All
you get for it is a compliment from Perry.) You can take Perry up on his
offer and sit in on the press conference (it takes place to the left of the
entrance doors), or you can just speak with his secretary to get settled into
your office. Before you do, Jayden will comment about the watch on her desk,
and you will have the option to make a donation toward an officer's promotion
present if you so choose. Follow her to your new, surprisingly bare-bones
office. Before you can get to work, you need to rearrange his office a bit.
Clear the desk with a few analog stick movements, push the desk forward by
repeatedly mashing [X], then sit down and pull out ARI to enter your REAL
office.
The ARI system has a built-in virtual interface which allows you to
manipulate virtual files as physical objects. As a side benefit, this allows
you to replace your real-world environment with a selection of impressive
virtual environments that provide you with a scenic background while you work
on the case. Though you can only access this "virtual office" in a few
specific chapters of the game, all of Jayden's analysis of the case takes
place here. You will be asked to select one of four environments (a forest
in autumn, a mesa overlooking a tropical rainforest, the bottom of the sea,
or the surface of Mars) as your background. When you've picked one you like,
clear the screen with a quick shove to the right and start analyzing your
files.
Begin by opening the files on the Origami Killer's previous victims and his
modus operandi. Though you can't make any real progress this early in the
game, you can analyze and geoanalyze those files and the clues in your
possession to give you some insight into the killer's methods. When you're
ready to quit, press [X] to close ARI. As soon as you do, Jayden will start
suffering from a severe attack of triptocaine withdrawal. Shamble toward the
door, and he will stop to stare at the vial in his hand. If you're willing
to give in and take a hit instead of risking a drug-addled walk through a
crowded police station, press [O]. If not, press [X] and make your way to
the bathroom. You will need to hold down [Square] in order to keep walking
forward and open the bathroom door, but you will make it.
While Jayden deals with his tripto problem, the story shifts back to Ethan
Mars, who is reporting his son's disappearance to the police. Lieutenant
Blake asks him to recall the details of his disappearance, as precisely as he
can remember. When Blake asks for the time, say it was 4:15 p.m. When asked
about Shaun's clothing, say that he wore a beige coat and green pants. (By
an interesting coincidence, all three correct answers correspond to the [X]
button.) So long as you got these three answers correct, you will earn the
"Got to Remember!" Trophy at the end of the chapter. Give whatever answers
you like to the other questions, then sit back and watch until the game
shifts back to Scott Shelby's story.
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Chapter 10:
Hassan's Shop
-Trophies: Negotiator
Tap Up to open the door and enter the convenience store. Step up to the
counter, and Shelby will ask the owner, Mr. Hassan, a few questions about his
son. Unfortunately, no matter which choices you pick Hassan will not be in a
cooperative mood. Once the conversation has run its course, head to the far
right corner of the store and grab an inhaler off the shelf.
After you do, an idiot with a gun will walk into the store and attempt to rob
the place. At this point, you have several options. You could simply hide
out in the back of the store until the robber goes away, in which case Shelby
will be perfectly safe but Mr. Hassan will die. You could grab a weapon--
either the bottle of wine from the farthest aisle (from Shelby's starting
perspective) or the frying pan from the aisle closest to the camera--sneak up
behind him, and use it to knock the guy out. You could sneak up without a
weapon, and try to grab the gun out of his hands. Or you could simply talk
your way out of the situation.
To pick up either weapon, go up to the shelf and SLOWLY press Up. Mess this
up and the noise will attract the robber's attention, causing him to hold you
at gunpoint. I suggest you approach from either the aisle next to Shelby or
the one closest to the camera, since neither one has any obstacles. The
farthest aisle has a box of detergent a bit past where you pick up the
bottle, which will fall as soon as Shelby passes it. Tap [Triangle] to catch
the box, then SLOWLY put it back by pressing Right. The second-farthest
aisle has chips scattered across the floor. To sneak over them without
giving yourself away, hold down [X], [O], and [Triangle]. Clear the distance
between you and the robber, and shove the controller down as soon as the
prompt appears. If you managed to do all that without making a mistake, you
will either knock the guy out instantly (if you grabbed a weapon) or start a
short fight sequence. The fight sequence goes as follows:
Mash [X], [Triangle], [O], Shove down
If you screw up any command prior to the fight sequence, the robber will
point the gun at you and hold you hostage. At this point, you will have the
chance to talk him out of the robbery. You must hold L1+R1 the whole time,
or you lose any chance to persuade him. To convince him to leave the store,
ask the guy for his name, ask him if there's anyone he cares about
("Affective"), and finally tell him to drop the weapon when the option
appears. This will earn you the "Negotiator" Trophy at chapter's end. If
you cannot convince him to leave, he will point the gun at Hassan again. At
this point you will have a second chance to grab him and initiate the fight
sequence described above. Do so quickly, or he will kill Hassan.
NOTE: If you are trying to collect all the Trophies as quickly as possible,
you need to let Hassan die. If you want this chapter's Trophy, you can
always replay this part in Chapter Select. But if you want a certain ending
Trophy, and you let Hassan live in this chapter, you will have to play from
here all the way to the very end of the game.
It is worth noting that no matter what you do, Shelby will not die here. He
will get shot if you screw up during the fight sequence or refuse to hold up
your hands (in which case the robber runs away and Hassan is saved), but it's
nothing more than a flesh wound. Whether Hassan lives or dies, this chapter
ends shortly after the robber leaves the store.
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Chapter 11:
Sleepless Night
-Trophies: None
Madison Paige, our fourth and final playable character, is a journalist who
suffers from chronic insomnia. When we meet her she is lying awake inside
her apartment, trying desperately to fall asleep. If you look at Madison's
thoughts, she suggests a few ways to help her do this. You can make some hot
tea in the microwave, near the refrigerator. You can sit down at the table
in the kitchen, or at the computer, and try to work on your next article. Or
you can go into the bathroom, to the left of the couch where Madison was
trying to sleep, where you can take some sleeping pills or a hot shower. The
pills are resting by the sink. The shower is on the far right. Take off
Madison's shirt and underwear to go in. (The shower scene features a
prolonged shot of Madison's bare breasts. Do not go in if you have a mother
or jealous girlfriend watching. TRUST ME on this one.)
After you've tried working at the table and the computer, you will need to
make a quick trip to the bathroom. When you come out again, the refrigerator
door will be open. Close it, and a very tense scene will start. Make your
way to the front door, and Madison will start a fight with some armed
assailants. The proper action sequence is:
Shake up-and-down
Left
Mash [X]
L1
[Triangle]
Mash [Triangle]
Clockwise from the left
Left
Right
Up
R1
Left
At this point you will have to choose between heading left or right. Choose
right. The fight sequence continues:
[O]
[X]
[Square]
Counterclockwise from the right
Counterclockwise from the right
[X] + [Square]
[Triangle] + [O]
Shake up-and-down
R1
L1
Up
Mash [X]
Up
Up
Left
Up
Up
Whether you win or lose the fight, at its conclusion Madison will wake up in
a cold sweat. Insomnia is a real bitch.
-----------------------------------------------------------------------------
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Chapter 12:
Paparazzi
-Trophies: VIP
We return to Ethan, who is holed up in his house while a pack of nosy
reporters camp outside his door. On his desk sits a letter. Read it, then
look inside the envelope it came in. Inside Ethan finds something, a clue
that might help him find what happened to Shaun. Of course, before he can
follow that clue he has to get through the crowd of reporters outside.
You could just go through the front door and push through them if you prefer
the direct route, but there is a very easy Trophy for you if you go around
them. Open the back door in the kitchen to head into the backyard. Hop over
the neighbor's fence, walk down the back alley, and get into your car without
approaching the crowd. Congratulations, you've earned the "VIP" Trophy.
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Chapter 13:
Lexington Station
-Trophies: Agoraphobia
Lucky Locker
Ethan found where the ticket led, alright. Unfortunately, there is a thick
crowd of people between Ethan and the luggage lockers--and Ethan's severe
agoraphobia makes it difficult for him to get through a crowd. After you've
gone a short distance, he will start to suffer a panic attack. You will need
to shove the controller up and then down several times, then hold R1 and L1
while shaking the controller up and down.
The next part gets a little weird, as everyone in the station freezes in
place and falls over if Ethan happens to touch them. If you manage to run
into and knock down 50 people this way, you will get the "Agoraphobia" Trophy
at the end of the chapter. (If you plan to do this, stick to the most
crowded parts of the station. The space in front of the ticket booths, to
your right when the sequence starts, is particularly crowded.)
When enough time has passed, Ethan will come to and find himself in front of
the lockers. Head inside, turn left at the first opportunity, then turn
right. To confirm the number of the locker you need to open, examine the
ticket with [X]. The locker you're looking for is near the end of this
corridor, on the right side. (For reference, the number is 18-03.) Get the
right locker on the first try, and you earn the "Lucky Locker" Trophy.
-----------------------------------------------------------------------------
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Chapter 14:
The Motel
-Trophies: None
The scene cuts to a motel, where Ethan has decided to rent a room. Get up
from the chair, then sit down at the desk and look through the contents of
the box. Set the box back on the desk or under the bed (it doesn't matter
which), and we make another detour back to Jayden's story.
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Chapter 13:
Kick Off Meeting
-Trophies: None
Jayden presents his so-far slim work on the Origami Killer's profile to the
rest of the police team. You can advance Jayden's slide show by tapping
[Triangle], if you like. You are also given a number of conversation
choices, though in this case they make little difference: Lieutenant Blake
gets pissed off at you no matter what you say. When this short chapter ends,
we cut to the interrogation of the first suspect.
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Chapter 14:
Nathaniel
-Trophies: Blunder
Self Control
Jayden and Blake arrive at the apartment of Nathaniel Williams. Knock twice
on the door, and Blake will decide to kick it open. Look around at the man's
prodigious collection of religious paraphenalia until he decides to come
walking back in. You will have the opportunity to ask him a few questions
before Blake starts interrogating him.
There's really not much you can do until Blake starts beating him, at which
point Nathaniel pulls out a gun and prepares to shoot Blake. Jayden pulls
out his gun in turn, and you are given several conversation options as well
as a prominently displayed R1 prompt. DO NOT PRESS R1! That is the prompt
to fire the gun, killing Nathaniel. (You do get the "Blunder" Trophy for
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