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F O R B I D D E N   S I R E N   2
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Forbidden Siren 2 Walkthrough by RaccoonCityPD (c).
Another 100% Complete Guide by RaccoonCityPD - only on www.gameFAQs.com
All text copyright Jason Beks, 31 August 2006 (c).
Email questions to: [email protected] (ensure 'Siren 2' is in the subject
line).

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I N D E X
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1. Copyright
2. Controls
3. Objective
4. Hints & Tips
5. Walkthrough (Normal Mode)
6. Walkthrough (Hard Mode)
7. Archive Items
8. Secrets
9. Plot Guide (spoilers)
10. Credits

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1. C O P Y R I G H T
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Ok - for starters, don't knick my work and write it off as your own yada yada
yada. If this walkthrough appears anywhere other than www.gameFAQs.com you'll
know it's been plagurised, modified or stolen. Offenders will be slaughtered
and offered as sacrifices to Mother. Please feel free to email any questions.
Now let's go kick some Yamibito ass...

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2. C O N T R O L S
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left thumbstick - move character/tune sightjack
right thumbstick - camera/sniper zoom
triangle - action menu
square - torch on/off
circle - crouch
X - action/strike
directional pad up - first person view
directional pad down - third person view
L1 - move sideways + left thumbstick
L2 - sightjack
R1 - aim
R2 - first person view
R3 - honk truck horn/sightjack Tsukasa
select - map
start/pause - game menu

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3. O B J E C T I V E
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Your primary objective is to complete the game by successfully meeting the
mission criteria for each one of the game's diverse characters. Character
storylines unfold sequentially as separate chapters and comprise 2 missions -
Mission 1 and Mission 2. Mission 1 is typically easier than Mission 2 and must
be completed before the secondary mission is unlocked.
Your secondary objective is to collect 100 archive items that are hidden
throughout that game. Archive items reveal significant details about the plot
and characters.

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4. H I N T S   &   T I P S
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- The in-game map is fundamental to successful navigation. This guide will
refer to the map in most missions, so become acquainted with its orientation
and features using the in-game map help menu.

- If you are grabbed by an enemy, rapidly toggle the left thumbstick.

- If you are having difficulty aiming in sniper mode, try adjusting the
horizontal and vertical cameras in the options menu.

- Character health does not appear onscreen, so find a safe place to
regenerate after each attack.

- The start point and exit point on each level appear on your map as yellow
arrows.

- Characters may become exhausted after running for extended periods of time.
Rest briefly to regain your stamina.

- Once an archive item has been collected, you do not have to retrieve it
again if you get killed and must restart from a checkpoint.

- Some archive items require interaction. Exit the game and access the
archives from the Top Menu to interact with these items.

- Some archive items only appear if you complete the mission within a certain
time frame, so don't frig around sightseeing if you want the entire collection.

- Some actions cannot be performed unless the key item required to perform the
action has been retrieved from an earlier level/time. If you are stuck and you
suspect that a key item is missing, double-check previous levels for missing
items (eg: Yorito cannot lower the boat davit unless Ichiko has discovered the
crank handle in an earlier level).

- Siren 2 appears to contain a bug that freezes the game entirely if certain
cutscenes are skipped, so allow cutscenes to play through in their entirety.
Other gamers have also reported experiencing similar bugs, so be wary of
interrupting cutscenes.

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5. W A L K T H R O U G H   ( N O R M A L )   -   1 0 0 %   C O M P L E T E
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Missions are not always sequential and depend on the order in which they are
unlocked. Scroll down to the character you are playing and search for the
corresponding mission title. Key items and map locations will appear in
CAPITALS. You must read this guide thoroughly and follow the instructions
carefully in order to achieve all 100 archive items.

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MAMORU ITSUKI MISSIONS (Magazine Editor in checked shirt)
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Character: Mamoru Itsuki
-03:00/Yamijima Harbour/Dolphin Pier - Encounter
Mission 1: Reach the road to Uryuga Forest with Travelling Companion
Archive items: #6, #7, #8, #14, #15, #20

You will automatically be given [Voice Recorder #6], [Mamoru's Company I.D #7]
and [Akiko's Pendulum and Map #8].
This tutorial is pretty straight forward. Just follow the prompts and climb
the STEPS OF PAIN until you notice a barred gate lying on the ground to your
left. You will be prompted to turn back, but walk over the gate and continue
onward and upward to retrieve [Kastori Weekly #15] and [Turtle Jelly Noodles
#14] (fans of Forbidden Siren 1 will be pleased to see a familiar heroine in
the Turtle Jelly Noodles tv commercial).
Return to the STEPS OF PAIN and ascend them to the top. Follow the tutorial
prompts and you will have [Helicopter Transmitter #20] automatically added to
the archive upon completion of the mission.

Mission 2: Find medal
Archive items: #12, #13, #16

Note: you can only complete this level if you have completed 'Kanae - 01:00/
Yamijima Harbour/Old Road - Mission 2'
Turn to your left and walk down the steps to the water to get [Missing Person
Poster #12]. Follow the path and ascend the STEPS OF PAIN. Crouch-walk past the
Shibito and climb the ladder. Jump the gap at the top of the ladder and jump
down into courtyard beside the MATERIALS WAREHOUSE. Retrieve the SCANTLING and
break into the MATERIALS WAREHOUSE. Rescue Yuri and retrieve the LOCKER KEY.
Incapacitate the Shibito and return to the ledge where you first encountered
him (west side of the GOLD MINING CO). Climb up the small ledge and retrieve
the MONKEY WRENCH. Return to the STEPS OF PAIN and descend them to the halfway
point where you can turn right and walk over the fallen gate. Ascend the stairs
to the PRESSURE MACHINE ROOM and inspect the metal grid in the floor. Jump
through the gap in the floor and retrieve the IRON PIPE from the locker.
Exit the WORK ROOM via the eastern door, walk back over the fallen gate and
descend the STEPS OF PAIN. Walk forward from the bottom of the STEPS OF PAIN
and look to your left along the wall for a broken ladder. Climb the ladder and
scale the wall. [Yamigame #13] is automatically added to the archive. Retrieve
the [Exposition Medal #16] from the shoreline to end the level.

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Character: Mamoru Itsuki
00:00/Yamijima Island/Uryuga Forest - Vision
Mission 1: Reach the road to Hidaru with Yuri Kishida
Archive items: #31, #32

[Old Scroll - Chapter 1 #31] is automatically added to the archive.
Follow the sightjack tutorial and enter the warehouse, being sure to keep Yuri
close behind you at all times. Turn off your torch and stand just a few feet
before the open door that leads to the ORE-PROCESSING PLANT. Sightjack the
Shibito inside the ORE-PROCESSING PLANT and quickly crouch-walk past the door
when he is looking away.
Follow the lefthand wall and sightjack the next Shibito to reveal the lock
code. Remain crouched and wait for the Shibito the walk away before entering
the BREAK ROOM. Quickly enter the BREAK ROOM and instruct Yuri to wait in the
corner. Enter the STOREROOM and take the FIRE POKER. Wait in the BREAK ROOM for
the Shibito to return and kill him. Command Yuri to follow you and proceed
through the STEEL DOOR.
Kill the female Shibito who descends the stairway and make your way upstairs to
the INCLINE CONTROL ROOM. Retrieve the CROWBAR and [Police Notebook #32] from
the upper storey.
Proceed down the INCLINE to the GUARDHOUSE and kill any Shibito you encounter
along the way. Smash the window of the GUARDHOUSE to gain entry and retrieve
the BLOWER MACHINE ROOM KEY. Head to the back up the INCLINE and enter the
BLOWER MACHINE ROOM. Remove the boards that block the hole. Another female
Shibito may notice you as you pass under the walkway, so take her down. Look
for the exit point on the map and exit the level.

Mission 2: Acquire hair ornament
Archive items: #33, #34, #35, #43

Note: you can only complete this level if you have completed Mamoru Itsuki -
-03:00/Yamijima Harbour/Dolphin Pier - Mission 2
Enter the warehouse and sightjack the Shibito in the ORE-PROCESSING PLANT.
When he is crouching, crouch-walk behind him and retrieve the [Stone Ball #33].
Return outside and wait between the two mining carts. When the Shibito comes
to open the combination lock, crouch-walk behind him and head for the STEEL
DOOR.
Kill the female Shibito near the INCLINE and make your way down the INCLINE to
the GUARDHOUSE. Kill the Shibito near the GUARDHOUSE and retrieve the BLOWER
MACHINE ROOM KEY from the GUARDHOUSE. Return up the INCLINE to the BLOWER
MACHINE ROOM. Kill the elderly female Shibito and steal her PICK AXE.
Remove the ventiliation duct from the roof and insert the STONE BALL. Return
down the INCLINE to the GUARDHOUSE and inspect the STONE BALL to get [UMA
Encyclopaedia #34]. Inspect the ground under the circular sign to find [Tomoe's
Hair Ornament #35]. {Tomoe's Diary #43] will automatically be added to the
archive.

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Character: Mamoru Itsuki
03:00/Yamijima Amusement Park/Coffee Cup Ride - Maze
Mission 1: Reach the Gate of Underworld
Archive items: #50, #51

[Scrap of History Book #50] is automatically added to the archive.
Ok. This level is kinda whack. Yuri will wander off and start doing this
crazyass little dance routine thing. Sightjack her and it soon becomes apparent
that she's actually performing a rite that reveals secret invisible 'gates'
that are strategically positioned throughout the amusement park.
Each of the seven 'gates' is comprised of two parts, a top half and a bottom
half. Mamoru must rotate the two halves to create symbols that correspond to
the lyrics in Yuri's song (detailed in archive item #50).
Rotate the two halves of the first 'gate' (top - crown, bottom - flame). The
'gate' will glow momentarily if you are successful.
Turn your torch off and crouck-walk down the nearby steps to the TICKET
MACHINE. Wait for Yuri to sing and then rotate the second 'gate' (top - single
ring above water, bottom - water).
Crouch-walk back up the stairs, turn your torch on and proceed to the PARK REAR
GATE. You will encounter Tomoe Ohta (nevermind - all will be revealed) - shoot
her at close range. Steal and equip her DAIKIRI SAW and double-check that you
have your HANDGUN (you'll want to save your ammo for later).
The third 'gate' is to the left of the PARK REAR GATE by the map billboard.
Wait for Yuri to sing and then rotate the third 'gate' (top - two earrings
above wind, bottom - wind). Proceed through the PARK REAR GATE and ascend the
stairs to retrieve [Kastori Special DVD #51].
Return through the PARK REAR GATE again and use the DAIKIRI SAW to kill Tomoe
Ohta once more. Kill your torch and proceed forward down the steps and enter
the FOUNTAIN area. Slowly approach the Shibito soldiers and take them out one
at a time with the DAIKIRI SAW.
The fourth 'gate' is by the street lamp near the FOUNTAIN. Wait for Yuri to
sing and then rotate the fourth 'gate' (top - two circles above flame, bottom -
flame).
Proceed back to the PARK REAR GATE and take out Tomoe Ohta once more. Return to
the COFFEE CUP RIDE and pause halfway along the bridge. Sightjack the soldier
Shibito near the FERRIS WHEEL. Kill your torch and crouch-walk after him
until you are close enough to shoot him.
The fifth 'gate' is behind the rabbit in the FLOWER BED. Wait for Yuri to sing
and then rotate the fifth 'gate' (this time line up the two symbols, then
rotate the bottom half to the right).
The sixth 'gate' is under the street lamp by the CUSTODIAN'S SHACK. Take out
the gardening Shibito with the DAIKIRI SAW, then wait for Yuri to sing.
Rotate the sixth 'gate' (this time complete the symbol of a bird flying above a
pyramid).
Incapacitate the soldier Shibito near the FLOWER BED once more and proceed
onward to the FERRIS WHEEL. The seventh and final 'gate' is near the benches.
Wait for Yuri to sing and then rotate the seventh 'gate' (this time complete
the symbol of the princess, then turn the bottom half to the left).
Get ready for some crazy shit...

Mission 2: Acquire a glimpse of Mother
Archive items: #52, #62

During this level, whenever you get the chance, swap your gun for another that
has more ammo. Command Yuri to wait at the start point, then crouch-walk slowly
down the stairs to the TICKET MACHINE. Pop the soldier Shibito in the head,
knick his gun and examine the TICKET MACHINE for SMALL CHANGE.
Return to Yuri and command her to follow you. Tomoe Ohta may make an appearance
at this stage - if so, pop her one too.
Pause on the bridge and sightjack the soldier Shibito who blocks your passage
to the ELECTRIC RIDE. Kill him and command Yuri to wait on the western side
of the FERRIS WHEEL. There you will find a BATTERY. Kill your torch and crouch-
walk down the stairs to the ELECTRIC RIDE. Place the BATTERY in the ELECTRIC
RIDE and place the SMALL CHANGE in the ride. Crouch-run back to Yuri, command
her to follow you, then sightjack the sniper Shibito who walks over to
investigate the ELECTRIC RIDE. Crouch-run behind his back and pop him in the
head. Steal his gun and proceed to CUSTODIAN'S SHACK and retrieve the PLIERS.
Return to the TICKET MACHINE and leave via the PARK FRONT GATE, ensuring that
you have enough ammo to gun down the soldier Shibito who guards the PARK
FRONT GATE. [Mother's Scale #52] and [Old Scroll - Chapter 2 #62] are
automatically added to the archive.

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Character: Mamoru Itsuki
15:00/Bright Win/Forward Deck - Hate
Mission 1: Defeat Tomoe Ohta
Archive items: #79

Run through the STARBOARD DECK and enter the ENTRANCE. Retrieve the HANDGUN
from behind the reception desk. You must now retrieve the RIFLE from the
Yamibito who stands just inside the doorway leading to the 1st floor corridor,
just a few feet away from the THIRD-CLASS CABIN. Use your torch to blind him,
then shoot him and steal his RIFLE. Inspect the television in the THIRD-CLASS
CABIN to get [SN-AG1999 AGE MANIAC #79].
Return to the ENTRANCE and exit via the northern doorway. Proceed downstairs to
the corridor outside the ENGINE CONTROL ROOM.
Tomoe has now transformed into a dog Yamibito and is invulnerable to front-on
attacks - she must be attacked from either the side or behind. Tomoe lurks in
the ENGINE ROOM which comprises three basement levels. Run into the ENGINE ROOM
with your torch on and dart past her. Run to the lowest level and wait at the
side of the stairs. When Tomoe descends the stairs, shoot her in the side. If
you miss your opportunity, run back up the stairs and lure her back down again.

Mission 2: Annihilate Yamirei and Yamibito
Archive items: #77, #78

Run through the STARBOARD DECK and enter the ENTRANCE. Retrieve the HANDGUN
from behind the reception desk. You must now retrieve the RIFLE from the
Yamibito who stands just inside the doorway leading to the 1st floor corridor,
just a few feet away from the THIRD-CLASS CABIN. Use your torch to blind him,
then shoot him and steal his RIFLE. From this point on, try to conserve ammo
and use your melee weapon as much as possible.
Run back to the reception desk and then through the open doorway on the
southern side of the ship. Descend the stairs to B2 and enter the ENGINE
CONTROL ROOM via the southern door. Switch on the main power source to
illuminate the ship. Inspect the [Security Monitor #78] in front of the swivel
chair. Kill the Yamirei near the ENGINE CONTROL ROOM.
Retrace your steps to the ENTRANCE and kill the Yamirei near the FIRST FLOOR
CABIN. Move upstairs and kill the Yamirei near the SECOND FLOOR CABIN (ensure
you activate the BREAKER switch on the wall near the SECOND-CLASS CABIN ).
Head for the SECOND-CLASS CABIN on the second floor and retrieve the
[Vermillion Bracelet #77].
Move back downstairs to the ENGINE CONTROL ROOM and use the PHONE to place a
call through to the ENGINE ROOM. Tomoe will investigate the phone on the lowest
level in the ENGINE ROOM, allowing you easy access. Drop the EXTINGUISHER on
her head and kill the Yamirei in the ENGINE ROOM.
Return to the ENGINE CONTROL ROOM and turn off the lights, then return to the
first floor and kill the remaining three Yamibitos.

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Character: Mamoru Itsuki
22:00/Shinari Mountain/Pylon #4 - Mad Laughter
Mission 1: Reach the top of the tower with Ikuko Kifune
Archive items: #89

Immediately about-face and run up the stairs until you arrive at a fork. Take
the right path and follow it to OHTA'S HOUSE. Wait outside OHTA'S HOUSE and
battle the Yamirei with your melee weapon until you receive the prompt to enter
OHTA'S HOUSE. Instead of entering OHTA'S HOUSE, retrace your steps to the start
point and enter the building. Ascend the stairs and drop through the opening at
the top of the stairs. Equip your gun and enter the alternate doorway into
OHTA'S HOUSE to trigger a cutscene.
Sprint into the room and dart around Tomoe. Stand near the back wall and blast
Tomoe in the back with a full clip as she attacks Ikuko.

Mission 2: Reach the top of the tower with Ikuko Kifune
Archive items: #5, #90

Immediately about-face and run up the stairs until you arrive at a fork. Take
the right path and follow it to OHTA'S HOUSE. Dash past Tomoe into the OHTA
HOUSE and pummel her back with bullets. Allow the Yamirei to get between you
and Tomoe but shoot the Yamirei who threaten Ikuko.
Once Tomoe is (temporarily) dead, retrieve the ANUNNAKI REMAINS (CLAW) from the
tree trunk. Retrieve [The Ohta Family Code #90] from the adjoining room and
retrace your steps back to the fork in the stairwell (Tomoe will be back on her
feet by now, so don't frig around in here).
Take the other fork down the stairs to the CRANE and allow Ikuko to use the
CRANE KEY on the switch box in the corner. Activate the switch and ride the
CRANE upwards. Ascend the stairs and help Ikuko to scale the ledge by pulling
her up. Take the left path to the exit point and ignore Ichiko's gun fire.
[Radio News #5] automatically added to the archive.

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Character: Mamoru Itsuki
22:00/Shinari Mountain/Pylon #4 - Collapse
Mission 1: Defeat Mother
Archive items: #92, #93, #96

Press triangle to bring up the action menu, then switch characters so that you
are in control of Ikuko. Sightjack Mother and wait for her vision to clear.
When Mother can see with clarity, press R3 to possess Mother (this makes her
immobile for a few seconds). Immediately return control to Mamuro and blast
Mother with the gun.
When Akiko arrives, protect her from the Yamirei until she finds an object.
When the characters are each presented with ANNAKI REMAINS (HORN), control
Mamoru and climb to the highest level.
Control Ikuko and sighjack Mother. Make Mother stop just within reach of
Mamoru, then allow Mamoru to swing the ANNAKI REMAINS (HORN) at her head. After
three strikes Mother will fall to the ground. At this point, quickly switch
control to Ikuko and run to Mother's body. Whack Mother's body with the ANNAKI
REMAINS (HORN).
Repeat the process and the second time Mother falls you will be prompted to
press 'X' when you are a certain distance away from her body (do not press 'R1'
to aim - just press 'X' when instructed).
The final attack on Mother must be performed by Mamoru, so lead him up to the
highest level, use Ikuko to sighjack Mother, then allow Mamoru to strike Mother
three times again when she is within reach. Mamoru must now race to the ground
level and use his own sword to make the final blow (if Mamoru has not suffered
any damage prior to this point he may drop to the ground without dying).
You will be prompted to press 'X'when you are a certain distance away from her
body (do not press 'R1' to aim - just press 'X' when instructed).
While you are doing all this, Yamirei will swarm around you as well, so make
them a priority. Only sightjack Mother when the area is clear of Yamirei. Hug
the central rock formation to avoid Mother's attacks. [ENDING #2].
[Annaki #92], [Photo of Shu and Kanae #93] and [Letter to Ikuko #96] are
automatically added to the archive.

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IKUKO KIFUNE MISSIONS (Female worker at the dock)
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Character: Ikuko Kifune
08:00/Underworld - Escape
Mission 1: Escape from Yamijima Amusement Park with Mamoru Itsuki
Archive items: #44, #63, #64, #65

Approach the bridge leading to the COFFEE CUP RIDE and pay attention to the
brief tutorial on how to sightjack and possess a Shibito. Crouch and hide under
the trees to the east of the GATE OF UNDERWORLD.
Possess the Shibito (press R3) on the bridge and make him walk to the ELECTRIC
RIDE and kill the sniper Shibito who is posted there. Unpossess him and wait
for him to return to his original position on the bridge. As he descends the
stairs to the bridge, quickly crouch-run to the ELECTRIC RIDE and retrieve the
[Amusement Park Pamphlet #63] from the billboard beside the ELECTRIC RIDE. You
cannot steal the sniper's gun, so run over to the CUSTODIAN'S SHACK and trigger
the cutscene. Say hello to the Yamirei.
Stand to the side of the CUSTODIAN'S SHACK and possess the Shibito who hides
inside. Make him walk up to the GATE OF UNDERWORLD. Sneak into the CUSTODIAN'S
SHACK and retrieve the GOLF CLUB. Wait for Slappy to return, knock him out and
knick his RIFLE BAYONET. Approach the FLOWER BED to trigger another cutscene.
Run to the PARK REAR GATE and retrieve the PADLOCK KEY from the top of the
stairs beyond the gate. Remember that Shiryos can also be slashed.
Now - this next bit requires a bit of patience (he understated). I recall
something like 15 attempts, as there are many unpredictable factors. Only the
those who persevere (and have a little luck on their side) will succeed.
Enter sightjack and possess the Shibito soldier who watches over the
FOUNTAIN AREA (positioned at the top of the steps near the rear gate).
Make the Shibito walk down the steps and investigate the northern side of the
steps. Switch the breaker off and the Yamirei will soon swarm around him.
Now is your chance - run downstairs to the food stand and examine it for
[Mbembe Cola Bottle Cap #64.] Quickly open the archives menu and examine #64
to see if the underside of the bottlecap reveals 'Congratulations! You're a
lucky winner!'. If not, restart the mission from the checkpoint and try again.
Don't worry about getting the PADLOCK KEY from behind the PARK REAR GATE a
second time - you don't need to fetch it twice.
Once you have the lucky bottle cap, examine the poster by the PARK REAR GATE to
get [Space Cold War Poster #65]. Even if you get killed after you have found
the lucky bottle cap, it will always remain in your archives so you do not have
to repeat the whole level again to be able to examine the poster.
Exit the level via the COFFEE CUP RIDE and the PARK FRONT GATE, but be sure to
possess the soldier Shibito near the FOUNTAIN beforehand to ensure that he is a
safe distance away. [Ikuko's Licence #44] is automatically added to the
archive.

Mission 2: Destroy all the stone markers
Archive items: #68

Note: When a gate is destroyed it is destroyed - you don't need to repeat the
action if you die.
Possess the shoveling soldier Shibito near the CUSTODIAN'S SHACK and make him
whack the cop Shibito near the ELECTRIC RIDE. Leave sightjack and retrieve
the HANDGUN from the cop Shibito. Follow the soldier Shibito back to the
CUSTODIAN'S SHACK, shoot him and steal his SHOVEL. Destroy the STONE MARKER
near the CUSTODIAN'S SHACK with the SHOVEL. Shoot the cop Shibito near the
ELECTRIC RIDE and destroy the STONE MARKER in the FLOWER BED. Run over to the
STONE MARKER near the GATE OF UNDERWORLD and destroy it.
Approach the bridge that leads to the COFFEE CUP RIDE to trigger a cutscene.
Possess the soldier Shibito on the bridge and make him snipe the STONE MARKER
near the FOUNTAIN and the soldier Shibito who watches over the FOUNTAIN near
the PARK FRONT GATE.
Sneak up beside the soldier Shibito on the bridge and pop him in the head.
Destroy the remaining STONE MARKERS near the COFFEE CUP RIDE, the TICKET
MACHINE and the PARK REAR GATE. [Ikuko's Yearbook #68] is automatically added
to the archive once the final marker has been destroyed.

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Character: Ikuko Kifune
20:00/Shinari Mountain/Pylon #4 - Yamibito
Mission 1: Destroy Shigeru Fujita
Archive items: #87

Note: you can only complete this level if you have completed Yorito Nagai -
18:00/Shinari Mountain/Pylon #4 - Mission 1
Run up to the fourth stairway platform and drop down onto the lower level. Club
the Yamibito, steal his weapon and ascend the stairs to the padlocked gate.
Remove the padlock by bashing it with the GOLF CLUB and enter the building.
Descend the stairs and destroy the Yamireis. Wait quietly outside the MINING
STATION LOUNGE and possess the dog Shibito who roams inside. Lead the possessed
dog Yamibito out the door and down the staircases to the lower yard. Quickly
run into the MINING STATION LOUNGE and retrieve the CRANE KEY. Move back
upstairs and retrace your steps through the once padlocked gate. Descend the
steps and look for a ladder that leads down to the MINE TOWER TOP LEVEL. Pluck
the ANUNNAKI REMAINS (CLAW) from the tree trunk, descend the stairs and enter
the MINE TOWER STOREROOM. Retrieve the HANDGUN from the shelf and [Yamijima
Folklore #87] from the desk.
Descend the stairs, equip a melee weapon and wait behind the locked door that
opens onto the PLAZA. Sightjack the wandering Yamibito and wait for him to
finish walking up the stone steps. Quickly dash out and kill three or four
Yamirei, then return to the safety of the stairwell before the Yamibito returns
(remember to close the door). Repeat this process until the PLAZA is clear of
Yamirei. When the Yamirei are all dead, equip the HANDGUN and wait for the
Yamibito the walk back up the stone steps. Crouch-run behind him and shoot him
as he ascends the metal stairway.
Steal his gun and ascend the metal stairway to the top. Jump across to the
building and drop down to the lower level to access the stairway (Ikuko can't
reach the window ledges). Ascend the stairs to the rooftop but wait just inside
the doorway before venturing onto the rooftop. Sightjack Shigeru Fujita and
watch his movements through the doorway. He will study the gap in the wall near
the doorway, then walk in a northerly direction. As he is walking away from the
gap, crouch-run behind him and use the torch/gun combo to destroy him.

Mission 2: Acquire camera
Archive items: #88

Note: you can only complete this level if you have completed Yorito Nagai -
18:00/Shinari Mountain/Pylon #4 - Mission 1
Run up to the fourth stairway platform and drop down onto the lower level.
Bring up your map and hide at the northern point beside the stairway that leads
up to the padlocked door. Crouch and wait for the Yamibito to walk past, then
sneak behind him and scoot up the stairs to the padlocked gate.
Open the gate and sprint down the stairwell until you arrive at a locked door
at the very bottom of the courtyard in the MINING STATION. Enter the locked
door that opens onto the PLAZA and crouch-run around to your left. Ascend the
metal stairway to the top.
Jump across to the building and drop down to the lower level. Nearby is a
padlocked door that leads to the OFFICE BLDG STORAGE. Drop the PADLOCK KEY
through the window and possess the dog Yamibito who lurks inside so that she
retrieves the PADLOCK KEY and unlocks (but does not open) the door. Send her
up the interior stairwell and enter the OFFICE BLDG STORAGE to retrieve
[Mamoru's Digital Camera #88]. [Mamoru's Notebook #89] is automatically added
to the archive.

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YORITO NAGAI MISSIONS (Young Ground Self-Defence Force Serviceman)
_____________________________________________

Character: Yorito Nagai
-01:00/Yamijima Amusement Park/Custodian's Shack - Battle
Mission 1: Reach the road to Uryuga Forest
Archive items: #26

This tutorial is also very straight forward. Just follow the onscreen prompts
and follow closely behind Takeaki Misawa.
To snipe, press 'aim' (R1) and 'up' on the directional pad. When the second
shibito soldier is dead, examine the FERRIS WHEEL to the left of his body and
[Signboard Graffiti #26] will be added to the archive.

Mission 2: Find Pill
Archive items: #25

Steady your aim with your torch and gun down Sergeant Okita. Take his RIFLE,
kill your torch and crouch-walk towards near the ELECTRIC RIDE. Aim towards
the FERRIS WHEEL and snipe the soldier Shibito near the FERRIS WHEEL.
Approach the FERRIS WHEEL and stand beside the decapitated bear. Snipe the
soldier on the far side of the bridge.
Stand on the edge of the broken bridge and snipe the soldier Shibito near the
FOUNTAIN. Drop down off the broken bridge and run down the stairs to the food
stand by the FOUNTAIN. Retrieve the TICKET BOX KEY from the food stand and run
back up the stairs. Head over to the COFFE CUP RIDE and examine the bag on the
bench to get [Takeaki's I.D. #25].
Run down the nearby stairs and retrieve the FIRING DEVICE that lies beside the
PARK FRONT GATES. The soldier Shibito on the bridge may have revived by now,
so proceed cautiously back up the stairs. Return to the COFFEE CUP RIDE and
open the ticket box to end the level.

_____________________________________________

Character: Yorito Nagai
02:00/Bright Win/Portside Corridor - Discord
Mission 1: Help Yuri Kishida escape from the ferry
Archive items: #45, #46, #47, #48

Note: you can only complete this level if you have completed 'Ichiko Yagura -
01:00/Bright Win/Freight Room - Mission 1'
Run forward and kill Tomoe Ohta. Swap your RIFLE BAYONET for the DAIKIRI SAW
and unlock the south door in the ENGINE CONTROL ROOM. Leave the ENGINE CONTROL
ROOM and head north. Make your way upstairs towards the STARBOARD DECK, gunning
down the Shibito on the stairwell.
Open the door to the STARBOARD DECK but take a few steps backwards - a sniper
Shibito situated halfway along the STARBOARD DECK has you in his sights. Aim
and press 'up' to snipe him in the head. As you pass his body, swap his gun for
the DAIKIRI SAW.
Proceed through the door at the west end of the STARBOARD DECK, turn left and
make your way through the open doorway and upstairs to the WHEELHOUSE.
Approach the viewing window and use the SIGNAL LAMP to protect Yuri from the
Shiryos on the FORWARD DECK (the light destroys them).
Retrace your steps and return downstairs to the STARBOARD DECK, then proceed to
the FORWARD DECK (if the northern door to the FORWARD DECK is locked, you must
hide and wait for Tomoe to unlock it). Retrieve the FLARES from starboard side
of the FORWARD DECK and return to the STARBOARD DECK.
Remain on this level and proceed through to the ENTRANCE. Behind the reception
desk you will find [Passenger's Videotape #47]. Move to the THIRD-CLASS CABIN
and retrieve [Shikai News #48] from the television set. Move upstairs to the
2nd floor to find [Heart-shaped Letter #45] lying on the floor near the
SECOND-CLASS CABIN. Enter the 2nd floor SECOND-CLASS CABIN to find [Tournament
Announcement #46].
Return downstairs to the ENTRANCE, turn left at the reception desk and descend
the stairs to B2. Retrieve Yuri from the ENGINE CONTROL ROOM.
Return to the STARBOARD DECK. Proceed through the door at the west end of the
STARBOARD DECK, turn left and make your way through the open doorway. Run
downstairs to the FREIGHT ROOM and shoot the glass in the locked door at the
bottom of the stairwell. Activate the FREIGHT ELEVATOR and ride it down to the
FREIGHT ROOM. Kill the Shibito and exit the level via the hole in the hull near
the loading bay door.

Mission 2: Escape from the ferry with Yuri Kishida
Archive items: #53

Walk forward and you will encounter Tomoe Ohta. Wait for Tomoe to enter the
ENGINE CONTROL ROOM, then run past the ENGINE CONTROL ROOM and head north
towards the stairs that lead upward to the STARBOARD DECK. Gun down the Shibito
on the stairwell.
The door leading to the STARBOARD DECK will be guarded by a sniper Shibito and
a patroling Shibito, so remain halfway up the stairs and snipe them in the head
before they get a shot at you. The next sniper Shibito is posted beside the
BOAT DAVIT. Remain on the stairwell and pop him in the head.
When the coast is clear, steal the HUNTER'S SNIPER RIFLE from the Shibito
nearest the BOAT DAVIT and leave him your RIFLE BAYONET. Proceed through the
door at the west end of the STARBOARD DECK, turn left and make your way through
the open doorway and upstairs to the WHEELHOUSE.
Approach the viewing window and use the SIGNAL LAMP to protect Yuri from the
Shiryos on the FORWARD DECK (the light destroys them).
Retrace your steps and return downstairs to the STARBOARD DECK. Wait for the
Shibito to reanimate, then kill them again. Descend the stairs and retrieve
Yuri from the ENGINE CONTROL ROOM.
Your final destination is the BOAT DAVIT on the STARBOARD DECK. Return to the
STARBOARD DECK and escape via the BOAT DAVIT. [Yorito's I.D. #53] is
automatically added to the archive.

_____________________________________________

Character: Yorito Nagai
14:00/Gold Mining Co. Housing/C-102 - Rescue
Mission 1: Save Ichiko Yagura. Escape from Houya
Archive items: #61, #75, #76

Inspect the northern corner of the CHILDREN'S PARK for [Time Capsule Map #76].
Proceed forward to the A-BUILDING and open (but do not enter) the western door.
Stand just west of the storage shed, between the rectangular metal plate and
the fence. Crouch and shout to attract the attention of the Yamibito on the
stairwell, then crouch-run in and gun him down. Reload and wait halfway up the
stairs. Throw a smoke candle onto the second floor, and whilst remaining on the
stairwell, snipe the Yamibito on the landing outside A-204 (he will shoot
randomly in three directions). Ascend the stairs to A-304, but wait until both
the stairwell Yamibito have revived before entering the living room. Ascend the
stairs to A-304 to trigger the cutscene.
Immediately after the cutscene, sprint into the corner on your right and wait
there until Ichiko has left the apartment. Follow Ichiko out of the building
and allow her to kill the Yamibito for you. Run in a counter-clockwise
direction around A-BUILDING to the western door of the B-BUILDING. Enter
B-BUILDING after Ichiko, ascend the stairs and retrieve [The Story Treasure
Chest #75] from B-303. Hide in B-303 and wait for Ichiko to leave the B-
BUILDING.
Crouch-hide at the southern end of the CHILDREN'S PARK and sightjack Ichiko
again. Ichiko will destroy the two Yamibito guards who block the north-eastern
exit route. When they are down, ensure Ichiko is out of the way and sprint for
the exit. [Letter to Shigeru #61] is automatically added to the archive.

Mission 2: Bring back the memory of Ichiko Yagura
Archive items: #30, #74

Move in a counter-clockwise direction to the western doorway of A-BUILDING.
Search the ground near the western doorway/storage shed for [Jasper Bracelet
#74]. Enter B-BUILDING via the western door and ascend the stairs to the
rooftop door. Throw the JASPER BRACELET through the window. Return to the
A-BUILDING and stand before the western door. Switch to your RIFLE and throw a
smoke candle into the stairwell. Stand just inside the doorway to draw gunfire
from the Yamibito on the stairs. When he pauses to reload, run up the stairs,
blind him with your torch and gun him down. Reload. Throw a smoke candle onto
the second floor landing and ambush the next Yamibito, using your torch and a
full clip. Ascend the stairs to A-304 to trigger the cutscene.
Immediately after the cutscene, sprint into the corner on your right and wait
there until Ichiko has left the apartment. Follow Ichiko out of the building
and allow her to kill the Yamibito for you. Run in a counter-clockwise
direction around A-BUILDING to the western door of the B-BUILDING. Enter
B-BUILDING after Ichiko, ascend the stairs and follow her to the rooftop.
[Shikai News #30] will automatically be added to the archive.

_____________________________________________

Character: Yorito Nagai
18:00/Shinari Mountain/Pylon #4 - Joint Struggle
Mission 1: Reach the highest point of The Spider's Web
Archive items: #83, #84

[Atlantis Special Issue #83] is automatically added to the archive.
Run forward and drop down into the PLAZA. Make your way towards the steps to
trigger the cutscene. As Yorito, ascend the long staircase to the very top and
move the LOCKER away from the doorway. Enter the opposite door that leads onto
the MINING STATION ROOF. Run forward and climb up onto the ledge. Follow this
path until you trigger a cutscene.
As Mamoru, ascend the long staircase and jump the gap to the OFFICE BUILDING.
Lure Tomoe out the window onto the lower ledge, then run north and climb up
into the building. Quickly descend the staircase inside the OFFICE BUILDING and
retrieve the HATCHET from the lowest level.
Move back upstairs and lure the dog Yamibito back out of the window onto the
lower ledge, then run north again and climb back up into the building. This
time locate the [Pylon Drawings #84] near the desk in the room the dog
Yamibito was guarding and move up the stairs to the OFFICE BLDG ROOF. Jump down
through the gap in the wall and follow the path along the left fork until you
notice Yorito shooting from another ledge. Stand at the edge of the scaffolding
and shout, then quickly run back a few metres to safety. If you successfully
distracted the sniper you will receive a prompt instructing you to climb the
pylon.
Retrace your steps to the last fork and ascend the stairs. Kill the lone
Yamibito and sightjack the armed Yamibito who stares at the telephone pole
and the crow on the railing. When he stares at the crow and moves leftwards,
ascend the long flight of stairs. Move toward the large concrete structure with
the narrow opening. Sightjack the sniper Yamibito on the other side and ambush
him with the gun and torch when he is paused nearest the concrete structure.
Ascend the remaining stairs to complete the level.

Mission 2: Destroy Tsuneo Ohta
Archive items: none

Note: you can only complete this level if you have completed 'Mamoru Itsuki -
15:00/Bright Win/Freight Room - Mission 2'
Run forward and drop down into the PLAZA. Make your way towards the steps to
trigger the cutscene. As Yorito, ascend the long staircase to the very top and
move the LOCKER away from the doorway. Enter the opposite door that leads onto
the MINING STATION ROOF. Run forward and climb up onto the ledge. Follow this
path until you trigger a cutscene.
As Mamoru, ascend the long staircase and jump the gap to the OFFICE BUILDING.
Wait on the ledge and attract the attention of the armed Yamibito inside the
OFFICE BUILDING. Hide on the right side of the opening and shoot him when he
drops down to the lower level. Steal his PISTOL. Ascend the stairs to the
OFFICE BLDG ROOF and jump down through the gap in the wall. Follow the path
along the left fork until you notice Yorito shooting from another ledge. Stand
at the edge of the scaffolding and shout, then quickly run back a few metres to
safety. If you successfully distracted the sniper you will receive a prompt
instructing you to climb the pylon.
Retrace your steps to the last fork and ascend the stairs until you arrive at a
large concrete structure with a narrow opening. Pass through the opening and
ascend the remaining stairs to reach the top of the SPIDER'S THREAD.
Killing Tsuneo Ohta is a bugger of a task that requires the patience of a
saint. Not that you'll be able to see, but anyway - sprint down the stairs to
the lowest level and hide in the north-east corner so that you are concealed
from view. Only use your torch when you are enveloped in Tsuneo's black cloud
and are trying to outrun him, or when you need to temporarily blind him to
make a quick getaway.
Sightjack Tsuneo and study his movements - to kill him, you must crouch-run up
behind him and pummel him with bullets (like all Kou-Yamibito he is impervious
to front-on attacks). It is MUCH easier to track and kill him going downstairs
than to follow him upstairs.
It will take a few attempts to bring him down, so the second he detects you,
run in the opposite direction and hide at either the highest or lowest point of
the SPIDER'S THREAD, depending on where you are. If he has you cornered at the
top, blind him with your torch and dart away to the side. If he has you
cornered at the bottom, blind him with your torch and dart around in a circle
to the ledge. When Tsuneo is descending from the highest point (outside on the
platform) your best bet is to crouch-walk counter-clockwise around the tiered
loop and sneak up behind him as he descends to the lower levels. Use the wall
to shield yourself from his view.
This level is so much easier if you still have the PISTOL in your possession.
Killing Tsuneo with the HANDGUN can take forever.

_____________________________________________

Character: Yorito Nagai
22:00/Grade/Middle School - Blitz
Mission 1: Destroy Hiroshi Okita
Archive items: #91

Run forward and follow the curved road to the east. Retrieve the TOOLBOX from
the shelter on the lefthand side of the road. Kill the patroling Yamibito and
steal his MILITARY SHOVEL.
Head back past the school gate and make your way along the road to the
LIGHTHOUSE. Another Kou-Yamibito patrols this area, so sightjack his movements.
Retrieve the FLOOR JACK from behind the group of six crates (in the centre of
the vacant lot, just north of the large DISPOSAL TANK).
Return to the school gate and enter it. Hide behind the TURTLE STATUE when the
Kou-Yamibito is moving westward. Walk behind the small wooden structure to the
west of the TURTLE STATUE. Near the south-west corner of the structure you will
find a spot to dig, but you must follow the instructions on the Time Capsule
Map before the digging spot is revealed to you. From the turtle's ass walk
three steps forward, five steps left and two steps right. Retrieve the [Time
Capsule #91] and LIGHTHOUSE FUSE.
Repair the flat tyre and get inside the truck. Retrieve the TNT from the
passenger seat. Drive the truck outside the school gate and park it just east
of the RABBIT HUTCH. Climb onto the truck to access the upper level near the
INCINERATOR. Crouch behind the ledge and sightjack Hiroshi, the sniper who
guards the path to the PLAYGROUND. When he turns towards the PLAYGROUND,
quietly climb the ledge and ambush him.

Mission 2: Annihilate Yamirei and Destroy Hiroshi Okita
Archive items: #95

Run up the curved road and retrieve the TOOLBOX from the shelter on the
lefthand side of the road. Kill the patroling Yamibito and steal his MILITARY
SHOVEL. Retrace your steps and approach the LIGHTHOUSE. A Kou-Yamibito patrols
this area, so sightjack his movements. Retrieve the FLOOR JACK from behind the
group of six crates (in the centre of the vacant lot, just north of the large
DISPOSAL TANK) and make your way to the truck in the school grounds. Repair the
flat tyre and get inside the truck. Retrieve the TNT from the passenger seat.
Drive the truck through the vacant lot and run over the Yamirei until you are
instructed to return to the school grounds. Run over the Yamirei in the school
grounds, then destroy the Yamirei outside the front gate. You can run over the
Kou-Yamibito and Yamibito as well, but ensure you hit them with enough force to
drop them.
Park the truck just east of the RABBIT HUTCH. Climb onto the truck to access
the upper level near the INCINERATOR. Retrieve the PLAYGROUND KEY from the
INCINERATOR and sightjack Hiroshi, who now guards the STAGE STOREROOM. Stand
behind the ledge and wait for Hiroshi to look toward the small wooden
structure. Climb the ledge, crouch-run through the PLAYGROUND gate and ambush
him. Retrieve the FLARE GUN from the ground and move back to the INCINERATOR
(ensure that Hiroshi is left with the SHOVEL). Stand at the top of the steps
that lead to the INCINERATOR and shoot the FLARE GUN into the school. Jump into
the truck once more and destroy the remaining Yamirei in the school yard.
Your final task is to hunt down Hiroshi one last time. [Old Scroll - Chapter 3
#95] is automatically added to the archive.

_____________________________________________

Character: Yorito Nagai
23:00/Yamijima Island/Shiofurihama - Decisive Battle
Mission 1: Defeat Takeaki Misawa
Archive items: #94

Note: Thanks to the many GameFaqs Siren fans who submitted strategies for this
mission. As many of them were similar I have consolidated them into a single
strategy.
Inspect the name on the hull of the boat to receive [National Sports #94].
Run up to the LIGHTHOUSE and wait on the southern side, concealed from view.
Sightjack Misawa and wait for him to ascend the stairs. When he begins to
descend the stairs, sneak after him but wait at the top of the stairs. Snipe
Misawa and pummel his back with bullets when he is at the bottom of the stairs
(don't shoot too soon or he'll turn and gun you down). Quickly hide on the
eastern side of the LIGHTHOUSE, reload and sightjack Misawa again. If he stops
near the top of the stairs and loses interest, simply repeat the process until
he is dead. If he pursues you, run around the LIGHTHOUSE to the southern side
and he should lose your scent.

Mission 2: Defeat Otoshigo
Archive items: #97

Sprint to the LIGHTHOUSE and place the FUSE in the switch box. Shoot Otoshigo
from the safety of the LIGHTHOUSE gate. After you've ploughed Otoshigo for a
good minute or two, start the GENERATOR in the boat hull and stand on the
opposite side of the DISPOSAL TANK. Lure Otoshigo towards it. A cutscene will
reveal Otoshigo becoming lodged in its side. Now run to the boat and throw the
LIGHT BULB at Otoshigo (just press the throw button like crazy, even if he is
out of range. His attack is swift and fatal). [ENDING #1]. [Yambito's Picture
Diary #97] is automatically added to the archive.

_____________________________________________

TAKEAKI MISAWA MISSIONS (Bald Ground Self-Defence Force Serviceman)
_____________________________________________

Character: Takeaki Misawa
04:00/Gold Ming Co. Housing - Apparition
Mission 1: Reach the road to Yamijima Harbour
Archive items: #57

[Military P.R. Magazine #57] automatically added to the archive.
Kill your torch, take three steps forward and snipe the two soldier Shibito who
are directly ahead of you (one is moving to the right, one is moving towards
you). They will both emerge from the gloom, so just be patient.
Move forward to the corner of south-east corner of the A-BUILDING, but remain
against the east wall. Aim through the bushes towards the north-west corner of
the B-BUILDING and another soldier Shibito will soon emerge. Snipe him and
reload.
Sprint down the road between the A-BUILDING and the B-BUILDING but pause before
the north-west corner of the B-BUILDING, as another soldier Shibito waits just
around the corner. Shield yourself behind the street lamp, flick your torch on
and snipe him at close range.
Run towards the STAIRS TO C-BUILDING, then sprint like the clappers to the exit
point.

Mission 2: Reunite with the Girl
Archive items: #1, #58

Kill your torch and make your way to the letterbox that is attached to the wall
beside the doorway of apartment A-103. Retrieve the APARTMENT KEY.
Ascend the stairs to A-304 and trigger the cutscene by opening the balcony
door. Restart from the CHECKPOINT.
Sprint to the ground floor and wait on the inside of the A-BUILDING doorway
with your gun aimed at the door. Kill the first soldier Shibito, close the
door again, then wait for his partner to enter. Kill the second soldier
Shibito, exit the building and wait at the north-east corner of A-BUILDING near
the street lamp. Aim southwards and snipe the soldier Shibito who waits up
ahead. Enter the B-BUILDING east door, crouch-walk up the stairs and shoot the
soldier Shibito guarding the upper stairwell. Enter B-302 and retrieve the
ELECTRICAL CORD from the top of the television set.
Restart from the CHECKPOINT and return to the B-BUILDING east doorway.
Beside the B-BUILDING east door is a small storage shed that contains a gas
cylinder. Open the valve on the gas cylinder. Enter the B-BUILDING east door
and set the FIRING DEVICE near the B-102 doorway. Return outside and activate
FIRING DEVICE (lying on the ground just outside the B-BUILDING east doorway).
The explosion opens the door to B-102.
Restart from the CHECKPOINT, enter B-102 and wait just inside the kitchen. Aim
your sight towards the living room doorway and wait for an armed Shibito to
appear. Kill him, enter the living room and follow the balcony to B-104.
Note: This next part is highly unpredictable, as Shibito locations are affected
by various factors, such as the proximity of gunfire noise.
Wait at the west end of the balcony and aim your sight back towards B-102. Kill
any Shibitos who emerge from B-102, then shoot the soldier Shibito who should
emerge right in front of you from B-104. Sprint through B-104 and obtain
[Yaminabe #58] from the kitchen sink.
Crouch-run up the stairs to B-204 but take heed of the proximity warning sound
as there is often a soldier Shibito posted on the first flight of stairs.</pre><pre id="faqspan-2">
Retrieve the LIGHT BULBS from the box in the bedroom and make your way to the
rooftop. Shibito Sergeant Okita (the sniper who shot at you in A-304) is
positioned in the centre of the rooftop. Crouch-walk behind him and pop him in
the head.
Restart from the CHECKPOINT, run downstairs and wait just inside the kitchen in
B-104. Aim your sight towards the living room doorway and wait for an armed
Shibito to appear. Immediately exit B-104 but wait just outside the B-104
doorway. Aim your sight at the B-102 doorway and pop the two soldier Shibito
who enter the building. Leave B-BUILDING and sprint clockwise around A-BUILDING
to the western entrance. Ascend the stairs to A-304, enter A-304 and cross the
balcony to A-301 (fans of Forbidden Siren 1 will be pleased to see a familiar
heroine in A-301). [Shintokumaru Magazine #1] is automatically added to the
archives.

_____________________________________________

Character: Takeaki Misawa
13:00/Yamijima Island/Fort Ruins #1 - Nothingness
Mission 1: Keep Ichiko Yagura alive. Escape from Fort Ruins.
Archive items: none

Jump off the cliff, kill the Yamibito and follow Ichiko to the POWER CONTROL
STATION. Ichiko will then run back towards BUNKER 4 and will escape through a
hole in the Yamibito blockade. Follow Ichiko and gun down any Yamibito that
block her route to the hole (your torch will momentarily blind enemies). Steal
the guns of fallen enemies and enter the tunnels via the stairway opposite
BUNKER 1.
Proceed forward with your torch lit and kill the Yamibito in the AMMO SHAFT.
Exit via the south-west passage and crouch-run up the stairs to the BARBETTE
REMAINS (S). Hide in the southern nook beside the stone steps and scan the
upper ledge between the BARBETTE REMAINS (S) and the BARBETTE REMAINS (N) for a
stationary sniper Yamibito. If he's there, pop him. If he is not there, quickly
run up the stone steps and make your way along the clifftop in the direction of
BUNKER 4. Consult your map and locate the shaded area that bleeds into BUNKER
4. Drop off the edge of the cliff on the south side of the shaded area and exit
via the large tunnel.

Mission 2: Escape from Fort Ruins with Ichiko Yagura
Archive items: #71

Jump off the cliff, kill the Yamibito and follow Ichiko to the POWER CONTROL
STATION. Switch on the breaker and instruct Ichiko to hide.
Command Ichiko to follow you and run into the tunnels via the stairway opposite
BUNKER 1. Take the first turn on your right and follow the lefthand wall.
Follow the passage down the stairs towards the WEAPON STORAGE AREA, but
place a light bulb in the socket before the WEAPONS STORAGE AREA so that you
may snipe the Yamibito who guards this level. Set bulbs in the sockets along
the east wall and kill the Yamirei who block Ichiko's path. Proceed to the
narrow passage that lies between WEAPON STORAGE #2 & #3. Kill your torch and
throw a SMOKE CANDLE at the deadend wall to reveal [Ke-uke-gen #71].
Exit via the stairs near WEAPON STORAGE #3 and follow the tunnel to the right
until you arrive at the debris path south of the BARBETTE REMAINS (S).
Hide in the southern nook beside the stone steps and scan the upper ledge
between the BARBETTE REMAINS (S) and the BARBETTE REMAINS (N) for a stationary
sniper Yamibito. If he's there, pop him. If he is not there, quickly run up the
stone steps and make your way along the clifftop in the direction of BUNKER 4.
Consult your map and locate the shaded area that bleeds into BUNKER 4. Drop off
the edge of the cliff on the south side of the shaded area and exit via the
large tunnel.

_____________________________________________

AKIKO KIYOTA MISSIONS (Clairvoyant)
_____________________________________________

Character: Akiko Kiyota
00:00/Yamijima Island/Houya - Uneasiness
Mission 1: Reach the road to Uryuga Forest with Soji Abe
Archive items: #36

Follow the tutorial prompts and drive the truck using R1 to accelerate and R2
to reverse. Press the square button to diperse the Shiryos with the headlights.
Park the truck beside the B-BUILDING and use it as a step ladder to climb up to
B-201. Kill the Shiryos with your torch (press 'up' on the directional pad for
first person view) and retrieve the UMBRELLA.
Head downstairs to B-101 and meet up with Soji Abe. Retrace your steps back
through B-201 to the truck. Climb inside it to get [Akiko's Driver's License
#36].
Reverse the truck back onto the road and park it between the CHILDREN'S PARK
and B-BUILDING. Proceed on foot to the A-BUILDING eastern doorway and ascend
the stairs to the third floor. Kill any Shibito you encounter and upgrade your
own weapon by stealing theirs. The door to A-301 is locked, but the ventilation
window beside the door is open. Climb through it to retrieve the CAMERA.
Return to the truck and drive it between B-BUILDING and A-BUILDING, mowing down
any Shibito that get in your way. Park the truck beside the wire fencing at the
south-west corner of A-BUILDING (use the map to orient 'north'). Press R3 (the
right thumbstick) to sound the horn and quickly exit the vehicle.
After the cutscene, run back down the road between A-BUILDING and B-BUILDING
and proceed anti-clockwise around A-BUILDING until you reach the exit point.

Mission 2: Reach the road to Seresu
Archive items: #3, #4, #37, #38

Walk forward and the screen will flash momentarily. Use sightjack to reveal a
psychic impression of a small boy playing with a robot.
Drive the truck like a maniac and run over a Shibto. Ensure he is dead, then
steal his weapon.
Consult your map and proceed to the eastern door in the A-Building that leads
to A-102. Immobilise any Shibito who cross your path and steal their weapons.
As you enter the door to A-BUILDING another psychic flashback will occur
revealing a poster with a robot and #203 on it.
Leave A-BUILDING and enter the western door that leads back into A-BUILDING.
Go up to A-204 and walk along the outer balcony to access A-203. Search the
cupboard for [Robo Zoo #37], then collect the TRAFFIC BARRIER KEY that falls
from the robot.
Make your way back through A-204 and ascend the stairs to the rooftop. Avoid
the rooftop Shibito and retrieve the WIRE from the west end of the rooftop.
Return to the ground floor and use the TRAFFIC BARRIER KEY to remove the
TRAFFIC BARRIER (located near the south-east corner of A-BUILDING).
Return to the truck and drive it between B-BUILDING and A-BUILDING, mowing down
Shibito that get in your way. Park the truck beside the wire fencing at the
south-west corner of A-BUILDING. Press R3 (the right thumbstick) to sound the
horn and quickly exit the vehicle.
After the cutscene, run back down the road between A-BUILDING and B-BUILDING
and proceed anti-clockwise around A-BUILDING. Kill your torch and crouch-run
behind the sniper Shibito as he investigates the truck. Examine the plant on
the wire fence just behind him to get [Yami Akebi #38].
Retrace your steps and return to the truck. Get in the truck and park it by the
barricaded gate in the north-east corner of the map. Tie the wire to the fence
and enter the truck to end the level. [News Paradox #3] and [National Times #4]
are automatically added to the archives.

_____________________________________________

Character: Akiko Kiyota
15:00/Yamijima Island/Aonoku - Wandering
Mission 1: Destroy Ryuhei Mikami
Archive items: #80, #81, #82

Enter the front gate of MIKAMI'S HOUSE and retrieve the BACKDOOR KEY from under
the FLOWERPOT in the north-western section of the front garden.
Run around to the other side of MIKAMI'S HOUSE and enter the backdoor. Retrieve
the ANUNNAKI REMAINS (CLAW) and Ryuhei's Notebook #80] from the kitchen. Return
to the front of MIKAMI'S HOUSE and approach the gardening shed. Use sightjack
to reveal a psychic impression of the combination lock code. Open the gardening
shed and retrieve the TROWEL.
Leave MIKAMI'S HOUSE to trigger a cutscene. Run towards the shoreline, passed
the FISHING SHACK and up to the path to the SHRINE, killing the Yamibito who
get in your way. Retrieve the MEKKOJU from the SHRINE. A Yamibito with a
HANDGUN guards the path west of ASANO'S HOUSE. Ambush her with the torch and
steal her gun. Return to MIKAMI'S HOUSE, but do not waste bullets on the
Yamibito.
Ryuhei (now a monstrous giant Kou-Yamibito) patrols the path around MIKAMI'S
HOUSE. Sightjack Ryuhei and lure him out. When he is on your tail, sprint into
the backdoor of MIKAMI'S HOUSE and crouch-hide in the KITCHEN. Ryuhei will
growl for a while in the KITCHEN doorway because he is too big to fit through
the opening. Eventually he will lose interest and walk away. At this point,
when his back is exposed, you can shoot him from the safety of the KITCHEN.
Take your time and ensure that you only aim for his back, as his front is
impervious to damage. If Ryuhei fails to go down after the first strike,
simply repeat the process until he expires. [Ryuhei's Research Notes #81] and
[Photo of Father and Son #82] are automatically added to the archive.

Mission 2: Find out the secret of Kanae
Archive items: none

Wait for Ryuhei to leave MIKAMI'S HOUSE, then enter the front gate. Approach
the gardening shed and use sightjack to reveal a psychic impression of the
combination lock code. Open the gardening shed and retrieve the TROWEL.
Run towards the shoreline, passed the FISHING SHACK and up to the path towards
the SHRINE. Kill the Yamibito at the bottom of the long winding stairway and
use sightjack near the bottom of the stairs to reveal a psychic impression of a
hand rake. Squeeze through the gap in the wall opposite the street lamp and
retrieve the HAND RAKE. Return through the gap to the winding stairway and
proceed up the stairs to the SHRINE. Use sightjack to reveal a psychic
impression of a knife. Avoid the Yamibito with a HANDGUN who guards the path
west of ASANO'S HOUSE. Retrieve the ROPE from the CABLE LIFT and open the gate
of ASANO'S HOUSE. Retrieve the KNIFE from the yard to end the level.

_____________________________________________

SOJI ABE MISSIONS (Temporary Worker)
_____________________________________________

Character: Soji Abe
03:00/Yamijima Island/Fort Ruins #1 - Stand-in
Mission 1: Reach the road to Hidaru with Shu Mikami
Archive items: #54, #55

[Afternoon Prince #54] and [Da Gama Magazine #55] are automatically added to
the archive. Walk backwards and lead Shu Mikami out of the tunnel. Lead Shu
down the stairwell opposite BUNKER 4 and instruct him to hide in the darkness.
Sightjack the sniper Shibito who watches over the BUNKERS and make a series of
dashes for the POWER CONTROL STATION when he is looking in the opposite
direction - always remain close to the east wall. Enter the POWER CONTROL
STATION and switch the BREAKER off.
Enter the tunnels via the stairwell opposite BUNKER 1 and take the first turn
on your right. Kill the Shibito and steal his weapon. On your map, you should
be standing near a short deadend. Take the path opposite the short deadend and
descend the stairs to the WEAPON STORAGE area. Kill the Shibito in the WEAPON
STORAGE area. Search WEAPON STORAGE #3 for an OIL DRUM LID.
Ascend the stairs near WEAPON STORAGE AREA #3 and turn left at the top.
Retrieve the STOREROOM KEY from the deadend passage. About-face and follow the
tunnel until you are outside. Scale the debris to BARBETTE REMAINS (S). Ascend
the stone steps in BARBETTE REMAINS (S) and crouch-run in the direction of
BUNKERS 3 & 4. Kill the soldier Shibito who is stationed in the middle of the
cliff. Steal his RIFLE and jump off the cliff. Rescue Shu from his hiding spot
opposite BUNKER 4 and lead him to the OIL DRUM located under a tree opposite
BUNKER 1. Move the OIL DRUM, attach the lid and climb to safety.

Mission 2: Find a fossil
Archive items: #56, #59

Walk backwards and lead Shu Mikami out of the tunnel. Lead Shu down the
stairwell opposite BUNKER 4 and instruct him to hide in the darkness. Sightjack
the sniper Shibito who watches over the BUNKERS and make a dash for BUNKER 2
when he is looking in the opposite direction. Retrieve the SCANTLING from the
floor and lure the Shibito into the HUNTING TRAP in the open doorway by
shouting. Kill him and retrieve the WOODEN BAT.
Enter the tunnels via the stairwell opposite BUNKER 1 and proceed forward to
the AMMO SHAFT. Kill the Shibito in the AMMO SHAFT and exit via the north-west
tunnel that opens onto BARBETTE REMAINS (N). Crouch-run up the stone steps and
sneak up behind the sniper Shibito who watches over the stone steps in BARBETTE
REMAINS (S). Club him to death with the WOODEN BAT and steal his RIFLE (be sure
you have both the WOODEN BAT and the RIFLE). Run in the direction of BUNKERS 3
& 4 and jump off the cliff. Rescue Shu from his hiding spot opposite BUNKER 4
and lead him into the tunnels via the entrance opposite BUNKER 1.
Proceed forward to the AMMO SHAFT. Kill the Shibito in the AMMO SHAFT and exit
via the north-west tunnel that opens onto BARBETTE REMAINS (N). Once you are
standing in BARBETTE REMAINS (N), crouch-walk into the northern tunnel and
sneak up behind the soldier Shibito. Shoot him and proceed forward, taking the
first turn on your right down into the WEAPON STORAGE area. Kill the Shibito
and inspect the sealed doorway at WEAPONS STORAGE #2. Ensure that you have the
WOODEN BAT equipped and break through the wall. Lead Shu into WEAPONS STORAGE
#2 to end the level. [UMA Fossil #56] and [Soji's Cigarettes #59] are
automatically added to the archive.

_____________________________________________

Character: Soji Abe
12:00/Yamijima Island/Shinari Mountain Trail - Dread
Mission 1: Head towards Aonoku with Akiko Kiyota
Archive items: #2, #69

[Photo of Soji and Ryuko #69] is automatically added to the archive. Follow the
path and enter the gate that is inbetween the GOLD MINING CO and the MATERIALS
WAREHOUSE. Climb the ladder and enter the GOLD MINING CO building to trigger a
cutscene. Immediately after the cutscene, place a HUNTING TRAP directly before
you and concentrate on killing the Yamibito who threatens Akiko. Kill the
second Yamibito caught in the HUNTING TRAP and exit via the western door.
Follow the path and jump the gap until you are outside the PRESSURE MACHINE
ROOM. Descend the stairs and open (but do not enter) the WORK ROOM door. Lure
the Yamibito into the HUNTING TRAP and club it to death. Retrieve the CABLE
LIFT KEY from the desk inside the WORK ROOM and exit via the northern door.
Descend the stairs and sightjack the sniper Yamibito who waits on the rooftop.
He will look left, then straight ahead, then right, then straight ahead, then
left again. When he turns from his right view to his straight ahead view,
sprint up the path to the CABLE LIFT. Unlock the SWITCHBOX in the CABLE LIFT
and activate the switch.
Return halfway down the path and follow the other fork to the west, but again,
be wary of the sniper. The exit point is marked on the map. [Ryuko's Diary #2]
is automatically added to the archive.

Mission 2: Solve the mystery with Akiko Kiyota
Archive items: #70, #72, #73

Note: This level is often easier if you race ahead of Akiko and clear her path
of enemies. Don't forget to set HUNTING TRAPS to immobilise Yamibito.
Race ahead of Akiko and pass through the gate that is inbetween the GOLD MINING
CO and the MATERIALS WAREHOUSE. Climb the ladder and enter the GOLD MINING CO
building.  Use your torch and bat to thin out the Yamirei before Akiko arrives,
then protect Akiko from the remaining Yamirei. The second they are all dead,
sprint downstairs and retrieve the NAIL. Inspect the fusebox and switch on the
lights. Return upstairs and exit via the western door.
Follow the path and jump the gap until you are outside the PRESSURE MACHINE
ROOM. Descend the stairs and save Akiko from the Yamibito who has her
cornered by the gate.
Follow Akiko through the WORK ROOM and exit via the northern door. Descend the
stairs and kill the Yamibito under the WORK ROOM stairs. Follow Akiko to the
CABLE LIFT and kill the Yaimbito who guards the fork in the path.
Follow Akiko to the PASSAGE HOLE and switch on the lights on the SWITCH BOX
(attached to the street lamp) as you pass it. Kill the two Yamibito who ambush
you near the PASSAGE HOLE. Run halfway up the STEPS OF PAIN and smash the
padlock on the gate. Set a HUNTING TRAP to ensare the Yamibito who emerges
from the WORK ROOM and beat him to death. Ascend the stairs and jump the gap.
Return through the GOLD MINING CO building and jump the gap onto the roof of
the MATERIALS WAREHOUSE. Drop to the ground and retrieve the UNDERGROUND
PASSAGE KEY from the MATERIALS WAREHOUSE. Enter the eastern gate, follow the
tunnels and take the right fork to get [Message Bottle #70] near the water.
Return to the fork and take the left path up the stairs. Sneak behind the
boulder and throw the CAMERA to end the level. [Golden Ohsho #72] and
[Fortune-telling File #73] are automatically added to the archive.

_____________________________________________

Character: Soji Abe
19:00/Yamijima Gold Dredge - Agony
Mission 1: Escape to the road to Houya
Archive items: none

Quickly kill your torch and crouch behind the nearest mining cart - a sniper up
ahead has you in his sights. Sightjack his view, then sneak up the stairs and
ambush him with the torch and bat when he's not looking. Steal his RIFLE and
proceed to the INCLINE CONTROL ROOM. Inspect the switch on the wall and call
the trolley to the ground floor. Kill the Yamibito who patrols the INCLINE,
descend the stairs and hop on top of the trolley to trigger a cutscene.
Switch off your torch and crouch-run along the left wall until you reach the
light switches.  Turn them on and sightjack the Yamibito outside the BREAK
ROOM. Afraid of the light, he will run past the ORE PROCESSING PLANT and
disappear outside. Follow him to the exit point.

Mission 2: Reunite with the dog
Archive items: #85, #86

Quickly kill your torch and crouch behind the nearest mining cart - a sniper up
ahead has you in his sights. Sightjack his view, then sneak up the stairs and
ambush him with the torch and bat when he's not looking. Steal his RIFLE and
proceed to the INCLINE CONTROL ROOM. Inspect the switch on the wall and call
the trolley to the ground floor. Kill the Yamibito who patrols the INCLINE,
descend the stairs and hop on top of the trolley to trigger a cutscene.
Switch off your torch and crouch-run along the left wall until you reach the
light switches. Turn them on and sprint to the northern door of the BREAK ROOM.
Enter the STOREROOM and retrieve the [Dog Whistle #85]. Sprint back to the
STEEL DOOR and down the INCLINE. Retrieve the BLOWER MACHINE ROOM KEY from the
GUARDHOUSE. Return up the INCLINE to the BLOWER MACHINE ROOM and use the DOG
WHISTLE. Return to down the INCLINE to the area behind the GUARDHOUSE.
[Soji's Lighter #86] is automatically added to the archive.

_____________________________________________

Character: Soji Abe
24:00/Yamijima Lighthouse - Lost World
Movie Stage
Archive items: #98

[National Times #98] is automatically added to the archive. [ENDING #3].

_____________________________________________

SHIGERU FUJITA MISSIONS (Police Officer)
_____________________________________________

Character: Shigeru Fujita
-05:00/Yamijima Gold Dredge - Omen
Mission 1: Reach the road to Houya
Archive items: none

Move forward and collect the GUARDHOUSE KEY and HAMMER from the BLOWER MACHINE
ROOM. Run down the INCLINE slope and retrieve the TORCH from the GUARDHOUSE.
Return to the upper level and proceed forward through the STEEL DOOR until you
trigger a cutscene.
The Shiryos (smokey demons with flickering faces) are vulnerable to light. Use
the torch in first person view (press 'up' on the directional pad) to destroy
them.
Slowly make your way to the STOREROOM located inside the BREAK ROOM and
retrieve the WIRE. Note the exit point on the map (beyond the ORE-PROCESSING
PLANT) and make your way there, slowly destroying the Shiryos as you proceed.

Mission 2: Find Ferry
Archive items: #10

Run forward and collect the GUARDHOUSE KEY and HAMMER from the BLOWER MACHINE
ROOM. Run down the INCLINE slope and retrieve the TORCH from the GUARDHOUSE.
Return to the upper level and proceed forward through the STEEL DOOR until you
trigger a cutscene.
Kill the Shiryos with the torch and proceed through the warehouse to the
ORE-PROCESSING PLANT. Retrieve the INCLINE CONTROL ROOM KEY and make your way
back to the INCLINE CONTROL ROOM. Ascend the stairs to the upper storey and
look out the window. [Shikai News #10] is automatically added to the archive.

_____________________________________________

Character: Shigeru Fujita
05:00/Yamijima Island/Fort Ruins #1 - Reunion
Mission 1: Escape from Fort Ruins with Ichiko Yagura
Archive items: #60

Shoot Tsuneo Ohta at close range as he approaches, then turn around and
retrieve [Tsukasa's Dog Collar #60] from the rear of the tunnel. Reload and
proceed forward to the POWER CONTROL STATION. Switch the breaker off, but turn
the POWER CONTROL STATION light on (the switch is located near the doorway).
Consult your map and enter the underground tunnels via the stairway that is
opposite BUNKER 1. Make your way to the AMMO SHAFT and kill the soldier Shibito
at close range. Steal his weapon but ensure that you are still carrying the
HANDGUN.
Orient your map so that north is upwards, then proceed through the northwest
tunnel and up the stairs until you arrive in the BARBETTE REMAINS (N).
Ascend the stone steps and consult your map. You must instruct Ichiko to hide
in the crumbling debris that lies just ahead, where she will find a KEY.
Ask Ichiko to follow you and descend the stairs back to BARBETTE REMAINS (N).
Orient your map so that north is upwards, then crouch-run into the northern
tunnel with your torch turned off. Follow the lefthand wall and you will arrive
at an L-shaped deadend that contains a MILITARY SHOVEL. Ensure that you do not
swap it for your HANDGUN.
Near the entrance of the L-shaped deadend you will notice a soldier Shibito who
has his back to you. Kill your torch, crouch-walk and shoot him from behind.
Take his 9MM MACHINE PISTOL, but ensure that you still carry the MILITARY
SHOVEL.
Turn off your torch and take the first turn on your right, descending the
stairs to the WEAPON STORAGE area. Locate and kill the soldier Shibito and
proceed to the other side of the WEAPON STORAGE AREA. Move upstairs and turn
right, then left to reach a tunnel that is blocked by dirt. Clear the path with
the shovel, then proceed onward to the exit point.

Mission 2: Reach Weapon Storage #2 with Ichiko Yagura
Archive items: #9

Shoot Tsuneo Ohta at close range as he approaches, then reload and proceed
forward to the POWER CONTROL STATION. Switch the breaker off and enter the
underground tunnels via the stairway that is opposite BUNKER 1.
Make your way to the AMMO SHAFT and exit via the northwest tunnel that leads to
the BARBETTE REMAINS (N). Crouch-run into the northern tunnel with your torch
turned off. Sneak up behind the soldier Shibito and shoot him in the head.
Steal his 9MM MACHINE PISTOL and take the first turn on your right, descending
the stairs to the WEAPON STORAGE area.
A soldier Shibito lurks in WEAPON STORAGE #2. Ambush him, but be sure to walk
forward as you gun him down. Escort Ichiko into WEAPON STORAGE #2 to complete
the level. [Shikai News #9] is automatically added to the archive.

_____________________________________________

ICHIKO YAGURA MISSIONS (female student in school dress)
_____________________________________________

Character: Ichiko Yagura
01:00/Bright Win/Freight Room - Loss
Mission 1: Escape to Forward Deck
Archive items: #39, #40, #41

[Ichiko's Student I.D. #39] is automatically added to the archive.
Sightjack the Shibito who approaches the door of the B1 FREIGHT ELEVATOR. When
he turns away from the elevator, run to the elevator door and ride the elevator
upwards to the next level. Quickly crouch-run past the top of the stairwell and
turn right, resting halfway up the long flight of stairs. A sniper Shibito is
directly above you, so slowly creep forward and wait at the point near the top
of the stairs where the handrail ends. Sightjack the sniper Shibito (he looks
in two directions - down a long 1st floor hallway and then turns to look at the
top of the stairwell). When he is looking down the 1st floor hallway, crouch-
run up the stairs and turn right at the top. Proceed forward until you arrive
at the WHEELHOUSE.
Retrieve the CABIN KEY and [Riko's Record #41]. Exit the WHEELHOUSE via the
south door and wait at the bottom of the steps. The sniper Shibito you avoided
earlier is stationed at the end of the hallway. Consult your map and locate the
nearest white locked door. Sightjack the sniper Shibito and wait for him to
look towards the stairwell. When it is safe, crouch-run to the locked door (but
do not enter it). Sightjack the shibito who wanders the 1st floor hallways.
When he enters the SECOND-CLASS CABIN that is lined with bunks, quickly open
the door and run around to the THIRD-CLASS CABIN (it contains a television).
Retrieve the FISHING LINE AND HOOK.
Sightjack the shibito who wanders the 1st floor hallways again and wait for him
to walk past the open door that you unlocked with the key. Quickly run to the
SECOND-CLASS CABIN that is lined with bunks and retrieve the [Origami Letter
#40]. Now run through the hallway to the ENTRANCE and make your way to the
STARBOARD DECK. Examine the wire grate on the STARBOARD DECK and retrieve the
CRANK HANDLE. Place the CRANK HANDLE on the BOAT DAVIT, then proceed forward to
the FORWARD DECK.

Mission 2: Escape from the Ferry with Shigeru Fujita
Archive items: #42, #49

Wait near the rear of the FREIGHT ROOM. A shibito will appear from the elevator
and give chase. Let him close in on you, then quickly dart around the column
and race for the FREIGHT ELEVATOR. Ride it up to the next level.
Run past the stairwell, turn right and rest halfway up the long flight of
stairs. A sniper Shibito is directly above you, so slowly creep forward and
wait at the point near the top of the stairs where the handrail ends.
Sightjack the sniper Shibito (he looks in two directions - down a long 1st
floor hallway and then turns to look at the top of the stairwell).
When he is looking down the 1st floor hallway, crouch-run up the stairs and
turn right at the top. Proceed forward until you arrive at the WHEELHOUSE.
Retrieve the CABIN KEY and wait for the phone to ring. Answer the phone and
then exit the WHEELHOUSE via the south door.
Wait at the bottom of the steps - the sniper Shibito you avoided earlier is
stationed at the end of the hallway. Consult your map and locate the nearest
white locked door. Sightjack the sniper Shibito and wait for him to look
towards the stairwell. When it is safe, crouch-run to the locked door (do not
enter it). Sightjack the shibito who wanders the 1st floor hallways. When he
enters the SECOND-CLASS CABIN that is lined with bunks, quickly open the door
and run around to the ENTRANCE. Proceed through the doorway to the left of the
reception desk and descend the stairs to B2. When you reach a locked door,
shout to gain Shigeru Fujita's attention.
Lead Shigeru to the ENGINE CONTROL ROOM, but ensure that he is in front of you.
Allow Shigeru to shoot the Shibito, then enter the ENGINE CONTROL ROOM and
retrieve the CROWBAR.
Sightjack the new Shibito who has appeared overlooking the south side of the
balcony on the 2nd floor. Retrace your steps to the ENTRANCE.
Run halfway up the south side stairs to the 2nd floor, then straight back
downstairs again to block his passage to the 1st floor hallway. Chase him
through the STARBOARD DECK to the FORWARD DECK. Corner him, kill him and take
his [Trophy #42]. If you manage to lose him, sighjack his position and try
again. Note: Often he will hide in the WHEELHOUSE, then loop back to his
original position, overlooking the south side of the balcony on the 2nd floor.
If this occurs, you must follow him to the WHEELHOUSE and then back again.
Eventually he WILL run to the FORWARD DECK.
Return through the STARBOARD DECK and locate Shigeru on your way back down to
the ENGINE CONTROL ROOM. Do not enter the ENGINE CONTROL ROOM, but pass by it
and ascend the stairs to the exit point. [Shigeru's Apology Letter #49] is
automatically added to the archive.

_____________________________________________

Character: Ichiko Yagura
08:00/Yamijima Island/Shiofurihama - Lone Shadow
Mission 1: Hide in Stage Storeroom
Archive items: #66

Run straight ahead and follow the lefthand wall. The truck will run over a
Shibito on the road - steal her IRON and continue following the lefthand wall.
Scale the MAIN GATE and hide behind the TURTLE STATUE. The second the
truck pulls away from the TURTLE STATUE, run in a clockwise direction around
the school and remain close to the building. Run up the stairs to the
INCINERATOR and deal with any Shibito who cross your path. Light the
INCINERATOR, return down the stairs and run past the RABBIT HUTCH. Wait at the
bottom of the stairs that lead to the STAGE STOREROOM. A sniper Shibito will
walk from the direction of the STAGE STOREROOM to investigate the INCINERATOR.
When the coast is clear, run up the stairs to the STAGE STOREROOM.
Inspect the open doorway and retrieve [Yamijima History Book #66] from the
cart. Move to the rear of the STAGE STOREROOM and break the lefthand window to
gain access.

Mission 2: Escape from Grade/Middle School
Archive items: #67

Run straight ahead and follow the lefthand wall. The truck will run over a
Shibito on the road - steal her IRON and continue following the lefthand wall.
Scale the MAIN GATE and hide behind the TURTLE STATUE. The second the truck
pulls away from the TURTLE STATUE, run in a clockwise direction around the
school and remain close to the building. Run to the RABBIT HUTCH and retrieve
the CUTTING KNIFE.
Run up the stairs to the INCINERATOR and deal with any Shibito who cross your
path. Light the INCINERATOR, return down the stairs and run passed the RABBIT
HUTCH. Wait at the bottom of the stairs that lead to the STAGE STOREROOM. A
sniper Shibito will walk from the direction of the STAGE STOREROOM to
investigate the INCINERATOR. When the coast is clear, run up the stairs to the
STAGE STOREROOM. Inspect the righthand rear window of the STAGE STOREROOM and
use the CUTTING KNIFE to cut through the curtains. Retrieve the NAIL BOX.
Follow the northern wall and return to the INCINERATOR via the upper path (the
sniper has moved to the lower level). Retrieve the [Student's Picture Diary
#67] from beside the INCINERATOR. Scatter the NAIL BOX on the road near the
bottom of the stairs that lead to the INCINERATOR. Run in a counter-clockwise
direction around the school to get the attention of the truck driver, then lure
him back towards the nail trap.
After the cutscene, crouch-walk past the RABBIT HUTCH and sneak up behind the
sniper Shibito who waits at the bottom of the stairs that lead to the STAGE
STOREROOM. Whack him and exit the level via the hole in the wall created by the
runaway truck.

_____________________________________________

SHU MIKAMI MISSIONS (Novelist/Blind Man/Small Boy)
_____________________________________________

Character: Shu Mikami
-03:00/Aonoku Settlement/Mikami's House, 2nd Floor - Tragedy
Mission 1
Archive items: #17

The game is deliberatly obscure and vague to begin with, so don't freak - just
go with it. All will be revealed...
Inspect the [Mermaid Princess Book #17] in the centre of the room. Open the
door and walk downstairs.

Mission 2: Escape from Aonoku Settlement
Archive items: #11, #18, #19

Begin by searching the closet for [Robo Beast #19], then exit the room via the
open window. Shu can't use sightjack, so you must use stealth to avoid
villagers. Turn to your left and look towards the streetlamp. A villager with a
torch will appear near the corner. Wait for him to walk back towards the sea,
then crouch-walk and follow him. Hide on the top of the MIKAMI HOUSE front
steps and wait for him to pass by again before crouch-running down to the
FISHING SHACK. Opposite the FISHING SHACK is a break in the wall where you can
run along the shoreline to find [Fisherman's Note #18].
Return to the FISHING SHACK and look back towards the path that leads to the
MIKAMI HOUSE front steps. This time you must follow the villager back up the
path towards the MIKAMI HOUSE and once again hide on the MIKAMI HOUSE front
steps. When the villager has returned to the point nearest the shoreline, run
clockwise around the MIKAMI HOUSE to trigger a cutscene.
Follow Kanae and she will lead you through a narrow passage. When you exit the
narrow passage, search the nearby ground for an EMPTY CAN. Follow Kanae up the
path and give her the EMPTY CAN. Follow Kanae a little further and she will
stop near the ASANO HOUSE. Enter the ASANO HOUSE and examine the SWITCH near
the front door. Return to Kanae and mention the SWITCH.
Follow Kanae to the exit point at the CABLE LIFT. [Ohta Family Picture #11] is
automatically added to the archive.

_____________________________________________

Character: Shu Mikami
-02:00/Yamijima Island/Aonoku Settlement - Chance Meeting
Mission 1: Escape from Aonoku Settlement
Archive items: #21, #23, #24

[Mermaid's Tear #21] is automatically added to the archive.
Sightjack Tsukasa (Shu's dog) and press R3 (the right thumbstick) to control
Shu using Tsukasa's perspective. Step up into the living room and examine the
shelves to get [Letter to Ryuhei #24]. Proceed upstairs and examine the shelves
to get [Shu's Cassette #23].
Leave the MIKAMI HOUSE via the front door and wait at the top of the steps.
Sightjack the villager who stares at the milk crates on the back doorstep of
the MIKAMI HOUSE. When the villager is looking at the milk crates, run down the
steps and take the left path to the FISHING SHACK.
Adopt Tsukasa's viewpoint again. Consult the map and follow the path that leads
to the exit point. At the first junction instruct Tsukasa to stand guard and
monitor the nearby villager. Crouch-run towards Tsukasa when the villager is
looking the other way.
Before proceeding up the next set of steps, inspect the wall that is opposite
the street lamp to trigger a cutscene. Proceed up the path until Tsukasa is
required to stand guard again. Two villagers patrol the square section of path
ahead, moving in a clockwise loop. Wait at the corner of the building and then
follow one of them to the exit point indicated on the map.

Mission 2: Find treasure and Escape from Aonoku Settlement
Archive items: #22

Sightjack Tsukasa (Shu's dog) and press R3 (the right thumbstick) to control
Shu using Tsukasa's perspective. Leave the MIKAMI HOUSE via the front door and
wait at the top of the steps. Sightjack the villager who stares at the milk
crates on the back doorstep of the MIKAMI HOUSE. When the villager is looking
at the milk crates, run down the steps and take the left path to the FISHING
SHACK.
Adopt Tsukasa's viewpoint again. Consult the map and follow the path that leads
to the exit point. At the first junction instruct Tsukasa to stand guard and
monitor the nearby villager. Crouch-run towards Tsukasa when the villager is
looking the other way.
Proceed up the path until Tsukasa is required to stand guard again. Two
villagers patrol the rectangular section of path ahead, moving in a clockwise
loop. Wait at the corner of the building and then follow one of them to the
junction that leads to the SCRAP MATERIAL DUMP. Head towards the SCRAP
MATERIAL DUMP and instruct Tsukasa to search the area for [Shu's Drawing #22].
A villager will suddenly appear, so you must move Shu to safety without
Tsukasa's assistance using first-person view. Quickly get onto the path that
leads back to the village and the level will end.

_____________________________________________

KANAE MISSIONS (Young female)
_____________________________________________

Character: Kanae
-01:00/Yamijima Harbour/Old Road - Fleeing
Mission 1: Reach Dolphin Pier with Shu Mikami
Archive items: none

Run forward and ascend the first set of stairs. Stop before you reach the
streetlamp with the POWER BOX attached to it. Sightjack the villager who stares
at the streetlamp. When he is looking in the opposite direction, switch off
the POWER BOX and hide under the WORK ROOM stairs, just opposite the POWER BOX.
After the villager has finished examining the POWER BOX he will descend the
stairs to the lower path, allowing you to follow the path to the CABLE LIFT.
Shu will either be hiding behind barrels in the fork that branches west off the
main path or he will be hiding in the CABLE LIFT itself.
Once Shu is in your care, follow the path back to the streetlamp with the POWER
BOX, but stop just before the blue barrels under the stairwell. Turn left and
attempt to acscend the stairs to the WORK ROOM. After the cutscene, ascend the
stairs to the WORK ROOM and enter the building. Crouch behind the benches and
sightjack Tsuneo Ohta. When he descends the stairs, leave the WORK ROOM via the
eastern door and move southward to the locked gate. Send Shu through the gate
to retrieve the key. Proceed through the gate and then sprint downstairs until
you have reached the exit point at DOLPHIN PIER.

Mission 2: Reach Yamijita Lighthouse with Shu Mikami
Archive items: #27, #28, #29

Run forward and up the stairs to the streetlamp with the POWER BOX attached to
it. Walk forward and turn right, hiding under the stairs that lead to the WORK
ROOM. Sighjack Tsuneo Ohta and wait for him to descend the stairs, turn around
and return to the WORK ROOM. As he enters the WORK ROOM doorway, crouch-run up
the stairs and hide behind the benches in the WORK ROOM. Wait for Tsuneo to
descend the stairs again before leaving your hiding spot.
Exit the WORK ROOM via the eastern door and ascend the stairs. Enter the
PRESSURE MACHINE ROOM, inspect the pipes and turn the valve. Retrieve one of
the POTS from under the window and leave the PRESSURE MACHINE ROOM via the same
door. Just outside the doorway to the PRESSURE MACHINE ROOM you will notice a
sheer drop. Sightjack Tsuneo and wait for him to stand directly under the
ledge, then drop the pot on his head (he will inspect the gate, then turn and
look upwards).
Return downstairs to the WORK ROOM and make your way to the CABLE LIFT to
retrieve Shu. Shu will either be hiding behind barrels in the fork that
branches west off the main path or he will be hiding in the CABLE LIFT itself.
Return to the WORK ROOM and head back upstairs to the ledge outside the
PRESSURE MACHINE ROOM. Jump the gap and use the PROTEST SIGN to make a bridge
for Shu [Protest Sign #29].
Wait for the proximity warning sound to stop before walking forward and
climbing up onto the ledge outside the GOLD MINING CO. Enter the GOLD MINING CO
and retrieve [Employee's Journal #28] from the desk. Walk through the open
doorway and descend the stairs. Locate the PORTABLE RADIO but do not touch it.
Sightjack the villager who patrols the area outside the GOLD MINING CO (you
will make out your own crosshairs distinctly through the wall). When he stops
to look at the MATERIALS WAREHOUSE door, retrieve the [Portable radio #27] from
the shelf and use the BATTERIES from ROBO BEAST to turn it on. Hide on the
staircase and crouch-run to the door when the villager examines the PORTABLE
RADIO with his back to you. Exit the door, turn right and follow the path that
runs around the outside of the GOLD MINING CO until you are standing outside
the MATERIALS WAREHOUSE. Move east and enter the tunnels that lead to the
YAMIJIMA LIGHTHOUSE. When you reach the fork in the path, turn right and
approach the water. Save the turtle, then return to the fork in the tunnels and
follow the left path to the exit point.

_____________________________________________

5. W A L K T H R O U G H   ( H A R D )   -   C O M P L E T E
_____________________________________________

Missions are not always sequential and depend on the order in which they are
unlocked. Scroll down to the character you are playing and search for the
corresponding mission title. Key items and map locations will appear in
CAPITALS. You must read this guide thoroughly and follow the instructions
carefully in order to achieve all 100 archive items.

It is very difficult completing HARD MODE missions without losing a life. A
lot of trial and error is required before the safest route is discovered.
However , once an archive item or stage is unlocked, it will remain unlocked
even if you die before completing the rest of the mission (IF you save your
game). Unfortunately, checkpoints and some key items cannot be saved if you
fail to complete a mission. Checkpoints will disappear and some key items will
return to their default positions if you quit the game or restart the mission.

_____________________________________________

MAMORU ITSUKI MISSIONS (Magazine Editor in checked shirt)
_____________________________________________

Character: Mamoru Itsuki
-03:00/Yamijima Harbour/Dolphin Pier - Encounter
Mission 1: Reach the road to Uryuga Forest with Travelling Companion
Archive items: #6, #7, #8, #14, #15, #20

You will automatically be given [Voice Recorder #6], [Mamoru's Company I.D #7]
and [Akiko's Pendulum and Map #8].
This tutorial is pretty straight forward. Just follow the prompts and climb
the STEPS OF PAIN until you notice a barred gate lying on the ground to your
left. You will be prompted to turn back, but walk over the gate and continue
onward and upward to retrieve [Kastori Weekly #15] and [Turtle Jelly Noodles
#14] (fans of Forbidden Siren 1 will be pleased to see a familiar heroine in
the Turtle Jelly Noodles tv commercial).
Return to the STEPS OF PAIN and ascend them to the top. Follow the tutorial
prompts and you will have [Helicopter Transmitter #20] automatically added to
the archive upon completion of the mission.

Mission 2: Find medal
Archive items: #12, #13, #16

Note: you can only complete this level if you have completed 'Kanae - 01:00/
Yamijima Harbour/Old Road - Mission 2'
Turn to your left and walk down the steps to the water to get [Missing Person
Poster #12]. Follow the path and ascend the STEPS OF PAIN. Crouch-walk past the
Shibito and climb the ladder. Jump the gap at the top of the ladder and jump
down into courtyard beside the MATERIALS WAREHOUSE. Retrieve the SCANTLING and
break into the MATERIALS WAREHOUSE. Rescue Yuri and retrieve the LOCKER KEY.
Incapacitate the Shibito and return to the ledge where you first encountered
him (west side of the GOLD MINING CO). Climb up the small ledge and retrieve
the MONKEY WRENCH. At this point you may be attacked by another Shibito who
falls from above, so be on guard. If you upgrade your weapon, ensure that you
keep the MONKEY WRENCH.
Return to the STEPS OF PAIN and descend them to the halfway point where you can
turn right and walk over the fallen gate. Ascend the stairs to the PRESSURE
MACHINE ROOM and inspect the metal grid in the floor. Jump through the gap in
the floor and retrieve the IRON PIPE from the locker. Exit the WORK ROOM via
the eastern door, walk back over the fallen gate and descend the STEPS OF PAIN.
Walk forward from the bottom of the STEPS OF PAIN and look to your left along
the wall for a broken ladder. Climb the ladder and scale wall. [Yamigame #13]
is automatically added to the archive. Retrieve the [Exposition Medal #16] from
the shoreline to end the level.

_____________________________________________

Character: Mamoru Itsuki
00:00/Yamijima Island/Uryuga Forest - Vision
Mission 1: Reach the road to Hidaru with Yuri Kishida
Archive items: #31, #32

[Old Scroll - Chapter 1 #31] is automatically added to the archive.
Follow the sightjack tutorial and enter the warehouse, being sure to keep Yuri
close behind you at all times. Turn off your torch and stand just a few feet
before the open door that leads to the ORE-PROCESSING PLANT. Sightjack the
Shibito inside the ORE-PROCESSING PLANT and quickly crouch-walk past the door
when he is looking away.
Follow the lefthand wall and sightjack the next Shibito to reveal the lock
code. Remain crouched and wait for the Shibito the walk away and examine
the switch board before entering the BREAK ROOM. Quickly enter the STOREROOM
and take the FIRE POKER. Lead Yuri inside the STOREROOM and command her to wait
there. Wait in the BREAK ROOM for the Shibito to return and kill him. Command
Yuri to follow you and proceed through the STEEL DOOR.
Kill the two female Shibito who approach from the stairway and the INCLINE and
remember to upgrade your weapon. Make your way upstairs to the INCLINE CONTROL
ROOM and retrieve the CROWBAR and [Police Notebook #32] from the upper storey.
Proceed down the INCLINE to the GUARDHOUSE and kill any Shibito you encounter
along the way. Smash the window of the GUARDHOUSE to gain entry and retrieve
the BLOWER MACHINE ROOM KEY. Head to the back up the INCLINE and enter the
BLOWER MACHINE ROOM. Remove the boards that block the hole. Another female
Shibito may notice you as you pass under the walkway, so take her down. Look
for the exit point on the map and exit the level.

Mission 2: Acquire hair ornament
Archive items: #33, #34, #35, #43

Note: you can only complete this level if you have completed Mamoru Itsuki -
-03:00/Yamijima Harbour/Dolphin Pier - Mission 2
Enter the warehouse and sightjack the Shibito in the ORE-PROCESSING PLANT. Wait
for him to crouch near the food crates, then crouch-walk behind him and
retrieve the [Stone Ball #33]. Leave the room and wait behind the second mining
cart outside the BREAK ROOM. When the Shibito is busy operating the combination
lock, crouch-walk behind him to the STEEL DOOR.
Kill the female Shibitos near the INCLINE, upgrade your weapon and make your way
down the INCLINE to the GUARDHOUSE (ensure you still have the WRENCH). Kill
the Shibito near the GUARDHOUSE and retrieve the BLOWER MACHINE ROOM KEY from
the GUARDHOUSE. Return up the INCLINE to the BLOWER MACHINE ROOM.
Remove the ventiliation duct from the roof and insert the STONE BALL. Return
down the INCLINE to the GUARDHOUSE and inspect the STONE BALL to get [UMA
Encyclopaedia #34]. Inspect the ground under the circular sign to find [Tomoe's
Hair Ornament #35]. {Tomoe's Diary #43] will automatically be added to the
archive.

_____________________________________________

Character: Mamoru Itsuki
03:00/Yamijima Amusement Park/Coffee Cup Ride - Maze
Mission 1: Reach the Gate of Underworld
Archive items: #50, #51

Note: Once a 'gate' or archive item is unlocked, you do not have to unlock it
again if you get killed.
[Scrap of History Book #50] is automatically added to the archive.
Ok. This level is kinda whack. Yuri will wander off and start doing this
crazyass little dance routine thing. Sightjack her and it soon becomes apparent
that she's actually performing a rite that reveals secret invisible 'gates'
that are strategically positioned throughout the amusement park.
Each of the seven 'gates' is comprised of two parts, a top half and a bottom
half. Mamoru must rotate the two halves to create symbols that correspond to
the lyrics in Yuri's song (detailed in archive item #50).
Rotate the two halves of the first 'gate' (top - crown, bottom - flame). The
'gate' will glow momentarily if you are successful.
Turn your torch off and crouck-walk down the nearby steps to the TICKET
MACHINE. Wait for Yuri to sing and then rotate the second 'gate' (top - single
ring above water, bottom - water).
Crouch-walk back up the stairs, turn your torch on and proceed to the PARK REAR
GATE. You will encounter Tomoe Ohta - shoot her at close range. Steal and equip
her DAIKIRI SAW and double-check that you have your HANDGUN (you'll want to
save your ammo for later).
The third 'gate' is to the left of the PARK REAR GATE by the map billboard.
Wait for Yuri to sing and then rotate the third 'gate' (top - two earrings
above wind, bottom - wind). Proceed through the PARK REAR GATE and ascend the
stairs to retrieve [Kastori Special DVD #51].
Return through the PARK REAR GATE again and use the DAIKIRI SAW to kill Tomoe
Ohta once more. Kill your torch and return to the COFFEE CUP RIDE. Crouch-walk
down the steps to the PARK FRONT GATE and shoot the soldier Shibito who watches
over the FOUNTAIN area. Run back around to the area under the bridge and shoot
the soldier Shibito as he descends the stairs to the FOUNTAIN area. Quickly
lead Yuri to the street lamp near the FOUNTAIN, the location of the fourth
'gate'. Wait for Yuri to sing and then rotate the fourth 'gate' (top - two
circles above flame, bottom - flame). Keep an eye on the soldier Shibito near
the PARK FRONT GATE as he will revive any second - shoot any Shiryo that
attempt reanimation.
Return to the COFFEE CUP RIDE, then pause halfway along the bridge to the
FERRIS WHEEL. Sightjack the Shibito soldier who patrols the FERRIS WHEEL area
and follow him down the stairs to the FLOWER BED. Kill him and step up onto the
FLOWER BED. The fifth 'gate' is behind the rabbit in the FLOWER BED. Wait for
Yuri to sing and then rotate the fifth 'gate' (this time line up the two
symbols, then rotate the bottom half to the right).
The sixth 'gate' is under the street lamp by the CUSTODIAN'S SHACK. Take out
the gardening Shibito, then wait for Yuri to sing. Rotate the sixth 'gate'
(this time complete the symbol of a bird flying above a pyramid).
Incapacitate the Shibito near the FLOWER BED once more and proceed onward to
the FERRIS WHEEL. The seventh and final 'gate' is near the benches. Wait for
Yuri to sing and then rotate the seventh 'gate' (this time complete the symbol
of the princess, then turn the bottom half to the left). Get ready for some
crazy shit...

Mission 2: Acquire a glimpse of Mother
Archive items: #52, #62

During this level, whenever you get the chance, swap your gun for another that
has more ammo. Command Yuri to wait at the start point, then crouch-walk slowly
down the stairs to the TICKET MACHINE. Pop the soldier Shibito in the head,
knick his gun and examine the TICKET MACHINE for SMALL CHANGE.
Return to Yuri and command her to follow you. Tomoe Ohta may make an appearance
at this stage - if so, pop her one too.
Pause halfway along the bridge that leads to the FERRIS WHEEL. Sightjack the</pre><pre id="faqspan-3">
soldier Shibito near the FERRIS WHEEL and kill him from behind.
Command Yuri to wait on the western side of the FERRIS WHEEL. There you will
find a BATTERY. Kill your torch and crouch-walk down the stairs to the ELECTRIC
RIDE. Place the BATTERY in the ELECTRIC RIDE and place the SMALL CHANGE in the
ride. Crouch-run back to Yuri, command her to follow you, then sightjack the
sniper Shibito who walks over to investigate the ELECTRIC RIDE. Crouch-run
behind his back and pop him in the head. Steal his RIFLE and proceed to the
CUSTODIAN'S SHACK and retrieve the PLIERS. Return to the TICKET MACHINE and
leave via the PARK FRONT GATE, ensuring that you have enough ammo to gun down
the soldier Shibito who guards the PARK FRONT GATE. [Mother's Scale #52] and
[Old Scroll - Chapter 2 #62] are automatically be added to the archive.

_____________________________________________

Character: Mamoru Itsuki
15:00/Bright Win/Forward Deck - Hate
Mission 1: Defeat Tomoe Ohta
Archive items: #79

Run through the STARBOARD DECK and enter the ENTRANCE. Retrieve the HANDGUN
from behind the reception desk and use your melee weapon to thin out the
Yamirei and the lone roaming Yamibito - be patient, it will take a while.
Remain behind the desk with your back against the southern counter to stop the
Yamirei getting behind you. Lure them close with the torch off, then flick it
on again when they are within striking distance. Crouch at every opportunity to
avoid confrontation with the roaming Yamibito until it is time to waste him.
Retrieve the RIFLE from the Yamibito who stands just inside the doorway leading
to the 1st floor corridor, just a few feet away from the THIRD-CLASS CABIN. Use
your torch to blind him, then shoot him and steal his RIFLE. Be sure you leave
with a melee weapon and the RIFLE. Inspect the television in the THIRD-CLASS
CABIN to get [SN-AG1999 AGE MANIAC #79].
Return to the ENTRANCE and exit via the northern doorway. Proceed downstairs to
the corridor outside the ENGINE CONTROL ROOM.
Tomoe has now transformed and is invulnerable to front-on attacks - she must be
attacked from either the side or behind. Shoot the Yamirei in the corridor
outside the ENGINE ROOM to get Tomoe's attention, then Tomoe up the stairs
to the STARBOARD DECK. When Tomoe charges at you, dodge her attack and race
around behind her - plug her in the ass until she drops dead.

Mission 2: Annihilate Yamirei and Yamibito
Archive items: #77, #78

Note: Thanks to Stefano Canciani (_Uwye_)for providing a practical solution to
this mission.
Run through the STARBOARD DECK and enter the ENTRANCE. Retrieve the HANDGUN
from behind the reception desk and use your melee weapon to thin out the
Yamirei and the lone roaming Yamibito - be patient, it will take a while.
Remain behind the desk with your back against the southern counter to stop the
Yamirei getting behind you. Lure them close with the torch off, then flick it
on again when they are within striking distance. Crouch at every opportunity to
avoid confrontation with the roaming Yamibito until it is time to waste him.
Retrieve the RIFLE from the Yamibito who stands just inside the doorway leading
to the 1st floor corridor, just a few feet away from the THIRD-CLASS CABIN. Use
your torch to blind him, then shoot him and steal his RIFLE. Be sure you leave
with a melee weapon and the RIFLE.
Run back to the reception desk and then through the open doorway on the
northern side of the ship. Descend the stairs to B2 and enter the ENGINE
CONTROL ROOM via the southern door. If Tomoe Ohta chases after you, head back
upstairs to the reception counter and try the alternate route through the
southern door to the ENGINE CONTROL ROOM.
Switch on the main power source to illuminate the ship. Inspect the [Security
Monitor #78] in front of the swivel chair and use the PHONE to lure Tomoe into
the ENGINE ROOM basement. Kill the Yamirei near the ENGINE CONTROL ROOM.
Retrace your steps to the ENTRANCE and kill the Yamirei near the FIRST FLOOR
CABIN (to achieve this, simply hide behind the reception desk again and funnel
the Yamirei towards you.
Move upstairs and kill the Yamirei near the SECOND FLOOR CABIN (to achieve
this, sprint to the west end of the 2nd floor corridor and switch on the
CIRCUIT BREAKER. Hide in the SECOND-CLASS CABIN and funnel the Yamirei towards
you. Retrieve the [Vermillion Bracelet #77].
Move back downstairs to the ENGINE CONTROL ROOM and use the PHONE to place a
call through to the ENGINE ROOM. Tomoe will investigate the phone on the lowest
level in the ENGINE ROOM, allowing you easier access.
Sneak into the ENGINE ROOM and drop the FIRE EXTINGUISHERS on the Yamibito and
Tomoe (both items are directly ahead when you enter the southern door to the
ENGINE ROOM. Race downstairs and shoot as many Yamirei as you can with the
HANDGUN, then quickly swap the IRON PIPE for the Yamibito's PISTOL. Gun down
the remaining Yamirei, then return upstairs to the ENGINE CONTROL ROOM. Get
killed to activate the CHECKPOINT.
You must now move through the ship and destroy the Yamibito one by one. Place
another call through to the ENGINE ROOM, then drop the FIRE EXTINGUISHERS on
Tomoe and the Yamibito again. Retrieve his PISTOL, then destroy the three
Yamibito on the 1st floor. Finally, use the RIFLE to take out Tomoe in the
ENGINE ROOM (remember that Tomoe is invulnerable to front-on attacks - she must
be attacked from either the side or behind).

_____________________________________________

Character: Mamoru Itsuki
22:00/Shinari Mountain/Pylon #4 - Mad Laughter
Mission 1: Reach the top of the tower with Ikuko Kifune
Archive items: #89

Immediately about-face and run up the stairs until you arrive at a fork. Take
the right path and follow it to OHTA'S HOUSE. Wait outside OHTA'S HOUSE and
battle the Yamirei with your melee weapon. Retrace your steps to the start
point but ensure that Ikuko is immediately behind you, as Yamirei can appear
out of thin air and attack her. Enter the building, ascend the stairs and drop
through the opening at the top of the stairs. Equip your gun and enter the
alternate doorway into OHTA'S HOUSE to trigger a cutscene.
Sprint into the room and dart around Tomoe. Stand near the back wall and blast
Tomoe in the back with a full clip as she attacks Ikuko. Use your melee weapon
to protect Ikuko from the Yamirei and allow Ikuko to finish Tomoe off herself -
try to keep Ikuko between you and Tomoe at all times. Anytime Tomoe has her
back to you, help Ikuko to finish her off.

Mission 2: Reach the top of the tower with Ikuko Kifune
Archive items: #5, #90

Immediately about-face and run up the stairs until you arrive at a fork. Take
the right path and follow it to OHTA'S HOUSE. Dart past Tomoe and enter OHTA'S
HOUSE. Lure Tomoe into the house to keep her from pushing Ikuko off the
platform. Quickly get behind Tomoe and shoot her dead, but keep an eye on the
Yamirei that swarm around Ikuko. Once the coast is clear and the Yamirei have
been destroyed, quickly retrieve the ANUNNAKI REMAINS (CLAW) from the tree
trunk and [The Ohta Family Code #90] from the adjoining room.
Retrace your steps back to the fork in the stairwell (Tomoe will be back on her
feet by now, so don't frig around in here). Take the other fork down the stairs
to the CRANE and allow Ikuko to use the CRANE KEY on the switch box in the
corner. Activate the switch and ride the CRANE upwards. Ascend the stairs and
help Ikuko to scale the ledge by pulling her up. Take the left path to the exit
point and ignore Ichiko's gun fire. [Radio News #5] automatically added to the
archive.

_____________________________________________

Character: Mamoru Itsuki
22:00/Shinari Mountain/Pylon #4 - Collapse
Mission 1: Defeat Mother
Archive items: #92, #93, #96

Press triangle to bring up the action menu, then switch characters so that you
are in control of Ikuko. Sightjack Mother and wait for her vision to clear.
When Mother can see with clarity, press R3 to possess Mother (this makes her
immobile for a few seconds). Immediately return control to Mamuro and blast
Mother with the gun.
When Akiko arrives, protect her from the Yamirei until she finds an object.
When the characters are each presented with ANNAKI REMAINS (HORN), control
Mamoru and climb to the highest level.
Control Ikuko and sighjack Mother. Make Mother stop just within reach of
Mamoru, then allow Mamoru to swing the ANNAKI REMAINS (HORN) at her head. After
three strikes Mother will fall to the ground. At this point, quickly switch
control to Ikuko and run to Mother's body. Ikuko must attack Mother twice - the
first time, simply place blows on Mother's body. The second time Mother drops
to the ground you will be prompted to press 'X' when you are a certain distance
away from her body (do not press 'R1' to aim - just press 'X' when instructed).
The final attack on Mother must be performed by Mamoru, so lead him up to the
highest level, use Ikuko to sighjack Mother, then allow Mamoru to strike Mother
three times again when she is within reach. Mamoru must now drop to the ground
level and use his own sword to make the final blow (ensure that Mamoru has not
sustained any damage prior to this or he will be killed by the fall). You will
be prompted to press 'X'when you are a certain distance away from Mother's
body (do not press 'R1' to aim - just press 'X' when instructed).
While you are doing all this, Yamirei will swarm around you as well, so make
them a priority. Only sightjack Mother when the area is clear of Yamirei. Hug
the central rock formation to avoid Mother's attacks. {ENDING #2].
[Annaki #92], [Photo of Shu and Kanae #93] and [Letter to Ikuko #96] are
automatically added to the archive.

_____________________________________________

IKUKO KIFUNE MISSIONS (Female worker at the dock)
_____________________________________________

Character: Ikuko Kifune
08:00/Underworld - Escape
Mission 1: Escape from Yamijima Amusement Park with Mamoru Itsuki
Archive items: #44, #63, #64, #65

Approach the bridge leading to the COFFEE CUP RIDE and pay attention to the
brief tutorial on how to sightjack and possess a Shibito. Crouch and hide under
the trees to the east of the GATE OF UNDERWORLD.
Possess the Shibito (press R3) on the bridge and make him walk to the ELECTRIC
RIDE and kill the sniper Shibito who is posted there. Unpossess him and wait
for him to return to his original position on the bridge. As he descends the
stairs to the bridge, quickly crouch-run to the ELECTRIC RIDE and retrieve the
[Amusement Park Pamphlet #63] from the billboard beside the ELECTRIC RIDE. You
cannot steal the sniper's gun, so run over to the CUSTODIAN'S SHACK and trigger
the cutscene. Say hello to the Yamirei.
Stand to the side of the CUSTODIAN'S SHACK and possess the Shibito who hides
inside. Make him walk up to the GATE OF UNDERWORLD. Sneak into the CUSTODIAN'S
SHACK and retrieve the GOLF CLUB. Wait for Slappy to return, knock him out and
knick his RIFLE BAYONET. Approach the FLOWER BED to trigger another cutscene.
Run to the PARK REAR GATE and retrieve the PADLOCK KEY from the top of the
stairs beyond the gate. Remember that Shiryos can also be slashed.
Now - this next bit requires a bit of patience (he understated). I recall
something like 15 attempts, as there are many unpredictable factors. Only the
those who persevere (and have a little luck on their side) will succeed.
Enter sightjack and possess the Shibito soldier who watches over the
FOUNTAIN AREA (positioned at the top of the steps near the rear gate).
Make the Shibito walk down the steps and investigate the northern side of the
steps. Switch the breaker off and the Yamirei will soon swarm around him.
Now is your chance - run downstairs to the food stand and examine it for
[Mbembe Cola Bottle Cap #64.] Quickly open the archives menu and examine #64
to see if the underside of the bottlecap reveals 'Congratulations! You're a
lucky winner!'. If not, restart the mission from the checkpoint and try again.
Don't worry about getting the PADLOCK KEY from behind the PARK REAR GATE a
second time - you don't need to fetch it twice.
Once you have the lucky bottle cap, examine the poster by the PARK REAR GATE to
get [Space Cold War Poster #65]. Even if you get killed after you have found
the lucky bottle cap, it will always remain in your archives so you do not have
to repeat the whole level again to be able to examine the poster.
Exit the level via the COFFEE CUP RIDE and the PARK FRONT GATE, but be sure to
possess the soldier Shibito near the FOUNTAIN beforehand to ensure that he is a
safe distance away. [Ikuko's Licence #44] is automatically added to the
archive.

Mission 2: Destroy all the stone markers
Archive items: #68

Note: When a gate is destroyed it is destroyed - you don't need to repeat the
action if you die.
Possess the shoveling soldier Shibito near the CUSTODIAN'S SHACK and make him
whack the cop Shibito near the ELECTRIC RIDE. Leave sightjack and retrieve
the HANDGUN from the cop Shibito. Follow the soldier Shibito back to the
CUSTODIAN'S SHACK, shoot him and steal his SHOVEL. Destroy the STONE MARKER
near the CUSTODIAN'S SHACK with the SHOVEL. Shoot the cop Shibito near the
ELECTRIC RIDE and destroy the STONE MARKER in the FLOWER BED. Run over to the
STONE MARKER near the GATE OF UNDERWORLD and destroy it.
Approach the bridge that leads to the COFFEE CUP RIDE to trigger a cutscene.
Possess the soldier Shibito on the bridge and make him snipe the STONE MARKER
near the FOUNTAIN and the soldier Shibito who watches over the FOUNTAIN near
the PARK FRONT GATE.
Sneak up beside the soldier Shibito on the bridge and pop him in the head.
Destroy the remaining STONE MARKERS near the COFFEE CUP RIDE, the TICKET
MACHINE and the PARK REAR GATE. [Ikuko's Yearbook #68] is automatically added
to the archive once the final marker has been destroyed.

_____________________________________________

Character: Ikuko Kifune
20:00/Shinari Mountain/Pylon #4 - Yamibito
Mission 1: Destroy Shigeru Fujita
Archive items: #87

Note: you can only complete this level if you have completed Yorito Nagai -
18:00/Shinari Mountain/Pylon #4 - Mission 1
Run up to the fourth stairway platform and drop down onto the lower level. Club
the Yamibito, steal his weapon and ascend the stairs to the padlocked gate.
Remove the padlock by bashing it with the GOLF CLUB and enter the building.
Descend the stairs to the lowest level and funnel the Yamireis towards, using
the club as your weapon of choice (longer reach). You must destroy every
Yamirei before you can proceed, especially those on the same level as the
MINING STATION LOUNGE.
Once all the Yamirei are dead, wait quietly in the corner outside the MINING
STATION LOUNGE and kill the wandering Yamibito who patrols the stairwell. Once
he is dead, possess the dog Yamibito who lurks inside the MINING STATION
LOUNGE.
Lead the possessed dog Yamibito out the door and down the staircases to the
lower yard. Quickly run into the MINING STATION LOUNGE and retrieve the CRANE
KEY. Pause for a moment to recover your breath, then sprint back upstairs and
through the once padlocked gate. Descend the steps and look for a ladder that
leads down to the MINE TOWER TOP LEVEL. Pluck the ANUNNAKI REMAINS (CLAW) from
the tree trunk, descend the stairs and enter the MINE TOWER STOREROOM. Retrieve
the HANDGUN from the shelf and [Yamijima Folklore #87] from the desk. Note: If
you get killed at this point, all key items should still be in your possession.
Descend the stairs, equip the GOLF CLUB and wait behind the locked door that
opens onto the PLAZA. Sightjack the wandering Yamibito and wait for him to
finish walking up the stone steps. Quickly dash out and kill three or four
Yamirei, then return to the safety of the stairwell before the Yamibito returns
(remember to close the door). Repeat this process until the PLAZA is clear of
Yamirei. When the Yamirei are all dead, equip the HANDGUN and wait for the
Yamibito the walk back up the stone steps. Crouch-run behind him and shoot him
as he ascends the metal stairway.
Steal his MACHINE PISTOL and ascend the metal stairway to the top. Jump across
to the building and drop down to the lower level to access the stairway (Ikuko
can't reach the window ledges). Ascend the stairs to the rooftop but wait just
inside the doorway before venturing onto the rooftop. Sightjack Shigeru Fujita
and watch his movements through the doorway. He will study the gap in the wall
near the doorway, then walk in a northerly direction. As he is walking away
from the gap, crouch-run behind him and use the torch/gun combo to destroy him.
You must use a full clip (25 bullets) at close range to kill him.
Note: You can only kill Shigeru with the MACHINE PISTOL. If you get killed,
return downstairs to the large metal platform and crouch so that you are out
of sight. Wait for the armed Yamibito to ascend the stairs, then crouch-run
after him as he begins his descent. You should be able to gun him down before
he reaches the bottom of the stairs. Steal the MACHINE PISTOL and return to
the rooftop.

Mission 2: Acquire camera
Archive items: #88

Note: you can only complete this level if you have completed Yorito Nagai -
18:00/Shinari Mountain/Pylon #4 - Mission 1
Run up to the fourth stairway platform and drop down onto the lower level.
Bring up your map and hide at the northern point beside the stairway that leads
up to the padlocked door. Crouch and wait for the Yamibito to walk past, then
sneak behind him and scoot up the stairs to the padlocked gate.
Open the gate and sprint down the stairwell until you arrive at a locked door
at the very bottom of the courtyard in the MINING STATION. Enter the locked
door that opens onto the PLAZA and crouch-run around to your left. Ascend the
metal stairway to the top.
Jump across to the building and drop down to the lower level. Nearby is a
padlocked door that leads to the OFFICE BLDG STORAGE. Drop the PADLOCK KEY
through the window and possess the dog Yamibito who lurks inside so that she
retrieves the PADLOCK KEY and unlocks (but does not open) the door. Send her
up the interior stairwell and enter the OFFICE BLDG STORAGE to retrieve
[Mamoru's Digital Camera #88]. [Mamoru's Notebook #89] is automatically added
to the archive.

_____________________________________________

YORITO NAGAI MISSIONS (Young Ground Self-Defence Force Serviceman)
_____________________________________________

Character: Yorito Nagai
-01:00/Yamijima Amusement Park/Custodian's Shack - Battle
Mission 1: Reach the road to Uryuga Forest
Archive items: #26

This tutorial is also very straight forward. Just follow the onscreen prompts
and follow closely behind Takeaki Misawa.
To snipe, press 'aim' (R1) and 'up' on the directional pad. When the second
shibito soldier is dead, examine the FERRIS WHEEL to the left of his body and
[Signboard Graffiti #26] will be added to the archive.

Mission 2: Find Pill
Archive items: #25

Steady your aim with your torch and gun down Sergeant Okita. Take his RIFLE,
kill your torch and crouch-walk towards near the ELECTRIC RIDE. Aim towards
the FERRIS WHEEL and snipe the two soldier Shibito near the FERRIS WHEEL.
Approach the FERRIS WHEEL and stand beside the decapitated bear. Snipe the
soldier on the far side of the bridge.
Stand on the edge of the broken bridge and snipe the soldier Shibito near the
FOUNTAIN. Drop down off the broken bridge and run down the stairs to the food
stand by the FOUNTAIN. Retrieve the TICKET BOX KEY from the food stand and run
back up the stairs. Head over to the COFFE CUP RIDE and examine the bag on the
bench to get [Takeaki's I.D. #25].
Run down the nearby stairs and retrieve the FIRING DEVICE that lies beside the
PARK FRONT GATES. The soldier Shibito on the bridge may have revived by now,
so proceed cautiously back up the stairs. Return to the COFFEE CUP RIDE and
open the ticket box to end the level.

_____________________________________________

Character: Yorito Nagai
02:00/Bright Win/Portside Corridor - Discord
Mission 1: Help Yuri Kishida escape from the ferry
Archive items: #45, #46, #47, #48

Note: you can only complete this level if you have completed 'Ichiko Yagura -
01:00/Bright Win/Freight Room - Mission 1'
Proceed forward and kill Tomoe Ohta. Swap your RIFLE BAYONET for the DAIKIRI
SAW and unlock the south door in the ENGINE CONTROL ROOM. Leave the ENGINE
CONTROL ROOM and head north. Make your way upstairs towards the STARBOARD DECK
and take out the Shibito on the stairwell with the DAIKIRI SAW. Position
yourself on the stairway so that you can just see through the top of the
doorway that opens onto the STARBOARD DECK. When a sniper Shibito appears, pop
him in the head with your RIFLE. Stand on the top step and aim to the left of
the BOAT DAVIT on the STARBOARD DECK to take out the other sniper Shibito. Run
through the STARBOARD DECK, and as you pass the body nearest the BOAT DAVIT,
swap his RIFLE for the DAIKIRI SAW.
Proceed through the door at the west end of the STARBOARD DECK, turn left and
make your way through the open doorway and upstairs to the WHEELHOUSE. Approach
the viewing window and use the SIGNAL LAMP to protect Yuri from the Shiryos on
the FORWARD DECK (the light destroys them).
Retrace your steps and return downstairs to the STARBOARD DECK, then proceed to
the FORWARD DECK (if the northern door to the FORWARD DECK is locked, you must
hide and wait for Tomoe to unlock it). Retrieve the FLARES from starboard side
of the FORWARD DECK.
Bring up your map and navigate your way through the 1st floor corridor to the
ENTRANCE, but do not go via the STARBOARD DECK. Behind the reception desk you
will find [Passenger's Videotape #47]. Move to the THIRD-CLASS CABIN and
retrieve [Shikai News #48] from the television set. Move upstairs to the 2nd
floor to find [Heart-shaped Letter #45] lying on the floor near the SECOND-
CLASS CABIN. Enter the 2nd floor SECOND-CLASS CABIN to find [Tournament
Announcement #46].
Restart at the CHECKPOINT. Two sniper Shibito still guard the STARBOARD DECK
and they must be dealt with first before you can rescue Yuri from the ENGINE
CONTROL ROOM. Return through the 1st floor corridor to the west end of the
STARBOARD DECK. Open the west end door to the STARBOARD DECK and quickly dart
back down the short flight of stairs. The sniper near the BOAT DAVIT will
detect you, but he will soon lose interest and walk eastwards. As he does so,
snipe him in the back through the open doorway. When he goes down, move forward
slowly and snipe the other sniper who is posted at the east end of the
STARBOARD DECK - aim through the girders. As you pass by the body near the BOAT
DAVIT, swap your RIFLE BAYONET for his RIFLE. Run through the STARBOARD DECK,
descend the stairs to B2 and retrieve Yuri from the ENGINE CONTROL ROOM.
Return to the STARBOARD DECK. Proceed through the door at the west end of the
STARBOARD DECK, turn left and make your way through the open doorway. Run
downstairs to the FREIGHT ROOM and shoot the glass in the locked door at the
bottom of the stairwell. Shout to gain the attention of the Shibito who patrols
the FREIGHT ROOM, then ascend the stairs and wait for him to appear in the
FREIGHT ELEVATOR (if he fails to appear, simply call the elevator and ride it
down). Ride the FREIGHT ELEVATOR down to the FREIGHT ROOM and exit the level
via the hole in the hull near the loading bay door.

Mission 2: Escape from the ferry with Yuri Kishida
Archive items: #53

Walk forward and you will encounter Tomoe Ohta. Tomoe will go you with her
DAIKIRI SAW if she gets a chance, so stay off her heels for the time being.
Wait for Tomoe to enter the ENGINE CONTROL ROOM, then hunt her down and knock
her out - be wary, as she won't play dead for long. Swap your RIFLE BAYONET for
the DAIKIRI SAW and unlock the south door in the ENGINE CONTROL ROOM.
Leave the ENGINE CONTROL ROOM and head north. Make your way upstairs towards
the STARBOARD DECK and take out the Shibito on the stairwell with the DAIKIRI
SAW. Position yourself on the stairway so that you can just see through the
top of the doorway that opens onto the STARBOARD DECK. When a sniper Shibito
appears, pop him in the head with your RIFLE. Stand on the top step and aim to
the left of the BOAT DAVIT on the STRABOARD DECK to take out the other sniper
Shibito. As you pass his body, swap his gun for the DAIKIRI SAW.
Proceed through the door at the west end of the STARBOARD DECK, turn left and
make your way through the open doorway and upstairs to the WHEELHOUSE.
Approach the viewing window and use the SIGNAL LAMP to protect Yuri from the
Shiryos on the FORWARD DECK (the light destroys them).
Restart at the CHECKPOINT. Two sniper Shibito still guard the STARBOARD DECK
and they must be dealt with first before you can rescue Yuri from the ENGINE
CONTROL ROOM. Return through the 1st floor corridor to the west end of the
STARBOARD DECK. Open the west end door to the STARBOARD DECK and quickly dart
back down the short flight of stairs. The sniper near the BOAT DAVIT will
detect you, but he will soon lose interest and walk eastwards. As he does so,
snipe him in the back through the open doorway. When he goes down, move forward
slowly and snipe the other sniper who is posted at the east end of the
STARBOARD DECK. As you pass by the body near the BOAT DAVIT, swap your RIFLE
BAYONET for his RIFLE. Run through the STARBOARD DECK, descend the stairs to B2
and retrieve Yuri from the ENGINE CONTROL ROOM.
Your final destination is the BOAT DAVIT on the STARBOARD DECK. Return to the
STARBOARD DECK, but watch over the bodies of the Shibitos and pop them the
second they stir. When all the Shibito are immobilised, escape via the BOAT
DAVIT. [Yorito's I.D. #53] will automatically be added to the archive.

_____________________________________________

Character: Yorito Nagai
14:00/Gold Mining Co. Housing/C-102 - Rescue
Mission 1: Save Ichiko Yagura. Escape from Houya
Archive items: #61, #75, #76

Note: Thanks to Stefano Canciani (_Uwye_)for providing a practical solution to
this mission.
Inspect the northern corner of the CHILDREN'S PARK for [Time Capsule Map #76].
Proceed forward to the A-BUILDING and open (but do not enter) the western door.
Stand just west of the storage shed, between the rectangular metal plate and
the fence. Crouch and shout to attract the attention of the Yamibito on the
stairwell, then crouch-run in and gun him down. Reload and wait halfway up the
stairs. Throw a smoke candle onto the second floor, and whilst remaining on the
stairwell, snipe the Yamibito on the landing outside A-204 (he will shoot
randomly in three directions). Ascend the stairs to A-304, but wait until both
the stairwell Yamibito have revived before entering the living room. Ascend the
stairs to A-304 to trigger the cutscene.
Immediately after the cutscene, sprint into the corner on your right and wait
there until Ichiko has left the apartment. Follow Ichiko out of the building
and allow her to kill the Yamibito for you. Run in a counter-clockwise
direction around A-BUILDING to the western door of the B-BUILDING. Enter
B-BUILDING after Ichiko, ascend the stairs and retrieve [The Story Treasure
Chest #75] from B-303. Hide in B-303 and wait for Ichiko to leave the B-
BUILDING.
Crouch-hide at the southern end of the CHILDREN'S PARK and sightjack Ichiko
again. Ichiko will destroy the two Yamibito guards who block the north-eastern
exit route. When they are down, ensure Ichiko is out of the way and sprint for
the exit. [Letter to Shigeru #61] is automatically added to the archive.

Mission 2: Bring back the memory of Ichiko Yagura
Archive items: #30, #74

Switch to the RIFLE and run straight ahead to the STAIRS TO BUILDING-C. Move
north and retrieve the {Jasper Bracelet #74] from the ground near the western
doorway of A-BUILDING. Open the western door but do not enter it. Stand just
west of the storage shed, between the rectangular metal plate and the fence.
Crouch and shout to attract the attention of the Yamibito on the stairwell,
then crouch-run in and gun him down. Reload and wait halfway up the stairs.
Throw a smoke candle onto the second floor, and whilst remaining on the
stairwell, snipe the Yamibito on the landing outside A-204 (he will shoot
randomly in three directions). Ascend the stairs to A-304, but wait until both
the stairwell Yamibito have revived before entering the living room.
Immediately after the cutscene, sprint into the corner on your right and wait
there until Ichiko has left the apartment. Follow Ichiko out of the building
and allow her to kill the Yamibito for you. Sightjack Ichiko, and once she has
left the building, run downstairs and wait at the south-west corner of B-
BUILDING. When Ichiko has left the western door of B-BUILDING, sprint through
this door and ascend the stairs to the rooftop. Throw the JASPER BRACELET
through the window, then restart at the CHECKPOINT.
Immediately after the cutscene, sprint into the corner on your right and wait
there until Ichiko has left the apartment. Follow Ichiko out of the building
and allow her to kill the Yamibito for you. Sightjack Ichiko, and once she has
left the building, run downstairs and follow her through the western door of
B-BUILDING. Join Ichiko on the rooftop to end the level. [Shikai News #30] will
automatically be added to the archive.

_____________________________________________

Character: Yorito Nagai
18:00/Shinari Mountain/Pylon #4 - Joint Struggle
Mission 1: Reach the highest point of The Spider's Web
Archive items: #83, #84

[Atlantis Special Issue #83] is automatically added to the archive.
Run forward and drop down into the PLAZA. Make your way towards the steps to
trigger the cutscene. As Yorito, ascend the long staircase to the very top and
move the LOCKER away from the doorway. Enter the opposite door that leads onto
the MINING STATION ROOF. Run forward and climb up onto the ledge. Follow this
path until you trigger a cutscene.
As Mamoru, ascend the long staircase and jump the gap to the OFFICE BUILDING.
Lure Tomoe out the window onto the lower ledge, then run north and climb up
into the building. Quickly descend the staircase inside the OFFICE BUILDING and
retrieve the HATCHET from the lowest level.
Move back upstairs and stand outside the left window on the lower ledge. Kill
the remaining Yamirei and wait for the dog Yamibito to walk to the right of the
sketches on the wall. Quickly climb up through the opening and examine the
sketches to get [Pylon Drawings #84]. Jump back out the window and climb up
into the other opening, ensuring that the dog Yamibito is behind you. Race back
to the sketches but this time turn right and run up the stairs. Jump down
through the gap in the wall and follow the path along the left fork until you
notice Yorito shooting from another ledge. Stand at the edge of the scaffolding
and shout, then quickly run back a few metres to safety. If you successfully
distracted the sniper you will receive a prompt instructing you to climb the
pylon.
Retrace your steps to the last fork and ascend the stairs. Kill the lone
Yamibito and sightjack the armed Yamibito who stares at the telephone pole
and the crow on the railing. When he stares at the crow and moves leftwards,
ascend the long flight of stairs. Move toward the large concrete structure with
the narrow opening. Sightjack the sniper Yamibito on the other side and ambush
him with the gun and torch when he is paused nearest the concrete structure.
Ascend the remaining stairs to complete the level.

Mission 2: Destroy Tsuneo Ohta
Archive items: none

Note: you can only complete this level if you have completed 'Mamoru Itsuki -
15:00/Bright Win/Freight Room - Mission 2'
Run forward and drop down into the PLAZA. Make your way towards the steps to
trigger the cutscene. As Yorito, ascend the long staircase to the very top,
racing past any Yamirei that get in your way. Ignore the LOCKER at the top of
the stairs and enter the opposite door that leads onto the MINING STATION ROOF.
Run forward and climb up onto the ledge. Follow this path until you trigger a
cutscene.
Note: Mamoru needs every bullet to defeat the Boss, so don't get trigger happy.
You can waste two or three bullets on the first Yamibito guard, but that's it.
As Mamoru, ascend the long staircase and jump the gap to the OFFICE BUILDING.
Descend the stairs to the OFFICE BLDG STORAGE and retrieve the HATCHET.
Sightjack the armed Yamibito and ambush him with the torch. You can only afford
to waste two or three bullets on him, so pop him in the head at point blank
range. Steal his PISTOL and ascend the stairs to the roof.
Jump down through the gap in the wall and follow the path along the left fork
until you notice Yorito shooting from another ledge. Stand at the edge of the
scaffolding and shout, then quickly run back a few metres to safety. If you
successfully distracted the sniper you will receive a prompt instructing you to
climb the pylon.
Retrace your steps to the last fork and ascend the stairs. Outrun and dodge the
remaining Yamirei and Yamibito until you arrive at a large concrete structure
with a narrow opening. Pass through the opening and ascend the remaining
stairs to reach the top of the SPIDER'S THREAD.
After the cutscene with Tsuneo, sprint downstairs to the middle level that
comprises a rectangular split-level loop (two short sets of stairs lead up and
down either side of the loop). You can kill Tsuneo with either the HANDGUN or
the PISTOL, but his health regenerates very quickly so you mustn't wait too
long between attacks.
Crouch and position yourself on the short stairway that is furthest from the
open doorway that leads to the upper exterior platform - use the ledge to
shield yourself from Tsuneo's view. Sightjack him and always remain on the
opposite side of the loop so you can sneak up behind him and pummel his back
with bullets.
When Tsuneo gets agitated and chases you, remain on either the upper or lower
path of the loop and allow him to close in. At the last second, shine your
torch in his face and immediately run behind him and empty another round of
shots into his back. He turns very quickly, so you must almost hug him as you
make your way around him. If you can even get one quick shot in, it will knock
him back and allow you to blast him with gunfire. Remember to reload at every
available opportunity.

_____________________________________________

Character: Yorito Nagai
22:00/Grade/Middle School - Blitz
Mission 1: Destroy Hiroshi Okita
Archive items: #91

Retrieve the FLOOR JACK from the west end of the vacant lot, avoiding the Kou-
Yamibito who lurks there. Return to the school gate, sprint across the yard and
up the slope behind the GYMNASIUM STOREROOM. Retrieve the TOOLBOX from the
shelter to the east of the GYMNASIUM STOREROOM and run around the back of the
school to repair the truck.
Drive the truck through the school gate and run over the Yamibito on the curved
road. Steal his MILITARY SHOVEL and park the truck just east of the RABBIT
HUTCH. Return to the school gate and kill the Kou-Yamibito who patrols the
curved road. Hide behind the TURTLE STATUE and wait for the Kou-Yamibito in the
school yard to wander westwards. Walk behind the small wooden structure to the
west of the TURTLE STATUE. Near the south-west corner of the structure you will
find a spot to dig, but you must follow the instructions on the Time Capsule
Map before the digging spot is revealed to you. From the turtle's ass walk
three steps forward, five steps left and two steps right. Retrieve the [Time
Capsule #91] and LIGHTHOUSE FUSE.
Park the truck just east of the RABBIT HUTCH. Climb onto the truck to access
the upper level near the INCINERATOR. Crouch behind the ledge and sightjack
Hiroshi, the sniper who guards the path to the PLAYGROUND. When he turns
towards the PLAYGROUND, quietly climb the ledge and ambush him.

Mission 2: Annihilate Yamirei and Destroy Hiroshi Okita
Archive items: #95

Note: The truck is useful for running down Kou-Yamibito as well.
Retrieve the FLOOR JACK from the west end of the vacant lot, avoiding the Kou-
Yamibito who lurks there. Return to the school gate, sprint across the yard and
up the slope behind the GYMNASIUM STOREROOM. Retrieve the TOOLBOX from the
shelter to the east of the GYMNASIUM STOREROOM and run around the back of the
school to repair the truck.
Drive the truck through the school gate and run over the Yamibito on the curved
road. Steal his MILITARY SHOVEL and park the truck just east of the RABBIT
HUTCH. Climb onto the truck to access the upper level near the INCINERATOR.
Retrieve the PLAYGROUND KEY from the INCINERATOR and sightjack Hiroshi, who now
guards the STAGE STOREROOM. Stand behind the ledge and wait for Hiroshi to look
toward the small wooden structure. Climb the ledge, crouch-run through the
PLAYGROUND gate and ambush him. Retrieve the FLARE GUN from the ground and move
back to the INCINERATOR (ensure that Hiroshi is left unarmed).
Stand at the top of the steps that lead to the INCINERATOR and shoot the FLARE
GUN into the school. Now you must destroy the remaning Yamirei with the truck
(this seemingly simple task took me at least 30 minutes to complete. Just drive
the truck at high speed in loops from the vacant lot to the school and back,
being sure to scan the sides of the road and peripheral bushes for timid
Yamirei). You will be prompted when this part of the mission is complete.
Your final task is to run over Hiroshi with the truck. [Old Scroll - Chapter 3
#95] is automatically added to the archive.

_____________________________________________

Character: Yorito Nagai
23:00/Yamijima Island/Shiofurihama - Decisive Battle
Mission 1: Defeat Takeaki Misawa
Archive items: #94

Note: Thanks to the many GameFaqs Siren fans who submitted strategies for this
mission. As many of them were similar I have consolidated them into a single
strategy.
Inspect the name on the hull of the boat to receive [National Sports #94].
Run up to the LIGHTHOUSE and wait on the southern side, concealed from view.
Sightjack Misawa and wait for him to ascend the stairs. When he begins to
descend the stairs, sneak after him, but wait at the top of the stairs. Snipe
Misawa and pummel his back with bullets when he is at the bottom of the stairs
(don't shoot too soon or he'll turn and gun you down). Quickly hide on the
eastern side of the LIGHTHOUSE, reload and sightjack Misawa again. If he has
paused near the top of the stairs and lost interest, simply repeat the
process until he is dead. If he pursues you, run around the LIGHTHOUSE to the
southern side and he should lose your scent soon enough. If not, let him chase
you around the LIGHTHOUSE until he loses interest.

Mission 2: Defeat Otoshigo
Archive items: #97

Sprint to the LIGHTHOUSE and place the FUSE in the switch box. Shoot Otoshigo
from the safety of the LIGHTHOUSE gate. After you've ploughed Otoshigo for a
good minute or two, start the GENERATOR in the boat hull and stand on the
opposite side of the DISPOSAL TANK. Lure Otoshigo towards it. A cutscene will
reveal Otoshigo becoming lodged in its side. Now run to the boat and throw the
LIGHT BULB at Otoshigo (just press the throw button like crazy, even if he is
out of range. His attack is swift and fatal). [ENDING #1]. [Yambito's Picture
Diary #97] is automatically added to the archive.

_____________________________________________

TAKEAKI MISAWA MISSIONS (Bald Ground Self-Defence Force Serviceman)
_____________________________________________

Character: Takeaki Misawa
04:00/Gold Ming Co. Housing - Apparition
Mission 1: Reach the road to Yamijima Harbour
Archive items: #57

[Military P.R. Magazine #57] automatically added to the archive.
Turn around and enter the eastern door of the A-BUILDING. Hide in A-101 and
wait inside the room next to the kitchen with your rifle aimed at the doorway.
Shoot the first four soldier Shibito that enter the room, pausing to reload
after the first two go down.
Leave the A-BUILDING and run in a counter-clockwise direction until you are
standing just before the south-west corner of the A-BUILDING. Shoot the sniper
that lurks up ahead. Run straight ahead, then dart eastwards to the exit point.

Mission 2: Reunite with the Girl
Archive items: #1, #58

Note: Once an archive item or key item is unlocked or obtained you do not have
to unlock it again if you get killed.
Turn around and enter the eastern door of the A-BUILDING. Hide in A-101 and
wait inside the room next to the kitchen with your rifle aimed at the doorway.
Shoot the first two soldier Shibito that enter the room. Make your way to the
letterbox that is attached to the wall beside the doorway of apartment A-103.
Retrieve the APARTMENT KEY. Ascend the stairs to A-304 and trigger the
cutscene by opening the balcony door. Restart at the CHECKPOINT.
Return to the ground floor and wait on the inside of the western doorway, with
your gun aimed at the door. Kill the first soldier Shibito to enter, then
quickly close the door. Pop his mate when he enters a second later.
Run counter-clockwise around A-BUILDING to the south-west corner of A-BUILDING
and sightjack the soldier Shibito who looks out the window onto the road. When
his view is obscured by the interior wall, quickly dash for the eastern door
of B-BUILDING. Crouch-walk up the stairs and shoot the soldier Shibito guarding
the upper stairwell. Enter B-302 and retrieve the ELECTRICAL CORD from the top
of the television set. Restart at the CHEKPOINT.
Return to the ground floor and wait on the inside of the western doorway, with
your gun aimed at the door. Kill the first soldier Shibito to enter, then
quickly close the door. Pop his mate when he enters a second later.
Run counter-clockwise around A-BUILDING to the south-west corner of A-BUILDING
and sightjack the soldier Shibito who looks out the window onto the road. When
his view is obscured by the interior wall, quickly dash for the eastern door
of B-BUILDING. Beside the east door is a small storage shed that contains a gas
cylinder. Open the valve on the gas cylinder. Enter the B-BUILDING east door
and set the FIRING DEVICE near the B-102 doorway. Return outside and activate
the FIRING DEVICE (lying on the ground just outside the B-BUILDING east
doorway). The explosion opens the door to B-102. Restart from the CHECKPOINT.
Sprint into B-102 and wait before the balcony door, hugging the western wall.
Snipe the soldier Shibito who enters and steal his PISTOL, but switch back to
your RIFLE. Run westwards along the balcony to B-104. Step slowly through the
balcony doorway, with your back to the east wall and snipe the soldier Shibito
who lurks in the room next door (you need to wing his shoulder a few times to
kill him. Just edge slowly to the right until you have him in view). Examine
the kitchen sink in B-104 to obtain [Yaminabe #58].
Ascend the stairs to B-204 and retrieve the LIGHT BULBS from the box in the
bedroom (at this point another soldier Shibito may appear from the western
ground floor doorway. If so, use the PISTOL to take him out).
Make your way to the rooftop. Shibito Sergeant Okita (the sniper who shot at
you in A-304) is positioned in the centre of the rooftop. Crouch-walk behind
him and pop him in the head. Restart from the CHECKPOINT.
Sprint down to the ground floor and wait just inside the western doorway. Shoot
the first soldier Shibito to enter, then back away behind the stairwell, reload
and wait for his mate to appear. Run clockwise around to the A-BUILDING western
doorway and make your way back up to the balcony in A-304. Cross the balcony
and enter A-301 to exit the level (fans of Forbidden Siren 1 will be pleased to
see a familiar heroine in A-301). [Shintokumaru Magazine #1] is automatically
added to the archives.

_____________________________________________

Character: Takeaki Misawa
13:00/Yamijima Island/Fort Ruins #1 - Nothingness
Mission 1: Keep Ichiko Yagura alive. Escape from Fort Ruins.
Archive items: none

Jump off the cliff, shoot the Yamibito and follow Ichiko to the POWER CONTROL
STATION. Ichiko will then run back towards BUNKER 4 and will escape through a
hole in the Yamibito blockade. Follow Ichiko and gun down any Yamibito that
block her route to the hole (your torch will momentarily blind Yamibito
enemies). Steal the guns of fallen enemies and enter the tunnels via the
stairway opposite BUNKER 1.
Proceed forward with your torch lit and kill the Yamibito in the AMMO SHAFT.
Exit via the south-west passage and wait on the stairs that lead to the
BARBETTE REMAINS (S). Sightjack the Yamibito sniper who watches over the
BARBETTE REMAINS (S) and wait for him to wander away before hiding in the
southern nook beside the stone steps. Watch the sniper's movements carefully,
and when he is moving away in the opposite direction, crouch-run up the stone
steps and gun him down (the torch will buy you a few seconds). Be wary - he
moves away, then swerves back again, so study his movements carefully. If he is
not there, quickly run up the stone steps and make your way along the clifftop
in the direction of BUNKER 4. Consult your map and locate the shaded area that
bleeds into BUNKER 4. Drop off the edge of the cliff on the south side of the
shaded area and exit via the large tunnel.

Mission 2: Escape from Fort Ruins with Ichiko Yagura
Archive items: #71

Jump off the cliff, shoot the Yamibito and follow Ichiko to the POWER CONTROL
STATION. Switch on the breaker and instruct Ichiko to hide. Command Ichiko to
follow you and run into the tunnels via the stairway opposite BUNKER 1. If the
Yamibito block your path, kill them and steal their guns. Take the first turn
on your right and follow the lefthand wall.
Consult your map and notice the short deadend passage opposite the route to the
WEAPON STORAGE AREA. A sniper Yamibito lurks in this dark nook, so throw a
smoke candle into the deadend passage and wait for the Yamibito to shoot off a
few rounds. When they are reloading, charge in and shoot them at point blank
range. Take the route opposite the short deadend passage down into the WEAPON
STORAGE AREA, but place a light bulb in the socket before the WEAPONS STORAGE
AREA to attract the attention of the Yamibito. Once he has seen you, quickly
remove the light bulb and he will come to investigate. When he does, pop him
(sometimes this guy can be a bit erratic, so sightjack his location to get a
spot on him). Set bulbs in the sockets along the east wall and kill the
Yamirei who block Ichiko's path. Proceed to the narrow passage that lies
between WEAPON STORAGE #2 & #3. Kill your torch and throw a SMOKE CANDLE at the
deadend wall to reveal [Ke-uke-gen #71]. Exit via the stairs near WEAPON
STORAGE #3 and follow the tunnel to the right until you arrive at the debris
path south of the BARBETTE REMAINS (S).
Command Ichiko to wait on the debris path before climbing up onto BARBETTE
REMAINS (S). Sightjack the Yamibito sniper who watches over the BARBETTE
REMAINS (S) and wait for him to wander away before hiding in the southern nook
beside the stone steps. Watch the sniper's movements carefully, and when he is
moving away in the opposite direction, crouch-run up the stone steps and gun
him down (the torch will buy you a few seconds). Be wary - he moves away, then
swerves back again, so study his movements carefully. Stand over his corpse and
command Ichiko to follow you. If the body moves, pop him again.
Once Ichiko is with you again, make your way along the clifftop in the
direction of BUNKER 4. Consult your map and locate the shaded area that bleeds
into BUNKER 4. Drop off the edge of the cliff on the south side of the shaded
area and exit via the large tunnel.

_____________________________________________

AKIKO KIYOTA MISSIONS (Clairvoyant)
_____________________________________________

Character: Akiko Kiyota
00:00/Yamijima Island/Houya - Uneasiness
Mission 1: Reach the road to Uryuga Forest with Soji Abe
Archive items: #36

Follow the tutorial prompts and drive the truck using R1 to accelerate and R2
to reverse. Press the square button to diperse the Shiryos with the headlights.
Park the truck beside the B-BUILDING and use it as a step ladder to climb up to
B-201. Kill the Shiryos with your torch (press 'up' on the directional pad for
first person view) and retrieve the UMBRELLA.
Head downstairs to B-101 and meet up with Soji Abe. Retrace your steps back
through B-201 to the truck. Climb inside it to get [Akiko's Driver's License
#36].
Reverse the truck back onto the road and park it between the CHILDREN'S PARK
and B-BUILDING. Proceed on foot to A-301 (enter the A-BUILDING via the eastern
door and ascend the stairs to the third floor). Kill any Shibito you encounter
and upgrade your own weapon by stealing theirs.
The door to A-301 is locked, but the ventilation window beside the door is
open. Climb through it to retrieve the CAMERA.
Return to the truck and drive it between B-BUILDING and A-BUILDING, mowing down
any Shibito that get in your way. Park the truck beside the wire fencing at
the south-west corner of A-BUILDING (use the map to orient 'north'). Press R3
(the right thumbstick) to sound the horn and quickly exit the vehicle.
After the cutscene, run back down the road between A-BUILDING and B-BUILDING
and proceed anti-clockwise around A-BUILDING until you reach the exit point.

Mission 2: Reach the road to Seresu
Archive items: #3, #4, #37, #38

Note: Once an archive item or key item is unlocked or obtained you do not have
to unlock it again if you get killed.
Walk forward and the screen will flash momentarily. Use sightjack to reveal a
psychic impression of a small boy playing with a robot.
Drive the truck like a maniac and run over a Shibto. Ensure he is dead, then
steal his weapon.
Consult your map and proceed to the eastern door in the A-Building that leads
to A-102. Immobilise any Shibito who cross your path and steal their weapons.
As you enter the door to the A-BUILDING another psychic flashback will occur
revealing a poster with a robot and #203 on it.
At this point you must return to the truck and park it beside the wire fencing
at the south-west corner of A-BUILDING. Press R3 (the right thumbstick) to
sound the horn and quickly exit the vehicle.</pre><pre id="faqspan-4">
After the cutscene, run anti-clockwise around A-BUILDING and enter the western
door that leads back into A-BUILDING. Go up to A-204 and walk along the outer
balcony to access A-203. Search the cupboard for [Robo Zoo #37], then collect
the TRAFFIC BARRIER KEY that falls from the robot. Make your way back through
A-204 and ascend the stairs to the rooftop.
Wait on the stairwell outside the rooftop door and wait for a wandering
Shibito to enter it. Knock him down and steal his BROADAXE. When the sniper
Shibito on the rooftop is studying the eastern rooftop door, crouch-walk up
behind him and knock him out. Retrieve the WIRE from the west end of the
rooftop and exit the rooftop via the eastern door.
Return to the ground floor via the eastern stairway and use the TRAFFIC
BARRIER KEY to remove the TRAFFIC BARRIER (located near the south-east corner
of A-BUILDING). Return to the truck and press R3 (the right thumbstick) to
sound the horn. Quickly exit the vehicle and run back down the road between
A-BUILDING and B-BUILDING and proceed anti-clockwise around A-BUILDING.
Kill your torch and crouch-run behind the sniper Shibito as he investigates
the truck. Examine the plant on the wire fence just behind him to get [Yami
Akebi #38]. Note: If the sniper kills you at this point (which he probably
will), but you have moved the TRAFFIC BARRIER, retrieved the WIRE from the
rooftop and examined the YAMI AKEBI, you can complete the mission without
repeating these steps.
Return to the truck. Get in the truck and park it by the barricaded gate in
the north-east corner of the map. Tie the wire to the fence and enter the
truck to end the level.[News Paradox #3] and [National Times #4] are
automatically be added to the archives.

_____________________________________________

Character: Akiko Kiyota
15:00/Yamijima Island/Aonoku - Wandering
Mission 1: Destroy Ryuhei Mikami
Archive items: #80, #81, #82

Note: Ok people - this is one of the most buggery bastarding missions in the
game. I must have been killed at least 80 times before I nailed it. Be patient,
keep your cool and be persistent - you will get it eventually. My deepest
gratitude to Stefano Canciani (_Uwye_) yet again for providing a reliable
solution to the HANDGUN problem.
Sprint through the gap in the sea wall and crouch on the northern side. Wait
for the Yamibito to walk by, then sneak behind him and follow the path to
MISAMI'S HOUSE. Enter the front gate of MIKAMI'S HOUSE and retrieve the
BACKDOOR KEY from under the FLOWERPOT in the north-western section of the
front garden.
Run clockwise around to the other side of MIKAMI'S HOUSE and enter the
backdoor. Retrieve the ANUNNAKI REMAINS (CLAW) and Ryuhei's Notebook #80] from
the kitchen. Return to the front of MIKAMI'S HOUSE and approach the gardening
shed. Use sightjack to reveal a psychic impression of the combination lock
code. Open the gardening shed and retrieve the TROWEL.
Leave MIKAMI'S HOUSE to trigger a cutscene. Run clockwise around MIKAMI'S
HOUSE and follow the slope to the SHRINE, killing the Yamibito who get in your
way. Upgrade your weapon to the HATCHET and retrieve the MEKKOJU from the
SHRINE. Get killed so that you restart at the CHECKPOINT near the SHRINE.
Run to your left and crouch so that you are hiding just out of sight of the
Yamibito who pauses outside ASANO'S HOUSE. Sightjack this Yamibito and wait for
her to look at the SHRINE. The second she turns away from the SHRINE and begins
the downhill descent, crouch-run after her and squeeze yourself between her
and the wall (stay on her left side). When you are exactly alongside her,
strike her down and steal her HANDGUN. Note: This is the most difficult task in
the game so far. Unless you are exactly bewteen the Yamibito and the wall, she
will either knock you further up or down the hill and shoot you dead in four
shots. You must position yourself so that you both have your backs against the
wall so that she relies on her melee attack and cannot push you backwards.
This strategy is very intuitive, but once you have mastered it you will find
that you can repeat it successfully.
Once you have the HANDGUN, switch back to your HATCHET and return down the
slope to the backdoor of MIKAMI'S HOUSE, using only the HATCHET to eliminate
enemies (you need a full clip to destroy Ryuhei). Sightjack Ryuhei Mikami (the
Kou-Yamibito who lurks on the rooftops) and lure him out. When he is on your
tail, sprint into the backdoor of MIKAMI'S HOUSE and crouch-hide in the
KITCHEN. Ryuhei will growl for a while in the KITCHEN doorway because he is too
big to fit through the opening. Eventually he will lose interest and walk away.
At this point, when his back is exposed, you can shoot him from the safety of
the KITCHEN. Take your time and ensure that you only aim for his back, as his
front is impervious to damage. After 4 or 5 shots return to your crouch-hide
spot in the corner and wait for him to settle down again before emptying the
last of the clip into his back.

Mission 2: Find out the secret of Kanae
Archive items: none

Sprint through the gap in the sea wall and crouch on the northern side.
Sightjack Ryuhei Mikami. Wait for the Yamibito and Ryuhei to walk by. When the
Yamibito is moving southward along the shoreline and Ryuhei is circling
MIKAMI'S HOUSE, sneak up the northern path to MISAMI'S HOUSE. Enter the front
gate of MIKAMI'S HOUSE and retrieve the TROWEL from the gardening shed (use
sightjack to reveal a psychic impression of the combination lock code).
Wait for Ryuhei to walk past the front door of MIKAMI'S HOUSE again, then run
clockwise around to the other side of MIKAMI'S HOUSE. Kill the Yamibito at the
bottom of the long winding stairway and use sightjack near the bottom of the
stairs to reveal a psychic impression of a hand rake. Squeeze through the gap
in the wall opposite the street lamp and retrieve the HAND RAKE. Return through
the gap to the winding stairway and proceed up the stairs to the SHRINE. Avoid
or kill the Yamibito who patrols the square loop path south of the SHRINE and
make your way to the CABLE LIFT. As you pass the SHRINE, use sightjack to
reveal a psychic impression of a knife. Slowly move up the path towards the
CABLE LIFT and clear the path of Yamirei. Retrieve the ROPE from the CABLE
LIFT and open the gate of ASANO'S HOUSE. Retrieve the KNIFE from the yard to
end the level. Note: Don't worry if you get swarmed by Yamirei after you have
the ROPE in your possession. It will remain in your inventory even if you get
killed, meaning that you only need to retrieve it once.

_____________________________________________

SOJI ABE MISSIONS (Temporary Worker)
_____________________________________________

Character: Soji Abe
03:00/Yamijima Island/Fort Ruins #1 - Stand-in
Mission 1: Reach the road to Hidaru with Shu Mikami
Archive items: #54, #55

[Afternoon Prince #54] and [Da Gama Magazine #55] are automatically added to
the archive.
Leave Shu in the tunnel and sightjack the sniper Shibito who watches over the
BUNKERS. When the sniper Shibito is looking in the opposite direction, make a
series of dashes for the stairwell opposite BUNKER 1. Enter the tunnels and
take the first turn on your right. Kill the Shibito and steal his weapon.
Return to the last T-junction and run through the AMMO SHAFT, exiting via the
south-west passage. Sprint up the stone steps in BARBETTE REMAINS (S) and
crouch-run in the direction of BUNKERS 3 & 4. Kill the soldier Shibito who is
stationed in the middle of the cliff. Steal his gun and jump off the cliff.
Rescue Shu from his hiding spot (you must keep Shu with you for the rest of
this mission, always walking backwards to ensure he is on your heels).
Enter the POWER CONTROL STATION and switch the BREAKER off.
Enter the tunnels via the stairwell opposite BUNKER 1, take the first turn on
your right and kill the Shibito. On your map, you should be standing near a
short deadend. Take the path opposite the short deadend and descend the stairs
to the WEAPON STORAGE area. Kill the Shibito in the WEAPON STORAGE area. Search
WEAPON STORAGE #3 for an OIL DRUM LID.
Ascend the stairs near WEAPON STORAGE AREA #3 and turn left at the top.
Retrieve the STOREROOM KEY from the deadend passage. Retrace your steps back to
the tunnel entrance opposite BUNKER 1. Search for the OIL DRUM that is located
under a tree opposite BUNKER 1. Move the OIL DRUM, attach the lid and climb to
safety.

Mission 2: Find a fossil
Archive items: #56, #59

Leave Shu in the tunnel and sightjack the sniper Shibito who watches over the
BUNKERS. When the sniper Shibito is looking in the opposite direction, make a
dash for BUNKER 2. Lure the Shibito into the HUNTING TRAP in the open doorway
and kill him to retrieve the WOODEN BAT.
Enter the tunnels via the stairwell opposite BUNKER 1 and proceed forward to
the AMMO SHAFT. Kill the Shibito in the AMMO SHAFT and exit via the north-west
tunnel that opens onto BARBETTE REMAINS (N). Wait on the steps leading out of
the AMMO SHAFT and sightjack the sniper Shibito who watches over BARBETTE
REMAINS (N). When he turns away towards BARBETTE REMAINS (S), sprint across
BARBETTE REMAINS (N) to the northern tunnel.
Crouch-walk through the northern tunnel and sneak up behind the soldier
Shibito - be sure to clobber him on his right side, as a hunting trap is
positioned directly behind him. Steal his gun and move forward until you arrive
back at the tunnel entrance opposite BUNKER 1.
Retrieve Shu from the tunnel and return to the tunnel entrance opposite BUNKER
1. Go down the stairs, take the first turn on your right and kill the Shibito.
On your map, you should be standing near a short deadend. Take the path
opposite the short deadend and descend the stairs to the WEAPON STORAGE area.
Kill the Shibito in the WEAPON STORAGE area and inspect the sealed doorway at
WEAPONS STORAGE #2. Ensure you have the WOODEN BAT equipped, break through the
wall and lead Shu into WEAPONS STORAGE #2 to end the level. [UMA Fossil #56]
and [Soji's Cigarettes #59] are automatically added to the archive.

_____________________________________________

Character: Soji Abe
12:00/Yamijima Island/Shinari Mountain Trail - Dread
Mission 1: Head towards Aonoku with Akiko Kiyota
Archive items: #2, #69

[Photo of Soji and Ryuko #69] is automatically added to the archive. Follow the
path and enter the gate that is inbetween the GOLD MINING CO and the MATERIALS
WAREHOUSE. Climb the ladder and enter the GOLD MINING CO building to trigger a
cutscene. Place a HUNTING TRAP before you to immobilise the Yamibito in the
doorway, then turn your attention to the Yamibito who is attacking Akiko. When
they are both dead, upgrade your weapon and exit via the western door. Follow
the path and jump the gap until you are outside the PRESSURE MACHINE ROOM.
Wait on the balcony and kill the Yamibito who appears from the PRESSURE MACHINE
ROOM. Descend the stairs and open (but do not enter) the WORK ROOM door. Kill
the WORK ROOM Yamibito as he approaches the balcony. Retrieve the CABLE LIFT
KEY from the desk inside the WORK ROOM and exit via the northern door. Descend
the stairs and sightjack the sniper Yamibito who waits on the rooftop. He will
look left to right, then right to left. When he turns to the right, sprint up
the path to the CABLE LIFT. Unlock the SWITCHBOX in the CABLE LIFT and activate
the switch. Return halfway down the path and follow the other fork to the west,
but again, be wary of the sniper. The exit point is marked on the map [Ryuko's
Diary #2] is automatically added to the archive.

Mission 2: Solve the mystery with Akiko Kiyota
Archive items: #70, #72, #73

Note: This level is easier if you race ahead of Akiko and clear her path of
enemies. Don't forget to set HUNTING TRAPS to immobilise Yamibito.
Race ahead of Akiko and pass through the gate that is inbetween the GOLD MINING
CO and the MATERIALS WAREHOUSE. Climb the ladder and stand in the dorrway of
the GOLD MINING CO building. Use your torch and bat to thin out the Yamirei
before Akiko arrives, then do your best to protect Akiko from the Yamirei.
The second they are all dead, sprint downstairs and retrieve the NAIL. Inspect
the fuse box and switch on the lights. Return upstairs and exit via the western
door. Follow the path and jump the gap until you are outside the PRESSURE
MACHINE ROOM. Descend the stairs and save Akiko from the Yamibito who has her
cornered by the gate.
Run through the WORK ROOM ahead of Akiko and exit via the northern door.
Descend the stairs and set a HUNTING TRAP to the side of the stairs to trap the
Yamibito who hides under the WORK ROOM staircase (ensure your torch is on to
buy a few precious seconds to set the HUNTING TRAP). Steal his TROWEL.
Follow Akiko to the CABLE LIFT and kill the Yamibito who guards the fork in the
path.
Follow Akiko to the PASSAGE HOLE and switch on the lights on the SWITCH BOX
(attached to the street lamp) as you pass it. Run ahead of Akiko and kill the
two Yamibito who ambush you near the PASSAGE HOLE. Run halfway up the STEPS OF
PAIN and smash the padlock on the gate. Defeat the Yamibito beyond the gate,
ascend the stairs and jump the gap. Return through the GOLD MINING CO building
and jump the gap onto the roof of the MATERIALS WAREHOUSE. Drop to the ground
and retrieve the UNDERGROUND PASSAGE KEY from the MATERIALS WAREHOUSE.
Enter the eastern gate, follow the tunnels and take the right fork to get
[Message Bottle #70] near the water. Return to the fork and take the left path
up the stairs. Sneak behind the boulder and throw the CAMERA to end the level.
[Golden Ohsho #72] and [Fortune-telling File #73] are automatically added to
the archive.

_____________________________________________

Character: Soji Abe
19:00/Yamijima Gold Dredge - Agony
Mission 1: Escape to the road to Houya
Archive items: none

Quickly kill your torch and wait behind the mining cart directly in front of
you. A Yamibito will approach from the right side of the mining cart. Ambush
him and steal his HAMMER. Sightjack the sniper who watches from above and hide
behind the cylindrical mining cart. Sneak up the stairs and ambush him with the
torch and HAMMER when he's not looking. Steal his RIFLE and proceed to the
INCLINE CONTROL ROOM. Inspect the switch on the wall and call the trolley to
the ground floor. Wait for the Yamibito who patrols the INCLINE to walk
downhill, then descend the stairs that overlook the INCLINE. Hop on top of the
trolley to trigger a cutscene.
Switch off your torch and crouch-run along the left wall until you reach the
light switches. Turn them on and ambush the Yamibito under the light. Proceed
to the exit point just beyond the ORE PROCESSING PLANT.

Mission 2: Reunite with the dog
Archive items: #85, #86

Quickly kill your torch and wait behind the mining cart directly in front of
you. A Yamibito will approach from the right side of the mining cart. Ambush
him and steal his HAMMER. Sightjack the sniper who watches from above and hide
behind the cylindrical mining cart. Sneak up the stairs and ambush him with the
torch and HAMMER when he's not looking. Steal his RIFLE and proceed to the
INCLINE CONTROL ROOM. Inspect the switch on the wall and call the trolley to
the ground floor. Wait for the Yamibito who patrols the INCLINE to walk
downhill, then descend the stairs that overlook the INCLINE. Hop on top of the
trolley to trigger a cutscene.
Switch off your torch and crouch-run along the left wall until you reach the
light switches.  Turn them on and sprint to the northern door of the BREAK
ROOM. Enter the BREAK ROOM, kill the Yamibito and steal his HAMMER. Retrieve
the [Dog Whistle #85] from the STOREROOM. Sightjack the sniper Yamibito who
guards the STEEL DOOR. When the sniper Yamibito has his back to you, move
towards the STEEL DOOR. Ensure that you hug the right wall and remain hidden
behind the mining carts. When he turns towards the BREAK ROOM, make your way
towards the INCLINE. Sprint down the INCLINE and kill the Yamibito and the
Yamirei.
Retrieve the BLOWER MACHINE ROOM KEY from the GUARDHOUSE and move to the top
of the INCLINE stairs to kill the INCLINE Yamibito and the roaming Yamibito.
Sightjack the sniper Yamibito who watches from above and sprint to the INCLINE
CONTROL ROOM when he is looking the other way. Wait in the INCLINE CONTROL ROOM
for the INCLINE Yamibito to descend the INCLINE and for the sniper Yamibito to
face northwards. Ambush the sniper Yamibito and steal his RIFLE.
Make your way downstairs to the BLOWER MACHINE ROOM and use the DOG WHISTLE.
Return down the INCLINE to area behind the GUARDHOUSE. [Soji's Lighter #86] is
automatically added to the archive.

_____________________________________________

Character: Soji Abe
24:00/Yamijima Lighthouse - Lost World
Movie Stage
Archive items: #98

[National Times #98] is automatically added to the archive. [ENDING #3].

_____________________________________________

SHIGERU FUJITA MISSIONS (Police Officer)
_____________________________________________

Character: Shigeru Fujita
-05:00/Yamijima Gold Dredge - Omen
Mission 1: Reach the road to Houya
Archive items: none

Move forward and collect the HAMMER from the BLOWER MACHINE ROOM. Run down the
INCLINE slope and retrieve the TORCH from the GUARDHOUSE. Use the HAMMER to
fend off the Shiryos. Return to the upper level and proceed forward through the
STEEL DOOR until you trigger a cutscene.
Sprint to the STOREROOM located inside the BREAK ROOM and retrieve the WIRE.
Sprint towards the exit point on the map (beyond the ORE-PROCESSING PLANT),
ignoring the Shiryos you encounter.

Mission 2: Find Ferry
Archive items: #10

Move forward and collect the HAMMER from the BLOWER MACHINE ROOM. Run down the
INCLINE slope and retrieve the TORCH from the GUARDHOUSE. Use the HAMMER to
fend off the Shiryos. Return to the upper level and proceed forward through the
STEEL DOOR until you trigger a cutscene.
Sprint through the Shiryos to the ORE-PROCESSING PLANT. Retrieve the INCLINE
CONTROL ROOM KEY and sprint back through the STEEL DOOR to the INCLINE CONTROL
ROOM. Ascend the stairs to the upper storey and look out the window. [Shikai
News #10] is automatically added to the archive.

_____________________________________________

Character: Shigeru Fujita
05:00/Yamijima Island/Fort Ruins #1 - Reunion
Mission 1: Escape from Fort Ruins with Ichiko Yagura
Archive items: #60

Shoot Tsuneo Ohta at close range as he approaches, then turn around and
retrieve [Tsukasa's Dog Collar #60] from the rear of the tunnel. Reload and
proceed forward to the POWER CONTROL STATION. Switch the breaker off but turn
the POWER CONTROL STATION light on (the switch is located near the doorway).
Consult your map and enter the underground tunnels via the stairway that is
opposite BUNKER 1.
Make your way to the AMMO SHAFT and kill the soldier Shibito at close range.
Steal his weapon but ensure that you are still carrying the HANDGUN.
Orient your map so that north is upwards, then proceed through the northwest
tunnel and up the stairs until you arrive in the BARBETTE REMAINS (N).
Ascend the stone steps and consult your map. You must instruct Ichiko to hide
in the crumbling debris that lies just ahead, where she will find a KEY.
Ask Ichiko to follow you and descend the stairs back to BARBETTE REMAINS (N).
Orient your map so that north is upwards, then crouch-run into the northern
tunnel with your torch turned off. Follow the lefthand wall and you will arrive
at an L-shaped deadend that contains a MILITARY SHOVEL. Ensure that you do not
swap it for your HANDGUN.
Near the entrance of the L-shaped deadend you will notice a soldier Shibito who
has his back to you. Kill your torch, crouch-walk and shoot him from behind.
Take his 9MM MACHINE PISTOL, but ensure that you still carry the MILITARY
SHOVEL.
Turn off your torch and take the first turn on your right, descending the
stairs to the WEAPON STORAGE area. Locate and kill the soldier Shibito and
proceed to the other side of the WEAPON STORAGE AREA. Move upstairs and turn
right, then left to reach a tunnel that is blocked by dirt. Clear the path with
the shovel, then proceed onward to the exit point.

Mission 2: Reach Weapon Storage #2 with Ichiko Yagura
Archive items: #9

Shoot Tsuneo Ohta at close range as he approaches, then reload and proceed
forward to the POWER CONTROL STATION. Switch the breaker off and enter the
underground tunnels via the stairway that is opposite BUNKER 1.
Make your way to the AMMO SHAFT and exit via the northwest tunnel that leads to
the BARBETTE REMAINS (N). Before entering BARBETTE REMAINS (N), sightjack the
soldier Shibito who patrols BARBETTE REMAINS (N) and ambush him when he is
entering the northern tunnel. Crouch-run into the northern tunnel with your
torch turned off. Sneak up behind the soldier Shibito and shoot him in the
head. Steal his 9MM MACHINE PISTOL and take the first turn on your right,
descending the stairs to the WEAPON STORAGE area.
At this point Tsuneo Ohta will be hot on your heels, so be prepared for a rear
admiral. Once Tsuneo is incapacitated, enter the WEAPON STORAGE AREA.
A soldier Shibito lurks in WEAPON STORAGE #2. Ambush him, but be sure to walk
forward as you gun him down. Escort Ichiko into WEAPON STORAGE #2 to complete
the level. Note: If you get killed at this point, Tsuneo will be situated
outside WEAPON STORAGE #2. Simply sneak up on him and gun him down. It often
helps to use Ichiko as bait to draw the gunfire of the soldier Shibito in
WEAPON STORAGE #2. Immediately after he fires, advance on him and gun him down.
[Shikai News #9] is automatically added to the archive.

_____________________________________________

ICHIKO YAGURA MISSIONS (female student in school dress)
_____________________________________________

Character: Ichiko Yagura
01:00/Bright Win/Freight Room - Loss
Mission 1: Escape to Forward Deck
Archive items: #39, #40, #41

[Ichiko's Student I.D. #39] is automatically added to the archive.
Sightjack the Shibito who approaches the door of the B1 FREIGHT ELEVATOR. When
he turns away from the elevator, run to the elevator door and ride the elevator
upwards to the next level. Quickly crouch-run past the top of the stairwell and
turn right, resting halfway up the long flight of stairs.
A sniper Shibito is directly above you, so slowly creep forward and wait at
the point near the top of the stairs where the handrail ends.
Sightjack the sniper Shibito (he looks in two directions - down a long 1st
floor hallway and then turns to look at the top of the stairwell).
When he is looking down the 1st floor hallway, crouch-run up the stairs and
turn right at the top. Proceed forward until you arrive at the WHEELHOUSE.
Retrieve the CABIN KEY and [Riko's Record #41]. Exit the WHEELHOUSE via the
south door and wait at the bottom of the steps. The sniper Shibito you avoided
earlier is stationed at the end of the hallway.
Consult your map and locate the nearest white locked door. Sightjack the sniper
Shibito and wait for him to look towards the stairwell. When it is safe,
crouch-run to the locked door (do not enter it).
Sightjack the shibito who wanders the 1st floor hallways, and ensure that the
sniper Shibito who guards the end of the 1st floor hallway is on the south side
of the corridor. When the wandering Shibito enters the SECOND-CLASS CABIN that
is lined with bunks, quickly open the door and run around to the THIRD-CLASS
CABIN (it contains a television). Retrieve the FISHING LINE AND HOOK.
Sightjack the shibito who wanders the 1st floor hallways again and wait for him
to walk past the open door that you unlocked with the key. Ensure that the
sniper Shibito who guards the end of the 1st floor hallway is on the south side
of the corridor, then quickly run into the SECOND-CLASS CABIN that is lined
with bunks and retrieve the [Origami Letter #40].
Bring up your map and study the two black rectangles in the centre of the 1st
floor corridor. You must hide between the two rectangles and position
yourself at the north-west corner of the east rectangle (this will temporarily
shield you from both Shibito). When the sniper Shibito is positioned at the end
of the southern corridor, sprint eastwards down the northern corridor and head
for the south-east corner of the ENTRANCE. If you're quick, you'll make it
without being shot.
Make your way to the STARBOARD DECK, examine the wire grate on the STARBOARD
DECK and retrieve the CRANK HANDLE. Place the CRANK HANDLE on the BOAT DAVIT
and proceed to the FORWARD DECK.

Mission 2: Escape from the Ferry with Shigeru Fujita
Archive items: #42, #49

Wait near the rear of the FREIGHT ROOM. A shibito will appear from the elevator
and give chase. Let him close in on you, then quickly dart around the column
and enter the elevator. Ride it up to the next level.
Run past the stairwell, turn right and rest halfway up the long flight of
stairs. A sniper Shibito is directly above you, so slowly creep forward and
wait at the point near the top of the stairs where the handrail ends.
Sightjack the sniper Shibito (he looks in two directions - down a long 1st
floor hallway and then turns to look at the top of the stairwell).
When he is looking down the 1st floor hallway, crouch-run up the stairs and
turn right at the top. Proceed forward until you arrive at the WHEELHOUSE.
Retrieve the CABIN KEY and wait for the phone to ring. Answer the phone and
then exit the WHEELHOUSE via the south door.
Wait at the bottom of the steps - the sniper Shibito you avoided earlier is
stationed at the end of the hallway. Consult your map and locate the nearest
white locked door. Sightjack the sniper Shibito and wait for him to look
towards the stairwell. When it is safe, crouch-run to the locked door (do not
enter it).
Sightjack the shibito who wanders the 1st floor hallways, and ensure that the
sniper Shibito who guards the end of the 1st floor hallway is on the south side
of the corridor. When the wandering Shibito enters the SECOND-CLASS CABIN that
is lined with bunks, quickly open the door and run around to THIRD-CLASS CABIN.
When the sniper Shibito is positioned at the end of the southern corridor,
sprint eastwards down the northern corridor and head for the south-east corner
of the ENTRANCE. If you're quick, you'll make it without being shot.
Proceed through the doorway to the left of the reception desk and descend the
stairs to B2. When you reach a locked door, shout to gain Shigeru Fujita's
attention.
Lead Shigeru to the ENGINE CONTROL ROOM, but ensure that he is in front of you.
Allow Shigeru to shoot the Shibito inside the ENGINE CONTROL ROOM. Retrieve
the CROWBAR.
Retrace your steps to the ENTRANCE and incapacitate the sniper Shibito in the
1st floor southern corridor. Sightjack the new Shibito who has appeared
overlooking the south side of the balcony on the 2nd floor.
Note: this Shibito holds archive item [Trophy #42]. I have tried numerous times
to catch him in Hard Mode but with no success - he is just too swift. To get
this item, I returned to the Top Menu and switched to Easy Mode in the Options
Menu. I then used the following strategy to obtain [Trophy #42]:
Sightjack the new Shibito who has appeared overlooking the south side of the
balcony on the 2nd floor. Retrace your steps to the ENTRANCE. Run halfway up
the south side stairs to the 2nd floor, then straight back downstairs again to
block his passage to the 1st floor hallway. Chase him through the STARBOARD
DECK to the FORWARD DECK. Corner him, kill him and take his [Trophy #42]. If
you manage to lose him, sighjack his position and try again. Note: Often he
will hide in the WHEELHOUSE, then loop back to his original position,
overlooking the south side of the balcony on the 2nd floor. If this occurs,
you must follow him to the WHEELHOUSE and then back again. Eventually he WILL
run to the FORWARD DECK.
Return through the STARBOARD DECK and locate Shigeru on your way back down to
the ENGINE CONTROL ROOM. Do not enter the ENGINE CONTROL ROOM, but pass by it
and ascend the stairs to the exit point. [Shigeru's Apology Letter #49] is
automatically added to the archive.

_____________________________________________

Character: Ichiko Yagura
08:00/Yamijima Island/Shiofurihama - Lone Shadow
Mission 1: Hide in Stage Storeroom
Archive items: #66

Run straight ahead and follow the lefthand wall until you reach the MAIN GATE.
Scale the MAIN GATE and hide behind the TURTLE STATUE. You must lure a Shibito
into the school yard and into the path of the truck. When they get hit by the
truck they will drop their weapon (usually the FRYING PAN). Keep scaling the
MAIN GATE if you need to catch your breath.
Once you have a weapon, wait for the truck to pull away from the TURTLE STATUE
and run in a clockwise direction around the school. Run up the stairs to the
INCINERATOR and deal with any Shibito who cross your path - remember to upgrade
your weapon at the first available opportunity. Light the INCINERATOR, return
down the stairs and run passed the RABBIT HUTCH. Wait at the bottom of the
stairs that lead to the STAGE STOREROOM. A sniper Shibito will walk from the
direction of the STAGE STOREROOM to investigate the INCINERATOR. When the coast
is clear, run up the stairs to the STAGE STOREROOM, being wary of the Shibito
who wanders around the STAGE STOREROOM.
Inspect the open doorway and retrieve [Yamijima History Book #66] from the
cart. Move to the rear of the STAGE STOREROOM and break the lefthand window to
gain access.

Mission 2: Escape from Grade/Middle School
Archive items: #67

Run straight ahead and follow the lefthand wall until you reach the MAIN GATE.
Scale the MAIN GATE and hide behind the TURTLE STATUE. You must lure a Shibito
into the school yard and into the path of the truck. When they get hit by the
truck they will drop their weapon (usually the FRYING PAN). Keep scaling the
MAIN GATE if you need to catch your breath. Once you have a weapon, wait for
the truck to pull away from the TURTLE STATUE and run in a clockwise direction
around the school. Run to the RABBIT HUTCH and retrieve the CUTTING KNIFE.
Run up the stairs to the INCINERATOR and deal with any Shibito who cross your
path. Light the INCINERATOR, return down the stairs and run passed the RABBIT
HUTCH. Wait at the bottom of the stairs that lead to the STAGE STOREROOM. A
sniper Shibito will walk from the direction of the STAGE STOREROOM to
investigate the INCINERATOR. When the coast is clear, run up the stairs to the
STAGE STOREROOM. Inspect the rear righthand window of the STAGE STOREROOM and
use the CUTTING KNIFE to cut through the curtains. Retrieve the NAIL BOX.
Follow the northern wall and return to the INCINERATOR via the upper path (the
sniper has moved to the lower level). Retrieve the [Student's Picture Diary
#67] from beside the INCINERATOR. Scatter the NAIL BOX on the road near the
bottom of the stairs that lead to the INCINERATOR. Run in a counter-clockwise
direction around the school to get the attention of the truck driver, then lure
him back towards the nail trap.
After the cutscene, crouch-walk past the RABBIT HUTCH and sneak up behind the
sniper Shibito who waits at the bottom of the stairs that lead to the STAGE
STOREROOM. Whack him and exit the level via the hole in the wall that was
created by the runaway truck.

_____________________________________________

SHU MIKAMI MISSIONS (Novelist/Blind Man/Small Boy)
_____________________________________________

Character: Shu Mikami
-03:00/Aonoku Settlement/Mikami's House, 2nd Floor - Tragedy
Mission 1
Archive items: #17

The game is deliberatly obscure and vague to begin with, so don't freak - just
go with it. All will be revealed...
Inspect the [Mermaid Princess Book #17] in the centre of the room. Open the
door and walk downstairs.

Mission 2: Escape from Aonoku Settlement
Archive items: #11, #18, #19

Begin by searching the closet for [Robo Beast #19], then exit the room via the
open window. Shu can't use sightjack, so you must use stealth to avoid
villagers. Turn to your right and follow the path until you reunite with
Kanae. Follow Kanae through the narrow gap and up the slope until Kanae asks
for something to distract the villager. Note: At this point you must get
detected/captured to activate the appropriate CHECKPOINT.
The CAN and the [Fisherman's Note #18] are along the shoreline near the FISHING
SHACK (CAN - gap in sea wall; FISHERMAN'S NOTE - run through the gap in the sea
wall and head north). To get these items, restart the game from the CHECKPOINT
and wait for the proximity warning sound to cycle six times. On the sixth note,
sprint down the hill, past the first villager and around the left side of the
second villager. Be quick and you'll make it to both items. They'll catch you,
but when you start again from the CHECKPOINT both items will be in your
possession.
Give Kanae the EMPTY CAN. Follow Kanae a little further and she will
stop near the ASANO HOUSE. Enter the ASANO HOUSE and examine the SWITCH near
the front door. Return to Kanae and mention the SWITCH.
Follow Kanae to the exit point at the CABLE LIFT. [Ohta Family Picture #11] is
automatically added to the archive.

_____________________________________________

Character: Shu Mikami
-02:00/Yamijima Island/Aonoku Settlement - Chance Meeting
Mission 1: Escape from Aonoku Settlement
Archive items: #21, #23, #24

[Mermaid's Tear #21] is automatically added to the archive.
Sightjack Tsukasa (Shu's dog) and press R3 (the right thumbstick) to control
Shu using Tsukasa's perspective. Walk forward and retrieve the SHOEHORN. Step
up into the living room and examine the shelves to get [Letter to Ryuhei #24].
Proceed upstairs and examine the shelves to get [Shu's Cassette #23].
Return to the living room, adopt Shu's blurry view and sightjack the villager
who patrols the path near the FISHING SHACK. When he walks towards the FISHING
SHACK, leave MIKAMI'S HOUSE, sprint down the path and run through the gap in
the sea wall opposite the FISHING SHACK. Hide in the northern section alongside
the sea. Wait for the villager to walk northwards past the gap in the sea wall,
then sneak out and follow the path that leads to the exit point.
At the first junction, adopt Tsukasa's view and instruct Tsukasa to stand
guard and monitor the nearby villlager. Crouch-run towards Tsukasa when the
villager is looking the other way.
Before proceeding up the next set of steps, inspect the wall that is opposite
the street lamp to trigger a cutscene.
Proceed up the path until Tsukasa is required to stand guard again. Two
villagers patrol the square section of path ahead, moving in a clockwise loop.
Wait at the corner of the building and then follow one of them to the exit
point indicated on the map.

Mission 2: Find treasure and Escape from Aonoku Settlement
Archive items: #22

Adopt Shu's blurry view and sightjack the villager who patrols the path near
the FISHING SHACK. When he walks towards the FISHING SHACK, leave MIKAMI'S
HOUSE, sprint down the path and run through the gap in the sea wall opposite
the FISHING SHACK. Crouch/hide in the northern section alongside the sea. Wait
for the villager to walk northwards past the gap in the sea wall, then sneak
out and follow the path that leads to the exit point.
Adopt Tsukasa's viewpoint again. Consult the map and follow the path that leads
to the exit point. At the first junction instruct Tsukasa to stand guard and
monitor the nearby villager. Crouch-run towards Tsukasa when the Shibito is
looking the other way.
Proceed up the path until Tsukasa is required to stand guard again. Two
villagers patrol the rectangular section of path ahead, moving in a clockwise
loop. Wait at the corner of the building and sightjack one of them. The
villagers will walk past Tsuneo Ohta, then the shrine. As they pass the shrine,
sprint up the central L-shaped slope that connects with the shrine and keep
running until you reach the SCRAP METAL DUMP. You might be seen, but if you
run fast enough and crouch at the SCRAP METAL DUMP you might out-run them.
Instruct Tsukasa to search the area for [Shu's Drawing #22]. A villager will
suddenly appear, so you must move Shu to safety without Tsukasa's assistance
using first-person view. Quickly get onto the path that leads back to the
village and the level will end.

_____________________________________________

KANAE MISSIONS (Young female)
_____________________________________________

Character: Kanae
-01:00/Yamijima Harbour/Old Road - Fleeing
Mission 1: Reach Dolphin Pier with Shu Mikami
Archive items: none

Run forward and ascend the first set of stairs. Stop before you reach the
streetlamp with the POWER BOX attached to it. Sightjack the villager who stares
at the streetlamp, and when he is looking in the opposite direction, switch off
the POWER BOX and hide under the WORK ROOM stairs, just opposite the POWER BOX.
Wait for the villager to examine the POWER BOX and descend the stairs to the
lower path. When the coast is clear, follow the path to the CABLE LIFT. Shu
will either be hiding behind barrels in the fork that branches west off the
main path, or he will be hiding in the CABLE LIFT itself.
Once Shu is in your care, follow the path back to the streetlamp with the POWER
BOX, but stop just before the blue barrels under the stairwell. Turn left and
attempt to acscend the stairs to the WORK ROOM. After the cutscene, ascend the
stairs to the WORK ROOM and enter the building. Crouch behind the benches and
sightjack Tsuneo Ohta. When he descends the stairs, leave the WORK ROOM via the
eastern door and move southward to the locked gate. Send Shu through the gate
to retrieve the key. Proceed through the gate and then sprint downstairs until
you have reached the exit point at DOLPHIN PIER.

Mission 2: Reach Yamijita Lighthouse with Shu Mikami
Archive items: #27, #28, #29

Run forward and ascend the stairs. Ascend the next set of stairs to the left of
the street lamp, and then the next set of stairs until you arrive at a short
bridge. Cross the bridge, enter the building and descend the stairs. When you
emerge outside again on the balcony near the street lamp, crouch and sightjack
the villager who walks up the stairs to the WORK ROOM. Crouch-walk after him,
remaining hot on his heels and hide behind the benches in the WORK ROOM.
Sightjack Tsuneo and wait for him to enter the WORK ROOM. When he leaves the
WORK ROOM to study the pile of debris near the WORK ROOM door, leave your
hiding spot and exit the WORK ROOM via the eastern door.
Ascend the stairs, enter the PRESSURE MACHINE ROOM, inspect the pipes and turn
the valve. Retrieve one of the OCTOPUS POTS from under the window and leave the
PRESSURE MACHINE ROOM via the same door. Just outside the doorway to the
PRESSURE MACHINE ROOM you will notice a sheer drop. Sightjack Tsuneo and wait
for him to stand directly under the ledge, then drop the OCTOPUS POT on his
head (he will inspect the gate, then turn and look upwards). Sometimes he will
notice your presence in the room above and will search for you. Simply hide in
the corner near the OCTOPUS POTS and you should be safe from view.
Return downstairs to the WORK ROOM and make your way to the CABLE LIFT to
retrieve Shu. Shu will either be hiding behind barrels in the fork that
branches west off the main path, or he will be hiding in the CABLE LIFT itself.
Return to the WORK ROOM and head back upstairs to the ledge outside the
PRESSURE MACHINE ROOM. Jump the gap and use the PROTEST SIGN to make a bridge
for Shu [Protest Sign #29].
Wait for the proximity warning sound to stop before walking forward and
climbing up onto the ledge outside the GOLD MINING CO. Enter the GOLD MINING CO
and retrieve [Employee's Journal #28] from the desk. Walk through the open
doorway and descend the stairs. Locate the PORTABLE RADIO but do not touch it.
Sightjack the villager who patrols the area outside the GOLD MINING CO (you
will make out your own crosshairs distinctly through the wall). When he stops
to look at the MATERIALS WAREHOUSE door, retrieve the [Portable radio #27] from
the shelf and use the BATTERIES from ROBO BEAST to turn it on. Hide on the
staircase and crouch-run to the door when the villager examines the PORTABLE
RADIO with his back to you. Exit the door, turn right and follow the path that
runs around the outside of the GOLD MINING CO until you are standing outside
the MATERIALS WAREHOUSE. Move east and enter the tunnels that lead to the
YAMIJIMA LIGHTHOUSE.
Before stepping down into the tunnels, sightjack the villager who roams the
tunnels. When he takes the left fork towards the balcony, sprint into the
tunnels and take the right fork down to the water's edge to save the turtle.
You will probably get caught on the return trip, but simply repeat the last few
steps and take the left fork when the villager is descending the right fork
stairs to the shoreline.

____________________________________________

7. A R C H I V E   I T E M S
____________________________________________

The list below features additional information about each archive item in
relation to the story:

1. Shintokumaru Magazine
Takeaki Misawa - 04:00/Gold Ming Co. Housing (Mission 2)
This article relates how Harumi Yomoda (Forbidden Siren 1) was rescued from
the Hanuda Village earthquake by Takeaki Misawa.

2. Ryuko's Diary
Soji Abe - 12:00/Yamijima Island/Shinari Mountain Trail (Mission 1)
Ryuko Tagawa shares her thoughts about her vague past, her friends and an
impending sense of doom.

3. News Paradox
Akiko Kiyota - 00:00/Yamijima Island/Houya (Mission 2)
Recounts Ryuko Tagawa's murder.

4. National Times
Akiko Kiyota - 00:00/Yamijima Island/Houya (Mission 2)
Recounts the latest news about Ryuko Tagawa's murder.

5. Radio News
Mamoru Itsuki - 22:00/Shinari Mountain/Pylon #4 (Mission 2)
Recounts the latest news about Ryuko Tagawa's murder.

6. Voice Recorder
Mamoru Itsuki - -03:00/Yamijima Harbour/Dolphin Pier (Mission 1)
Recording of Mamoru's conversation with the Sanzu Harbour boat crew. Shu,
Ikuko, Akiko and Soji can be heard in the background.

7. Mamoru's Company I.D.
Mamoru Itsuki - -03:00/Yamijima Harbour/Dolphin Pier (Mission 1)
One of the first documents you find reminds you that you are entering strange
territory. Mamoru's wallet contains an article about the division and
multiplication of infinite space and the wonder of multiple worlds.

8. Akiko's Pendulum & Map
Mamoru Itsuki - -03:00/Yamijima Harbour/Dolphin Pier (Mission 1)
Akiko's map is marked with an X prior to arriving on Yamijima Island. Although
Akiko and Soji fled to Sanzu Harbour to escape the police, Akiko was always
drawn to the island by Mother's presence.

9. Shikai News
Shigeru Fujita - 05:00/Yamijima Island/Fort Ruins #1 (Mission 2)
Recounts how the undersea cable supplying Yamijima Island was severed, despite
the fact that the cable was 310 metres below sea level. The article also
recounts how all of the island reisdents disappeared after the power failure.

10. Shikai News
Shigeru Fujita - -05:00/Yamijima Gold Dredge (Mission 2)
Recounts the disappearance of the ferry 'Bright Win' and the last vague
transmission mentioning something about 'the girl' (possibly Yuri or Kanae,
bringing to ferry aground).

11. Ohta Family Picture
Shu Mikami - -03:00/Aonoku Settlement/Mikami's House, 2nd Floor (Mission 2)
A photo of village head Tsuneo Ohta and his daughter Tomoe.

12. Missing Person Poster
Mamoru Itsuki - -03:00/Yamijima Harbour/Dolphin Pier (Mission 2)
Missing poster featuring Yuri Kishida, last seen at Sanzu Harbour.

13. Yamigame
Mamoru Itsuki - -03:00/Yamijima Harbour/Dolphin Pier (Mission 2)
The image on the Yamigame's back resembles a mask of rage, spawning the myth
that these turtles were inhabited by the vengeful spirits of those lost at sea.

14. Turtle Jelly Noodles
Mamoru Itsuki - -03:00/Yamijima Harbour/Dolphin Pier (Mission 1)
This local delicacy caused consumers to want to return to the sea (Yamigame
turtles were believed to be cursed. See archive #13). The advertising campaign
features Naoko Mihama (Forbidden Siren 1).

15. Kastori Weekly
Mamoru Itsuki - -03:00/Yamijima Harbour/Dolphin Pier (Mission 1)
A sensationalist magazine about the supernatural, specifically detailing
strange phenomena on Yamijima Island.

16. Exposition Medal
Mamoru Itsuki - -03:00/Yamijima Harbour/Dolphin Pier (Mission 2)
The amusement park sight was once home to the Earthernware and Peace
Exposition, a failed tourist attraction that was symbolised by the Jomon Tower,
a tower made from earthernware. This tower no doubt is a shade of the Spider's
Thread.

17. Mermaid Princess Story
Shu Mikami - -03:00/Aonoku Settlement/Mikami's House, 2nd Floor (Mission 1)
This tale, which Shu reads as a child, tells the story of a young mermaid who
falls in love with a human prince and thus regains her humanity.

18. Fisherman's Note
Shu Mikami - -03:00/Aonoku Settlement/Mikami's House, 2nd Floor (Mission 2)
Recounts the atmosphere of fear surrounding Kanae's presence on the island.

19. Robo Beast
Shu Mikami - -03:00/Aonoku Settlement/Mikami's House, 2nd Floor (Mission 2)
Despite resembling a panda bear, Robo Beast makes a sound more like a sea
creature. Did the sound emitted by Robo Beast have any connection with the
sound of the Siren?

20. Helicopter Transmitter
Mamoru Itsuki - -03:00/Yamijima Harbour/Dolphin Pier (Mission 1)
Recounts how the self-defence force soldiers arrived on the island.

21. Mermaid's Tear
Shu Mikami - -02:00/Yamijima Island/Aonoku Settlement (Mission 1)
Shu Mikami contributes to Yamijima folklore by writing two romantic novels
under the title 'Mermaid's Tear', no doubt inspired by his relationship with
Kanae who appeared from the sea like a mermaid.

22. Shu's Drawing
Shu Mikami - -02:00/Yamijima Island/Aonoku Settlement (Mission 2)
Shu's bright drawing depicts Kanae under some ominous clouds. Note the absence
of the sun.

23. Shu's Cassette
Shu Mikami - -02:00/Yamijima Island/Aonoku Settlement (Mission 1)
Recording of Kanae's song. Note how Ryuhei is arrested by the mysterious tune.

24. Letter to Ryuhei
Shu Mikami - -02:00/Yamijima Island/Aonoku Settlement (Mission 1)
A letter of condolence from Omihito Takeuchi, the father of Tamon Takeuchi
(Forbidden Siren 1).

25. Takeaki's I.D.
Yorito Nagai - -01:00/Yamijima Amusement Park/Custodian's Shack (Mission 2)

26. Signboard Graffiti
Yorito Nagai - -01:00/Yamijima Amusement Park/Custodian's Shack (Mission 1)
The signboard graffiti reads 'Seven Gates' (the original Forbidden Siren game
featured a 26-symbol code that corresponded with the letters in the English
alphabet. Siren 2 however features a symbolic code that only translates into
Japanese).

27. Portable Radio
Kanae - -01:00/Yamijima Harbour/Old Road (Mission 2)
Reports of heavy rain and flooding are broadcast over the radio. A tsunami?

28. Employee's Journal
Kanae - -01:00/Yamijima Harbour/Old Road (Mission 2)
Details the closure of the mine and the resistance of the Yamijima anti-
development group.

29. Protest Sign
Kanae - -01:00/Yamijima Harbour/Old Road (Mission 2)
The sign indicates that the Yamijima islanders were concerned about protecting
the environment, but realistically they were probably more concerned about
intruders tainting the sanctity of the island.

30. Shikai News
Yorito Nagai - 14:00/Gold Mining Co. Housing/C-102 (Mission 2)
Recounts the recovery of Noriko Kifune, sole survivor of the Bright Win.

31. Old Scroll - Chapter 1
Mamoru Itsuki - 00:00/Yamijima Island/Uryuga Forest (Mission 1)
Poses a theory behind the phenomena of sightjacking. The creatures who dwell
below gaze at the world above through the eyes of those they wish to corrupt.

32. Police Notebook
Mamoru Itsuki - 00:00/Yamijima Island/Uryuga Forest (Mission 1)
Shigeru's notes regarding the island's strange history. Strange how he is
investigating a rumour that is 20 years old. For some reason this obscure
objective brings Shigeru back to his birthplace.

33. Stone Ball
Mamoru Itsuki - 00:00/Yamijima Island/Uryuga Forest (Mission 2)
The ebony ball supposedly pre-dates civilisation. What function it play is a
mystery. Perhaps a symbol of the eclipse, or of the time when the earth was
covered in darkness? Or maybe a map of the earth showing how certain realities
intersect?

34. UMA Encyclopaedia
Mamoru Itsuki - 00:00/Yamijima Island/Uryuga Forest (Mission 2)
Recounts how the Yamipikaria Cat is fond of bright objects, explaining why it
was preoccupied with Tomoe's hair ornament in the ventilation duct (see archive
#51).

35. Hair Ornament
Mamoru Itsuki - 00:00/Yamijima Island/Uryuga Forest (Mission 2)
A powerful symbol representing Tomoe's attachment to her father and her vanity.

36. Akiko's Driver's Lisense
Akiko Kiyota - 00:00/Yamijima Island/Houya (Mission 1)

37. Robo Zoo
Akiko Kiyota - 00:00/Yamijima Island/Houya (Mission 2)
Despite resembling a panda bear, Robo Zoo makes a sound more like a sea
creature. Did the sound emitted by Robo Zoo have any connection with the sound
of the Siren?

38. Yami Akebi
Akiko Kiyota - 00:00/Yamijima Island/Houya (Mission 2)
Yami Akebi is a hallucinoghenic laxative fruit that is indigenous to Yamijima
Island. This local fruit no doubt enabled the villagers to experience alternate
realities and states of mind.

39. Ichiko's Student I.D.
Ichiko Yagura - 01:00/Bright Win/Freight Room (Mission 1)

40. Origami Letter
Ichiko Yagura - 01:00/Bright Win/Freight Room (Mission 1)
Recounts Ichiko's concerns about her friend, Noriko, and introduces the idea
that Noriko may have been pregnant (see archive #45 & #87).

41. Riko's Record
Ichiko Yagura - 01:00/Bright Win/Freight Room (Mission 1)
Riko's vinyl record contains strange messages about killing.

42. Trophy
Ichiko Yagura - 01:00/Bright Win/Freight Room (Mission 2)
The tournament trophy on the Bright Win was reportedly cursed for having
killed a student.

43. Tomoe's Diary
Mamoru Itsuki - 00:00/Yamijima Island/Uryuga Forest (Mission 2)
Recounts Tsuneo's preoccupation with Kanae and the Ohta family's obligation
to protect the island.

44. Ikuko's Lisense
Ikuko Kifune - 08:00/Underworld (Mission 1)
It is interesting to note that Ikuko was once a marine radio operator. Did</pre><pre id="faqspan-5">
Ikuko adopt this role in an effort to gather information about Mother?

45. Heart-shaped Letter
Yorito Nagai - 02:00/Bright Win/Portside Corridor (Mission 1)
Noriko's letter to Ichiro implies that she may be pregnant with his child (see
archives #40 & #87).

46. Tournament Announcement
Yorito Nagai - 02:00/Bright Win/Portside Corridor (Mission 1)
The reason Ichiko's school mates were aboard the Bright Win was to compete in
the Prefectural Tennis Tournament.

47. Passenger's Videotape
Yorito Nagai - 02:00/Bright Win/Portside Corridor (Mission 1)
The tape shows Yuri Kishida's body being plucked from the sea. Strangely, the
tape belongs to Tomoko Maeda (Forbidden Siren 1).

48. Shikai News
Yorito Nagai - 02:00/Bright Win/Portside Corridor (Mission 1)
A young vagabond is accused of arson when the Yamijima Grade/Middle school is
burned down. The suspect says he was warding off a strange creature with his
lighter.

49. Shigeru's Apology Letter
Ichiko Yagura - 01:00/Bright Win/Freight Room - (Mission 2)
Explains why Shigeru has returned to the island, in the hope of redeeming
himself for past mistakes.

50. Scrap of History Book
Mamoru Itsuki - 03:00/Yamijima Amusement Park/Coffee Cup Ride (Mission 1)
The lyrics (or seven keys) to Yuri's song that unlock the seven gates.

51. Kastori Special DVD
Mamoru Itsuki - 03:00/Yamijima Amusement Park/Coff Cup Ride - Maze (Mission 1)
The Yamipikaria Cat, a mythological bipedal feline native to Yamijima Island
may be the cat hiding in the ventilation duct when Mamoru sends the Stone
Ball down the chute (you can sightjack this cat and look at Tomoe's hair
ornament lodged in the chute). Several other mysterious felines appear at
certain locations in the game, but most are too swift to study.

52. Mother's Scale
Mamoru Itsuki - 03:00/Yamijima Amusement Park/Coff Cup Ride - Maze (Mission 2)
Mother's scale emits a soft light, an advantageous feature for a being who
resides in the deep, dark ocean.

53. Yorito's I.D.
Yorito Nagai - 02:00/Bright Win/Portside Corridor - Discord (Mission 2)
Contains a letter from Yorito's mother acknowledging his friendship with
Sergeant Okita.

54. Afternoon Prince
Soji Abe - 03:00/Yamijima Island/Fort Ruins #1 - Stand-in (Mission 1)
Provides an insight into the scale of Shu's fame as an author.

55. Da Gama Magazine
Soji Abe - 03:00/Yamijima Island/Fort Ruins #1 - Stand-in (Mission 1)
Provides an insight into Shu's personal history and acknowleges his disability.

56. UMA Fossil
Soji Abe - 03:00/Yamijima Island/Fort Ruins #1 - Stand-in (Mission 2)
Upon gazing at the fossilised remains, Shu recalls Kanae's words: 'The ruler
died. My Mommy was born. Lots of them were born'. There are many ways to
interpret this obscure passage.

57. Military P.R. Magazine
Takeaki Misawa - 04:00/Gold Ming Co. Housing - Apparition (Mission 1)
This magazine reveals that Takeaki was unstable and preoccupied with ominous
visions before arriving on Yamijima Island. His brush with Harumi Yomoda and
the Hanuda incident may have been the catalyst for his madness.

58. Yaminabe
Takeaki Misawa - 04:00/Gold Ming Co. Housing - Apparition (Mission 2)
Yaminabe is a local delicacy that is best enjoyed under the moonlight (or
in the absence of sunlight, the preferred conditions of the Yamibito). The dish
features the hallucinoghenic laxative fruit, Yami Akebi (see archive #38).

59. Soji's Cigarettes
Soji Abe - 03:00/Yamijima Island/Fort Ruins #1 - Stand-in (Mission 2)
The cigarettes contain a business card, possibly Akiko's.

60. Tsukasa's Dog Collar
Shigeru Fujita - 05:00/Yamijima Island/Fort Ruins #1 - Reunion (Mission 1)

61. Letter to Shigeru
Yorito Nagai - 14:00/Gold Mining Co. Housing/C-102 - Rescue (Mission 1)
Recounts how Shigeru's son, Asako, is disappointed with his father and wishes
to distance himself.

62. Old Scroll - Chapter 2
Mamoru Itsuki - 03:00/Yamijima Amusement Park/Coff Cup Ride - Maze (Mission 2)
Provides a description of life on earth before light and order existed.
Creatures roamed the surface until God created light, and then they were
forced to seek shelter in the depths where they merged with the darkness.
To regain their former place in reality the creatures sent one of their own in
the form of a young girl to prepare conditions for their return.

63. Amusement Park Pamphlet
Ikuko Kifune - 08:00/Underworld - Escape (Mission 1)

64. Mbembe Cola Bottle Cap
Ikuko Kifune - 08:00/Underworld - Escape (Mission 1)

65. Space Cold War Poster
Ikuko Kifune - 08:00/Underworld - Escape (Mission 1)
This bizarre promotion is no doubt taking the piss out of the Star Wars series,
as it is also heavily laden with tedious, convoluted, political sub-plots. A
doll head shoved on a dildo? Go figure...

66. Yamijima History Book
Ichiko Yagura - 08:00/Yamijima Island/Shiofurihama - Lone Shadow (Mission 1)
Recounts the origins of the name 'Yamijima' and presents a brief overview of
the island.

67. Student's Picture Diary
Ichiko Yagura - 08:00/Yamijima Island/Shiofurihama - Lone Shadow (Mission 2)
The charred student's diary reveals that Yamijima corpses were buried with
a stick, or Mekkoju branch, imbedded in their bodies to prevent possession by
evil spirits (see archive #81).

68. Ikuko's Yearbook
Ikuko Kifune - 08:00/Underworld - Escape (Mission 2)
Ikuko is clearly ostracised by the other students.

69. Photo of Soji and Ryuko
Soji Abe - 12:00/Yamijima Island/Shinari Mountain Trail - Dread (Mission 1)
This photograph changes after Soji's ENDING #3. In the final photograph, only
Soji is visible. Ryuko no longer exists.

70. Message Bottle
Soji Abe - 12:00/Yamijima Island/Shinari Mountain Trail - Dread (Mission 2)
Recounts the abduction of Yuri Kishida by a doppelganger.

71. Ke-uke-gen
Takeaki Misawa - 13:00/Yamijima Island/Fort Ruins #1 - Nothingness (Mission 2)
The Ke-uke-gen, a ghastly apparition covered in long hair, dwells in dark
humid places (like the weapons storage facility under the fort ruins). Takeaki
has a close encounter with this creature but it is never actually seen.

72. Golden Ohsho
Soji Abe - 12:00/Yamijima Island/Shinari Mountain Trail - Dread (Mission 2)
The Golden Ohsho, the cheap good luck pendant Soji presents to Akiko, is
rumoured to have origins in Atlantis. Perhaps the reason why Soji survives.

73. Fortune-telling File
Soji Abe - 12:00/Yamijima Island/Shinari Mountain Trail - Dread (Mission 2)
Akiko's fortune telling cards predict her unlikely partnership with Soji.

74. Jasper Bracelet
Yorito Nagai - 14:00/Gold Mining Co. Housing/C-102 - Rescue (Mission 2)
The bracelet Ichiko tore from Noriko's wrist when she fell overboard.

75. The Story Treasure Chest
Yorito Nagai - 14:00/Gold Mining Co. Housing/C-102 - Rescue (Mission 1)
The story of the Stolen Girl has echoes in Kanae's life and justifies the
villagers' fear of her. The story features a sea monster who can steal the
appearance of the dead.

76. Time Capsule Map
Yorito Nagai - 14:00/Gold Mining Co. Housing/C-102 - Rescue (Mission 1)

77. Vermillion Bracelet
Mamoru Itsuki - 15:00/Bright Win/Forward Deck - Hate (Mission 2)
The bracelet worn by Ichiko.

78. Security Monitor
Mamoru Itsuki - 15:00/Bright Win/Forward Deck - Hate (Mission 2)
The two characters in the footage are Ichiro Nakajima and Noriko Kifune,
Ichiko's friends on board the Bright Win. Noriko's note to Ichiko suggests that
Noriko may have been pregnant with Ichiro's child. Noriko's was the only
survivor of the Bright Win disaster, but having fallen into the sea as a
pregnant woman, may have compromised the baby's fate (see archives #40, #45 &
#87).

79. SN-AG1999 AGE MANIAC
Mamoru Itsuki - 15:00/Bright Win/Forward Deck - Hate (Mission 1)
The console that plays the Top Menu mini-game, Kunitoris.

80. Ryuhei's Notebook
Akiko Kiyota - 15:00/Yamijima Island/Aonoku - Wandering (Mission 1)
Recounts details about the Annunaki Remains (Claw), Ryuhei's apprehensions
about Kanae and her uncanny resemblance to his late wife.

81. Ryuhei's Research Notes
Akiko Kiyota - 15:00/Yamijima Island/Aonoku - Wandering (Mission 1)
Recounts how Yamijima corpses are buried with a stick, or Mekkoju branch,
imbedded in their bodies to prevent possession by evil spirits (see archive
#67). Legend has it that each Yamijima Islander is presented with a sacred
Mekkoju branch at birth, so they may be buried with it to keep evil spirits at
bay. The Mekkoju tree itself is not said to exist, yet it's fallen limbs may
found by the head of the Ohta family when the Mekkoju Walk ritual is performed.
The body of a possessed soul liberated by the Mekkoju branch transforms them
into a Mekkoju tree.

82. Photo of Father and Son
Akiko Kiyota - 15:00/Yamijima Island/Aonoku - Wandering (Mission 1)

83. Atlantis Special Issue
Yorito Nagai - 18:00/Shinari Mountain/Pylon #4 - Joint Struggle (Mission 1)
Poses the idea of a parallel universe.

84. Pylon Drawings
Yorito Nagai - 18:00/Shinari Mountain/Pylon #4 - Joint Struggle (Mission 1)
The crew who originally constructed Pylon #4 were haunted by an image of a
dark towering monolith that extended to the heavens.

85. Dog Whistle
Soji Abe - 19:00/Yamijima Gold Dredge - Agony (Mission 2)
If you study Soji's sightjack views in this level, you will observe Shu's
ghost providing you with clues as to the whereabouts of the whistle. Shu wishes
for Tsukasa to be with Soji.

86. Soji's Lighter
Soji Abe - 19:00/Yamijima Gold Dredge - Agony (Mission 2)
The fiery character on the lighter symbolises light, enemy of the Yamirei.

87. Yamijima Folklore
Ikuko Kifune - 20:00/Shinari Mountain/Pylon #4 - Yambito (Mission 1)
The islanders believed that it was unlucky for a pregnant woman to step into
the sea, or her child would be marked at birth (see archive #78). Mamoru has an
ex-girlfriend with a similar blemish, which explains how he became drawn into
the mystery (see archive #89).

88. Mamoru's Digital Camera
Ikuko Kifune - 20:00/Shinari Mountain/Pylon #4 (Mission 2)
Yuri can observed in the background, meaning that she was present at Sanzu
Harbour when the others boarded the boat to Yamijima Island. But is this the
real Yuri before being kidnapped or Mother posing as Yuri?

89. Mamoru's Notebook
Mamoru Itsuki - 22:00/Shinari Mountain/Pylon #4 (Mission 1)
Recounts Mamoru's nightmares and break-up with his girlfriend (see archive
#87).

90. The Ohta Family Code
Mamoru Itsuki - 22:00/Shinari Mountain/Pylon #4 (Mission 2)
Recounts the traditional duties of the Ohta family as the island's guardians.

91. Time Capsule
Yorito Nagai - 22:00/Grade/Middle School (Mission 1)

92. Annaki
Mamoru Itsuki - 22:00/Shinari Mountain/Pylon #4 (Mission 1)
The sword used to defeat Mother, supposedly the remains of a big heavenly fish.
Mother's natural enemy?

93. Photo of Shu and Kanae
Mamoru Itsuki - 22:00/Shinari Mountain/Pylon #4 (Mission 1)

94. National Sports
Yorito Nagai - 23:00/Yamijima Island/Shiofurihama (Mission 1)
Yamijima Island is a hotspot for missing sea vessels, similar to the Bermuda
Triangle. The rotting hull lying in the vacant lot beside the Grade/Middle
school is the 'National Sports', another vessel lost at sea.

95. Old Scroll - Chapter 3
Yorito Nagai - 22:00/Grade/Middle School (Mission 2)
Recounts how Otoshigo was separated from Mother when light came into being.
Otoshigo may have been the form seen briefly through the cabin window during
the opening tsunami scene.

96. Letter to Ikuko
Mamoru Itsuki - 22:00/Shinari Mountain/Pylon #4 (Mission 1)
Recounts how Ikuko and Ryuko are not only sisters, but estranged twins.

97. Yamibito's Picture Diary
Yorito Nagai - 23:00/Yamijima Island/Shiofurihama (Mission 2)
The text reads reads 'A Scary Monster Fell From The Sky', referring to Yorito
falling into the Yambito dimension in ENDING #1 (the original Forbidden Siren
game featured a 26-symbol code that corresponded with the letters in the
English alphabet. Siren 2 however features a symbolic code that only translates
into Japanese). This document ends speculation about whether or not Yorito was
projecting paranoid delusions onto reality. The drawing clearly shows a
permanently-eclisped sun like the one in the Yamibito dimension.

98. National Times
Soji Abe - 24:00/Yamijima Lighthouse (Movie Stage)
Watch this movie stage to unlock this item.
In the wake of Mother's death a new reality is imposed in which Soji is not
connected with Ryuko's death, nor does Ryuko even exist. Instead, Ichiko's
best friend Noriko is the new murderer and Ichiro the new victim.

99. Missing Person Poster
Kyoya Suda - 33.00/Yamijima Island - Mini-game
Once the final boss battle with Mother is complete, return to the Link
Navigator and check the column to the left of Otoshigo's. Open the uncleared
mission stage.
Kyoya Suda has been missing since embarking on his vengeful mission to elimiate
the evil in Forbidden Siren 1.

100. Portable Stereo Player
Kyoya Suda - 33.00/Yamijima Island - Mini-game
Once the final boss battle with Mother is complete, return to the Link
Navigator and check the column to the left of Otoshigo's. Open the uncleared
mission stage.
The portable stereo player features Kyoya Suda's soundtrack, the music played
during the final movie in Forbidden Siren 1 and Kyoya's Annihilation stage in
Forbidden Siren 2.

_____________________________________________

8. S E C R E T S
_____________________________________________

HARD MODE

Beat Normal mode.

_____________________________________________

KYOYA SUDA MINI-GAME

Beat Normal mode to unlock this mini-game. Check the Link Navigator for a Kyoya
Suda column.

Character: Kyoya Suda (Forbidden Siren hero)
33:00/Yamijima Island - Annihilation
Mission 1: Keep Defeating Yamirei

You must play as Kyoya Suda and annihilate as many Yamirei and Yambito as
possible.

_____________________________________________

NITAKA ICHIFUJI MINI-GAME

Beat Hard mode to unlock this mini-game. Check Takeaki Misawa's column in the
Link Navigator.

Character: Nitaka Ichifuji (Shibito Soldier)
07:00/Gold Mining Co. Housing - Memento
Mission 1: Escape from Houya with Momiko Nabeshima

You must play as Nitaka Ichifuji and find and rescue Momiko Nabeshima. Nitaka's
torch batteries are low, limiting use of the torch.

Strategy: Switch to your HANDGUN and walk clockwise around A-BUILDING until
you reach the STORAGE SHED just before the eastern doorway. Flick your torch
on to blind the Yamibito who guards the eastern doorway, then gun him down (be
sure to kill your torch after he is dead).
Ascend the stairs to A-301 to locate Momiko. Momiko will bitch that her
mother's IRON is lost (you'd think being undead you'd have bigger concerns, but
anyhoo...).
Restart from the CHECKPOINT (this will reset the Yamibito positions), kill your
torch and switch back to the HANDGUN. Run downstairs, but creep quietly down
the last flight of stairs. Flick on your torch, open the door and shoot the
Yamibito in the back. Steal his PISTOL, kill your torch and switch weapons so
that you are carrying the RIFLE.
Run clockwise around to the TRAFFIC BARRIER and aim up at the 3rd storey of
A-BUILDING to snipe the Yamibito on the balcony (if you aim at his hip, the
RIFLE will automatically travel up his body). Switch back to the PISTOL and
proceed forward down the road to the south-east corner of B-BUILDING. Face the
balcony and let off one or two shots until the screen flashes red (this will
attract the attention of the Yamibito who waits inside and also hopefully give
Momiko an chance to catch up with you).
Run back to the eastern door of B-BUILDING and stand on the second step, facing
the doorway. When you hear (but do not see) the sound of a door opening, flick
on your torch and gun down the Yamibito when he appears in the doorway.
Quickly switch weapons and about-face - the Yamibito on the 3rd floor balcony
of A-BUILDING has revived. He is difficult to spot behind the tree branches, so
aim at the trunk and move your sight upwards until you spot him. Again, aim at
his hip and let the RIFLE travel up his body.
Sprint into the building and retrieve the IRON from the floor in B-101. Sprint
back through the eastern doorway and use the torch to blind any Yamibito that
get in your way. Run down the eastern side of the CHILDREN'S PARK to the exit
point.

______________________________________________

SOJI ABE MOVIE STAGE

To see this third ending you must complete every mission and collect every
archive item (except archive #98) on Normal or Hard modes. Check Soji's column
in the Link Navigator and play the new movie stage. Archive #98 will appear
once the movie has been played.

_____________________________________________

SOJI ABE NEW DESTINY

Check archive items #69 & #98 for evidence that Soji's destiny has been
re-written in the new reality. In the wake of Mother's death, Soji is now
distanced from Ryuko's murder, and Ryuko herself appears non-existent.

______________________________________________

TIME TRIAL MODE

Time trial mode can be activated by pressing the square button on the Stage
Description screen, but is only available once a mission has been completed.
Your objective is to beat the time displayed on the counter. The game will
record bonuses such as 'NO SIGHTJACK', 'NO RETRY', 'STEALTH' or 'NO DAMAGE'
depending on whether or not you used sightjack, retries, were detected or
sustained damage.

______________________________________________

KUNITORIS MINI-GAME - ARCHIVE #79 -

Retrieve archive item [SN-AG1999 AGE MANIAC #79] from the 1st floor third class
cabin in Mamoru Itsuki - 15:00/Bright Win/Forward Deck - Hate (Mission 1). This
mini-game will then be available from the Top Menu screen.

_____________________________________________

9. P L O T   G U I D E   ( S P O I L E R S )
_____________________________________________

Chronological time is warped in the Siren universe and it is often difficult
to logically comprehend how two characters, who are the same person, yet of
different ages, can coexist in the same time and place. Likewise, it is
difficult to keep track of the motivations and back stories of the many avatars
(possessed human beings) who are controlled by the supernatural deities in
Siren. As the game is deliberatly obscure in parts, there will always be debate
and conjecture about the storyline. For this reason I will only present the
facts, with brevity, as they are presented in the game.

_____________________________________________

THE PAST (1976)

Yamijima Island - Young Shu Mikami lives alone with his father, Ryuhei, a
widowed archeologist. Shu's mother was lost at sea shortly after the Mikami's
settled on Yamijima Island.
One day while Shu and Ryuhei are exploring the island coastline, Shu discovers
the body of an unconscious young girl named Kanae. Kanae recovers and is
invited to live with the Mikamis. Shu and Kanae become inseparable playmates.
Ryuhei himself cannot deny Kanae's uncanny resemblence to his dead wife, and so
despite his reservations, allows Kanae to remain. The Yamijima residents
instinctively fear Kanae and are suspicious of her aversion to sunlight. The
Ohta's (Yamijima's oldest family) are especially concerned, as traditionally
they are responsible for keeping the island safe from harm.

Kanae (an avatar of Mother, an ancient water deity) secretly needs Shu to help
her open the seven gates on Yamijima Island that keep Mother imprisoned. Kanae
confides in Shu that once, long ago, 'the ruler died, her mommy was born, lots
of them were born'. Mother has sent Kanae to Shu to enlist his help (it seems
that only a true mortal human may open the seven gates, and no one is easier to
manipulate than a trusting child).

Tsuneo Ohta, the village Amimoto (fishermen's boss and village elder) and his
vain daughter, Tomoe, plot Kanae's capture at a town meeting. Tomoe tells the
villagers that she has seen Kanae down by the sea 'driving back something
horrible and nasty'. One night Shu is awoken by the island villagers who have
caught Kanae in the act of killing his father (Kanae needed Ryuhei out of the
way to have complete control of Shu). Shu discovers the body of his father
lying in the hallway of the family home, but is interrupted when his older
self, now blind, appears in the doorway of the Mikami house - time has folded.

Kanae manages to escape the villagers and reunites with Shu, but when the two
become cornered by the angry mob, the stone balcony that supports them gives
way and sends them into the sea. Shu manages to find safety in a small boat
but Kanae slowly sinks below the water, returning to the bottom of the sea.
The experience is so traumatic for young Shu that he loses his sight.
Foiled, Mother becomes infuriated and sends a tsunami to destroy the villagers.
Local authorities are at a loss as to explain how Yamijima's undersea power
cable was severed, or how the entire population of the island disappeared. When
the villagers recover (now inhabiting a parallel dimension where the events of
29 years ago are repeated), Shiryos (dark smokey spirits) have infested the
island and the dead return to life as Shibito. Tomoe Ohta runs for her life,
only to die in a horrific fall - her body is ripe for possession by the
Shiryos. Tsuneo Ohta returns to the Mikami house to investigate the body of
Ryuhei, but is pursued by Ryuhei, now himself a ravenous Shibto.

_____________________________________________

PRESENT DAY

Ryuko Tagawa (Soji Abe's co-worker/flatmate and Ikuko Kifune's sister) has been
sent to earth to make preparations for the return of Mother. Ryuko finds the
human condition so comfortable that she neglects her mission and continues on
with life as a mortal. Yuri Kishida, an innocent young girl, has been kidnapped
by Mother and hidden in a warehouse in Sanzu Harbour. Mother assumes Yuri's
identity and sets out to punish Ryuko. Ryuko receives an unexpected visit from
her doppelganger, Yuri, and although startled by the resemblence, recognises
Yuri as one of her kind. Yuri asks Ryuko why she didn't return. Ryuko
apologises, but Yuri assures her that she will not be forgiven for abandoning
Mother. Yuri kills Ryuko and returns to Sanzu Harbour to watch her disparate
collection of victims board the vessel to Yamijima Island.

Soji Abe, Shu Mikami, Mamoru Itsuki, Ikuko Kifune and Akiko Kiyota are bound
for Yamijima Island, (the 'Island of Hate' or 'Island of the Dead'). Mamoru (a
magazine editor) wants to investigate the island for his magazine. Shu (now a
famous blind novelist) grew up on the island and wishes to return to the place
of his birth to retrieve his lost memories. Soji (a temp worker) and Akiko (the
heavily-disguised clairvoyant) are on the run together, trying to escape the
police who have mistakenly charged Soji with the murder of Ryuko Tagawa. Ikuko
(a psychic factory worker and former marine radio operator) is drawn to the
island by instinct. The weather grows dark and a large mass passes by the cabin
window (something 'horrible and nasty'?). A tsunami capsizes the vessel but the
passengers arrive safely on the shores of the island. Time folds as the tsunami
announces a shift in reality.

Mamoru washes up on the pier and explores the island. Mamoru discovers Yuri
hiding in a building, fearful for her life. Mamoru and Yuri are pursued by a
Shibito but Mamoru manages to incapacitate the creature. Yuri requests Mamoru's
help to find her mother, who she says is being confined on the island.
Mamoru and Yuri are discovered by lost soldiers, Takeaki Misawa and Yorito
Nagai. Strangely, Yuri has an inexplicable aversion to Misawa's flashlight.
As Mamoru and Yuri proceed, they are accosted by Tomoe Ohta, daughter of Tsuneo
Ohta, the island Amimoto. Tomoe believes that Yuri is Kanae and attempts to
apprehend her again.

Yuri leads Mamoru to the amusement park where the seven gates are located.
Yuri explains that the current reality they participate in tries desperately to
maintain it's form (the broken glass bird instantly becomes whole again), but
inevitably will soon collapse into the chaos of nothingness. Yuri's song and
dance provide Mamoru with the clues to unlock the seven gates. Mamoru complies,
believing he will avoid a catastrophe by doing so. Yuri leads Mamoru into the
Underworld and reveals her true monstrous form, Mother. Mamoru has been used.

A helicopter carrying Private Yorito Nagai, Captain Takeaki Misawa and Sergeant
Hiroshi Okita crashes on Yamijima Island. After death Hiroshi transforms into a
Shibito and Takeaki and Yorito attempt to escape the island. Takeaki is haunted
by strange visions of Harumi Yomoda, a young girl he rescued on a previous
mission in the village of Hanuda. The two soldiers board the ferry Bright Win
and Yorito saves Yuri from Tomoe Ohta, now transformed into a Yamibito.
Takeaki, becoming paranoid and unstable, manages to frighten Yuri away as she
attempts to exert psychic control over Yorito. Takeaki consumes some
hallucinogenic medication and becomes homicidal, intent on killing anyone he
regards as suspicious.

Shigeru Fujita, a down-on-his-luck police officer who grew up on Yamijima
Island, returns to investigate rumours about the sighting of a young woman on
the supposedly desolate island. When Shigeru is leading lost school girl Ichiko
to safety, he stumbles upon Tsuneo Ohta, the village Amimoto from 29 years ago.
Shigeru is dumbfounded that Tsuneo is still on the island after so many years.
Tsuneo transforms into a Shibito before his eyes and attacks Shigeru. Shigeru
and Ichiko manage to avoid Tsuneo for a while, but eventually Tsuneo corners
them in the fort ruins. Just as Tsuneo moves in for the kill, he unexpectedly
panics and runs away.

Shu Mikami returns to his family home on the island, and much to his surprise,
discovers his younger self grieving over the body of his dead father - Shu has
been transported back to the night of his father's murder. Tsuneo Ohta appears
but fails to recognise Shu in adult form. The body of Shu's father is
reanimated by a Shiryo and proceeds to chase Tsuneo. Shu manages to escape the
villagers, now Shibitos, who are cursed to search the island forever for the
murderous Kanae.

Soji loses Akiko but manages to reunite with Shu. The two explorers discover
the fossilised remains of a mysterious creature, possibly a Yamirei (Mother's
slug-like albino offspring). The two men end up at the amusement park where
Shu remembers Kanae and her plan to open the seven gates.

Ichiko Yagura (a young school girl) regains consciousness on board the Bright
Win, a ferry that has run aground on Yamijima Island. The Bright Win was lost
at sea during a tsunami and the last transmission included a vague report about
'a girl' (possibly Yuri or Kanae) causing the ship to run aground.
Ichiko and her best friend and schoolmate Noriko share matching bracelets
symbolising their friendship, but Noriko is nowhere to be found. Ichiko,
disoriented and lost, stumbles upon Yuri and goes into shock. Yuri's dead body
was plucked from the sea during Ichiko's school excursion - somehow Yuri is
still alive. Shigeru rescues Ichiko and takes her to Mikami's house, but
Ichiko believes that something is still hunting her. Shigeru and Ichiko escape
through the fort ruins but are pursued by Tsuneo Ohta. Tsuneo closes in on
Ichiko but is reluctant to attack. Ichiko laughs in his face and Tsuneo flees
in fear. Ichiko is possessed by Otoshigo, Mother's nemesis and father of the
Shiryos.

_____________________________________________

THE SIREN - THE SEVEN GATES ARE OPEN

Eventually the entire group of mismatched venturers arrive at the amusement
park and descend into the pit - the seven gates are open. A giant tree, the
Mekkoju, stands proudly in the centre of the bottom of the pit. Mother appears
and reveals her true form. Mamoru falls victim to Mother's hypnotic power, but
Ikuko saves him by using her own psychic abilities to resist Mother's hold.
Soji sees Mother as his murdered flatmate, Ryuko. Shu sees Mother as his lost
childhood friend, Kanae, and is lost forever in Mother's grip. Only Akiko and
Ikuko can see Mother for what she is - a monster.

Yorito and Takeaki are fortunately beyond Mother's reach, but the Siren
threatens to overwhelm them. Ichiko hovers over the lifeless body of Shigeru,
dazed and covered in blood - was she capable of his murder?
Mother, now free, gives birth to hundreds of Yamirei - ravenous albino slugs
who pursue the helpless party back up to the surface. Just as Ikuko and Mamoru
are about to perish, the Shiryos (spirits that animate the Shibito) come
pouring down into the abyss and clash violently with the Yamirei. The natural
enemies fight to the death, providing the humans with an opportunity to escape.

Mamoru and Ikuko manage to evade the warring Yamirei and Shiryo factions. The
amusement park is now overrun with Yamireis and Shiryos, the light-sensitive
Yamirei now bound in protective shrouds. Ikuko successfully destroys the seven
gates, preventing the Underworld from spewing forth any more Yamirei. As Mamoru
and Ikuko escape through the amusement park they becomes surrounded by Yamirei.
All hope seems lost until a crimson light (the dawn?) bathes the scene and the
Yamirei are vanquished. Ikuko, plagued by painful memories of being taunted and
ostracised for being 'different' (psychic), abandons Mamoru in favour of a
solitary path.

When the Siren sounds, Ichiko turns on Shigeru and stabs him to death. After
Shigeru's death, Ichiko stumbles around, lost and disoriented. Ichiko recalls
falling overboard on the Bright Win, her hand sliding Noriko's bracelet from
her wrist as she loses her grip and falls into the sea.
Ichiko sinks to the bottom of the sea, dead. But she is soon resurrected in a
new state and returns to the surface as Otoshigo, Mother's mate and father of
the Shiryos. Ichiko has a sudden yearning to return to the sea, to Mother. As
Ichiko escapes through the school yard she becomes surrounded by Yamirei. All
hope seems lost until a crimson light (the dawn?) bathes the scene and the
Yamirei are vanquished.

Shigeru reawakens and becomes a Yamibito.

Takeaki, exhausted, regards the sky and catches a glimpse of his former reality
through the clouds. Yamibito appear - humans fused with Yamirei, clad in black
robes to shield them from light. Takeaki leads Ichiko safely through the fort
ruins, but detects something strange about her. As Takeaki demands answers,
Yorito appears, and fearing for Ichiko's life, shoots Takeaki dead.
Yorito conceals Inchiko in the safety of the Gold Mining Company Housing but
they are set upon by a dog Yambito. Ichiko flees, but when Yorito finally
finds her again she has become possessed by Otoshigo and embarks on a mindless
killing spree. Yorito finds Ichiko's bracelet and uses it to bring Ichiko
back to her senses. Ichiko wrestles with the demons inside her, but eventually
recovers her own will (albeit temporarily).

Mamoru boards the Bright Win in an attempt to defeat the Yamirei and the
Yamibito. Tomoe Ohta has transformed into a dog Yamibito and terrorises the
ship.

Soji and Akiko escape through the mining settlement, but are arrested by the
crimson light and the sudden appearance of a giant tower of scaffolding that
pierces the sky. Akiko follows a psychic trail that leads her to the place
where Shu and Kanae plummeted into the sea. Shu contacts Akiko from beyond the
grave and asks her to save his father, Ryuhei, who has transformed into a Kou-
Yamibito, a grotesque human/Yamirei abomination. Shu leads Akiko to the shrine
where the Mekkoju branch is kept (legend has it that each Yamijima Islander is
presented with a sacred Mekkoju branch at birth, so they may be buried with it
to keep evil spirits at bay. The Mekkoju tree itself is not said to exist,
yet it's fallen limbs may found by the head of the Ohta family when the Mekkoju
Walk ritual is performed). Akiko also finds a mysterious artifact, the Anunnaki
Remains (claw).
Akiko destroys Ryuhei and plunges the Mekkoju branch into his face, freeing his
soul and transforming him into the mystical Mekkoju tree. Akiko receives a
final psychic impression, the night Kanae murdered Ryuhei. In the vision,
Kanae flees covered in Ryuhei's blood, but she notices Akiko's reflection in
the mirror instead of her own - the two are one. Akiko, no longer able to
resist Mother's power, transforms into Kanae.

Soji runs into Ikuko and recognises her face - not from the boat, but from
elsewhere - Ryuko's older sister? Soji reunites with Tsukasa, Shu's dog, and
Tsukasa demonstrates her loyalty by retrieving his lost lighter. Soji looks to
the tower on the horizon and a series of explosions erupt around the base.

Ikuko realises that the Yamirei and the Shiryos have been waiting in the dark
for millenia, hating humans and waiting to return to the earth plane. An
anonymous being presents Ikuko with the Mekkoju branch reserved for Shigeru
Fujita, now also a Kou-Yamibito. Ikuko discovers Anunnaki Remains (claw) lodged
into the Mekkoju tree, now itself entwined in the tower. Ikuko destroys Shigeru
and liberates his soul.

Mamoru and Yorito join forces and attempt to scale the Spider's Thread, the
pinnacle of the tower. Mamoru believes that the pinnacle of the tower is the
point where the artificial world intersects with the real world. Mamoru
believes that their current reality is simply a copy of the real world from 29
years ago. The two men ascend the tower and obtain the Mekkoju branch reserved
for Tsuneo Ohta, now himself a Kou-Yamibito. Tsuneo knocks Yorito off the
tower but Mamoru manages to destroy Tsuneo and liberates his soul with the
Mekkoju branch.

Yorito, now totally unhinged and enraged, vows to destroy the Yamirei and
Yamibito once and for all. Yorito discovers a lair of Yamirei in the
Grade/Middle school and dipserses them with a flare gun. Yorito also learns
that his former Sergeant, Hiroshi Okita, is now a souless Yambito too, so
Yorito saves his soul by ending his life. Yorito is then confronted by Takeaki
Misawa, now a blood-thirsty Kou-Yamibito. Yorito takes delight in bringing down
his former Captain with a barrage of gunfire. In the distance, the tower
crumbles as reality loses form. Yorito believes the worst is over when Ichiko
suddenly appears, her face swollen into a grotesque eye. Ichiko transforms into
Otoshigo and attacks. Yorito uses every tool at his disposal to defeat
Otoshigo, and the nightmare is over.

Noriko Kifune (the sole survivor of the Bright Win and Ikuko's sister) is found
off the coast of Yamijima.

Ikuko and Mamuro are reunited on the pinnacle of the tower. Ikuko tries to
resist Mother's psychic control but is losing the battle. The Ohta House, now
out of sync with reality, sits atop the Mekkoju tree. Tomoe Ohta waits inside
but Ikuko manages to save her Tomoe's soul by plunging a Mekkoju branch into
her side.

Mother scales the tower in an attempt to reach the other reality. The tower
crumbles as reality begins to fracture and revert back into the chaos of
nothingness. Ichiko plummets into the ocean and Mamoru and Ikuko are sucked
into Mother's plane of existence, an aquatic, crimson dimension. Akiko/Kanae's
spirit appears and implores for Shu's forgiveness. Akiko/Kanae suicides by
plunging the Annunaki remains (claw) into her stomach, which simultaneously
injures Mother. Each member of the party is then inspired to use the Annunaki
Remains (Claw) which in turn transform into mystical swords, Annaki Remains
(Horn). The humans manage to defeat Mother and a final tsunami cleanses the
island. Shu and Kanae are together forever, and reality is restored.

Mamoru and Ikuko are bathed in sunlight as normality is restored to Yamijima
Island. Ikuko however looks eerily preoccupied...

Yorito wakes on a sunlit boulevarde but all is not right. Yamibito stroll past
like tourists, smouldering in the haze, and regard the new intruder with fear.
Yorito loses his mind and goes on a killing spree. Is he delusional? Is he
mistaking innocent humans for Yamibito? Has he become trapped in the Yamibito
dimension?

Soji Abe is joined by Tsukasa, and the lonely pair contemplate a new day.

The National Times reports that a man named Ichiro Nakajima was beaten to death
by his flatmate Noriko Kifune. In the wake of Mother's death, Ryuko Tagawa
never died. The archive photograph of Soji and Ryuko now features Soji only.
Mother and her avatars have been erased from existence.

_____________________________________________

MOTHER & OTOSHIGO

Mother is an ancient water deity who was imprisoned below, by whom we do not
know (this is possibly metaphoric, meaning the light kept Mother imprisoned in
the darkness. The ritual of the seven gates may have allowed Mother to
unleash darkness on earth so that conditions would be more favourable for her
kind).
The old scrolls reveal that before there was light on Earth strange creatures
roamed the surface. When light appeared the creatures fled into the oceans
and waited for millenia in the darkness for a chance to return to the surface.
Eventually they sent one of their own in the form of a young girl to prepare
conditions for their arrival (it is interesting to note that when Yorito
appears in the Yamibito dimension, a solar eclipse prevents the Yamibito from
combusting completely. Perhaps Mother had the power to influence planetary
movement and was planning to permanently eclipse earth's sun).
Otoshigo was Mother's mate but was separated from her when they fled into
the sea to escape the light. Otoshigo searched the earth for millenia trying
to find Mother but was unsuccessful. Otoshigo answers the call of the Siren
(Mother) and returns to earth in the form of Ichiko.
Mother uses avatars (human beings whose minds are possessed by a splintered
part of her consciousness) to do her bidding.
Mother gives the humans the gift of sightjack so that she may monitor
situations on earth and pollute human minds with dark thoughts.
Mother sends Ryuko to earth to prepare conditions for her return, but finding
the human condition so comfortable, Ryuko neglects her mission and pays with
her life. Yuri is sent in her stead.
Mother kidnaps and possesses Yuri's body to hatch her plan. Mother uses Yuri
to reveal to Mamoru that she is lonely and has waited a long time for company
Mother was separated from her mate Otoshigo when light appeared).
Mother sent out 'doves' (avatars) to get help, but none were ever successful.
Twenty-nine years ago Mother sent Kanae (her 'dove') to the Mikami's so that
she could enlist the help of Shu to open the seven gates that imprisoned her.
In that attempt, Mother was foiled by the Yamijima residents who killed Kanae.
In her second attempt, her 'dove', Ryuko, became so preoccupied with human life
that she neglected her mission. In Mother's final attempt, she is defeated by
the Annaki Remains (Horn), a substance fatal to Mother, possibly from the
remains of Mother's nemesis. In this instance, Mother's 'dove', Akiko, resists
her power and suicides, injuring Mother herself.

_____________________________________________

THE END?

Yorito is trapped in the Yamibito dimension.

Ikuko looks eerily preoccupied at the end of the adventure.

Noriko Kifune, now on the run, may be pregnant with a cursed child.

Mamoru's ex-girlfriend sports a strange blemish - a mark of evil?

_____________________________________________

SIREN 1 REFERENCES

- Pop idol Naoko Mihama appears in the Turtle Jelly Noodles advertisement.

- The ghost of Harumi Yomoda haunts Takeaki Misawa (Takeaki saved Harumi from
the Hanuda Village landslide two years earlier).

- Ryuhei receives letters of condolence from Omihito Takeuchi, his dear friend
and father of Tamon Takeuchi, the college professor.

- Kyoya Suda returns again to embark on his crusade against evil.

- Tomoko Maeda (who may have attended the same school as Ichiko) leaves a
videotape on board the Bright Win.

_____________________________________________

WEBSITES

The archives contain the adresses of several websites:
www.shu-mikami.com (archive #55)
www.shibito.com (archive #15)
www.yumemi-salon.com (archive #59)

_____________________________________________

10. C R E D I T S
_____________________________________________

Thanks to Sony for releasing a worthy successor to the original Siren.

Thanks to Victor González (aka McCunyao) for his assistance along the way (I'm
a dick and you're a very patient man). But eternal gratitude to Stefano
Canciani (aka _Uwye_). Man, you're a legend. At least 10% of the Hard Mode
section belongs to you. Thanks again for your generosity, patience and insight.

If you've enjoyed this walkthrough look for other RaccoonCityPD walkthroughs
only on www.gameFAQs.com

Forbidden Siren 2 Walkthrough by RaccoonCityPD (c).
Another 100% Complete Guide by RaccoonCityPD - only on www.gameFAQs.com
All text copyright Jason Beks, 31 August 2006 (c).
Email questions to: [email protected] (ensure Siren 2 is in the subject line).