Another Code: R - A Journey Into Lost Memories
Walkthrough written by Miluda
Version 1.1 - 08/07/11 - Added a couple of things.
Version 1.0 - 06/08/09
If you have any questions or comments then email me at
[email protected].
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Contents
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Chapter 1: Sudden Flashback........................[CHT1]
Chapter 2: Matthew's Story.........................[CHT2]
Chapter 3: I Want You To Know......................[CHT3]
Chapter 4: Secret of the Lake......................[CHT4]
Chapter 5: Silent Clock Tower......................[CHT5]
Chapter 6: Uncovering the Truth....................[CHT6]
Chapter 7: Heartless Deception.....................[CHT7]
Chapter 8: To My Sweet Daughter....................[CHT8]
Final Chapter: Doorway to Memories.................[CHT9]
New Game Plus......................................[NGPL]
Website Puzzle.....................................[WEB0]
FAQ................................................[FAQ9]
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Chapter 1: Sudden Flashback [CHT1]
=============================================================================
We start off with the DAS start up screen, follow the simple instructions to
start the game.
Path to the Camp
----------------
Check the door to the guesthouse on your left to discover it's locked. Walk
along the path and Ashley will notice another, path take it and talk to the
man there, Dan the Ranger. When he asks what size bag was lost; it does not
matter what you choose, but the correct answer is the left option, the big
bag. After talking to Dan the guesthouse will now be open so head over there.
Guesthouse - Shop
-----------------
Inspect the blinds and peek through them to see the shopkeeper. Look at the
employees only door to get him out. With the camp ID card you can go on a
spending spree! You can buy two packets of crisps, two cans of Cool Pop, a
t-shirt, a mug, a brown cap and a figure of the Lake Juliet mascots. Make
sure you take a pamphlet from the table from the left of the room - it's
your ever faithful map. Tommy tells you about the Rainbow Stone by the door.
Its only purpose is to introduce you to the camera function of the DAS. Take
a photo of the stone and look at the picture on the DAS. Ooh it's all
rainbowy.
Camp Gate
---------
Use the camp ID card on the lock on the right to open the door.
Richard's Campsite
------------------
Take the Orange Cool Pop on the blue cooler and drink it. Richard will tell
you to go recycle the empty can using the recycler you saw on the path
before you turned into the campsite. Go to the recycler, use the can and
simply pull the handle. You'll receive a token that can be used at the
gumball machine in the guesthouse shop.
Go back to Richard and he'll give a nice little overview of what happened in
the DS game, a music player and a mysterious device Ashley's mother made,
the TAS. When you try to listen to the music player you'll discover that it
doesn't work, and the item inspect screen will turn up. Rotate the music
player onto its back and Ashley will note that it doesn't have a battery.
On the picnic table there is conveniently a battery so combine it with the
music player. Once you've done that you can use the music player any time to
listen to music from Another Code: R, as long as you have heard it in the
game.
Guesthouse - Shop
-----------------
Peek through the blinds to see a boy rummaging through the shop food stocks,
and you are forced to take a picture. Check the lock of the stock room door
so you can chase after the kid. The TAS will beep so use the TAS on the lock
and it will give you the code to unlock the door.
Press A B Up 1 and + on your wiimote to open the door. Head out of the back
door.
The path is blocked by a fence. Click on the dog, pick up the beef jerky on
the floor and place it through the upper right hole in the fence.
Tommy will appear and Ashley will have to prove her innocence. Show him the
photo you took earlier of the boy and Tommy will believe you.
Or you can say that you don't have any evidence and will be forced to find
some in the storeroom. Click on the muddy footprints and then click on the
empty plastic bottle on the floor.
Back in the shop you get the charcoal and can now buy chocolate almonds and
beef jerky. They are both on the shelf behind the till. Head back to the
camp.
Chapter Quiz
------------
Q. What did he send me with the invitation?
A. A DAS
Q. Who did I meet near the campsite gate?
A. Dan
Q. Who did I see in the storage room?
A. A boy with a teddy bear
Memory Quiz
-----------
Q. Where was Ashley's mother when Ashley had a flashback after looking at the
music player?
A. In a room with the J.C Valley logo.
=============================================================================
Chapter 2: Matthew's Story [CHT2]
=============================================================================
Richard's Campsite
------------------
Look in the tent that's on a wooden platform for some matches. Put the
charcoal in the barbecue and use the matches. To light it you have to hold
the match for a couple of seconds over the paper that's on the charcoal. Fan
the flame using a piece of cardboard by the cooler.
Talk to the blonde girl.
Pick up Richard's hat and bag and Ryan's briefcase. Exit and head north.
Path to the Lakeshore
---------------------
Talk to Dan. You can see Ryan and Elizabeth at the other campsite so give
him back his briefcase. After talking to them head north again and you'll
spot the kid from the storeroom. He went to an old shack south west.
Path to the Shack
-----------------
Inspect the door. Click on the middle plank of the door so the hand icon
grabs it and slowly move it to the left. Move through the old shack and exit.
Back Lane to the Shack
----------------------
Follow the path to a well. Click on the teddy bear by the well. Open the
well. After Matthew runs off go back into the shack.
Shack North
-----------
You are prevented leaving by the shaggy dog. Click on the dog and then click
on the crates. Lift the top box up until Ashley gives up. Head to the villa.
Path to the Villa Remains
-------------------------
TAS the lock. The lock code will have parts where you need to press two
buttons at the same time. So 1 stacked above 2 means you have to press 1 and
2 at the same time.
Villa Remains
-------------
Look at the charred remains and check the papers in the ground on the bottom
left. After chatting to Matthew head go north to the lakeshore and take the
right path eastwards.
Path to the Boathouse
---------------------
Walk to the boathouse and Ashley will start talking to Matt. Inspect the
boathouse door lock and tell Matthew to look around. TAS the lock. You will
need to enter a 3 and I'm sure you've noticed that your Wiimote does not have
a 3 button, but it does have a + button. Press 1 + 2 to get your 3.
Boathouse - Reception
---------------------
Turn right and exit through the door by the desk.
Boathouse Pier
--------------
Walk to the end of the pier, look at the water and look at the object
floating in the water. Go back inside the boathouse and enter the other room.
Boathouse - Storage
-------------------
Look at the shelf unit and take the rope on the lowest shelf.
Boathouse - Reception
---------------------
Pick up the life ring that's on the floor by the table. Head back to the
pier.
Boathouse Pier
--------------
Combine the rope and the life ring and use it on the winch. Fling the life
ring around the bag and winch it in.
Look at the bag and the lock and Ashley will try to open it. Talk to Matthew
to get his family photo. Turn the picture over to see the names on the back
and if you rotate it a little the names line up to show the word LAKE. Use
the code to open up the bag.
Chapter Quiz
------------
Q. Then he told me the kid's name. What was it?
A. Matthew
Q. What did I find at the villa remains?
A. Twin Lion door knocker
Q. What was floating in the lake?
A. Matt's dad's bag.
Memory Quiz
-----------
Q. Where was Ashley's mother when Ashley had a flashback after looking at the
picture in Matt's dad's bag?
A. By a door with a crest on it.
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Chapter 3: I Want You to Know... [CHT3]
=============================================================================
Boathouse Pier
--------------
Head to the old cottage Dan mentioned. It's south east to the boathouse.
Old Cottage
-----------
Follow the suspicious muddy footprints to the study. Look at the trapdoor by
the bed. Go back to the living room and look at the kitchen area. Check the
left cupboard under the sink and look at the lever. The trapdoor is now open
so go down there.
Old Cottage - Cellar
--------------------
Look in the drawer, the sheet of paper and then the pink ink. Pick up the
paper and use it with the hotplate on the left of the screen. Simply move
the paper around until the image appears. Don't worry, you can't burn it.
After the lights go out, flip the switch up. The switch is on the far right
in the middle of the screen. Look at the picture of Ashley's parents (if
you've played Hotel Dusk then make sure you look at the other photos).
Old Cottage - Living Room
-------------------------
Matt mentions the book on the table. It is just there as a tutorial to
superimposing pictures and is completely optional. Look at the book, take a
photo of both pictures, go to the DAS menu and look at one of them. On the
right there is a button that says "superimpose", click on it and choose the
other photo. Ta da. The two pictures are now superimposed. You should see a
heart shape.
Exit and head north.
Path to the Covered Bridge
--------------------------
After running into Elizabeth and Richard, Matt will run off again. Head to
the big tree that's left of the boathouse.
Path to the Lonely Oak
----------------------
Talk to Matt. After a chat he wants Ashley to find his treasure. Take 16 big
steps to the left. Look at the rock that's shining slightly at Ashley's feet.
Go west to the mine.
Path to the Mine Entrance
-------------------------
Look in the crate and pick up the handkerchief. If you bought some beef
jerky from the shop you can give it to the dog, but it doesn't matter if you
didn't. Head to the old shack.
Shack - North
-------------
With Matthew we can now get the music player we were unable to get earlier.
Lift up the box. Head past the boathouse and north, towards the cottages.
Path to the Covered Bridge
--------------------------
Follow Sunglasses Man to the mermaid statue and Ashley will have another
flashback. Look at the clock tower. Go pick up Matt in the small cabin
nearby.
TAS the bridge lock. The code requires you to tilt the Wiimote. The icon
indicates which way to tilt and will turn orange when you have done it
correctly and then just press the button.
Path with Roundabout
--------------------
Richard's cottage is the first you see on the left. Inspect the intercom and
he'll open the door for you. Go upstairs to the bedroom.
Richard's Cottage - Bedroom
---------------------------
Matt wants to look up his dad on the internet so inspect the laptop on the
desk. Use the DAS on the laptop. Pick up the phone when it rings, and open
the bedside drawer for batteries that can be used with Elizabeth's music
player. Look at the laptop again. Look at the water pictures, and look at the
notes (make sure you scroll all the way to the bottom until Ashley comments).
To find the email password look in the left drawer and at the piece of
paper in there. Fold the paper and let the writing on it guide you. The first
fold is the lower right corner to the top left. It says 0691 but you're
reading it upside down so the real code is 1690. Enter the code in the
laptop to snoop through Richard's email. Open DAS and click on Connect
(top row, right).
Chapter Quiz
------------
Q. What was [the photographer's] name?
A. Gilbert Moss
Q. Where was the door with the crest?
A. Clock tower
Memory Quiz
-----------
Q. Where was Ashley's mother when Ashley had a flashback after looking at
the picture in Gilbert Moss' cottage?
A. Mermaid statue
Q. Who did Ashley remember standing at the mermaid statue?
A. Guy in cap
=============================================================================
Chapter 4: Secret of the Lake [CHT4]
=============================================================================
Richard's Cottage - Bedroom
---------------------------
Open the right drawer for a small box, a pH tester. Head to the mermaid
statue.
Path to the Mermaid Statue
--------------------------
Look at the security camera, it's like a white lamp post. Look on Connect for
Matt, then check Connect for Ashley and then check for Matt again. Go to the
mermaid statue.
Mermaid Statue
--------------
Use the pH test on the water. Add the chemical by tipping the wiimote slowly
left, stopping when you get to the red line. Hold the wiimote vertically and
gently shake to mix the liquids.
Now you have to do another water test and you have a choice of three places
to do so: the stream before the shack, the boathouse pier and the puddle
before Gilbert Moss' cottage. The puddle is the closet choice.
After doing the second test you get another message from Richard so head back
to his cottage.
Richard's Cottage
-----------------
Click on the door to let Dan in. If you told him earlier that you lost a big
bag then he'll give back Ashley's bag. If you said you lost a small bag then
Dan will bring a small bag, the wrong bag. You can choose to keep the small
bag but Dan will bring the right bag back to Ashley shortly afterwards.
Inspect everything in the bag and talk to Dan. Click on the bathroom door to
get Matt. Head to the half built cottage, it's north east of Richard's
cottage.
In front of the Half Built Place
--------------------------------
After overhearing Mr Smith on the phone Matt will run after him. Follow them
north and you'll meet Charlotte. Drop off Matt at Richard's cottage and then
back to the half built place to retrieve the guitar pick.
Inspect the area in front of the cottage and look at the drain, specifically
the small pink thing at the bottom. Look to the left of the cottage and pick
up the hose. Use the hose with the tap. Attach the hose and twist the
wiimote anticlockwise to open the tap. The hose will leak so head back to
Richard's cottage to look for something to repair it with.
Richard's Cottage - Bedroom
---------------------------
Open the left drawer of the table with the laptop on. Pick up the roll of
tape. Head back to the half built place.
In front of the Half Built Place
--------------------------------
Combine the tape and hose. Use the taped hose on the tap, turn the tap on and
pick up the guitar pick case. Head to Bob's Diner, which is east of Richard's
cottage and loud music can be heard outside.
Diner
-----
Look at the photos on the wall, the first one right of the menu will trigger
a flashback. Just outside to the left of the diner there will now be a can
in front of Bob's car. Pick it up and crush it, making sure you use the
recycler in front of the diner. You will get a special souvenir token. Go to
Richard's bedroom.
Richard's Cottage - Bedroom
---------------------------
Give Matt the burger. You can give him other foods before the burger but it
doesn't do anything special. Check the pink and green magazine on the floor
and flick through the pages. Answer the door when the bell rings and then
talk to Matt. Head to Ryan's cottage, the light green one.
Ryan's Cottage
--------------
Click on the intercom and click on the door. When Ryan is done talking follow
him to the study.
Ryan's Cottage - Study
----------------------
Pick up the kaleidoscope on the shelf unit next to Ryan. Hold up the wiimote
and rotate to see the image, as if you're looking through a real
kaleidoscope.
Head back to Richard's cottage and on the way Ashley will run into Elizabeth
and Janet.
Richard's Cottage
-----------------
Pick up the phone.
Chapter Quiz
------------
Q. What was missing from [Ashley's] bag?
A. Pick case
Q. What did [Ryan] show me?
A. Kaleidoscope
Q. Who was the other person [Ashley ran into after visiting Ryan]?
A. Janet
Memory Quiz
-----------
Q. What was Ashley's mother holding?
A. Kaleidoscope
=============================================================================
Chapter 5: Silent Clock Tower [CHT5]
=============================================================================
Richard's Cottage
-----------------
Head to Elizabeth's home, which is just next door.
Alfred Residence
----------------
Follow Janet upstairs to Elizabeth's room.
Alfred Residence - Elizabeth's Room
-----------------------------------
Check the music box on the dresser next to Janet. Click and hold A on the
key and twist the wiimote to wind it up. Open the lid. Ashley will then drop
the box. Turn the piece that fell out over, peel off the note and slide the
piece back into the lid. Go down to the dining room.
Alfred Residence - Dining Room
------------------------------
Talk to Janet. Go to Rex's room which is opposite the dining room.
Alfred Residence - Rex's Room
-----------------------------
Talk to Elizabeth. Inspect the fallen drawer and look at the fishing photo,
the picture of a young Elizabeth and the letters. Head back to the dining
room.
Alfred Residence - Dining Room
------------------------------
Talk to Janet. Go back to Richard's bedroom.
Richard's Cottage - Bedroom
---------------------------
Check the bedside table for a note from Matt. Exit the cottage.
Path with Roundabout
--------------------
Talk to the dog. Click on the dog again and give it Matt's note. Head for the
clock tower.
Path to the Clock Tower
-----------------------
Click on the dog to say thanks and then talk to Matt. Head back to Richard's
cottage, and on the way Matt will get sick.
Richard's Cottage
-----------------
Look in the drawers by the bed and the drawers in the bathroom for medicine.
Look in the freezer's ice tray. Head to Bob's Diner.
Diner
-----
Talk to Bob. He'll tell you to ask Mrs Graham, so head up north.
Path to Charlotte's House
-------------------------
Try to enter the greenhouse. Mrs Graham will give Ashley a medicine recipe
and a pestle and mortar. Go inside the greenhouse.
Greenhouse
----------
The red herbs are on a table to the left. Pick some up. Go back to Richard's
cottage.
Richard's Cottage
-----------------
Pick up the plastic kettle on the kitchen top. Now to get the pure water.
Head to the stream by the shack.
Path to the Shack
-----------------
There is a little stream just before the shack. Fill your jug with the water
here. Go back to Richard's cottage.
Richard's Cottage
-----------------
Combine the mortar and pestle with the herbs. Hold the wiimote vertically and
pound the herbs into a powder. Put the powder and water into the pot on the
stove. Give the mixture to Matt.
Richard's Cottage - Bedroom
---------------------------
Click on Matt and give him the medicine when prompted to. Show him the recipe
from Mrs Graham. Head to Mrs Graham's house.
Path to Charlotte's House
-------------------------
On the way you're forced to talk to Lucy, Mrs Graham's niece. After talking
to her knock on the door of the house and enter.
Charlotte's House - Living Room
-------------------------------
Talk to Charlotte. Go to the shed that's to the left of her house.
Shed
----
Use the key on the door and enter. Look at the table in front. Look at the
object under the cloth - it's a scale with two keys attached to it. On the
left of the scale there is a plate to place the weights. If you can't see
the plate press the gold middle button and the plate will move.
To the right of the table there is a cupboard, look at the small box to pick
up some weights. Use the weights with the scale and exit the screen.
Use either the J and L badge (red gumball prize) or the souvenir token (from
the recycler outside the diner) on the scale with two big weights. Free the
keys from the top and go back to Charlotte's house.
Charlotte's House - Living Room
-------------------------------
Talk to Charlotte. Go through the door behind Charlotte and in front of
Ashley.
Charlotte's House - Back Room
-----------------------------
Check the right of the room for a cabinet. Look at the book on the bottom
and flip through the pages. Go back to Charlotte to give her the envelope.
Chapter Quiz
------------
Q. What was it [that Ashley touched making Elizabeth angry]?
A. Music box
Q. What else was there [in the dropped drawer]?
A. Fishing photo
Q. Where did I find Olivia's flower key?
A. In Gilbert Moss' photo album
Memory Quiz
-----------
Q. Who was the man Ashley remembered wearing the bracelet?
A. Rex, guy with the facial hair.
=============================================================================
Chapter 6: Uncovering the Truth [CHT6]
=============================================================================
Go pick up Matt at Richard's Cottage and then head to the clock tower. Use
the keys on the clock tower door and enter.
Clock Tower - Base
------------------
Inspect the stairs on the left. On the table, third drawer down pick up the
box of nails. Look at the cupboard in the corner, on the second self down
look in the box and pick up the hammer. Use the hammer/nails on the stairs.
Bang the nails in gently.
Before we go up there are clues here to solve a puzzle. Take a photo of the
mostly blue picture by the stairs and a photo of the clock above the table.
Read the book in the cupboard, and note the last diagram has a picture of a
clock with the hand at five. Now go upstairs.
Clock Tower - Clock Room
------------------------
In the middle of the room is the clock mechanism. Check the panel on it and
you'll see three keyholes for your three keys. The solution to this puzzle
lies in the photos we just took. Open the DAS and superimpose the empty
clock picture with the blue one. Three numbers will be highlighted, but
that's not the solution as the diary said the hand must be at 5. So rotate
the picture (using +/-) until the clock hand is at 5. You'll get Moon 1,
Sword 4 and Flower 6.
Use the keys with the keyholes. Insert the Moon, Sword and Flower keys in
that order. Turn the Moon key once, then the Sword key four times and
finally, turn the flower key six times. The clock will now be turned on.
Ashley will try to get the puzzle box out from the moving gears. Exit the
screen as you can't at the moment. In a corner there is a small wooden table,
pick up the wiper and a small pin badge nearby on the floor. Use the wiper
to get the puzzle box out. Poke the box to move it off the gear.
You can go up the ladder to the bell, but there's only a crack on the column
wall to look at.
Head for Charlotte's house to give her back the keys. On the way you'll meet
Elizabeth and then Tommy.
Charlotte's House - Living Room
-------------------------------
Talk to Charlotte, and after a long chat follow her to her bedroom.
Charlotte's House - Bedroom
---------------------------
Look in the third drawer on the right side of the dressing table. Pick up
the chamber and combine it with the kaleidoscope. Rotate the wiimote to see
the pretty butterflies. Talk to Charlotte again and then go back to her
living room.
Charlotte's House - Living Room
-------------------------------
Charlotte will go and open the back door. Follow her and exit the house.
Back Lane to Charlotte's House
------------------------------
Follow the path to go to the area above the cottages. Head north to the
former Crusoe Resort Offices.
Path to the Abandoned Building
------------------------------
Matt will mention the security camera inside the fence perimeter. Check
Connect on the DAS, then check the fence door and rope. Walk right and check
the two tunnel entrances. Check Connect again. Look at the tunnel entrances
again and Matt offers to go through them. Choose the right option, the tunnel
closest to them. Walk left and Matt will come up on the other side of the
fence. Examine the rope. Check Connect for a picture of the building. Check
Connect again for a picture with a saw in view. Check the rope again and
show Matt the DAS. Matt will go get the saw. Use the saw on the rope. Keep
wiimote horizontal and push and pull the saw to cut the rope.
TAS the lock on the right. The combination will change after a few seconds,
so be quick. Enter the building.
Abandoned Building - Hall
-------------------------
There are only two rooms you can go in. Go to the room closest to the exit
and next to Matt.
Abandoned Building - Office
---------------------------
Check the cardboard box on the table directly in front of Ashley and pick up
the key. Check the big poster on the wall. Go to the other room.
Abandoned Building - Reference Room
-----------------------------------
Check the set of lockers nearest to the door, and then the second locker on
the left with a single large red bear sticker on it. Check the shelf. Kelly's
doll is on the other side of the shelf. You have to flip the shelf slowly
and carefully to get it. Talk to Matt and show him the doll. Move Ashley
around until you see the ghost.
Abandoned Building - Hall
-------------------------
Show Davis the puzzle box and he'll give you the key to open the box. Talk to
Matt and he'll run off. Matt went south to Capulet Point, past the JC Valley
entrance.
Path to Capulet Point
---------------------
Talk to Matt and he'll ask Ashley to open the puzzle box. The note you want
must be on top, so for a red note to register the red face will be top. Tilt
the wiimote as if it was the box.
Once it's open give the report to Davis and show him the pin found in the
clock tower. Head to JC Valley.
Path to JC Valley Entrance
--------------------------
Look at the intercom and then the door. Walk away and a woman will come.
Chapter Quiz
------------
Q. Matt found something in the clockwork. What was it?
A. Puzzle box
Q. What did she give me [after returning the keys]?
A. Butterfly chamber
Q. What did I find in the locker in there?
A. Kelly's doll
Memory Quiz
-----------
Q. Where was Ashley's mother when Ashley had a flashback after hearing the
clock tower bell?
A. Clock tower
Q. What did Elizabeth's dad give Ashley's mother?
A. Pendant
=============================================================================
Chapter 7: Heartless Deception [CHT7]
=============================================================================
Follow the woman and enter the elevator.
JC Valley B1F
-------------
Just past the entrance you'll see an information board. Inspect it to get a
map. Enter the meeting room.
101: Meeting Room
-----------------
TAS the lock and you'll get a surprise. Inspect the TAS and turn it over. On
the desk at the back of the room pick up the cordless phone. The battery in
the phone is dead, so put it in the charger on the desk. Ashley will
automatically remove the now charged battery so combine it with the TAS.
Now TAS the lock. The code is the room number: 101. Get the 0 by using 1 - 1.
JC Valley B1F
-------------
The shutter is closed so the only place to visit is the reception, the first
room you passed.
Reception
---------
Check the big JC Valley logo behind the desk. Ashley will see another room
behind the glass. Check the door to the right, and look at the panel covered
in lipstick. Head back to the meeting room and Ashley will automatically look
at Judd's profile and have another flashback.
101: Meeting Room
-----------------
Near the door there's a small cupboard in a corner. Check the bottom cupboard
and take the can on the right that has a green label that says cleaner. Back
to the reception.
Reception
---------
Use the cleaner on the panel. Shake the can and then press A to spray. The
code is eight digits long, a date. The two profiles on the wall have dates
but are red herrings. Check the reception desk for a small plaque with the
date Aug 25 2007. Enter the date on the panel, remembering that Americans
like putting the month first, so the code is 08252007. Press enter and the
door will open. Follow the path to the next room.
Security Room
-------------
Check the panel on the wall in front of Ashley, it's a video communications
device. Press "202: R Robins" to call Richard. The Connect feed will now
change to show pictures from the cameras inside JC Valley. Look at the
pictures on Connect and exit. After more talking check Connect for the
picture from Richard's room. Call "103: M Tyler/G Barnes". Press 103 when
Mike calls back.
Show Mike Connect when he turns up. Check Connect for the picture from
Richard's room. Head to Mike's room, 103.
103: Mike/Gina
--------------
Look at the desk on your right, the one closet to the door. On the left side
of the desk look at the photo frame and Mike will enter the room. Check the
desk on the back and look at the name tag on the left of the desk. Talk to
Mike. When Mike leaves, try to leave the room too. The comms will ring, so
press 203 on the comms panel. After that exit.
JC Valley B1F
-------------
There are two more rooms on this floor, the Seminar Room and Lounge. The
Lounge has a recycler and gumball machine, but you don't need it any more.
Both rooms have nothing important in them, so take the elevator down.
JC Valley B2F
-------------
Walk along the hall and Sofia will run off, closing the shutter behind her.
Go to 202, Richard's room. TAS the lock. One of the characters in the code
will be hidden. Just point the wiimote away and the missing code will be
revealed. Enter Room 202.
202: R Robins
-------------
Click on Mike, hold down A and waggle the wiimote to wake him up. Check the
computer monitor behind Mike. Check Connect for the room Gina went to. Exit
the room.
JC Valley B2F
-------------
Check the shutter Sofia locked - books have prevented it from completely
closing. Look at the gap under the shutter and check the name tag on the
floor. Ashley will mention that the card lock is on the other side.
TAS the lock of room 201. The code will have N E S W which stand for north,
east, south, west. So for N just press up. Enter 201.
201: Researchers
----------------
On the desk to the right grab the mirror, which is right of the laptop and
small and pink. Go back to the shutter.
JC Valley B2F
-------------
Use the mirror on the shutter gap. Back to 201.
201: Researchers
----------------
On the desk on the left grab the fishing pole. Go back to the shutter.
JC Valley B2F
-------------
Use the fishing pole to poke the mirror until you can see the lock in the
mirror's reflection. TAS the mirror.
TAS door 203. The circle in the code means you have to rotate the wiimote 360
degrees before pressing the button. The icon will turn orange and make a
sound when you've got it right. Enter 203.
203: S Callaghan
----------------
Check Gina, shake her until she wakes up and then talk to her. Call Room 202.
Check the small panel on the bottom right side of the door, and open it with
the guitar pick. Note the colour of the flashing light. Talk to Mike on the
video comms again and if the light was blue, have Ashley point to her
trousers. If it was red have Ashley point to her top instead. Press the
button Mike tells you to. If the light was red, press the button under the
blue light and vice versa.
Exit and head to room 103 with Gina.
103: Mike/Gina
--------------
Decode the mail by scanning the blocks in one swoop. Start with the block the
arrow points to. Every block has a white space that shows the direction the
next block you should scan. So if there's a block that looks like a C, then
the next block to scan is the block to the right.
Like this:
http://oi25.tinypic.com/wjvsrr.jpg
Once you've swiped all the blocks press the conversion button.
Chapter Quiz
------------
Q. Who was it [who locked Ashley in a room]?
A. Sophia
Q. What did I use to contact [Richard]?
A. Video conference
Q. What did we use to crack the code?
A. Scanner pen
Memory Quiz
-----------
Q. Who opened the door and let Ashley's mother in?
A. Judd, the older guy
=============================================================================
Chapter 8: To My Sweet Daughter [CHT8]
=============================================================================
JC Valley B1F
-------------
Head to Ryan's room on the floor below.
JC Valley B2F
-------------
Follow Ryan to his office.
205: Ryan Grey
--------------
After Ryan stops talking and leaves, you get an incoming call on the video
conference panel. Press the glowing icon to answer. Check Ryan's desk for
two interesting things: a familiar pin on a pile of books and check the
computer.
TAS the lock. The code will look quite different to the other codes, with
characters you can't actually enter like T. The first part of the code is
the main clue: it's the Home icon. Press Home on the wiimote and the true
code will be revealed. Note it down, press Home again to exit the screen and
enter the code. (If you are having trouble figuring this out then I have put
the code at the very bottom of the page.)
Head to 204, Rex's room, on the left.
JC Valley B2F
-------------
TAS Rex's door. The code to enter is really long! Enter the room.
204: Rex Alfred
---------------
Check the book on the desk, photographing the last two pages with the black
lines. Check the celestial globe on shelf behind the desk, to the right. The
globe has two movable lions and a rotating dial with the alphabet.
Superimpose the photo with the three black blocks onto the other photo from
the book. Click the right button to shift the photo to the right slightly,
keep clicking right and note down the combinations. This tell you which way
to turn the statues and what letter to use.
Look at the secret compartment and the small case inside. After Rex arrives
head to the elevator down.
JC Valley B3F
-------------
There is only one place to go: the Another lab. Check the door and then check
the sensor on the right. Keep the hand over the sensor to open the door.
"Another" Lab
-------------
Head to Richard's room.
202: R Robins
-------------
Check the bottom right desk drawer. Check the chocolate. Check the chocolate
again. And again.
Pick up the chamber and combine it with the kaleidoscope. Look through the
kaleidoscope, noting down the shapes you see. Stop when the shapes repeat.
Click the mysterious box. The shapes seen through the kaleidoscope correspond
to the shapes on the box, and the box represents your wiimote. To open the
box press the buttons at the same time. It must be done at the same time or
it won't open.
Combine the item from the box with the TAS and then head back to the Another
lab.
Chapter Quiz
------------
Q. What did Ryan show me?
A. Twin Lions clock.
Q. What memory data was stored in the fluid?
A. Memories of the day I was born.
Q. What was in the box?
A. TAS upgrade module.
=============================================================================
Final Chapter: Doorway to Memories [CHT9]
=============================================================================
"Another" Lab
-------------
Choose Ashley's memories. The game will not let you choose the memories from
Ashley's mother.
Go to the control room.
"Another" Control Room
----------------------
Look at the control panel. Use the TAS on the middle circular section. Insert
the TAS by hold your wiimote vertically, button facing you and very still.
Hold for a few seconds and it'll go in. (If you are having problems try
placing your Wiimote on a table.)
Go back to the lab.
"Another" Lab
-------------
Write a J on the laptop, just as Ashley saw in the flashback. Back to the
control room.
"Another" Control Room
----------------------
Call Gina. Take the elevator down to go after Ryan.
JC Valley - Tunnel
------------------
Keep going left.
Path into the Cave
------------------
At the end of the path examine the door. Take the other path.
Cave - Opening
--------------
Examine the rocks and Richard will move them. Exit the cave.
Path out of the Cave
--------------------
Head for the spring as Richard forces you to.
Secret Spring
-------------
No you can't test the water here! Exit and follow the path left to the wharf.
Wharf
-----
Click on the boat.
Island
------
Keep following the path and watch the scenes.
Congratulations! You've beaten the game. After the credits save your game so
you can play again with minor changes. Your saved game will now have a star
by it.
=============================================================================
New Game Plus [NGPL]
=============================================================================
Here's what changes on the second playthrough:
- Press and hold A and B to zoom through the text.
- Richard will send Ashley messages about Lake Juliet.
- Some puzzles will have different solutions.
- Kelly's doll is now a ninja.
- You can see a dragon at the top of the clock tower.
=============================================================================
Website Puzzle [WEB0]
=============================================================================
Go to the NoE Another Code: R website (
http://www.nintendo.co.uk/NOE/
en_GB/games/wii/another_code_r_-_a_journey_into_lost_memories_12456.html)
using your Wii's internet channel and click on the link to the special
puzzle.
It's that box again! Use the Wiimote to solve it and you will be rewarded
with art from the game.
=============================================================================
F.A.Q [FAQ9]
=============================================================================
Q. Where are the cans located?
A. From the shop x2, camping x2, boathouse desk, Richard's desk, in the water
by the mermaid statue, outside the diner after meeting Bob, Mike's desk x3
and Richard's lab desk.
Q. Does answering questions change anything?
A. Nothing major. It all leads to the same path.
Q. Do I need the red gumball prize?
A. No, as you can use the souvenir token instead.
Q. When is Another Code: R coming out in America?
A. Probably never.
Q. What happened to Cing?
A. They are gone :(. Rika Suzuki and some of the other ex-Cing people now
make digital online novels for Bellwood inc.
Q. What was up with Matt in the ending?
A. Well, Cing had plans for Matt so it was left open.
=============================================================================
This walkthrough may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission.
=============================================================================
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