By Whitney Chavis | Platform: XBOX 360

I hope you find my walkthrough useful in your Greenvale investigation. This guide will take you through every possible nook and cranny of Deadly Premonition for a 100% completion. Collect all the cards, get all the weapons and see as many character conversations as possible!

I was disappointed Deadly Premonition never got an official guide so I decided to make a guide of my own incorporating my own hand drawn maps, video runthroughs and lots of graphics! Needless to say, it’s taking me awhile to finish and as of May 3, 2012 I only have up through chapter 11 “complete.” Right now the goal is to have this whole thing done by the end of the year, but I will continue to add additional chapters to the guide as I go so be sure keep checking back for further updates!

This guide was written for use on my Deadly Premonition website, Welcome to Greenvale. If you wish to use it on your own website please send me an email: contact@shshatteredmemories.com to get my permission.

[This Guide is still a work in progress!]

(I’m also still proofreading what I’ve written so far so please excuse any horrible grammar or spelling errors)

Quick links:

Prologue: Chapters 00

Episode 1 : Chapters 01 | 02 | 03 | 04 | 05 | 06 | 07
Episode 2 Part 1 : Chapters 08 | 09 | 10 NEW!
Episode 2 Part 2 : Chapters 11 NEW!


Prologue

Mysterious Red Room
· Trading Card No. 01
  (Francis York Morgan)
None None

Several lights turn on and illuminate Special Agent Francis York Morgan standing in a peculiar patch of forest. Red leaves carpet the forest floor and directly ahead twin angels sit in ornate armchairs whispering feverishly to one another. Strangely out of place are several pieces of furniture and home appliances scattered throughout the area such as several couches, a fire place, a tv, even several mannequins. This murder investigation has sure gotten off to a bizarre start!

When you try and speak with either of the angels you are told to wait a moment. We might as well take a look around the area.

Directly behind the two angels is your first Deadly Premonition trading card, [Trading Card No. 1 (Francis York Morgan)].

Trading Cards

There are 65 trading cards available, one for each character you meet as well as a cards of several unique items in Greenvale. Each time you collect a card York will earn an additional $200!

Collecting these cards is not necessary to complete the main mission but if you wish to finish every side mission finding them is a priority. During this walkthrough I will point out where each card is located in each area and how you can go about collecting them all.

WARNING

If you haven’t already completed the game do not read any of the card descriptions as many contain blatant plot spoilers.

Make a circuit around the red room and observe everything with a patch of red sparkles in front of it. Once everything of note has been observed the angels will call for your attention and the case will finally begin!

· Agent Honor (Red) x 5
· Steel Pipe
· First Aid Kit (Small)
· Can of Pickles
· Lollipop (x ∞)

· Fuse Box

· Clue #1: Mysterious Shadow
· Clue #2: Machine Broken By Axe
· Clue #3: Red Ivy

After York’s prompt for Zach to respond we witness the Agent’s rather eventful arrival into Greenvale. Now with his car totaled and in flames we have no choice but to hoof it the rest of the way into town.

Grab the [Steel Pipe] and [Agent Honor (Red)] by York’s burning vehicle.

Agent Honor

There are two types of Agent Honor in Deadly Premonition. There’s the large [Agent Honor (Red)] worth $30 and a smaller [Agent Honor (Blue)] worth only $5. The Blue Agent Honor is pretty common around Greenvale and usually and found in excess by breaking fences/boxes and replaying Otherworld levels. The Red Agent Honor (Red) is a little more uncommon so I will make note on where and how many are in each area in Greenvale.

To the left of the burning wreckage there’s small fence and a small hidden pathway, break the fence down with the steel pipe and grab the [First Aid Kit (small)] at the end of the path.

You can continue to break fences in the area to pick up additional [Agent Honor (Blue)] and drop off any new items in your inventory into the tool box.

Tool Box

York has a limited inventory space so the tool box is useful in storing his excess items or weapons. If inventory is full you can opt to place the newly found item in your toolbox so you don’t have to drop or use anything currently on your person to make room pick a new item up.

If an item is stored in the tool box you can only retrieve it again if you examine a toolbox in Greenvale. There’s generally lots of toolbox locations around town so it’s not that much of a hassle to back track to one and add an item you need back into your inventory.

Follow the path ahead and York will stop to profile the area and situation. After York’s dialogue concludes take the path to the right as the path to the left only leads to a dead end blocked by red vines.

Profiling

Profiling is Agent York’s method of piecing together the clues found during the investigation. York must find a variety of clues in various areas to understand what is going on and the number of clues you need to find are indicated by little key icons that appear on the bottom left of the screen. With each new clue found the profiling cinematic will repeat with less static and become somewhat clearer.

It’s not necessary to watch the static filled cinematic, you can refuse to profile until you have all the necessary clues but it’s a good idea to start a profile and then hit the [Start] button to skip the cinematic so you can still gain the monetary profiling bonus after finding a new clue.

After you round the corner with the dead dog you will see a suspicious looking figure wander into a dark cabin in the distance. Before you follow that figure inside continue past the door grab the [Agent Honor (Red)] by the red vines blocking the path ahead.

The metal gate that leads out of the area is locked due to the lack of power (York for some reason doesn’t want to resort to brute force to try and get it open) so our only option is the check out that cabin that mysterious figure entered earlier.

Inside the mysterious figure we saw earlier is no where to be seen. Pick up the [Can of Pickles] to your left on the shelf and examine the generator to turn the power back on and unlock the gate outside.

What’s with the food items?

In Deadly Premonition you not only have to worry about Agent York’s health you also have to keep an eye on how sleepy and hungry he gets each day.

In the inventory screen you can see life bars for both sleep and hunger. When York is starving his overall health will continue to tick down until he collapses which will result in an “investigation failure” and a trip to the hospital with a $180 fine. When York hasn’t had enough sleep he will quickly lose his stamina and will be unable to run or target his gun for very long. His health doesn’t decrease but it sure makes getting from place to place or fighting enemies very tedious. So keep an eye on York’s overall health during the investigation and make sure York gets enough sleep and if he’s starving make sure to feed him!

With the power back on York is accosted by the mysterious figure we saw earlier. Shoot the shadow repeatably in the head and receive [Clue #1: Mysterious Shadow].

Shadows and Armed Shadows

Shadows like the one we just killed are dead bodies “possessed” by an evil spirit and Agent York will only encounter them in the Greenvale Other Worlds. They crawl from purple oil slicks on the ground and on the walls and may seem slow at first but can move quickly to York once they spot him.

Since Shadows are blind it is possible to sneak by them unharmed if York holds his breath but this will fail if York’s already been spotted and in the process of getting attacked. When Shadows are within grabbing range they will stick their arm down York’s throat and attempt to crawl inside which is an instant kill if you can’t shake the off quick enough.

Unlike normal Shadows, Armed Shadows will attack York with their equipped weapon until he dies. Armed Shadows can take off more life then normal shadows so it’s important to disarm them by shooting at their weapon until it is dropped. When weaponless the Armed Shadows will revert to acting like a normal Shadow aso when they are within grabbing range they will stick their arm down York’s throat and attempt to crawl inside for an instant kill.

Strategy – They are weak against fire and if they are already ablaze from walking through a ring of fire you just need to shoot them once and they will die instantly. If you shoot an exploding barrel near a large cluster and they will all catch fire and quickly die.

You can tell when an Armed Shadow intends to shoot their shotgun by the glowing ball of light the appear right before they fire off a shot. When you see this light quickly move to the side and shoot or hit them repeatably so they will drop their weapon without getting a shot off.

When using a fire arm be sure to aim for the Shadow’s head as multiple blows there will not only kill them faster but will also hinder their progress towards York and make grabbing him nearly impossible.

Melee weapons are effective as well but it is easier for groups of Shadows to overwhelm you since you can’t keep at a distance while attacking.

Clues

During the investigation Agent York will find clues that will help him in with his criminal profile during the case. The more clues you find the clearer his profiling sequence of a certain area will become. The number of clues you need to find in area is indicated by little key icons on the bottom left of the screen shortly after York’s initial profile sequence. These clues are always along the path you must take to progress though a level so overlooking a clue and having to backtrack will never really be an issue.

Leave the cabin and kill any Shadows that get in your way and head through the unlocked gate. You can save your progress at the ringing payphone and to the left is a box with infinite spawning piles of [Lollipops].

As you continue down the path the power will go out once again and we will need to find another generator in the area to restore it. At the faded Greenvale sign take the forked path to the left to pick up a [Agent Honor (Red)] and use a generator to restore power.

Backtrack back to the faded Greenvale sign and continue straight ahead. When the path splits again, head right towards the dead end to pick up an additional [Agent Honor (Red)].

Turn around and follow the path to until you reach another open area and head inside the cabin to your left. Inside is a broken generator and a tool box you can use to leave or grab items from. If you stocked up on lollipops earlier I suggest putting some in here to open up your inventory! Examine the broken generator in back and grab [Clue #2 Machine Broken By Axe] and the undamaged [Fuse Box].

Leave the cabin and continue down the path. Due to the extensive damage to the generator in the last cabin there isn’t any power running to the locked metal gate. If we want to leave we will need to find another generator in the area to restore power.

Unlock the cabin to the left of the gate by shooting the lock off (you can also hit it with a melee weapon if you prefer). Inside use the undamaged [Fuse Box] you took from the previous cabin on the generator and turn it on to unlock the gate outside.

Once you head through the gate and red vines will quickly grow and prevent York from backtracking into the previous areas, but don’t worry there’s nothing we need back there anyway!

Continue forward into large open area and search behind the blue car with license plate 69212pr stuck in a mud puddle to your right to grab a [Agent Honor (Red)]. If you continue to the right the path will only lead to a dead end with an enemy spawning point. There are several boxes you can destroy for [Agent Honor (Blue)] but if you wish to avoid additional enemies I suggest you don’t head that way.

To the left of the entrance are several puddles that will respawn an infinite number enemies so don’t waste your time trying to kill them all and just run by them. As you near the final exit a person in a red raincoat will jump out and attack York with an axe (Hey I think we found who’s responsible that mangled generator earlier!). Evade the axe swing and head through the gate covered by red ivy to grab the final clue [Clue #3: Red Ivy] and leave the area.

Welcome to Greenvale!
· Agent Honor (Red) x 2 None None

Huzzah! We’ve made it back to normal civilization! You can save your progress at the pay phone at the side of the road but it’s not really necessary as the game will automatically save for you at the chapter end in just a few minutes. Cross the street and grab the [Agent Honor (Red)] next to the green Greevale nature preserve sign and follow the road towards the red marker situated over June Bridge. Grab another [Agent Honor (Red)] near the last Greenvale Nature Preserve sign on the left side of the road and head onto June Bridge to meet Greenvale’s Deputy Sheriff Emily Wyatt and Sheriff George Woodman.



Episode 1

Mysterious Red Room
· Trading Card No. 14
 (Angel Isaach)
None None

Back in the red room pick up the [Trading Card No. 14 (Angel Issach)] that is directly in front of York and then turn around to grab a [Sugar Donut] off the end table behind you. There really isn’t much else to see or do here so head through the door behind the two ornate chairs.

Behind the door a young boy instructs York on how to sneak by shadows. Hold your breath using the [Left Trigger] button to safely pass by the male shadow.

Grand Deer Yard Hotel
· Agent Honor (Red) x 4
· Can of Pickles
· Crackers
· Coffee (With Milk)
· Egg
· First Aid Kit (Small)
· Flare
· Stablilizer

None None

York wakes in his hotel room at the Grand Deer Yard Hotel and would like to get a good cup of coffee before heading over to the Greenvale Sheriff Department. You can use the phone by the bed to save your game or change York’s suit from the white suitcase on the table be sure to turn on the television to see Deadly Premonition’s Director, SWERY, skydiving.

The Suitcase and Agent York’s Many Fashions


$30 for coffee, only $8 for drycleaning. WTF

Agent York must keep a cleanly appearance during the Greenvale investigation since it would reflect badly on the Bureau! Depending on how active he is fighting and what not his suits can get “very dirty” within a day. If you don’t take the time to change into a new suit from the suitcase you will be penalized $16 for being a “Stinky Agent” and accumulate a number of flies. The longer you wear a filthy suit the number of flies that circle York will increase with no other adverse affects.

Each time you change into a new suit you receive a monetary bonus for being fashionable so it’s also good for your wallet to change whenever your suit is dirty as well. After you change into a new suit make sure to send your dirty suit to the dry cleaners, it will take 24 in game hours for any suit to cleaned so make sure whenever you put on a new suit to send the filthy one to the dry cleaners so you won’t run out of clean suits!

Additional suits can be acquired during your stay in Greenvale and some even have added bonuses when worn, like increasing the size of your life or stamina bars.

There’s a tool box by the door so you can to grab any items or weapons you previously stored there from your trek through the woods but before you leave the room head into the bathroom and give York a shave to receive another monetary bonus from the Bureau.


Could have been an awesome achievement

York’s Beard!

If you do not take the time to shave everyday York will grow a beard. It’s not necessary to keep his clean shaven appearance but the Bureau will send money at least once a day each each time you shave and keep up Agent York’s original appearance. As you play through the game this monetary reward will continue to increase.

Before you head over to the hotel dinning room to get some coffee lets explore the rest of the building to pick up some other useful items:

East Wing of Hotel

  • [Can of Pickles] in bureau in the East Wing dinning room near Polly’s room
  • [Agent Honor (Red)] to the left of Polly’s small Greenhouse Conservatory
  • Stablilizer in the shower stall in the hotel room to the right of York’s

Reception Area of Hotel

  • [Egg] inside the microwave on the shelf behind the reception desk
  • [Agent Honor (Red)] on the second floor at the end of the Greenvale History of Industry exhibit
  • [Coffee (With Milk)] in the hotel bar adjacent to the Reception desk

West Wing of Hotel

  • [Crackers] inside a bureau in the the room one door down from the hotel bar.
  • [First Aid Kit (Small)] inside a bureau in the second to last room in the left most hallway
  • [Flare] by the TV in the last room in the left most hallway
  • [Agent Honor (Red)] at the end of the left most hallway

Once you’ve collected all the items follow the red marker into the large dinning area with the coffee symbol on the map to meet, Polly Oxford, the owner of the hotel an get York a cup of coffee.

After the cut scene you can get additional fortunes just by heading back to the coffee machine and pouring yourself another cup of joe.

That’s What My Coffee Told Me


Who knew coffee was the key to divination!

Each time you have a cup of coffee in the hotel dining room you are given the option to divine a fortune. Besides the initial “FK in the coffee” these fortunes have little to do with your current progress in the game. There’s a total of 16 possible fortunes in which you can learn York’s lucky or unlucky colors, items and places for the day and York always make some sort of response. You can divine your fortune as many times as you want in one sitting and I suggest doing so just to see all the funny things York has to say.

Before you leave the dining room grab the [Agent Honor (Red)] by the piano. The game will not let you leave the hotel in any of the side exits so you must leave through the front entrance by reception.

Before you leave the hotel take the time to talk with Polly at reception to gain an “Info Gathering” bonus from the Bureau and purchase a [Fishing Rod], [Bait (Normal Worm)] and [Cheddar Cheese] from her. Leave the hotel and clear the chapter.

Great Deer Yard Hotel (Outside)
· Agent Honor (Red) x 5
· Bait (Normal Worm)
· Trading Card No. 26
  (Polly Oxford)
· Flare x1

Master key None

Once outside we see that Sheriff George Woodman has left you a squad car with a [Master Key] for all the department vehicles and an emergency [Flare]. What a nice guy!

Sheriff Vehicles


Never knew coffee was the key to divination

With the [Master Key] you can operate any Sheriff Department Vehicle (with exception of George and Emily’s personal rides) you find parked around Greenvale which is extremely useful since York’s own ride was totaled last night.

All the cars in game need gas and can take damage meaning it’s possible to find yourself without a mode of transportation due to having no fuel or the vehicle being too damaged to drive. Using the [Flare] allows York to call for another squad car instantly where ever he is on the world map so you don’t have to walk around Greenvale to find another ride.

Before we leave in our new ride lets explore the hotel grounds for some more items.

Front of Hotel Building

  • [Agent Honor (Red)] behind some construction cones in the parking lot left of the entrance.
  • [Agent Honor (Red)] along the hotel front wall. Enter the opening in the shrubs to the right of the entrance to reach it.

Back of of Hotel Building

Continue your circuit around the outside of the hotel, pass the blue car on the right side of the building and enter the side porch to grab some additional items.

Around the corner from the peeping spot into Polly’s bedroom is a [Agent Honor (Red)]. When the porch ends break the wooden fence to your right to reveal a dirt path that leads to one of the hotel fishing spots.

Peeping Tom

If there is white sparkles in front of a window it is an indication that that York can take a peek inside. Peeping provides a good chance to see what the resident’s of Greenvale are up to when they don’t know they are being watched. It also doesn’t hurt that every time you take the time to peep the Bureau will give you an monetary “investigation bonus” of $12 which will increase the further you get through the game.

Many buildings have have multiple peeping spots you can see each vantage point without backing out of your current view point by hitting the [left] and [right] bumper buttons. Whatever view you back out of will also transport York to that peeping spot location!

Follow the dirt path and take the fork to the left to grab another [Agent Honor (Red)]. Turn around and take the other path down to the fishing spot to try out the rod and bait we just bought from Polly and fish for [Trading Card No. 26 (Polly Oxford)]!

Fishing

Fishing in Greenvale is certainly an interesting experience. You never know what you’ll find, ammo, a cup of coffee, trading cards, garbage…oh and the occasional fish!

I usually only spend time fishing to complete side quests or if it is required for plot reasons since it’s not particularly fun and can get dull rather fast.

After you cast your finishing line out you must wait for something to bite. If you wiggle the directional stick or push buttons before you get the “Hit” message your line will break and you will lose a piece of bait.

Once you see the “Hit” message press [X] to reel in your catch. A roulette with several icons will scroll quickly at the bottom of the screen and will slow to a stop once you press the [X] button again. (It will also come to a stop on it own if you wait long enough)

The trick to fishing is to let the item you want to catch pass by the markers once and then hit [X] again when the marker is over 3-4 spaces before the box you want to grab! For example, to get the Polly card you want to hit [X] when the ammo box is three spaces before the pink box is under your arrow.

To fish York will need to have a rod and some kind of bait in his inventory. There’s a variety of bait available in Greenvale and the different types that will increase your chances of getting certain types of items.

[Bait (Normal Worm)] – Use it with a fishing rod to go fishing

[Bait (Bullet Worm)] – Raises the chances of catching bullets

[Bait (Knife Worm)] – Raises the chances of catching close range weapons

[Bait Capsule Worm)] – Raises the chances of catching items

[Bait (Legend Worm)] – Raises the chance of catching rare items

After grabbing the Polly card head back up the path and continue along the back side of the hotel and take the wooden stairs to the right that leads towards another fishing spot.

You can unlock that gate that leads over to the fishing spot we got the Polly card by breaking the lock if you want.

Head over to the boat house and break the boxes to grab [Bait (Normal Worm)]. Continue around the dock to grab another [Agent Honor (Red)].

We’ve grabbed everything we can so far at the hotel so head back to the front parking lot and get into the squad car, it’s time to get a move on!

Driving

Don’t let the “Driving Controls” instruction intimidate you. Yes, there’s a button for everything but really you don’t need to use most of them and the actual driving is a straight forward affair.

The Buttons that matter

    [Right Trigger]: To Accelerate
    [Left Trigger]: Brake and Reverse
    [X] button: To boost (go faster)
    [Left Stick]: Steer
    [Back] button: Map
    [Left/Right] bumper: Change view

Driving Conversations

While you are in the car York often talks to Zach or his passengers. It’s not necessary but it provides great entertainment and allows you to get to know York and some of the characters a bit better.

The only issue with conversation in the car is the inability to check your map while York is speaking. If you find yourself lost and York is talking to Zach just step out of the car, this will pause the conversation and you can check your map. When you return to the car you can hear the rest of the conversation by hitting the [A] button to talk again. Unfortunately, if George or Emily is with you in your vehicle you will just have to wait out the duration of the conversation since if you step out of the car they will automatically go off on their own. Now if you don’t care what York or anyone else has to say you can always hit the [Start] button and skip the conversations altogether and quickly check your map that way too.

Muffler Road / Greenvale Hospital
· Agent Honor (Red) x 12
· Agent Honor (Red) (Race) x 7
· Trading Card No. 29
  (Fiona “Freckles”)
· Trading Card No. 35
  (Brian the Insomniac)

None None

Before we head over the the Greenvale Sheriff office lets grab a couple trading cards in the area.

Leave the Great Deer Yard Hotel and make a left onto Muffler Rd. Stop at the next fishing spot and grab [Trading Card No. 29 (Fiona “Freckles”)] by catching the pink present.

Continue on down Muffler Rd and grab [Agent Honor (Red)] at the dead end.

Turn around and head up the hospital entrance to the left and make another left down to the helicopter landing pad and drive into the purple rings with the checkered race flag. It’s time for our very first Greenvale race to win some extra Agent Honor (Red) and add another trading card to our growing collection.

Greenvale Races

There are three races available in Greenvale:

  • Greenvale High School on Lincoln Street (near the Sheriff Department)
  • Greenvale Hospital
  • Moyer’s Lumbermill

During each race you must drive through several checkpoint markers as they appear on the race route in a race before time runs out. Since it’s a timed race you might assume you would need something faster than a police patrol car but it’s actually quite easy to win each Greenvale race in a standard police patrol car (without upgrades) and without using a siren boost!

Completing each of these races is definitely worth your time because you are not only rewarded with a trading card in a previously unreachable area near the race but you get a hefty monetary reward as well.

Races may be completed at any time of day and in any weather condition.

Greenvale Hospital Race

A video run through of the race using a Greenvale Sheriff patrol car with no upgrades and never using a boost!

After you win the race the trading card is shown to be hidden in a bird’s nest on the west side of the hospital while your monetary reward is nearby and indicated by the orange marker on your world map.

Before we go and grab our prizes from the race lets first pick up some Agent Honor (Red) hidden through out the hospital grounds.

From the race finish line turn around and drive up the road to the large second level parking area behind the hospital. Grab the [Agent Honor (Red)] behind the exploding barrels near the of the large red truck parked in front of two small sheds.

Drive down the stairway into the lower parking level then exit the the car and walk around the right back perimeter of the hospital towards the orange arrow on you map.

Grab the [Agent Honor (Red)] hidden behind the bushes in the first courtyard to your left. Continue along the hospital perimeter and pick up another [Agent Honor (Red)] beneath a basketball hoop from the small basketball court nearest to the orange marker on your map.

Shoot the exploding barrel and enter a large fenced basketball court. Now if you hadn’t completed the hospital race earlier this area would have been completely fenced in and inaccessible. Run past the the glowing marker and shoot the nest white bubbles in the tree behind the basketball hoop to reveal [Trading Card No. 35 (Brian the Insomniac)]. With the card in hand step into the glowing marker for your monetary reward in the form of 7 x [Agent Honor (Red)] .

Shoot the lock off the door and grab the [Agent Honor (Red)] on the hospital grounds. Continue forward to the hospital front entrance, head inside and speak to the red headed receptionist and meet Fiona “Freckles”.

We would have actually met Fiona during the main story mission a little later but if you get your introductions out of the way now in your next meeting will reveal a little but more about her as a person and her crush! Additionally when you introduce yourself now she will make a comment about York talking to Zach which wouldn’t happen later in the main story when George and Emily are standing nearby!

Speak with Fiona two more times (until the “Talk” option is no longer yellow) and receive an “Info Gathering Bonus” totaling $24. There’s nothing else for us to do here just so let’s leave the hospital and collect some more trading cards and agent honor hidden around town!

PLEASE NOTE! We are on a Time Limit

We want to get to the Sheriff Department by 12:15! It’s not crucial but if you would like to see all the possible Sheriff Department lunch scenes it is imperative that you enter the department no later than 12:15 to give yourself enough time to finish the chapter before the daily lunch cut off at 13:00! If you haven’t collected all the Agent Honor or cards around town that I’ve outlined below before the 12:15 time limit, don’t worry there’s plenty of opportunities later on to pick up any items you’ve missed!

Construction/Logging Area on Sprite Ave
· Agent Honor (Red) x 3
· Trading Card No. 30
 (“Rosy Lips” Gina)

None None

Leave Greenvale Hospital and make your first left onto Sprite Ave and drive to the construction area on the corner of Sprite Ave and Ghast St.

Drive past the two sheds on the right and grab the [Agent Honor (Red)] behind the pile of rocks near the two boxes. Next drive over to the large log piles, park your car and search behind the logs to grab another [Agent Honor (Red)] x 2.

Finally grab the [Trading Card No. 30 (“Rosy Lips” Gina)] behind the large pile of pipes directly behind the log piles and leave the construction area.

Greenvale Apartments
· Agent Honor (Red) x 10 None None

Drive over to the Greenvale Apartments where Thomas, Fiona and Carol live.

Grab the [Agent Honor (Red)] x 3 by the trailers on the west side of the building.

Laundry Room

On the first floor inner corner of the apartment complex is a set of white double doors which are unlocked. Head inside to find the apartment laundry room and pick up the [Agent Honor (Red)] x 3 and the [Can of Pickles] you find inside.

Back outside

Move on towards the the second building in the complex and grab the [Agent Honor (Red)] behind the red truck and exploding barrels situated in between the two buildings. Next, explore behind the red cargo containers to find another [Agent Honor (Red)] x 2.

Leave the complex and make a right back onto January Way and keep heading down that street until you spot another [Agent Honor (Red)] on the right side of the road.

Extended Lines
· Agent Honor (Red) x 4 None None

Turn around and head back down January Way and then cut through the field near the Greenvale Apartments and enter the Extended Lines by driving through one of the wooden gates.

Grab the first [Agent Honor (Red)] that’s behind the front middle train and in between a pile of logs, boxes and exploding barrels. Continue down the line toward the last train car on the second set of tracks and keep your eyes open for a gap with an exploding barrel and box.

Clear the gap and enter the space to pick up the [Agent Honor (Red)] x 2 that’s hidden behind the over turned train car.

Head back towards the first train car on the second track and grab an [Agent Honor (Red)] hidden in between a pile of logs, boxes and exploding barrels.

Get back into your car and drive down the tracks and grab the last [Agent Honor (Red)] that’s in the middle of the tracks shortly after the two tracks from the Extended lines merge near the end of Dwarf Ave.

With this last Agent Honor collected head back out to January Way.

Bergamont Farm
· Agent Honor (Red) x 5 None None

Make a left onto Madison St and head towards Bergamont Farm. Grab the [Agent Honor (Red)] behind the shed near the pond on the corner of Simple Simon St and Madison St and grab a second [Agent Honor (Red)] behind some trees between the Bergamont Farm fence and the small pond.

Enter Bergamont Farm by driving through the wooden gates and continue driving forward towards the large white log to grab an [Agent Honor (Red)] that’s hidden behind the boxes and breakable fences near it.

Continue driving across the farm and stop by the small shed closest to January Way to find another [Agent Honor (Red)] behind some breakable fences, exploding barrels and boxes.

Drive over to the barns at the back of the farm and grab the last [Agent Honor (Red)] behind the last shed in the very back row.

Leave the farm through the back exit and drive across a field to the corner of McKinley St and Reindeer St.

Pharmacy & Parking Lot on McKinley St/Reindeer St.
· Agent Honor (Red) x 2 None None

On the corner of McKinley St and Reindeer St head behind the community board and grab an [Agent Honor (Red)] that is hidden behind the hedgerows along the side of the white Meadownrock Pharmacy building.

Head back into your car and make a left on January Way to the front entrance of the large and unnamed parking lot across the street from the Meadownrock Pharmacy. Head over to the basketball court directly across from the Meadownrock Pharmacy to grab another [Agent Honor (Red)] .

The A&G Diner
· Agent Honor (Red) x 1
· Nick’s Recipe #1
· Nick’s Recipe #2
· Nick’s Recipe #3
· Trading Card No. 43
  (Coffee)
· Trading Card No. 64
  (A&G Diner Menu)
None None

Get back into your car and make a right onto January Way and head over to the A&G Diner. Before you head inside be sure to take a peek in the window to gain an “Observation Bonus” of $12.

Inside grab [Trading Card No. 43 (Coffee)] by the front window to you right. Head to the back of the restauraunt and search the white cabinet by the payphone for [Trading Card No. 64 (A&G Diner Menu)] and an [Agent Honor (Red)]

Head down the back hallway towards the restrooms and observe the bulletin boards on the wall to pick up three of Nick’s recipes [Nick's Recipe #1] – Macaroni & Cheese, [Nick's Recipe #2] – Meatloaf and [Nick's Recipe #3] – Egg Benedict. If you take a look at each recipe in your side mission inventory you’ll see that either there’s 1 or 3 ingredients highlighted in red. These will actually correspond to some side missions down the road so when we get a chance we will want to add those ingredients to our inventory! We already bought the cheddar cheese needed for the first recipe from Polly in the hotel so make sure to hang on to it!

Speak to female suspect (the waitress walking around the diner) to meet Olivia Cormack.

You can buy food to eat in the dinner by talking to Olivia but by this point York shouldn’t be very hungry so just talk with her two more times to get some “Info Gathering” bonuses.

If you try and enter the kitchen to talk to Olivia’s husband Nick he will just be a dick an kick you out and refuse to speak to you. There’s nothing else we can do here so it’s time to leave the diner and gather some more items around town.

January Way Shops and Book Mountain Bank
· Agent Honor (Red) x 7
· Trading Card No. 18
  (Lily Ingram)
None None

January Way Shops

Head across January Way and pick up an [Agent Honor (Red)] behind the building directly across from the A&G Diner. Head back over to the A&G and run around to the back of the building to find another [Agent Honor (Red)] .

Get into your car and drive over to the the building across the street from A&G on the corner of January Way and Hamilton Way. Climb to the second story using the fire escape at the back of the building and grab an [Agent Honor (Red)] from the roof.

Drive down January Way until you see a Mash Market to your left, get out of your car once more and climb the fire escape to the building to the left of the Mash Mart to grab another [Agent Honor (Red)] from the roof.

Continue driving down January Way and stop at the next Mash Mart you see on the left (Apparently Mash Mash is like the Starbucks of Greenvale where there’s multiple ones on a single street!) Run behind the building and follow the fenced area behind all the buildings and grab the [Agent Honor (Red)] at the very end.

Head back into your car and make a left on Monroe St Cut through the grass field between the buildings on January Way and Cedar St and stop the car when you see a partically broken wooden fence leading into a fenced off area. Break the fence and enter the area to pick up the [Agent Honor (Red)] hidden behind the red truck and return to your car.

Turn around in your car and head back to Monroe Street. Drive across the White Lily Trail tracks and break through a wooden gate to grab a [Agent Honor (Red)] behind the tuck under the tree.

Book Mountain Bank

Drive back down Monroe St and make make a right onto January Way. Make a left onto Green St and head over to the Book Mountain Bank to pick up [Trading Card No. 18 (Lily Ingram)]

Greenvale High School
· Agent Honor (Red) x 15
· Agent Honor (Red) (Race) x 7
· Trading Card No. 17
  (Keith Ingram)
None None

Head over to the Greenvale High School on Lincoln St and drive into the checkered flag marker to start your second race!

Greenvale High School Race

A video run through of the race using a Greenvale Sheriff patrol car (without upgrades) and never using a siren boost!

After you win the race the trading card is shown to be hidden on a basketball hoop while your monetary reward is nearby and indicated by the orange marker on your world map.

After the race swing around to the back of the High School by making taking a left onto Dryad St and another left onto Buren St. Park in the back parking lot and first head to the left side of the school to pick up a lone [Agent Honor (Red)] .

Make your way toward the school’s basketball courts and pick up your monetary reward for winning the High School race and [Trading Card No. 17 (Keith Ingram)] underneath the basketball hoop.

Circle back to the back of the school and head across the street towards the fenced off grass area. Follow the fence until you reach the end where the wood fence is partially broken. Break through with a melee weapon and gather the [Agent Honor (Red)] x 14 scattered inside.

Get back into your car and head over the Sheriff Department but before you drive or walk into the green misson marker be sure to pick up the [Agent Honor (Red)] under the red tree in the side courtyard.

Greenvale Sheriff Department
· 10mm Auto Bullets
· “Arnold” Dumbell
· Trading Card No. 49
  (Arnold and Sylvester)

· Curvy-tail Flying Squirrel Key
· Grey Squirrel Key
· Long tailed Flying Squirrel Key
· Pointy-Tail Flying Squirrel Key
· Striped Squirrel Key
None

After cut scene head into the Sheriff Department Material Room and speak with Thomas. He isn’t having any luck finding the key needed to get the files we need for the meeting. Looks like it’s up to us to locate them if we want to get a move on with this investigation. The key we need is downstairs in Cell XYZ205 but let’s take the time to get some items on this level first.

In the department storage room across the hall you can find the [Pointy-Tail Flying Squirrel Key] and really nothing else of note but you can observe the unused department raincoats.

In the locker room which is next to the storage room you can find the [Long Tailed Flying Squirrel Key] along with a toolbox and a suitcase. Place the cheddar cheese you bought from Polly inside so you won’t accidentally eat it!

Head back across the hall into the kitchen and grab the [Grey Squirrel Key], [Dumbbell] and [Trading Card No. 44 (Turkey Sandwich)]. If you want some extra money give York a shave!

With the Dumbbell in hand lets head over to the offices to complete our very first Side Mission in Deadly Premonition!

Side Missions

Agent York may be in Greenvale to solve a homicide but there’s lots he can do besides questioning the citizens! There are a total of 50 side missions available in the game. Their completion isn’t required but by doing them all you can learn cool details about Greenvale and its citizens you wouldn’t learn by only following the main investigation.

A new side mission starts when you speak with a character that has a side mission marker over their heads. There is no real time limits to the mission but many side missions are only available during certain chapters in the game and these chapters are listed in the side mission sub menu.

With this guide I will take you through each available side mission in the game.

Talk to Emily at her desk and let her know of the missing key situation, if she’s not at her desk or in the office she may be walking in the front hallway or even in the Material room with Thomas. Talk to her three more times to get an “Info Gathering Bonus” totaling $36.

Head into George’s office to speak with the Sheriff and start and finish Side Mission #04: Lost Arnold!

Head over into George’s office and talk with with the man himself and learn that his lost a very important training buddy, Arnold, and is unable to finish his workout routine without him. The dumbbell we picked up in the kitchen had the name Arnold on it, it must be George’s lost training buddy.

Mission Objective:
George has lost his beloved [Arnold] somewhere in the Sheriff’s Office. He can’t train without him/ Find what he’s looking for and get it back to him. Help him get his groove back.

Well this Side Mission is pretty self explanatory, give George the lost dumbbell to complete the mission and receive [Trading Card No. 49 (Arnold and Sylvester)] in return for your trouble.

With upstairs fully explored lets head down stairs. Take a left into the shooting range and break the boxes for [10mm Auto Bullets] and a [Striped Squirrel Key] in the 7th shooting stall.

Enter the holding cell area, be sure to check out the poster of the police officer and German Shepard hanging over the Warden’s desk for another in game sighting of Deadly Premonition Director, SWERY65! Search Cell XYZ205 to grab an [Agent Honor (Red)] and [Curvy-Tail Flying Squirrel Key] by the door hidden behind a mattress.

Thomas was looking for a Curvy-Tail Flying Squirrel Key so head back to the Material Room and return it to complete Chapter 2!

Back to the Sheriff Department
None None None

George and Emily are eager to get a move on to Greenvale Hospital to get Anna’s autopsy results but we have plenty of time before we have to head over to the Hospital.

Hop into the squad car and make a circuit around the Sheriff Department to start a conversation with Emily and George in the car. Once they are talking stop the car infront of the Sheriff Department but don’t get out until their conversation finishes.

When conversation in the car concludes step out of the vehicle and George and Emily will tell you they are going to go on ahead to the hospital which is fine with us! They would just slow York down with all the important side missions and item collecting he needs to do anyway!

Head back into the Sheriff Department and speak with Thomas who will offer to make York lunch, agree and watch an amusing department lunch with Thomas, George and Emily…hey I thought they were going on ahead those liars!

Department Lunches

During many chapters you have the option to take lunch with the Greenvale Sheriff Department. It’s not necessary but the conversations are quite amusing. These lunches are only available between 09:00 and 13:00. When you take lunch with the department time will automatically jump forward to 13:00 regardless of when you took lunch.

Anna’s House and Near By
· Agent Honor (Red) x 4
· Stabilizer
· Trading Card No. 54
  (Anna’s Dress)
· Anna’s Diary
· Anna’s Key None

The Cormack’s House (Nick’s House)
Leave the Sheriff Department and make a left onto Hayes St. Park the car by Nick’s House (Olivia should be inside since it’s raining) and grab the [Agent Honor (Red)] in the backyard. Make sure to peep in the window for some extra cash. You can go inside and speak with Olivia if you wish be all she does is sigh so instead let’s get back in our car and make a left onto Kingfish St and head into Anna’s house.

Anna’s House
Sallie Graham should be home and inside along with Richard Dunn. (I’m pretty sure he’ll be in the house as well if it raining and after 13:00…but if he isn’t don’t worry! We will have another chance to meet this character before the day is through.)

Grab a [Stabilizer] from the cabinet in the dining room and if Richard is in the house speak to him and introduce yourself. You find out that Richard owns a dart bar called SWERY65 and is apparently in love with Sallie.

Speak with a distraught Sallie about Anna but unfortunately get nowhere with her. Speak with her a second time to start our next side mission!

By speaking to Sallie again we learn that she had misplaced Anna’s prom dress. Like the George side mission back in the Sheriff Department we have to find this missing item and return it to Sallie to complete the quest.

Mission Objective:
Anna’s mother Sallie is searching for [Anna's Dress]. find the dress somewhere in Anna’s house and give it to Sallie.

Head up the stairs and enter Sallie’s home office as it’s the only unlocked door on the second floor. Observe the photo of Anna on her prom night on Sallie’s desk to so York knows what kind of dress he is looking for.

Head back downstairs and enter the door at the bottom of the stairway into Sallie’s bedroom. Head into her walk in closet and grab [Anna's Dress] that’s hanging in there (Wow Sallie didn’t look very hard did she? It was in her own friggin closet, sheesh!).

Return the dress to Sallie and she will be so enthusiastic that she being to twirl around the room with it which will causes [Anna's Key] to fall out.

Now with the key to Anna’s room in hand we can start Side Mission #28. Head back upstairs and use the key to unlock Anna’s bedroom.

Mission Objective:
Use [Anna's Key] obtained from her dress to search her room. There must be something out of place in there. Anna’s room is on the second floor.

Grab [Trading Card No. 54 (Anna's Dress)] by Anna’s bed. Make sure to also take a closer look at the cluster of photos on the wall to spot a picture Laura Palmer from the television show Twin Peaks!

Enter Anna’s bathroom to grab an [Agent Honor (Red)] and then force open the white dresser with the large portrait of Anna on top at the other end of the bedroom.

Inside the dresser we find [Anna's Diary] and learn that Anna was mixed in something sinister before her death and it could have been what got her killed. Her diary also reveals that she was worried about her friend, Becky, who appears to be involved in this shady business as well. With Anna’s diary in our possession this side mission is complete and and we now three new leads to follow in this murder investigation: Anna’s friend Becky, Delivery Man Q and an unnamed suspect, “He.”

Before we head over to Anna’s autopsy we will go and question Anna’s friend Becky and see if she can shed any light on “Delivery Man Q” and the mysterious “He” mentioned in Anna’s diary.

Head into Anna’s backyard and grab the [Agent Honor (Red)] and then head over toward Brian’s home on Brownie St to grab another [Agent Honor (Red)] at the very top of a dirt path at the end of the street.

With all the red Agent Honor in the immediate vacinity in our possession let’s start our trek towards to Becky’s home by the lake.

Galaxy of Terror
· Agent Honor (Red) x 1
· Trading Card No. 56
  (Record Player)
None None

On the way to Becky’s stop by the Galaxy of Terror on the corner of Tyler St and Veil Way. Climb the fire escape to grab [Trading Card No. 56 (Record Player)] and walk around to the fenced off side of the building to grab an [Agent Honor (Red)] . Be sure to also take a peep inside the building for an additional “Observation Bonus.”

Riverside
· Agent Honor (Red) x 2 None None

Make a left onto Veil Way and make another left onto Riverside St to pick up the last red Agent Honors in this part of town.

The first [Agent Honor (Red)] is in the side yard of a small home and the next [Agent Honor (Red)] is between a large bush and a fence directly behind the home you picked up the last agent honor.

Calvin Bridge
· Agent Honor (Red) x 1
· Flower
None None

Leave Riverside St and make a left onto Veil Way followed by another left onto Muffler Rd. Stop at the Calvin bridge rest stop to pick up another [Agent Honor (Red)] by the pay phone and [Flower with No Name] under a tree.

The [Flower with No Name] only appears when it is raining and we will need to have one in our inventory to complete another George side quest later in the day that will reward us with a nifty fast travel device.

This isn’t the only area you can find these flowers they also grow around:

  • Backyard of Grand Deer Yard Hotel
  • Muffler Road by a fishing spot
  • June bridge adjacent to fishing spot
  • Emerald River near fishing spot
  • On Liberty Road by Lake Cranberry
  • By the fishing spot near the Lumber Mill
  • By rightmost fishing spot behind the Forest Keeper Cabin
  • By the fishing spot behind Becky’s house

Once you picked up one flower all the other flower locations will disappear from your map.

White Spruce Farm
· Agent Honor (Red) x 9
· Trading Card No. 45
  (Cigarettes)
None None

Continue down Muffler Rd, make a left onto Hemingway Rd and another left on Camellia St to head over to White Spruce Farm. This farm not only has a bunch of Agent honor but is a location of another trading card that is only available when it’s raining!

Enter the farm at the main entrance by driving through the wooden gate. Park the car and examine the well on the left side of the farm house to pick up [Trading Card No. 45 (Cigarettes)]

Shoot the exploding barrels to your right to reveal the [Agent Honor (Red)] x 2 hidden in the backyard of the farm house. Before we leave lets grab all the other Agent Honor hidden on the farm.

Head back into your car and make a left back onto Camellia St and re-enter the farm nearest to the two sheds on East end of the farm.

Pick up an [Agent Honor (Red)] by each small shed on this side of the farm and then return to Cameillia St and head back over to the main farm house. Drive through the wooden gate to the left of the house and drive towards another small shed to grab an [Agent Honor (Red)]

Drive towards the farmhouse to the left of the small shed and pick up another [Agent Honor (Red)] that’s hidden by some breakable fences, boxes and exploding barrels.
Continue on to the farm house to grab [Agent Honor (Red)] x 3 in the backyard. With this last Agent Honor in hand leave White Spruce Farm and backtrack back onto Muffler Rd to continue on towards to Becky’s home by the lake.

Ushah’s Place
· Agent Honor (Red) x 2
· First Aid Kit (Small) (x ∞)
None None

One more more pit stop before and then we will finally visit Becky! Turn in to the cul-de-sac of homes to the left off Muffler Rd and drive down to Ushah’s house located at the very end.

We will meet the owner, Dr. Ushah Johnson, of this large home in a little while at the hospital but for now let’s raid his garage for some first aid kits!

Grab as many [First Aid Kit (small)] you can carry from this infinite spawn point and then travel around to the back of Ushah’s home to grab an [Agent Honor (Red)] . There’s nothing else for us here so lets head back to Muffler Road.

When you see a large green meadow to your left pull over and get out of your car. Break the boxes on either side of the log pile in the middle to reveal an [Agent Honor (Red)] . With this last Agent Honor collected we will make our way to Becky’s house.

Becky’s Mansion
· Agent Honor (Red) x 5
· Stabilizer
· Trading Card No. 04
  (Becky Ames)
None None

Make a left back onto Muffler Rd and take a right with the road forks and head towards Becky’s home. Grab an [Agent Honor (Red)] in the middle of the first car circle in front of the large estate and grab a second [Agent Honor (Red)] in the car circle directly in front of the mansion.

Enter the house and head up the stairs to pick up another [Agent Honor (Red)] at the top of the landing as well as a [Stabilizer] by a chair on the first floor.

Knock on the double doors to meet Anna’s friend Becky Ames, she’ll send you away at first but if you try talking to her again you can start door again to begin Side Mission #1.

York shows a paranoid Becky Anna’s diary he found in Side Mission #28 and attempts to question her about the contents. Becky still refuses to talk and York decides to track down Delivery Man Q in hopes of gaining some more information.

Mission Objective:
Follow up on Becky’s friends and find “Delivery Man Q” from Anna’s diary. Sneak into the house of someone whose name starts with a Q, find evidence and take it to Becky.

Until we can find this mysterious “Delivery Man Q” this side mission will be put on hold but don’t worry we will return to the mission after our trip to the hospital. In the meantime lets gather some other items on the mansion property.

Head to the backyard to pick up the [Agent Honor (Red)] by the fountain. Take a peep at Becky crying on her bed for another “Observation Bonus” and continue on down to the boat house.

Head around the right side to grab an [Agent Honor (Red)] and then fish at the end of the dock to collect [Trading Card No. 04 (Becky Ames)]

Back to the Hotel and the Sheriff Department
None None None

There’s nothing left for us to do here at Becky’s for the time being. We could go straight to the Greenvale Hospital and meet George and Emily to continue our investigation but to do so we will miss out on another Sheriff Department lunch that’s available during this chapter.

Drive back to the hotel. Even with all the item gathering I still had enough gas to make back to the hotel but if you gas is below 10% use a flare to call another ride. Sleep 12 hours and then another 6 or 9 hours until it’s between 9-11am. Be sure to change your suit and shave for some extra bonuses and then head over to the Sheriff’s Department.

Speak with Thomas and agree to lunch and learn a little more about Greenvale’s doctor!

Greenvale Hospital
· Agent Honor (Red) · Card Key For Underground Floor None

Leave the Sheriff Department and make your way to Muffler Rd. and the follow the road all the way back to Greenvale Hospital.

Enter the green marker to start the Hospital section. Unfortunately, even if you attempt to talk to George and Emily in the parking lot the game will automatically force York try and enter the hospital by himself which will annoy George but hey at least Emily is forgiving of the faux pas!

After the cut scene with Fiona you can speak with George, Emily and Fiona individually again but they have nothing important to say. Head through the double doors next the front entrance with the large wall floor plan of the hospital. In the next hallway take your first right and enter the door with the red sparkles into the hospital computer room.

Unfortunately the room is empty and much to George’s displeasure Ushah’s true location must be deduced from a cryptic note left on the computer.

Computer Chess

To solve Ushah’s puzzle all you need to do is repeat the order of the chess pieces listed in the note in the 6 blank squares on the computer screen. Highlight each chess piece in the order mentioned and press [X] to make their initials appear into each blank box.

Ushah’s Note
King Passed Rook and meets Bishop. Knight take a Pawn to the Queen.

If you are unsure what the name of each chess piece is you can back out of the puzzle and study the chess posters in the room to figure out which piece is which.

Solution
K (tallest piece with crown and cross)
R (piece looks like a castle top)
B (piece with helmet)
KN (horse piece)
P (smallest piece with sphere top)
Q (other tall piece)

With the puzzle solved we learn that Ushah is waiting for us in the hospital morgue and has left us a [Card Key For Underground Floor] to unlock lower level of the hospital.

Head back to the hospital lobby and check the weather on the tv for another $16 and continue on towards the stairs to the basement in the east wing of the hospital. Make sure to grab the [Agent Honor (Red)] that’s in the side hallway to the right of the stairs.

In the basement use the card key on the keypad next to the locked double door and follow the hallway until you reach the morgue/autopsy room entrance with the red sparkles. Before you head inside make sure to grab the [Agent Honor (Red)] near the vending machine to the right.

After a short cut scene with Ushah explaining his findings and York telling him he fails as a profiler you are given a first person view to observe Anna’s body and look for clues. Before checking Anna take the time to observe Ushah, Emily and George to hear what York has to say on each person.

Observe Anna’s face, her hair, left hand, feet, right hand and her face once again to continue on to the next cut scene.

After observing the body York will uncover a red seed from Anna’s throat and take control of the entire investigation. When he leaves the room for a smoke the Otherworld will invade the hospital.

· 10mm Auto Bullets x2
· Agent Honor (Red) x 5
· Bait (Normal Worm)
· Can of Pickles
· Coffee (Black)
· First Aid Kit (Medium) x 3
· First Aid Kit (Small) x 2
· Lollipop (x ∞)
· Mission Knife
· Stabilizer x 2

· Card Key for Central Building
· Key to Entrance

None

If you need to save there’s a phone right outside the morgue/autopsy room. Our path in the hallway is blocked so our only choice is to head back into the autopsy room.

In the seconds since we’ve left George, Emily and Ushah have disappeared! So much for back up from the GVSD… As York heads back into the morgue we still an apparition of Anna in a red dress run by.

Grab the [10mm Auto Bullets] in the body fridge at the far end of the morgue closest to exit and watch Anna run by a second time pass the exit doors.

Follow the hallway and head through the double doors at the end of the hall. In the next hallway make a left to grab an [Agent Honor (Red)] and then turn around and follow the hallway again and enter the men’s room at the end of the corridor.

In the bathroom grab the [Stabilizer] from the open bathroom stall. Leave the men’s room and make a right to continue down the hallway. Break the red box at the bottom of the stairwell and pick up [10mm Auto Bullets]. Head up the stairs and follow the hallway to the left and enter the double doors.

You should hear a female crying in the next corridor. Follow the cries into the the hospital Operating Room with the red sparkles by the door. Inside the operating room the female cries are much lounder and a form is shown moving beneath a white sheet on the operating table.

Pick up [Coffee (Black)] on the desk and remove the sheet from the operating table to pick up the [Card Key for Central Building]

Leave operating room and follow the hallway to the right. In the next corridor you should see double doors with red sparkles that lead into the Central Building. Before you unlock the door however push or break the boxes in the hallway to your left and pick up the [Agent Honor (Red)] at the end of the hall. With this Agent Honor in hand turn around and unlock the double doors to the Central Building with the key card at the key panel with the red sparkles.

Enter the double doors to your right into a safe area with a phone, suitcase some items and a place to sleep if you need it. Grab the [Stabilizer] and [Mission Knife] by the beds. There’s also an infinite spawning [Lollipop] on a stool and a [First Aid Kit (Medium)] on top of the television.

Exit the safe room through the double doors and make a left down the hallway since the double doors to your right are locked. Exit the corridor through the double doors and continue down the next hallway into a waiting room with a smashed wheel chair. Push or destroy the boxes blocking the entrance to bloodied hallway to your left. Follow the blood trail until you see Anna run by yet again and call out to York.

Head down the hallway to your right where Anna ran from and break the red boxes for a [Can of Pickles] and an [Agent Honor (Red)] x 2 at the dead end. Turn around continue down the main corridor until the the hallway splits to the right again. Make the right and destroy the three small brown boxes at the end of this hall to pick up a [Bait (Normal Worm)]. Turn around and head to the end of the main hallway and enter the MRI room with the red sparkles by the door.

Grab [First Aid Kit (Small)] by the MRI machine. If you observe the machine York will noticed that there’s something inside so he needs to go into the control room to detract the bed unit.

Grab the [First Aid Kit (Medium)] by the shelves and if you wish to save there’s also a phone in the room to do so. Turn on the computer with the red sparkles to reveal another keycard from within the MRI machine. Exit the control room, grab the [Key to Entrance] and exit the MRI room.

Head down the hallway and make your first right and unlock the double doors to the hospital reception/lobby with the card key we just found. Immediately York is finds himself trapped in the reception area with red vines covering the exits and surrounded by Shadows.

Kill two of the shadows but make sure to leave third one alive so you can gather all items from the area! Grab the [Agent Honor (Red)] near the entrance and a [First Aid Kit (Medium)] by the television. Grab a [First Aid Kit (Small)] by the chair in front of the reception desk and kill the last shadow the end the Otherworld sequence.

Greenvale Hospital – New Friends?

As quick as the Otherworld appeared it disappeared. Were we the only ones to witness the change? It seems so from how Emily and Geroge are acting..just what is up with Greenvale? Before we can leave the hospital we meet Harry Stewart and Michael Tilloson by the entrance who warn York of the rain in Greenvale. George warns us to pay them no mind, and that Emily received a message from Thomas that the first witnesses to the crime around ready to be interviewed up at the Forest Park.

Back to Greenvale Hospital
· Trading Card No. 10
  (Ushah Johnson)
None None

Get in the car with George and Emily and make a loop around the Greenvale parking lot until you are given the option to talk with them. Stop the car and listen to the entire conversation and when they are done speaking step out of the car to ditch them. There are still things we want to do before we had over to the Forest Park to interview the Ingram twins and their grandpa!

Head back into the hospital and speak with Fiona who’s studying a medical textbook. She offers to sell you Medical Kits (Small) and Stabilizers. If you need some now is a good time to buy them. Speak with her again to start her side mission.

Fiona has been hard at work studying to impress Dr. Johnson and wants to test your medical knowledge

Mission Objective: Fiona, in the hospital, has given you a quiz on medical matters. Get three correct answers in a row to clear it. Why not give it a try?
fill this in

Answer three medical related questions correctly in a row to complete the quest and Fiona will give you [Trading Card No. 10 (Ushah Johnson)] .

Reveal questions and answers »

Q. Who wrote the medical text “Anatomische Tabellen”?
A. Kulmus

Q. What is the correct way to treat an emergency burn?
A. Cool with water on top of clothing

Q. What is the difference between encephalitis and encephalopathy?
A. Inflammation and pathogens in the brain

Q. Which part of the cell is the cytoplasm?
A. The interior excluding the nucleus

Q. How many milk teeth are there altogether?
A. 20

Q. What is the medical definition of “shock”?
A. Blood stops circulating to the organs

Q. Which of the following are contrasting taxonomic kingdoms?
A. Eukaryote and Prokaryote

Q. Which of the following has anything to do with a generic drug?
A. A patent has expired

Q. What kind of medical treatment means “I will please” in Latin?
A. Placebo

Q. A bump on the head. What is inside of it?
A. Blood and lymph fluid

Q. What are antibiotics?
A. Drugs that stop bacteria from growing

Q. Which part of the heart does the blood enter first?
A. Right atrium

Q. Where does the “O” blood type take its name from?
A. O means zero A and B antigens

Q. What is the medical term for aspirin?
A. Acetyl-Salicylic Acid

Q. Where does DNA exist within the cell?
A. The nucleus

Q. 20% of the atmosphere is oxygen. What % do we use when breathing?
A. Roughly 17%

Head downstairs to the autopsy room and speak with Ushah who will also offer also sell York medical supplies: a First Aid Kit (Medium) and a special item called, Ushah’s Stabilizer. This special Stabilizer in the form of an IV drop will completely restore York’s pulse rate and keep it low for longer than a regular sedative. Unfortunately if you buy this stabilizer its effects are immediate, it’s impossible to save it for later!

Speak with Ushah two more times to get some “Info Gathering” bonuses and then head back to the hospital parking lot and enter the glowing purple marker to the side of the hospital. It’s time to replay the Hospital Otherworld for another trading card and a whole bunch of Agent Honor!

Replaying Otherworlds is not necessary for game completion but it’s definitely worth your time as each Otherworld replay contains tons of Agent Honor, a trading card and sometimes even a special weapon at the end of the level. Also when you replay an Otherworld, it much easier the second time around as there’s no need to find keys or clues again you just need to survive. It’s even possible to quit an Otherworld replay before reaching the end by entering any of the glowing purple markers. You aren’t penalized but if you leave you do miss out on all the goodies usually near the end of the level.

· 10mm Auto Bullets
· Agent Honor (Red) x 21
· Bait (Normal Worm)
· Can of Pickles
· Coffee (Black)
· First Aid Kit (Large)
· First Aid Kit (Medium) x 2
· First Aid Kit (Small) x 2
· Lollipop (x ∞)
· Stabilizer x 2
· Trading Card No. 39
  (Armed Shadow)
None None

Enter the Autopsy Room and grab [First Aid Kit (Large)] off the examining table. In the morgue you can also grab [10mm Auto Bullets] in the fridge at the far end of the morgue closest to exit.

Follow the hallway and go through the double doors. In the next hallway head to the left to grab [Agent Honor (Red)] and then turn around and follow the hallway and enter the men’s room at the end of the corridor.

In the bathroom grab the [Stabilizer] from the open bathroom stall and the [Agent Honor (Red)] x 3. Leave the men’s room and make a right to continue down the hallway. Head up the stairs and follow the hallway to the left and enter the double doors.

Enter the Hospital Operating Room with the red “OP” over the doors. Grab the [Coffee (Black)] on the desk and the [Agent Honor (Red)] x 4 that is around the room.

Leave operating room and follow the hallway to the right. In the next corridor you should see double doors ahead of you that lead into the Central Building. Before you head in there, break the boxes in the hallway to your left to grab an [Agent Honor (Red)] .

In the next hallway enter the double doors on your right to find a safe area with a phone, suitcase some items and a place to sleep if you need it. Grab the [Stabilizer] on the left side bed. There’s also an infinite spawning [Lollipop] on a stool and a [First Aid Kit (Medium)] on top of the television.

Exit the safe room through the double doors and make a left down the hallway since the double doors to your right are locked. Exit the corridor through the double doors and continue down the next hallway into a waiting room with a smashed wheel chair. Push or destroy the boxes blocking the entrance to bloodied hallway to your left.

Head down the hallway to your break the red boxes for a [Can of Pickles] and [Agent Honor (Red)] x 2 at the dead end. Turn around continue down the main corridor until the the hallway splits to the right again. Make the right and destroy the three small brown boxes at the end of this hall to pick up a [Bait (Normal Worm)]. Turn around and head to the end of the main hallway and enter the MRI room.

Grab [First Aid Kit (Small)], the [Agent Honor (Red)] x 3 and [Trading Card No. 39 (Armed Shadow)] by the MRI machine.

Enter the control room and grab the [Agent Honor (Red)] x 2 hidden in there and finally exit the MRI room.

Head out the door back down the hallway and make your first right and head through the double doors with to the hospital entrance.

Grab the [Agent Honor (Red)] x5 by the entrance doors and the [First Aid Kit (Medium)] by the television. Grab another [First Aid Kit (Small)] by the chair in front of the reception desk.

Enter the large glowing purple marker by the reception desk to exit the Otherworld.

Muffler Road – Side Trail
· Left Hand Bone None None

Get in your car and head down Muffler Rd towards the Great Deer Yard Hotel. Keep your eyes on the left side of the road for a side trail that is directly after the Muffler Rd fishing spot. When you see this trail make the left onto it and travel up the trail by car.

Park your car in the center of the clearing at the end of the trail and pick up the [Left Hand Bone] you see marked on the map.

-

A human BONE?!

There are 7 bones scattered throughout Greenvale and collecting all 7 is necessary for two sidequests that won’t start until Episode 2. I will go into more detail later on about the nature of these bones but for right now just add this guy to your inventory.

A&G Diner / June Bridge
· Agent Honor (Red)
· Trading Card No. 13
  (Isaiah Ingram)
None None

Follow the trail onto Maple St and then make a drive towards June Bridge.

A&G Diner

On the way to June Bridge be sure to stop by the A&G Diner to talk with Olivia once again to earn some investigation bonuses and learn a little more about Anna.

June Bridge

Leave the diner and drive up Hamilton Way to June Bridge, where you first meet Deputy Sheriff Emily Wyatt.

Park the car and decend the stairs to the June Bridge fishing spot to the left of the bridge to get [Trading Card No. 13 (Isaiah Ingram)]

Now, I must warn you this is the toughest fishing spot in the entire game. Be prepared to lose some bait since our normal trick is pretty useless at this spot as I’ve found getting the card really just comes down to luck.

My strategy is to just hit the [X] button as soon as the roulette screen appears. With this method I am able to catch the card within 3-7 attempts. It’s not the cleanest method but it will save you from pulling out your hair!

Grab the [Agent Honor (Red)] to the right of the fishing spot and get back into your car and drive up to the wood path to replay our first Otherworld sequence.

· Agent Honor (Red) x 22
· Can of Pickles
· First Aid Kit (Small) x 2
· Lollipop (x ∞)
· Steel Pipe
· Trading Card No. 38
  (Shadow)
None None

Pick up the [Steel Pipe] and the [Agent Honor (Red)] in front of the burning wreckage.

To the left of the burning wreckage there’s small fence and a small hidden pathway, break it apart with the steel pipe and grab the [First Aid Kit (Small)] at the end of the path.

Follow the path ahead and take a right since the path to the left leads to a dead end is blocked by red vines.

Pick up an [Agent Honor (Red)] in the spot where the dead dog was originally. Head into the cabin and grab the [Can of Pickles] and the [Agent Honor (Red)] by the generator.

Back outside gab another [Agent Honor (Red)] on the road blocked by red vines and continue forward through the unlocked gate.

To the left is a box with infinite spawning [Lollipops]. Continue down the path and at the faded Greenvale sign take the fork to the left to pick up an [Agent Honor (Red)].

Backtrack past the faded Greenvale sign and the fork in the road and continue straight ahead. When the path splits yet again, head right towards the dead end to pick up an additional [Agent Honor (Red)] .

Follow the path and reach a open area with two cabins. Enter the first cabin to your left and pick up [Trading Card No. 38 (Shadow)] near the axed up generator.

Shoot the lock off the second cabin and enter to pick up [Agent Honor (Red)] x 3.

Head through the gate and continue forward into large open area. Pick up the [Agent Honor (Red)] x 5 in the muddy area where the blue car used to be. If you continue to the right the path will only lead to a dead end with an enemy spawning point.

To the left there are several puddles that will spawn an infinite enemies so don’t waste your time trying to kill them all. You can destroy one of the boxes for a [First Aid Kit (Small)] but considering how many enemies will spawn around you it’s not really worth it. Pick up the [Agent Honor (Red)] x 8 near the wood path exit and enter the glowing purple marker to leave the Otherworld.

Electrical Substation
· Agent Honor (Red) x 3
· Trading Card No. 22
  (Olivia Cormak)
None None

Drive back to January Way and head across Powell Bridge to the Electrical Substation.

Start by shooting the barrels to clear a pathway to the side that is facing January Way. Follow the path and grab an [Agent Honor (Red)] behind a second line of exploding barrels.

Make a left into the substation from the path that was cleared by shooting the barrels. Follow the path until it takes you to the east side of the substation to grab another [Agent Honor (Red)]. Turn around and follow the pathway to the north west side of the station to grab another [Agent Honor (Red)] .

Exit the substation and grab [Trading Card No. 22 (Olivia Cormak)] hidden behind some rocks near Bosh St.

Construction Area/ Emerald River
· Agent Honor (Red) x 2
· Trading Card No. 12
  (Isaach Ingram)
· Trading Card No. 31
  (Jack the Raging Bull)
None None

cConstruction Zone

Get back into your car and drive into the large dirt field/ construction zone that is across the street from the Electrical substation. Pick up [Trading Card No. 31 (Jack the Raging Bull)] that’s by a fallen log and a pile of white pipes.

Now head the the South West corner of the site to grab an [Agent Honor (Red)] that is behind some boulders and a bulldozer.

Get back in your vehicle and drive across the field next to the construction zone and pick up another [Agent Honor (Red)] behind a red truck beneath a tree.

Emerald River

Drive over to the fishing spot at Emerald River and fish for [Trading Card No. 12 (Isaach Ingram)]

Heaven and Hell Gas
· Agent Honor (Red) x 1
· Agent Honor (Red) (SM) x 1
· Lollipop
· Trading Card No. 53
  (Gina’s Sponge)
None None

Drive back over to January Way and drive over to the Heaven and Hell Gas Station that is just beyond the construction zone.

Drive into the growing marker and meet Gina the Rose or Jack the Raging Bull. Each one will provide you with a new side mission!

Gina’s side mission is very easy. Just purchase 6 car washes from her and she will perform a “Special Service” which involves her “washing” your car.

Mission Objective:
Gina, at Heaven & Hell Gas, will perform a special service if you use the car wash a certain number of times. Why not check it out? I wouldn’t get your hopes up, though…

After receiving Gina’s special service you are rewarded with the option to have this service from her from now on and also a [Lollipop]

Drive into the gas marker one more time to meet Jack the Raging Bull and start his side mission. Basically you need to bribe him several times during the investigation to complete this mission. Each time you bribe him he’ll give you some useful info.

Mission Objective:
Jack, at Heaven & Hell Gas, wants $100 bills. Hey, don’t we all? However, if you give him more than $1000 he’ll supposedly give you some really big info. For the investigation, then…!

This time your bribe let’s you know that Richard Dunn who owns the dart bar is willing to give a prize to the person who beats his high score. Good to know, we will actually be heading over there later tonight when SWERY65 opens! Make sure to pick up [Agent Honor (Red)] after Jack takes your bribe.

After speaking with both Jack and Gina park the car and grab [Trading Card No. 53 (Gina’s Sponge)] that’s sitting beside one of the gas pumps.

Head around to the back of the station to grab another [Agent Honor (Red)]

January Way
· Agent Honor (Red) X 8 None None

Before we head over to the Milk Barn to meet the Igrams and start another side mission, lets explore the surrounding area for some Agent Honor Red.

Head across the street to grab an [Agent Honor (Red)] hidden behind some steel sheds. Return to your vehicle and drive a little ways down the street and park near the red freight containers to your right to pick up another [Agent Honor (Red)] x 2 hidden behind them. Walk around the building to grab another [Agent Honor (Red)] between the building and a red freight container.

Head to the left and exit into the grassy area behind the building through an opening on the chainlink fence. Head to the right towards the area with the steel sheds and grab an [Agent Honor (Red)] . Turn around and head back past the opening in the chain link and run up to the Panda Bear backyard to grab another [Agent Honor (Red)] behind a bush.

Return to the front of the building with the red freight containers and head across the street to climb the General Store fire escape and collect [Agent Honor (Red)] x 2. Return to your car and drive a bit down the street to grab your final [Agent Honor (Red)] on the roof the the General Store across the street from the Panda Bear sign.

If you are like me the new suit you changed into back in the Hospital is probably dirty. You will be dinged some money for being a “Stinky Agent” but besides that there aren’t any other adverse effects. We will take the time to change a little later when we are closer to a suitcase. For meantime we will have to deal with York’s entourage of one or two flies :)

Milkbarn
· Agent Honor (Red) X 2
· Trading Card No. 58
  (Grecotch)

None None

The next locations we want to visit are time sensitive, meaning some of these place may not be open or the people you want to talk to may not be there. We want to enter the Milkbarn around 16:30 if that’s not the time take a smoke break.

Head into the Milkbarn and speak to the man with the leather jacket jamming behind the front counter. We learn that he’s Keith Ingram, father of the two boys who discovered Anna’s body and that he owns this convenience store. Speak with him 2 more times to get some “Info Gathering” bonuses totaling $28.

Grab the [Trading Card No. 58 (Grecotch)] behind Keith and the guitar on the counter and head to the produce section and grab an [Agent Honor (Red)] from the gift/candy section to the left. Then go and introduce yourself to Keith’s wife, Lillly and speak with her again to start your next side mission.

Lilly needs some help reorganizing the stock room, the boxes are too heavy for her to move by herself and Keith just makes it worse whenever he tries.

Mission Objective:
Lilly has given you part-time work tidying up the Milk Barn’s storeroom by pushing boxes around. The Milk Barn is only open when the weather is nice. Lunch break included!

This Side Mission is pretty easy you just need to push three crates onto the yellow squares in the order below:

Solution

1 ) Move Box #1 to the right 2 squares and then up 1 square into the top yellow box.
2 ) Move Box #2 to the left 1 square, down 1 square and 4 squares to the left into the yellow box on the left side of the room.
3 ) Move box #3 down 1 square, 1 square to the right and down one square into the yellow box on the right side of the room.

When you are done tidying you are rewarded with a [Bronze Card] that will give you a 10% discount on all future Milk Barn purchases.

Speak to Lilly one more time to gain an “Info Gathering” bonus of $14. There’s nothing else for use to do here so let’s leave the store.

Outside travel around to the back of the store to grab an [Agent Honor (Red)]. Do forget to take a peep inside the store as well for an additional “Observation Bonus” of $14.

Richard Dunn’s Trailer
· Agent Honor (Red) x 2
· Coffee (Black)
None None

Head over to Richard Dunn’s trailer behind SWERY65, it’s the one to the right of the garage. Grab the [Agent Honor (Red)] behind the boxes and peep inside his trailer for an “Observation Bonus” of $14.

Head inside and speak with Richard twice to gain an “Investigation Bonus” of $28 and raid his fridge to grab a [Coffee (Black)].

Time to head over and met Richard’s son, Quint in the trailer next door.

Quint Dunn’s Trailer
· Agent Honor (Red)
· Cola
· Red Dust
· Trading Card No. 61
  (Quint’s Bike Tank)
None None

Before you head into Quint’s trailer be sure to peep inside to get an “Observation Bonus” of $14.

Inside the trailer pick up [Trading Card No. 61 (Quint's Bike Tank)] on his television, the [Agent Honor (Red)] by the fridge and finally take his [Cola] from the fridge.

Introduce yourself to Quint who’s not too impressed by York’s badge. Question him two more times about the mysterious “Delivery Man Q” to gain an “Info Gathering Bonus” of $28.

When Quint walks over to examine his bookshelf near the enterance go over to his bike and observe it. York will find [Red Dust] hidden inside the fuel tank.

Speak to Quint once again and show him the red dust and watch him squirm. Personally, I like that he’s trying to play it off that the red dust some kind of health food…

There’s nothing else for us to do here so bid Quint adieu for now and head back over to Becky’s to finish this Delivery Man Q side mission.

Becky’s House
· Engagement Ring None None

Drive back to Becky’s mansion and show her the [Red Dust] you took from Quint’s bike. With this evidence she’ll finally admit that Quint is “Delivery Man Q” but she swears he has nothing to do with Anna’s death. York still needs him to make a statement though and Quint is has been unwilling to speak directly to us. To help clear her boyfriend’s name Becky offers York her [Engagement Ring] from Quint which starts our next side mission!

With the engagement ring in hand head back to Quint’s trailer and show it to him…I have to say it’s awkward returning someone’s engagement ring in this manner.

Quint Dunn’s Trailer
· Wrench (∞) None None

Speak to Quint and hand over the engagement ring from Becky. Unsurprisingly he’s shocked and a little hurt Becky would refuse him in such a manner but York is quick to set things straight. Becky is only returning the ring because she’s worried about him and felt guilty that she convinced him in the first place to transport the Red Dust. She knew he used the money earned from these “Health Food” deliveries to buy the ring and her guilt won’t allow her to accept it under those circumstances.

Mission Objective:
Delivery Man Q is probably Quint. He may well have some important evidence concerning the case. Give Becky’s [Engagement Ring] to him and he may tell you the truth.

Quint is grateful for York’s help (and not arresting him regarding the “Health Food”) and hands him our first special weapon of the game and infinite [Wrench ∞]

From Icicle Av to Taft Street
· Agent Honor (Red) x 4
· Bar
None None

You should have a little time before SWERY65 opens at 18:00 (at least I did). If SWERY65 is already open and it’s not past 18:30 spend the time gathering the remaing Agent Honor Red in this area.

Manifest Street and Icicle Ave

Head down January Way and make a left onto Pansy St, pass Panda Bear and make a right onto Inscribe Av. Stop at the first house on the corner of Manifest St and Inscribe Av and grab an [Agent Honor (Red)] from the front yard.

Continue down the road (which is now Icicle Av) and stop at the third house down to grab another [Agent Honor (Red)] from the front yard.

Be sure to stop by the Ingram home to pick up a [Bar] melee weapon from the garage.

Emily’s House and Taft St

Circle around the Ingram house and make your wake back onto January Way and head back towards the Milkbarn. Make a right onto Hemingway Rd and stop by Emily’s home on the corner of August St and Hemingway Rd and grab a [Agent Honor (Red)] from her garage.

Get back in your car and make a left onto August St followed by another left onto Taft St and stop at the second house to grab the last [Agent Honor (Red)] from the back yard near the trailer.

SWERY 65 Dart Bar
· Agent Honor (Red)
· Cigarette (Heavy)
· Dart Gun
· Shovel
· Trading Card No. 24
  (Quint Dunn)
· Trading Card No. 25
  (Richard Dunn)
· Weapon Bag
None None

Inside the bar the citizens of Greenvale are kicking back by playing pool, drinking, playing darts or watching the game on television. To your left is a jukebox that works but it only plays one song and unfortunately it’s pretty terrible.

Head up to the pool tables and pick up a [Cigarette (Heavy)] on a chair by the front windows, an [Agent Honor (Red)] and a [Shovel] by the pool cues.

Open the toolbox on the table and drop off any weapons you don’t need so you have at least one space open in your weapon inventory to store a dart gun we are about to purchase. Truthfully now that we have that infinite wrench the only things I keep in my weapon inventory at the moment is our FBI handgun and any special ammo I’ve picked up so far.

Talk to Richard three times and get “Info Gathering Bonus” totalling $42. York is surprised the man in so candid with us but is hesitant to suspect him. When Richard has nothing new to say talk to him again and ask to buy something.

Richard has a variety of drinks and food for sale but for right now all you want to purchase is [Dart Gun] from him so we can play darts. It’s prety pricey ($500) but it’s totally worth it.

Step up to any of the dart boards behind you to play darts to not only complete another side mission and pick up a nifty item but and gain two more trading cards as well.

WESTERN BIG RIVER DARTS

You need a dart gun and $50 to play a game.
Each time you achieve a high score you win a prize.

Counting Rule Explanation

You can fire three darts per round and your score is the total of eight rounds and 24 darts. The numbers on the outside rim of the board are how many points you can score when you hit those areas on the board. An outside double line is worth double points, an inside triple line is worth triple points while the bull’s-eye is worth 50 points. The highest amount you can get with one dart (outside of an end round bonus) is 60 points by scoring the 20 point triple bar.

The Game Mechanics

Press the [Left Trigger] to focus your mind and aim and make sure to pay attention to your pulse gauge. The longer you concentrate the faster York’s pulse will rise. When his pulse gauge fills he will no longer be able to aim and the darts you shoot will go wild.

Aim the gun with the [Left Stick] and shoot darts with the [A] button.

Getting a High Score

Unless it’s the end of a shooting round (when the dart board lights up) always aim for the “Triple 20.” Once you’ve made it once you won’t really need to spend time aiming for your second attempt since York’s gun will pretty much zero in on the last spot you shot at. Still, it’s good to double check your aim by quickly focusing his concentration for a second to make sure that the red dot is in the triple 20. Sometimes his aim will be slightly off depending on how close to the edge your last 20 triple score was.

After you take a shot be sure to let go of the [Left Trigger] immediately to stop York’s pulse from continually going up. Don’t try and aim for your next shot until you new points are calculated either. You won’t be able to make a new shot until they are and it’s a waste of York’s pulse bar to keep aiming. I only press the [Left Trigger] to concentrate when the gun aim is already close to the area I want to shoot just so I can line up my shot.

At the end of each round the board will light up several numbers that will reward a successful score with an additional x 5 multiplier if hit. Try to aim for the largest triple spot that’s lit since if you are successful in scoring you ill be rewarded with at least 120 points or more.

Within each game you can expect these sets of numbers to light up together though the order of when they appear may differ in your game slightly. The list below is based on my current playthrough’s dart games:

    First Round End: Dart #22
    14 or 12 light up. Highest point total possible: 210

    Second Round End: Dart #19
    16 or 17 light up. Highest point total possible: 255

    Third Round End: Dart #16
    19 or 10 light up. Highest point total possible: 285

    Fourth Round End: Dart #13
    8, 7 or 2 light up. Highest point total possible: 120

    Fifth Round End: Dart #10
    11, 5 or 15 light up. Highest point total possible: 225

    Sixth Round End: Dart #7
    18, 13, 6 light up. Highest point total possible: 270

    Seventh Round End: Dart #4
    9, 20, 4, or 3 light up. Highest point total possible: 300*

    Eighth Round End: Dart #1
    Bulls-eye light up. Highest point total possible: 500*

    *Always this round end

If you find that your pulse gauge is going into the red quickly shoot your remaining darts until you only have one left so you’ll have enough concentration leftover to at least aim for the bulls-eye that is worth 500 points.

2165 + 960 (16 Triple 20′s) = Perfect Game: 3125

Now for our first game we want to place second by only beating Sallie’s high score of 1482 and leaving Richard in the number one spot. This will earn you [Trading Card No. 24 (Quint Dunn)] as your prize.

In our second game will we start a new side mission and earn another trading card.

To complete this side mission just need to beat Richard’s dart score of 2017 and hold the new “Top Rank”.

Mission Objective: Use the [Dart Gun] to play the darts game and defeat Richard’s long standing top score.

Once you beat Richard’s high score he will personally come over to congratulate you and hand over a [Weapon Bag] for a prize. It make no seem like much but it will allow York to carry more weapons on his person. By taking the top spot your first game score should now be pushed down to third place which will also earn you [Trading Card No. 25 (Richard Dunn)].

With the last card in our possession it’s time to leave start collecting some more Agent Honor (Red) and bones!

Sleeping Spot
· Agent Honor (Red) x 4
· Right Hand Bone
None None

PLEASE NOTE! We are on a Time Limit

Like earlier in the day we are kind of on a time limit. When the time reaches 21:00 you want to stop what you are doing and head on over to George’s House so we can start a new side mission and pick up a useful new item. You can pick up any agent honor or bones you’ve missed during the next day!

Leave SWERY65 and head up Nightbird Way towards a sleeping spot. Drive you car all the way towards the sleeping spot marker and get out of your car.

Grab a [Agent Honor (Red)] hidden behind some boxes beside the sleeping spot.

Reenter your car and drive all the way to the other end of this clearing to the right of the entrance to grab another [Agent Honor (Red)] that’s hidden behind the wooden crates inbetween a stack of white pipes and another small building.

Head back into your car and drive towards to the bone marker on your map. Park your car right before the entrance to a side trail and pick up another [Agent Honor (Red)] that’s hidden inbetween five stacks of white pipes.

Get back into your car and drive up the side trail. As soon as you break through the wooden fences blocking the entrance you should pick up the last [Agent Honor (Red)] in this area. Continue to follow the side trail and pick up some additional [Agent Honor (Blue)] on the way into Juniper Farm.

Juniper Farm
· Agent Honor (Red) x 6 None None

Exit the side trail and drive toward the sleeping location on your map. Get out of the car and pick up an [Agent Honor (Red)] by some wooden fences to the side of the sleeping shack.

Get back into your car and drive to the right of the sleeping spot. Pass by some fenced in horses and park your car by the large farm house marked in red on your map.

Run around the farm house and pass two barns until you reach the two barns on the end. Pick up an [Agent Honor (Red)] hidden inbetween the last two barns and grab a second [Agent Honor (Red)] located at the end of the last barn.

Return to your car and drive towards a small building located infront of the horse enclosure near the barn where we picked up our last Agent Honor (Red). Exit the car to pick up an [Agent Honor (Red)] that is hidden behind several boxes and wooden fences near the small building.

Return to your car and drive over to the two small buildings near the farm’s road side entrance. Pick up another [Agent Honor (Red)] from behind some breakble wooden fences.

Return to your car and drive back towards the sleeping spot and follow the edge of the farm to bypass the wooden fences surrounding the two barns nearest to the road side entrance. Drive over to the barns and get out of your car to pick up an [Agent Honor (Red)] hidden behind one of the two trucks parked inbetween the two barns.

We’ve gotten everything we can at Juniper Farm so exit through the road side entrance and enter the side trail directly across the street.

Side Trail 1
· Sternum

None None

Follow the trail and pick up some [Agent Honor (Blue)] when you reach a large open area head down the trail that will take you back towards January Way to pick up additional [Agent Honor (Blue)] .

Once you reach January Way turn the car around and head back down the trail. If you car was as beat up as mine was from running into fences, boxes and the trail sides be sure to use a flare to call another police vehicle so York won’t end up in the hospital.

When you reach the open area again take the path that will lead you further down the trail.

In the next open area drive towards the red cargo container and pick up a human [Sternum] hidden behind them. Continue following the trail and it will lead you to the end of the White Lily Trail Railroad.

End of White Lily Trail Railroad
· Agent Honor (Red)

None None

Drive towards the end of the railroad tracks to pick up an [Agent Honor (Red)] that’s inbetween a train locomotive and a caboose parked at the end of the tracks.

Drive across the open field and enter the side trail located on the other end.

Continue down the trail and picking up [Agent Honor (Blue)] and when the trail forks take the trail to the left and head towards to Albireo Graveyard

Side Trail 2 and Albireo Graveyard
· Agent Honor (Red) x 4
· Green Tomato 8
· Left Foot Bone

None None

Park your car and head through the cemetary front gates. Grab an [Agent Honor (Red)] sitting ontop of a grave stone to the left of the entrance and the head to the other side of the yard to pick up another [Agent Honor (Red)] on top of a grave stone near a freshly dug up grave.

Follow the main path to the Grave Keepers cabin where there’s an infinite spawing [Green Tomato], a phone to save on and a sleeping spot.

Continue down the towards a patch of fenced in red trees. The gate is chained and pad locked so take the side path to the right and grab an [Agent Honor (Red)] and continue follow the path to the of the fenced off area.

Push one of the gargoyle statues to enter the fenced area and head for the pile of logs to your right. Grab the last [Agent Honor (Red)] in the area and pick up a [Left Foot Bone].

Leave the graveyard and drive back up the side trail and once you return to the open area with the fork take the path to your left and continue on down the trail.

Side Trail 2
· Agent Honor (Red) x 4
· Hip Bone

None None

In the next open area park you car near the next bone location marker on your map. Shoot a nest out of a tree to pick up a [Hip Bone] and then search behind the log piles to find [Agent Honor (Red)] x 3.

Return to you car and continue down the trail into the next open area. Pick up another [Agent Honor (Red)] that’s hidden behind some breakable wooden fences and a tree near the trail’s exit.

Flower Road and Copes Tunnel
· Agent Honor (Red) x 2

None None

Exit the trail and make a left onto Flower Road. Stop at the corner of Flower and Libery Rd and pick up a [Agent Honor (Red)] that’s hidden behind several construction barracades. Get back into your car and make a left onto Liberty Rd and drive over to Cope’s Tunnel. Head over to the log piles to the left of the tunnel and find another [Agent Honor (Red)] and then go through Cope’s Tunnel.

White Lily Rail Outside Cope’s Tunnel
· Agent Honor (Red)

None None

On exiting Cope’s Tunnel drive over to the railroad and parked train on the left to pick up an [Agent Honor (Red)] behind the train’s locomotive.

Return to your car and enter the side trail across the street from the rails.

Side Trail 3
· Agent Honor (Red)
· Skull

None None

Drive down the trail and in the open area pick up an [Agent Honor (Red)] behind some breakable wooden fences on your right.

Head towards the next bone location on your map and step out of your car to shoot a bird’s nest out of a tree behind a large pile of rocks to pick up a human [Skull].

Return to your car and head back up the way you came down the trail and exit back onto Winter Long Rd.

Arthur Bridge/January Way
· Agent Honor (Red) x 2

None None

Drive onto the train tracks and drive over Arthur Bridge to pick up another [Agent Honor (Red)] . On the other side of the bridge drive back onto Winter Long Rd. Make a left onto Donvovan St and then make another left onto January Way.

Follow January Way and keep your eye on the left side of the road. When you see several exploding barrels stop the car and pick up an [Agent Honor (Red)] that is hidden beside them.

Continue on down January Way and make a left onto Tree St (near the Milkbarn) and drive over to George’s House.

George’s House
· Agent Honor (Red)
· Radio
· Trading Card No. 07
  (George Woodman)
None None

It’s time for another Side Mission! Knock on George’s door and York will ask him about his condiment preferences. Turns out George doesn’t have time for York’s 20 questions because mother is very ill. York is eager to offer his assistance though which will begin Side Mission #5.

Talk to George a second time and hand him the flower we picked up earlier in the day to complete the mission.

Mission Objective:
George’s mother is sick and so he wants to get her favorite flower for her. Find the [Flower with No Name] that only blooms in the rain and take it to George when he’s at home after 21:00

George is so thrilled by the flower that he hands York a [Radio] which is an awesome item that acts as a quick travel device in the game and will will bring you to any previously visited red location on your map! A very handy item to have.

Before you leave grab the [Agent Honor (Red)] from behind a shed in George’s front yard and check the back of his home for [Trading Card No. 07 (George Woodman)]

Extra Visits and Back to the Hotel
None

None None

Okay we’ve pretty much gotten everything we can today, if there’s still Agent Honor (Red) or any bones you need to collect I suggest waiting until the start of the next day go back and get them.

We should head back to the hotel to let York catch up on some must needed rest but instead let’s put that new radio of ours to work and chat with some Greenvale residents!

SWERY65

There’s several people York can chat with back at SWERY65, like a working Quint and a drinking Sallie at the bar. If you get there before 21:15 Emily may still be eating inside too and after 22:00 Sallie won’t want to talk to York.

Becky’s House


Still doesn’t like us

In my game it started to rain at 22:00, it might however not be raining at this time in your own game. I’ve found that the weather in Deadly Premonition is slightly unpredictable unless it’s mission related. If it is raining be sure to stop by Becky’s house and talk to her. York will make a comment about the rain freaking her out…did something happen during the rain to spook her?

Thomas’s Apartment

You’ll actually have to drive here since it’s not listed on your quick travel radio just yet. Teleport to the A&G and then drive down January Way to reach the Greenvale Apartments. Say hello to Thomas but make sure to peep in his windows between 23:00 – 23:50 to see him dance to some Jazz music.

Great Deer Yard Hotel

Polly should still be at the front counter so make sure to speak to her, if it’s raining she will talk about how scary the rain at night is and save you game but we aren’t headed to bed just yet though!

Step outside and smoke until it’s 00:00. Wow Greenvale sure looks different after hours, the sky is red, purple fog appears while shadows and GIANT “FK”ing DOGS freely roam the streets! Man are we the one one seeing this? No wonder everyone seems to go to bed early around here.

Get in your car and drive around a bit if you are curious to see some giant dogs or feel like mowing down some shadows. It’s a great way to earn some extra cash for the investigation.

Mad Wild Dogs

A large wild dog that roams Greenvale between 0:00 and 07:00. They drop from the sky and viciously attack intruders that enter their territory. They are also VERY STRONG, hitting them with your car will do nothing and only add damage to your ride. That’s not to say they are invincible but with your current arsenal it isn’t worth it to try to take one down. You won’t get anything special and it takes 40+ shots from your FBI handgun alone just to kill one. So for right now the best course of action when you see one is to just run away! During the day these dogs are much smaller and harmless and I believe are the ones you see them pawing around near the hidden bone locations.

Once you are done checking out the rad Greenvale night life head back into your hotel room and sleep for 9 hours.

Great Deer Yard Hotel
None

None None

You should wake up around 9:00 if you went to bed before 1:00. When you wake up be sure to eat something from your inventory and change from your filthy suit (Don’t forget to send it to the cleaners!). Head into the bathroom to shave for get some extra money and then head over to the hotel dining room.

Polly should be in there putzing around, speak with her for an “Investigation Bonus” and to grab a cup of coffee. Before you leave the hotel don’t forget to check the weather forecast on the tv in the lobby for some extra money as well.

Missing any Bones, Items or Agent Honor (Red)?
If you have any Agent Honor (Red) or Bones mentioned in Day 1 that you need to finish collecting now is the time to do it. Just be sure to get over to the Sheriff Department before 13:00 so you can see another lunch scene with the department.

If you have no need to go grab anything head straight to the Sheriff Department.

Sheriff Department
None

None None

Head into the Sheriff Department and locate Thomas in the office. Ask him to make you lunch to watch another amusing lunch cut scene about how Emily’s cooking isn’t for “two legged animals.”

Like earlier in Chapter 3 there’s actually two Department lunch scenes we can see in this chapter. Once we head over to Velvet falls and talk to the twins however this chapter will end so if you wish to see the extra lunch scene we will have to sleep through an entire day…again.

Back to the Hotel and the Sheriff Department
None None None

Warp back to the hotel and sleep 12 hours and then another 6 or 9 hours until it’s between 9-11am. Be sure to change your suit and shave for some extra bonuses and then head right back over to the Sheriff’s Department.

Speak with Thomas and agree to lunch and learn a little more about making the perfect turkey sandwich!

Exit the station and make sure to get into one of the patrol cars in the back parking lot with a full tank of gas. Immediately step out of the car and use your radio to transport York over to the Milkbarn (to save on gas).

At the Milkbarn jump back into your car and make a right onto Tree St from the parking lot. Follow the road past George’s house and Albireo Graveyard until it forks by Lake Cranberry. Head left and follow Flower Rd up the mountain to the Greenvale Forest Park.

Velvet Falls and Greenvale Forest Park
· Can of Pickles (x ∞)
· Trading Card No. 03
  (Anna Graham)
· Trading Card No. 16
  (Jim Green)

None · Clue #1: Bent Pieces of Grass
· Clue #2: Picture of a Vest with Holes
· Clue #3: Missing Piece of Pin
  Heel Shoe
· Clue #4: Chip with Rusted Metal Dust

George and Emily will be waiting for you in the parking lot but don’t drive into the green mission marker just yet! Hop out of your car and head over towards the Forest Keepers Cabin across the street and take the trail down to Velvet Falls, it’s time to grab another trading card by fishing!

There are three docks York can fish from which one you choose doesn’t matter as each will contain a pink box with [Trading Card No. 16 (Jim Green)]. (I usually fish at the one closest to the sleeping spot)

There’s really nothing else we can do down here at the moment, but if you examine the big boulder by the stairs York will find a “Super Size Earthworm” and makes a comment that don’t find them this plump in the city. I find it odd he doesn’t add it to his inventory as fishing bait.

Head back up to the parking lot get into your car and drive into the green mission marker to meet up with Emily and George who were less than pleased to be left waiting…but hey all those cards and Agent Honor weren’t just going to collect themselves you know!

During the cut scene we meet Jim Green, the Forest Park Warden, and his grandchildren Issach and Isaiah Ingram who found Anna’s body in during the game’s opening sequence. Jim doesn’t want to discuss anything in front of the boys but York insists on questioning them about what they see much to everyone else’s shock and dismay.

We spend a few moments in first person view interviewing the twins. You can keep York’s eyes trained on the boys but you have him look around if you want (look to your right and you have a nice view of Emily bending over). Unfortunately we don’t learn much from the two besides that they are under the belief that Anna is a “Fairy of the Forest” and a goddess…

Yeah York, your insistence on talking to the children was well worth the scorn received… This is really invaluable information for the investigation.

Once York is questioning the twins he’ll immediately go into profiling mode but will see nothing but static. Looks like it’s time to search the crime scene for some clues to get a better picture of what really went down here.

Search the tree directly in front of York to find your first clue, [Clue #1 Bent Pieces of Grass] Then walk around the tree and pick up [Clue #2 Picture of a Vest with Holes]

Head over to the tree with the birds nest with a glowing red sparkle furthest from the sleeping spot and shoot it down to reveal another clue but to reach it however we must make a trek up a side path which we will do in a bit…but first, head over to the tree with birds nest with a glowing red sparkle closest to the sleeping spot to find [Clue #3 Missing Piece of Pin Heel Shoe]

Run over to the tree near a fallen log and the entrance to the crime scene and shoot the nest in there to reveal[Trading Card No. 03 (Anna Graham)].

As you gather clue George will be walking around the crime scene. You can talk to him if you want but he’ll just claim his men have already combed the area for evidence. His mean sure did a lousy job considering we’ve only been here a few minutes and have already found 3 new clues!

It’s time to grab that last clue! Break down the fence blocking the entrance up the side path that wraps around the perimeter of the entire crime scene. Follow the path until you reach a dead end, along the way you can pick up a [Can of Pickles] from an inifite spawn point near a couple exploding barrels. Pick up [Clue #4 Chip with Rusted Metal Dust] the last clue to complete the profiling.

During the following cut scene George comes up with an interesting theory of what went down here but the ever tactful York is quick to in form him tell him he’s absolutely wrong. Looks like we need to find out who “Miss Stilletto Heels”, the third party at the crimescene, is but first we are off to investigate the Old Lumber Mill where York is convinced Anna’s murder really took place.

Flower Road
· Agent Honor (Red) x 2

None None

As soon as you leave the forest park it begins to downpour. You are unable to leave the car so there’s no way ditch George and Emily and put off going to the Lumbermill to complete any sidequests so head just drive down Flower Rd and make a right onto Liberty Rd.

On Liberty Rd keep an eye on the right side of the road. When you spot the second stack of logs veer off road and drive inbetween the piles to pick up another [Agent Honor (Red)] x 2. Return to the road and continue on to the Moyer’s Lumbermill at the end of the Flower Rd.

Moyer’s Lumbermill
None

None None

The Lumbermill is a rather large complex! Follow the arrows on your GPS down to the green mission marker in the parking lot. York for some reason is worried police officers will screw up the crime scene so he leaves George and Emily outside while he investigates alone. I have to say that’s not the best way to make friends with the local law enforcement dude.

· 10mm Submachine Gun
· Agent Honor (Red) x 14
· Coffee (Black)
· Doorknob
· Gear Box
· Golf Club
· First Aid Kit (Small)
· First Aid Kit (Large)
· First Aid Kit (Medium)
· Flare
· Lollipop (x ∞)
· Smoked Salmon
· Stabilizer
· Steelpipe x 2
· Turkey Sandwich

· Key to the Engineering Section

· Clue #1: Reversed Peace Sign
  Inverted
· Clue #2: Damaged Red Hair
· Clue #3 Peeled Off Fake
 Finger Nail
· Clue #4 Torn Piece of Red
 Raincoat

Looks Shadows have invaded the Lumbermill (oh goody) and you’ll have to fight a couple in the first room full of red logs. See York, if you had George or Emily with you you could of had some backup but no you just had to be a dick didn’t you?! Truthfully, you don’t have to fight off the Shadows in this first room since it’s possible to just run by them all but really where’s the fun in that?

In the corridor York spots a familiar red raincoat, it’s that person in we met on the outskirts of town yesterday! Just what are they doing here? Our new friend is rather shy though and quickly runs through the double doors straight ahead before York can make an inquiries. Follow the red raincoat into a large open room containing quite the impressive a large altar…something tells we’ve found the real murder scene…

York will attempt to profile but everything is way too fuzzy so we’ll need to find four clues around the mill before York can piece together what actually happened here.

Head up the stairs and pick up a [10mm Submachine Gun] behind the two chairs that face the alter. This is a great additional to our growing arsenal! The gun can hold up to 180 bullets at a time and even though its attack power is very low its quick fire allows York to quickly knock down Shadows while surrounded before they can close in for an attack.

Observe the altar and York will come to the conclusion that Anna’s murder was probably part of a ritual of some sort. I do like that the killer was kind enough to leave a dummy lying on the altar here just so we could take in the full effect of the set up…

Before you head up the ramp head down the the the left stairs to collect some [Agent Honor (Red)] x 2. With the honor in hand up the ramp and enter the door to your right. Once inside red vines will block the exit and a phone will start to ring. Ignore the phone for now and check out what else is in the room. There are several bunk beds York can sleep in if need be as well as a mirror to take a shave, a tool box to get or store items and a suitcase to change. Near the beds is an infinite spawning barrel of [Lollipops].

Open the lockers to your left to find some [Smoked Salmon] and then open the cabinet (key box) with the red sparkles to get [Key to the Engineering Section]. There really isn’t anything else we can do so go ahead and pick up the phone. A strange voice asks on the other end where we are hiding and out first clue, [Clue #1 Reversed Peace Sign Inverted], suddenly appears on the dusty windows…spoooky.

With this first clue in hand the red vines disappear from the exit thus allowing York to leave the room additionally you can now save your game on the phone that was ringing earlier.

On exiting the the safe room you will be attacked by several Shadows. Dispose or run past them to the end of the walkway and grab the [Agent Honor (Red)] by a vine covered door. Head down the ladder to your left to the ground floor. In the far corner there’s an infinite pile of [Steelpipe] that’s needed for the next area but we don’t need to pick up since we have the infinite wrench in our arsenol.

Unlock the Engine Room with the key we found up upstairs to find inside that the stairway is flooded with dark murky water. Observe the rusty machine ahead of you and give it a good wack with the melee weapon of your choice to drain the water. Head down the stairs, spot another reversed peace sign on a steam engine, and follow the corridor through the next door.

A baby’s cry echos within the next hallway which is strange since this place was supposed to be abandoned! Head into the first doorway to your right, break the boxes to the right of the rubble and open the locker at the far end to find a [Golf Club].

Leave the room and continue down the hallway, a locked gate prevents us from going further. Enter the doorway to your left where the baby’s crys are seem to be coming from. Follow the sound to a filthy bathroom containing a toilet filled with blackish red murky water with no baby in sight. I guess the toilet was the one who was crying? That’s, umm odd…When York flushes the toilet and the camera will cut back to the previous hall and show our shy raincoat friend kick open that locked gate for us. That was helpful!

Leave the room and continue down the hall. Enter the next doorway to your left and break the fences inside to reach an [Agent Honor (Red)] . Exit the room and either climb or smash the large cargo boxes that are blocking the hallway and enter the doorway to your right to shoot an exploding barrel for an [Agent Honor (Blue)] and leave.

As you move further down the hall break through the two boxes blocking the doorway and you’ll hear another baby crying. In the next room take a peek at the light eminating from the metal lockers to get an “Observation Bonus” then continue around the corner and enter the area you just peeked into.

Open the locker with the red sparkles in front of it and grab the [Gear Box]. With the gear box in hand the crying stops. Seriously what’s with the baby crying and the inanimate objects in this mill? First the toilet and now a locker…weird.

Red vines will block the exit and Shadows suddenly appear from the black/purple puddles on the floor when you try and leave the area. Equip your submachine gun and mow and once all the Shadows are disposed of the vines blocking the exit will disappear.

Exit and break the boxes to your right to enter a corridor filled with bathroom stalls. In the first stall to your right the toilet is full of murky water, flush the toilet to grab a [Stabilizer] (Eeeew! why would York take that?). In the next stall to the left you can flush another toilet to grab a [First Aid Kit (Medium)]

Follow the curve of the corridor and enter the last bathroom stall to your left and flush the toilet to grab a [Flare].

Enter a large locker room inspect the lockers to get a [Coffee (Black)] then head around the corner and enter a large room with a freight elevator. Unfortunately the elevator does not work at the moment but luckily it’s an easy fix! Break the fence on either side and use the gear box we got from that crying locker in the machine behind the elevator.

Before we travel up to another floor break the boxes to the right side of the room and grab an [Agent Honor (Red)] behind some exploding barrels. With this Agent Honor in hand go ahead and operate the elevator.

As the elevator ascends it will suddenly lurch to a stop and cause sparks to fly. Examine the sparks and York will see that something has tangled up within the gears. After York reaches his hand inside the mess he will retrieve [Clue #2 Damaged Red Hair]. With this second clue removed the elevator once again rises but it also triggere a Shadow attack within the elevator car. Once you dispose of the Shadows the the elevator will stop and York will step off the elevator. Immediately the power to the elevator will cut out again. Wonderful, just how are we going to get off this floor now? Let’s hope there’s some stairs somewhere!

Straight ahead are some double doors and to your left is a phone you can use to save your game. Break the boxes to your right to grab a [First Aid Kit (Small)]. Head into the small alcove to the left to find an [Agent Honor (Red)] and a [Lollipop] from the infinite spawn pile.

Behind the double doors back by the elevator to is another room with a strange looking doors missing a door handle with a tree made of hands etched on it. Since we can’t get through the door without a handle take a left and head down the hallway and continue straight and enter the doors to your left marked on your map. Inside you will find a [Steel Pipe] on the floor and you can break the boxes for some [Agent Honor (Blue)] .

Make a left on exiting the room and then take a right to continue down the hall towards the locked door with the red sparkles infront of it. Before entering the door be sure to grab the [Agent Honor (Red)] x 2 from the alcove to the left. With the Agent Honor in hand shoot the lock off and enter the room.

Inside is a strange tree with 6 red hands (each making a different gesture) within the branches. Pay attention to the gesture of the red hand painted on the back of the door the camera focuses on. When you have control of York shoot the hand making the same gesture before time runs out to solve the puzzle. Pick up the hand shaped [Doorknob] and leave the room.

Head back to the tree door in the other room and use the hand shaped doorknob we just picked up on it. When York attempts to use the knob the hand will suddenly come to life and tightly clasps onto his hand. After York struggles for a moment the hand will mysteriously let go and leave [Clue #3 Peeled Off Fake Finger Nail ] in York’s hand.

Head through the tree door and enter the first doorway on your left. Break the boxes to get an [Agent Honor (Red)] . Continue down the hall and enter the doorway to the right. Shoot the exploding barrel to get some [Agent Honor (Blue)] and then examine the 3 panel mirror and watch the person with the red raincoat slowly walk behind York down the hall behind him and kick open the gate.

Head through the gate and enter the first doorway to your right. Smash the boxes to enter the room and grab a [Coffee (Milk)], search the lockers for a [Turkey Sandwich] and shoot the barrels for some [Agent Honor (Blue)] . Continue down the hall and once you enter the next large room the person in the raincoat will jump out and take a swing at York with their axe. Dodge their attack and they will run away.

Break the large boxes blocking the hallway to your left, enter the hallway and make a right at the next intersection. Follow the hallway and break down the fences that block an alcove to your right to grab another [Agent Honor (Red)] . Continue forward and look for a door that isn’t covered with little red vines and is also circled on your map. Enter this room to pick up another [Agent Honor (Red)] and a [First Aid Kit (Large)] from a locker. Leave the room and continue down the hall and take the next right. Break down the fences and grab an [Agent Honor (Red)] at the the dead end.

Turn around and head straight until you hit a wall, proceed to make a left, then a right and break the lock on the door ahead and enter. Inside is a large room with a puddle in the corner. Beak the boxes for some [Agent Honor (Blue)] and head through the open doorway towards the door with red sparkles but before you go in be sure to grab the [Agent Honor (Red)] x 2 from the alcove to the left.

Behind the door is a small room with a toolbox, phone, suitcase, and a couch to sleep on. Turn on the circut breaker in the back of the room to restore power to the elevator and the phone will start to ring. Pick up the phone and it’s that creepy voice again who claims they can see York. hen you try and exit York observes that the door is now locked, when he takes a peek through the window he sees the guy with the red raincoat standing on the other side. Immediately this guy will start to hack away at the door with his axes, before he breaches to door run and hide under the desk. When the door finally break down he will begin to slowly look around the room for York. When he approaches your hiding spot be sure to hit the [LT] to hold your breath so he won’t find you. It’s not long before the guy gets frustrated and leaves in a huff! I have to say raincoat guy is pretty terrible at the whole seeking aspect of “hide and seek” it wasn’t that big of a room dude, and our hiding spot wasn’t that amazing!

As you leave and enter the next room Axe man returns and starts chasing York through the lumbermill corridors. Run by wiggling the stick and when you come across obstacles such as boxes, stairs, or doors be ready to push the [A] button to clear them. Additionally the guy will throw his axe so also be ready to hit the [B] button to evade. If Raincoat gets close enough he will grab York and throw him to the ground, if this happens be ready to wiggle the [left stick] to dodge his axe swing.

The chase will continue until York makes his way back through the door with the tree etching. Red vines will immediately block the door and provide York a break from the cat and mouse chase. Continue on through the next door to the freight elevator. and make sure to save your game on the phone in this room as your next encounter with Raincoat will result in automatic death if the wrong button is pushed during the next quick time events.

Head down on the elevator and as York’s step out to leave Raincoat will suddenly drop from above and throw York to the ground. Dodge his axe swing and continue to successfully pass 3 additional quick time events to get away. If you fail at completing any of them it will result in an investigation failure.

After Raincoat is sent back up to the upper levels on the frieght elevator York will pick up the last clue from the mill [Clue #4 Torn Piece of Red Raincoat] and complete his profiling sequence. York will then show his clues to George and Emily who are still waiting anxiously outside.

Outside Moyer’s Lumber Mill

Emily is confused about York finding the torn piece of red raincoat due to townsfolk not wearing them since they never go out in the rain. George explains that Greenvale is a traditional place and the staying out of the rain stems from the legend of the Raincoat Killer who wears a red raincoat and carries a large axe. Red rain coat? Axe? Sure sounds like the guy who was chasing us inside the Lumbermill!

York preceeds to ask Emily and George to show him their backs to take them off the suspect list…way to make friends there buddy. Afterwards York states he wants to question the townfolk so George says he’ll arrange to have as many as possible come to the Community Center tomorrow.

Thomas meets up with with everyone in the parking lot, not sure why he came all the way down there through. George decides that since it’s so late everyone should just meet up tomorrow at the town meeting. Emily volunteers to make the arrangements for the twonsfolk to gather between 15:00 and 17:00 and pleads for York to not be late. We are now free to roam Greenvale by ourselves again around by yourself again.

Outside Moyer’s Lumber Mill
· Agent Honor (Red) None None

Immediately head back towards the Lumbermill through the opening in the gate and grab an [Agent Honor (Red)] to the left behind the large green metal boxes. With the honor in hand head over to the purple ring next the to entrance re enter the Lumbermill Otherworld.

· Agent Honor (Red) x 34
· Coffee (Black)
· First Aid Kit (Large)x 2
· First Aid Kit (Medium)
· First Aid Kit (Small)
· Flare
· Golf Club
· Lollipop (x ∞)
· Lollipop (single) x 1
· Smoked Salmon
· Stabilizer
· Trading Card No. 37
  (Raincoat Killer)
· Turkey Sandwich
None None

Dispose of the shadows in the the room with all the logs. Break the boxes in the second to last row on the right to grab a [First Aid Kit (Small)]. Follow the trail of [Agent Honor (blue)] into the large room with the altar.

Grab the [First Aid Kit (Large)] on the altar and head up the ramp and enter the door to your right. Open the lockers to your left to find some [Smoked Salmon] and then open the cabinet (key box) on the wall to grab a [Lollipop] If you want more there’s a barrel by the bunk beds with an infite spawning piles of [lollipop]

Leave the room and and make a right to continue down the catwalk grab the [Agent Honor (Red)] by the door and then climb down the ladder to the left.

Before entering the engine room head up the stairs to the left to grab another [Agent Honor (Red)] x 2 some more [Agent Honor (blue)] . Once you’ve collected all the agent honor in this room proceed into the engine room.

No need to drain the water this time around, just follow the [Agent Honor (blue)] trail down the ramp and head through the next door. In the next hallway head into the first doorway to your right, break the boxes to the right of the rubble and open the locker at the far end to find a [Golf Club].

Leave the room and enter the next doorway to your left and grab [ [Agent Honor (Red)] x 2 by the toilet that cried during our first trip down here. Leave the room and continue down the hall and enter the next doorway to your left and break the fences inside to reach the hidden [ [Agent Honor (Red)] . Exit the room and either climb or smash the large cargo boxes that are blocking the hallway.

In the next room follow the trail of [Agent Honor (blue)] into the open area surrounded by lockers where we orginally found the gear box and were surrounded by shadows to grab the [Agent Honor (Red)] x 2.

Exit the room and enter a corridor filled with bathroom stalls. In the first stall to your right to grab a [Stabilizer] by the toilet. In the next stall you will find a [First Aid Kit (Medium)]. Continue to follow the curve of the corridor and enter the last bathroom stall to your left to grab a [Flare].

At the end of the hall enter the large locker room inspect the lockers to get a [Coffee (Black)] and then head around the corner and enter the room with the freight elevator. Head around to the back of the elevator where we originally replaced the missing gear to find [Agent Honor (Red)] x 5.

Before heading on the the elevator break the boxes on the right side of the room to grab an additional [Agent Honor (Red)] behind some exploding barrels. With the last agent honor in hand enter the elevator and head up a couple flights. When you exit the elevator make a left to grab another [Agent Honor (Red)] and a [Lollipop] from the infinite spawn pile.

Head through the double doors across from the elevator to enter the room with the tree door. Take a left and head down the hallway through the next intersection. At the next intersection make a left and head towards the locked door straight ahead on your map. Before you break the lock be sure to grab the [Agent Honor (Red)] x 2 from the alcove to the left.

Inside the locked room is where we originally found the hand shaped doorknob. There isn’t a tree of hands this time though, only three shadows and a metal locker surrounded by agent honor red. Dispose of the shadows and collect the [Agent Honor (Red)] x 5 and open the metal locker to grab [Trading Card No. 37 (Raincoat Killer)].

Backtrack through the halls and head through the tree door and follow the trail of [Agent Honor (blue)] . Enter the first doorway on your left and break the boxes to find an [Agent Honor (Red)] . Leave the room and continue down the hall and enter the next doorway to the right. Shoot the exploding barrels inside to the left of the 3-panel mirror to grab another [Agent Honor (Red)] .

Leave the mirror room and head through the metal gate and enter the first doorway to your right by smashing the boxes and search the lockers to find a [Turkey Sandwich]. Continue to follow the [Agent Honor (blue)] down the hall into the large room that the Raincoat Killer jumped you.

Break the large boxes blocking the hallway to your left and enter the hallway and take a left to back track and pick up some extra [Agent Honor (blue)] along the curved hallway. When you reach the door your entered through earlier turn around and backtrack to the intersection you made a left at and continue straight. Break the fences blocking an alcove to your right to grab another [Agent Honor (Red)] and continue forward and and enter the door isn’t covered with little red vines and is circled on your map. Inside grab another grab another [Agent Honor (Red)] and a [First Aid Kit (Large)] from a locker. Leave the room and contine down the hall and take a right and break the fences and grab an [Agent Honor (Red)] at the the dead end.

Turn around and head straight until you hit a wall, proceed to make a left and then a right and break the lock on the door ahead and enter. Inside is a large room with a puddle in the corner. Head through the open doorway and down the hall towards the locked door at the end but make sure to stop and grab the [Agent Honor (Red)] x 2 from the alcove to the left ahead of the door.

Behind the door is the end of the otherworld repeat. Grab the [Agent Honor (Red)] x 5 and enter the purple ring to exit the otherworld.

Around the Moyer’s Lumber Mill Complex
· Agent Honor (Red) x 5
· Agent Honor (Red) (Race) x 7
· Bait (Normal Worm)
· Trading Card No. 19
  (Harry Stewart)
· Trading Card No. 23
  (Sallie Graham)
None None

Drive up the entrance to the lumber mill complex and park infront of the building with the phone you can save at. Head around the left side of the building to pick up an [Agent Honor (Red)] and then get into your car and drive into the racing spot at the other end of the lot

Moyer Lumbermill Race

A video run through of the race using a Greenvale Sheriff patrol car and never using a boost!

After you win the race the trading card in this area is shown to be hidden on a trash pile across from the mill while your monetary reward is nearby and indicated by the orange marker on your world map.

Drive down to the orange arrows in the gated area across from the lumber mill. The gate previously blocking the trading card is now gone, head inside and grab [Agent Honor (Red)] x 7 and [Trading Card No. 23 (Sallie Graham)] as your reward for winning the race. Return to your car and drive up the makeshift wooden ramp to the right of the white building.

Drive to the dock straight ahead and walk down the ramp and blow up the exploding barrels to the right and grab an [Agent Honor (Red)]. Blow up the barrels to the left to grab an [Agent Honor (Red)] and a [Bait (Normal Worm)]. Next drive over to the log piles to the right near the dirt path entrance. Grab another [Agent Honor (Red)] at the back fence closest to the water and a second [Agent Honor (Red)] on the other side closest nearest to the dirt path entrance.

Drive through the fence and stop to fish near the sleeping spot and catch the pink present to grab [Trading Card No. 19 (Harry Stewart)].

Drive up the path to pick up some more agent honor blue until to reach the spot in large open area where we picked up bone #6

Back to Anna’s Tree and Greenvale Forest Park
· Agent Honor (Red) x 2
· Trading Card No. 20
  (Michael Tillotson)
· Right Foot Bone
None None

Tree of Anna

Use your radio and head back to the Tree of Anna. Head down the path and take a right toward the bone marker on your map and break through the fence to step out of your car to pick up the last bone, [Right Foot Bone].

Greenvale Forest Park

Head back to the car and drive up Flower Rd to the Greenvale Forest Park. Park the car in the parking lot and grab [Trading Card No. 20 (Michael Tillotson)] by the notice board. Next head over to the truck parked on the other side of the lot and blow up the exploding barrels to grab an [Agent Honor (Red)].

If you would like to save your game there is a payphone by the restroom. Head up to the gazzebo and check out the videw of Greenvale!

If you observe the left view finder you can get a view of the Greenvale Sheriff Department, A&G Dinner and the Galaxy of Terror. The middle view finder shows you SWERY 65, Muses Galley and the Milk Barn. The Right view finder shows the Great Deer Yard Hotel, Greenvale Hospital and White Spruce Farm.

Leave the gazebo and head down the long ramp to the left of the bathrooms that leads to Velvet Falls behind the forest Keeper’s cabin and grab and grab [Agent Honor (Red)] x 2

Radio Warping Time! Let do some chatting!
None None None

Let’s put our radio to use and get some additional investigation, info gathering and observation bonuses.

PLEASE NOTE! We are on a Time Limit

We want to get get to bed before 23:00 to pick up some extra info gathering bonuses tomorrow morning! It’s not a big deal if you go to bed later but my guide will follow if you get up before 08:00 the next day.

Thomas’ Apartment

Head to Thomas’ apartment and say hello, be sure to also peek into his apartment.


Have a drink?

SWERY 65

Talk to Sallie, Quint and Richard inside the bar, get an addition observation bonuses by taking a peek inside the bar.

George’s House

Use the radio to warp to the Milk Barn and drive down Tree St over to George’s house. Unfortunately George doesn’t want to talk as his mother “hates other people’s voices.” Wow his mom sounds like a bitch.


Fill her in

Becky’s House

Next lets warp over to Becky’s house. She’s still sequestered inside and tells York he’s wasting his time (Nonsense, it only took us 2 seconds to get here!). York tells her he will visit until Anna’s killer is caught and spots sadness, fear and confusion on Becky’s face, just what is she hiding?

Great Deer Yard hotel

Not much else we can do so lets head back to the hotel. Speak to Polly who has some advice for York and be sure to check the weather forecast for another bonus and then head to bed to sleep 9 hours. When I got to bed it was around 22:24.

Great Deer Yard Hotel- A New Day
None None None

After York wakes shave in the bathroom for some extra money and head down to the dinning room to get a fortune from some coffee. Speak with Polly over at reception, in my game it was raining so Polly talked a bit about the rain. It might not be raining in your game but the next steps will act as though it is. This means we are limited in where we can visit and what we can do. Don’t worry though I promise this guide will cover everything, so even if our weather doesn’t match we will most likely be able to achieve the same things at the same time.

Greenvale Apartments
None None None

Use your radio and head over the the Greenvale apartments. Peep in on Thomas getting ready for work and be ready to jump him as he leaves the apartment to head off to work around 08:10 to get an info gathering bonus. He doesn’t say anything of consequence just mainly references the upcoming town meeting. After Thomas leaves for the day stick around to catch Fiona leaving her apartment around 08:30 and talk with her a bit about the town hall meeting to gain an additional info gathering bonus

Greenvale Hospital
· Trading Card No. 59
  (Ushah’s Potato Chips)
None None

Follow Fiona to the hospital back parking lot and try to catch Ushah before he steps inside to discuss the town hall meeting and gain another “Info Gathering” bonus. Smoke until 09:00 and head inside and speak with Fiona again in reception to receive yet another bonus.

Head downstairs into the morgue and speak with Ushah to start Side Mission #10: Periodic Riddle

Fiona has given Ushah a riddle and he’s having a hard time figuring it out:

Ag: Silver
Na: Sodium
Ge: Germanium
Er: Erbium
Li: Lithium
Kr: Krypton
Ir: Iridium
Sb: Antimony
Se: Selenium
Eu: Europium
Sr: Strontium

The elements love you, Dr.

Mission Objective:
Ushah has been given a “riddle” from fiona that uses elemental symbols, but has no idea what the answer is. This doesn’t seem related to the case… but why not help him find the answer?

The solution is actually very simple! Tell Ushah to read the first letters vertically down so they spell “Angel Kisses.” Looks like Fiona’s riddle was a cute little love letter.

Ushah will hand you [Trading Card No. 59 (Ushah's Potato Chips)] for helping him solve the riddle.

Greenvale Sheriff Department
None None None

Go inside and speak with Emily and George in the meeting room to get some “Info Gathering” bonuses and then speak with Thomas and agree to have lunch to see another department lunch cut scene.

Leave the department and head to the back parking lot. Smoke for one hour and talk to Thomas as he leaves the station for an additional “Info Gathering” bonus, then follow Thomas’ suggestion and head over to the the Greenvale Community Center.

Greenvale Community Center
· Agent Honor (Red) x 2
· Cigarette (Heavy)
· Coffee (Black)
None None

You should see the whole town start to make their way over as well around this time, unfortunately no one will speak to you as they wait outside beside their cars. Smoke for one more hour (until 15:00) and walk over to the green marker to start the town meeting.

After the cutscene of York informing the townsfolk to look out (is it just me or was there way too much information about Anna’s death on that white board!) speak to Thomas so York can inspect his back tattoo. Unfortunately we don’t get a cut scene view like we did previously with Emily and George, I would have loved to see it and like York I wonder who the “G” in “Love G” is…After chatting with Thomas you can also speak to George but he just reminds York that this is his chance to talk to question the townsfolk.

When you step off the stage Harry Stewart and his aid will approach speak to York about “purple fog” and advises York to find out why the town is “soiled.” Sounds like Stewart knows something but dispite George’s threats Harry doesn’t divuldge what he knows.

After they leave pick up the [Coffee (Black)] by the middle seats and then speak with Emily who informs York to let her know when he’s done so they can all get dinner. Ooo looks like we have dinner plans! I wonder if we can ditch Thomas and George somehow and just hang with Emily?

Leave the theater through the white double doors and talk to everyone milling around in the halls. We’ve already met most of the town (That’s not to say there aren’t a couple new faces!) but you will still need to speak to everyone to complete the chapter.

Once you leave the room pick up the [Cigarette (Heavy)] by the ashtray on the table and speak with Thomas’ tardy sister, Carol Maclaine. After her abrupt departure continue down the hall to grab an [Agent Honor (Red)] and make a left to speak with Brian the Grave Keeper and then chat with Quint and his dad.

Continue down the hall and in the next open area speak with Fiona and Ushah and and a new face General Lysander. The Genera is a little strange but seems to know more about the Raincoat Killer legend. We will definitely have to pay him a visit later to learn more!

Head downstairs to speak with Olivia and her husband Nick who’s pretty grumpy. Across from the Cormacks and standing near a toolbox we meet is another new face, Wesley the Gunsmith. After your meeting you have the option of buying a sub-machine gun, ammo, a flare, and…lollipops? Well, we already picked up a sub-machine gun back in the Lumber mill so there’s really nothing we need to buy at this time.

Next speak with Keith and Lily Ingram. Lily tells us that she and the twins visited Becky today and the teen took the boys aside for a “special secret” Hmm that’s pretty strange behavior we will have to give Becky another visit to find out what that is about!

Head over towards Polly and grab the [Agent Honor (Red)] on the steps and then speak with the hotel owner to learn more about Polly and her husband’s trips to this Community Center back when it was still the Mercury Theater.

After Polly dashes off speak with the Sigourney, the strange lady holding a pot and doing a doing a pee-pee dance. Hmmm Sigourney seems more concerned about her pot “getting cold” then this murder investigation…

To complete the chapter speak with Jim Green and a less then helpful Jack and Gina and George will let everyone go home.

A&G Diner
None None None

After the meeting York informs the group that he needs to look over his notes and write a report to the FBI. Really York that stuff can wait! Seriously let’s bullshit some more, it would be more exciting than paperwork! Take a peek at Emily and agree to eat dinner with the team over at the A&G to learn more about the types of cases had worked on as an FBI agent. York really does pick the worst times to go into details but I have to say I was disappointed when Emily cut him off about that law student who raped over 800 women… Seriously how did that guy do it?

After the dinner cut scene you are left outside the A&G Diner at 22:30 and with no time limit in sight! To complete the chapter we must return to the Great Deer Yard Hotel and write that report but there’s still a bunch of side missions we can start and finish before we do that.

Galaxy of Terror
· Stabilizer None None

Use the radio and head over to the Galaxy of Terror, which will now be open now that we’ve been introduced to Carol. Before you head inside take a peek through the front window to get an “Observation Bonus” of $17.

Speak with George who is drinking at the bar for some more “Info Gathering” bonuses. Looks like he’s a little peeved that York brought up the Raincoat Killer up at the town meeting and even accuses us of slowing down the investigation! Speak with him a second time and he will remind you to get to work on our report…whatever George, you aren’t our boss! Besides York still has a lot of interesting people he needs to talk to, like Carol!

We want to talk to Carol before we leave but to do so she needs to be off the stage and not singing. Generally she’ll be on stage when you enter thebar but will always step down after finishing the last chorus of “Miss Stiletto Heels” after you’ve enter. After talking with George we will still need to kill a few minutes before she is available so let’s head head into her dressing room near the payphone and take a look inside.

On the wall in the dressing room is a very detail poster for something called “Analife.” This is actually a real poster for the 2005 independent movie, Anaraifu (Analife) directed by Kenji Goda, co writer of Deadly Premonition!

Grab the [Stabilizer] under the window and if you wish to change York’s suit there is a suitcase on the dressing table to do so.

Around this time the piano solo of “Miss Stilleto Heels will start which is an indication that Carol is about to step off the stage. Head back to the bar and speak with Carol twice to get an “Info Gathering” bonus totaling $34. Unfortunately Carol seems to be in a rather foul mood and doesn’t appreciate York’s compliments on her singing. She’s so un like her friendly brother, Thomas!

Greenvale Apartments and Becky’s House
None None None

Greenvale Apartments

Grant Carol’s wish, leave the bar and use the radio to head over to Thomas’ house. Hey, maybe he will be more receptive to out visit than his little sister?

Before knocking on his door make sure to take a peek inside Thomas’ apartment for another cool Deadly Premonition easter egg! You will see Thomas will dance with himself but instead of the jazz music we heard the other day we will hear a new song, “Pillow Stains (Piano Solo).” We actually don’t know this song’s official name but “Pillow Stains” a fan name given to the alternate song Carol sang in the Rainy Woods Trailer back in 2007, instead of “Miss Stiletto Heels” we hear now. Even though “Pillow Stains’” vocal was removed in the final game several versions of the song were still located on the actual game disc, that the_miker was able to rip and add to the unofficial DP soundtrack. I actually prefer “Pillow Stains” over “Miss Stiletto Heels” so it’s nice to know that it’s still in the game in some form!

Knock on the door and speak with Thomas but unfortunately he doesn’t have a lot to say given the lateness of the hour and shuts the door in York’s face…but hey at least we still get “Info Gathering” bonus for speaking with him, right?

Becky’s House

Use your radio to warp over to Becky’s House to find out why she didn’t attend the town meeting. The teen claims she didn’t go because she doesn’t like the police and York will repeat his warnings about staying out of the rain and dark and isolated areas. Speaking with her earns you an “Info Gathering Bonus” of $17 and if you speak with her again and she will accuse York of stalking and you will recieve and an additional $17 “Info Gathering Bonus.”

Lysander’s Junkyard
· Agent Honor (Red) x 3
· Low Gear Parts
· Trading Card No.33
  (General Lysander)
· Trading Card No.55
  (York’s Car)

None None

Use the radio to warp to the Heaven and Hell Gas Station. Retun to your car and make a left onto Silent Av, then a right onto Silver Av and head into Lysander’s Junkyard and question the General about the Raincoat Killer. Unfortunately the General will only admonish York for “rushing” into things, really dude this isn’t rushing it’s call investigating a lead. Even though the General doesn’t give any info on the Raincoat Killer he does offer to improve our current ride with spare parts around his scrap yard.

Cars and the General

The general not only offers to upgrade the police vehicles but you can also purchase other cars to driven by the Greenvale residents. At the moment you can only purchase Lily and Nick’s rides but as you continue through the game more rides will become available. Everytime you purchase a vehicle you will have to wait 24 hours or a start of new chapter to purchase another one. But really the residental cars are nothing special compared to your Police Cruiser upgrades and the car prizes such as York’s restored car, so I won’t really go in to when and where you need to buy each one.

The General asks York to fetch the [Low Gear Parts] over in section E-5 of the yard.

Mission Objective: Find the [Low Gear Parts] in the Junk Yard. The General will use it to increase the performance of your car.

Head to the leftside of the yard and break the boxes and grab an [Agent Honor (Red)] around the corner at L-1.

Head back to the main building and continue around the leftside and break the boxes at the tailgate of the yellow truck and head through to N-6 to grab [Trading Card No.55 (York's Car)]

Head back past the yellow truck and continue your trek behind the main building. Break the wooden fences by the chain linked fence and head towards A-9 to pick up [Trading Card No.33 (General Lysander)].

Head behind the chain linked fence across from the card location near C-8 to pick up another [Agent Honor (Red)]

Continue your circut around the junk yard and break some more boxes to grab another [Agent Honor (Red)] near C-1 and head over to E-5 to pick up [Low Gear Parts]

Head back over to the General and hand over the low gear parts which will increase the stroke of vehicles the pistons and optimize the car’s transmission in the lower gears.

The General will also tell York a war story relating to the importance of “engine” boost and we learn a little more about the man. York observes that his sergent badge is sewn on top of something else and wonder’s what that is all about.

With the low gear parts we should have a littl emore speed when we accelerate! Awesome! The General explains there’s more he can do the the car to make it faster though. We will definitely have to stop by here again

Calvin Bridge RS or Corner of Hemingway Rd/August St
· Trading Card No.34
  (“Roaming” Signourney)
None None

Next we will complete our very first side mission with crazy pot lady Sigourney! Her position will vary so she may either be at the Calvin Bridge Rest Stop or on the corner of Hemingway Rd/August St, so be sure to check your map to see where her marker is:

At Calvin Bridge Rest Stop

Use the radio and warp to the Galaxy of Terror. Drive up Veil Way and make a left onto Muffler Rd and head over to the Calvin Bridge Reststop, to start our first side mission with Sigorney.

Corner of Hemingway Rd / August St
Use the radio to warp to Emily’s house and talk to Sigourney across the street.

Mission Objective: Signourney often wanders the town when the weather is nice. Having been told that her “pot is getting cold!” you now have to take her home. Driving safely may not cut it this time.

These side quests are pretty self explainitory, drive Sigourney as fast as you can from where you pick her up to her home near the corner of Muffler Rd and Hemingway Rd it will be indicated by an orange arrow on your GPS.

If you fail to get Sigourney to her house before her pot gets cold you will fail the side mission, but it’s possible to try again just go back to the spot you picked her up at.

Once you get Sigourney and her still warm pot safely home you learn a that the pot “knows everything”(I wonder if it knows who Anna’s killer is?) and [Trading Card No.34 ("Roaming" Signourney)]

Emily’s House and Panda Bear
· Agent Honor (Red)
· Panda Bear Card
· Suit “Passion Red”
· Trading Card No.32
  (“Wesley the Gunsmith)
None None

Emily’s House

Head back into your car and make a left onto Hemingway Rd and make a quick stop over at Emily’s house to take a peek in her windows to watch her work out infront of her mirror and on her bike…in a flower dress and heels. WTF (at least she was in my game she may still be in her Deputy uniform in yours) to get an “Observation Bonus” of $17

Panda Bear

Get back into your car and continue down Hemingway Rd and make a left onto January Way and then another left onto Pansy St and park infront of Panda Bear.

Head inside and grab the [Agent Honor (Red)] to the right of the entrance. There’s also a toolbox to your left incase you want to grab anything or drop anything off in there.

Speak with Wesley the gunsmith behind the counter and learn that he has a hobby of collecting trading cards.

Wesley is such a card nut he loves just to look at rare cards, when he sees that York has a little collection of his own he immediately offers a trade: depending on the number of cards you show him he’ll give you something cool. With this deal struck Side Mission 35 Beginner Collector automatically begins.

Mission Objective: Wesley, the owner of the shop Panda bear, is an avid trading card collector. Show him your own collection. 8 cards will get you a “small thank you.” His shop hours are from 20:00 to 06:00

Wesley is impressed that you not only have more then 8 cards but that you’ve found so many cards he never seen before and hands over [Trading Card No.32 ("Wesley the Gunsmith)] as a thank you.

Since we’ve picked so many cards around Greenvale already Side Mission 36 Amateur Collector will immediately begin:

Mission Objective: Wesley, the owner of the shop Panda bear, is an avid trading card collector. Show him your own collection. 16 cards will get you a “moderate thank you.” His shop hours are from 20:00 to 06:00

Wesley is very impressed again and will hand over [Panda Bear Card] and the next side mission, 37 Normal Collector, will imediately start.

Mission Objective: Wesley, the owner of the shop Panda bear, is an avid trading card collector. Show him your own collection. 32 cards will get you a “big thank you.” His shop hours are from 20:00 to 06:00

Wesley is amazed you’ve found so many all at once and will give you [Suit "Passion Red"] as a thank you. This new suit is pretty awesome as it will York’s life gauge bar while while you have it on!

Another Side Mission 38 Great Collector will begin but we don’t have enough cards just yet. We will have to come back later.

Albireo Graveyard
None None None

Make a left onto Pansy St followed by a right onto January Way and another left onto Tree St and follow to road until you reach Albireo Graveyard. Talk to Brian and get an “Info Gathering Bonus” of $17 and sleep on the bed behind the shed for 9 hours.

After you wake up speak with Brian again for another “Info Gathering Bonus” and then use your radio to warp over to the Tree of Anna.

Forest Keepers Cabin
· Out of Focus Picture None None

Get back into your car and drive down to the Forest Keepers Cabin and wait for Lily and the twins to arrive (They should be there at around 09:00). Speak to Lily to gain another “Information Gathering bonus of $17 and then speak to Isaach to start side mission 12.

Mission Objective: Someone is walking in Anna’s forest in the early afternoon, when the weather is clear. Give this person the [Out of Focus Picture]. Let the twins know once you have found out who the “ghost” is.

With the [Out of Focus Picture] in hand we will have to come back to Anna’s tree later and try and catch the person/ghost the twins saw.

Your car will probably be low on gas at this point so be sure to get into a fresh squad car in the parking lot and then use radio and head to the A&G diner

A&G Diner
None None None

Head inside and speak to Olivia at the back counter twice for “Info Gathering Bonuses” totalling $34. The poor lady feels really guilty about Anna’s death wishing she didn’t give her the job since the killer could have been a customer.

(During this time of day Lily might be hard to talk with since she’ll be walking around the kitchen area, try to catch her while she by the counter or just wait a couple minutes for her to leave and start attending customers.)

When you are done talking to Olivia leave the A&G.

Milkbarn
· Milk Barn Silver Card
· Can of Hollandaise Sauce
· Country Ham
· Onion
· Spiritual Map A
None None

Leave the A&G and use the radio to warp over to the Milk Barn where Lily should arrive around 09:11.

Head inside and chat with Keith about the Raincoat Killer legend twice for some “Info Gathering Bonuses.” Once Lily walks in speak with her to start another side mission.

Mission Objective: Lilly has given you more part-time work tidying up the Milk barn’s storeroom by pushing boxes around. Didn’t you take care of this just a short while ago? What are they doing in there?

Solution

1 ) Move Box #2 up 1 square
2 ) Move Box #3 down 1 square
3 ) Move Box #1 to the right 1 square
4 ) Move Box #2 up 1 square and then push it to the yellow square in the top left corner
5 ) Move Box #1 up 2 squares into the top yellow square in the middle
6 ) Move Box #3 down 1 square and move it again 2 squares to the left into the bottom yellow square in the middle

When you are done tidying you are rewarded with a [Silver Card] that will give you a 30% discount on all future Milk Barn purchases.

Talk to Lilly two more times for an “Info Gathering Bonus” totalling $34 and then ask to buy stuff.

Remember those recipes we saw in the A&G on the first day? Well now’s your chance to stock up on those ingredients. We should already have some cheddar cheese for the macaroni recipe so you’ll just need to purchase [Can of Hollandaise Sauce], [Country Ham] and an [Onion] from her. If you ate the cheese at some point be sure to purchase that too. Drop your food purchases in the toolbox to free up your inventory and speak with Keith and use your Silver Card discount to buy [Spiritual Map A].

Mission Objective: “Cope’s Tunnel” is marked on a suspicious map purchased from Keith at the Milk Barn. Go to the marked location and clear the “Other World” challenge there.

Map Quests These map quests involve a lot of fighting on your part but are well worth it as at the end of each of these levels will give you an unlimited weapon.

Nothing left to do here so let’s leave the Milkbarn.

Greenvale Hospital
None None None

Warp to the Greenvale Hospital and speak to Fiona about the Raincoat Killer for a $17 “Info Gathering Bonus” and head downstairs to talk to Ushah twice about chips for another $34

Greevale Sheriff Department
None None None

Warp to the Greenvale Sheriff department. Head over to the kitchen to shave for an extra $24 and then speak with Emily and George and Thomas in the conference room. Speak with Thomas first and refuse his offer of lunch to get an “Info Gathering Bonus” of $17. Next talk to Emily two times and George once for “Info Gathering Bonuses” totaling $51. Check the weather for a weather checking bonus and speak to Thomas again and agree to a department lunch.

I have to say George has weird taste…french fries and ketchup on sushi rice? No thanks!

After lunch head into George’s office to pick up pay stub and then go to the supply room and speak to a sleepy Thomas for another “Info Gathering Bonus” of $17.

Heaven & Hell Gas, Lysander’s Junkyard & Cope’s Tunnel
· Agent Honor (Red) x 3
· Stabilizer
· 10mm Auto Bullets x 6
· First Aid Kit (Large)
· First Aid Kit (Small) x 5
· Root Beer
· Flare
· Mission Knife
· 10mm Submachine Gun (∞)
None None

Heaven and Hell Gas

Leave the Sheriff Department and use your radio and warp to Heaven and Hell Gas.

Keep driving into the ring until Jack comes out to continue his side mission. Bribe him for $200 to learn that the General can do upgrades to your car. We just need to bribe him two more times and we will be done with this side quest! Afterwards pick up the
[Agent Honor (Red)] x 3 by the gas pumps.

Lysander’s Junkyard

Leave the Heaven and Hell Gas and make a left onto Silent Av and a right onto Silver Av. and stop by Lysander’s Junkyard and talk to the General twice for $34 in “Info Gathering Bonuses.”

Cope’s “Corpse” Tunnel

Leave and make a left onto Moonlight Av, pass Albireo Graveyard and then head into Cope’s Tunnel and enter the glowing green ring to start the map quest.

Objective: You must clear all the enemies in each room you enter. You know you’ve done this if you hear the only door in the room click unlock. Be sure to NOT enter the small purple glowing ring to the side of the rooms (unless you want to leave the quest early). After clearing 4 rooms you will enter final circular room with no debuiris or enemies with a large glowing ring in the center. Pick up the 10mm Submachine Gun off the table in the back of the room and complete the quest by stepping into the large glowing purple ring.

To make this mission easier equip your automatic machine gun and use it to clear the room. There’s no need to worry about wasting bullets as the enemies in here will drop a bunch and your end prize makes needing auto ammo obsolete.

After clearing the first room grab the [Stabilizer] that appears on the back table. Behind the cars on the left side of the room is a [Steel Pipe], Blow up the barrels by the door and get some more [10mm Auto Bullets] and blow up the barrels closest to the purple exit ring and grab some more [10mm Auto Bullets]. With these in hand go ahead and leave the room through the door you entered.

After clearing the room of Shadows grab the [First Aid Kit (Large)] that appears on the back table. Shoot the barrels near the table for a [First Aid Kit (Small)] and the barrels by the door for some [10mm Auto Bullets].

In this room the Shadow will all be armed with melee weapons! After you clear the room grab the [Root Beer] that appears on the back table. Blow up the barrels in the middle of the room for [10mm Auto Bullets] and a [First Aid Kit (Small)]. Blow up barrels on right side of room to get more [10mm Auto Bullets] and another [First Aid kit (Small)]

In this room the Shadow’s have stepped up there game by arming themselves with shotguns so be careful! When you see a purple glow appear at the end of their guns its an indication that the are about to fire on you, run to the side to get out of blast range.

After you clear the room pick up the [Flare] that appears on the back table. Blow up barrels to the left to get [First Aid Kit (Small)] and a [Mission Knife] stuck in car front hood. Blow up the barrels by the purple exit ring for a [First Aid Kit (Small)] and the barrels by the door for some more [10mm Auto Bullets]

The next room will be empty save for a large purple exit ring in the middle and an [10mm Submachine Gun (∞)]. With your prize in hand enter the large purple ring to complete the map quest.

Back to the Milkbarn!
None None None

Head back to the Milkbarn around 13:16 to try and catch Richard Dunn inside. It’s not vital but you will get $34 in “Info Gathering Bonuses” and you learn a bit about how he feels about his friend Keith.

Before you leave make sure that you have some Cheddar Cheese in your inventory, if not either grab it from your toolbox or purchase some from Keith as you will need need it for an upcoming side mission.

Emily’s House
· Agent Honor (Red) x 2
· Trading Card No.08
 (Emily Wyatt)
· Emily’s Bagel
 Sandwich
· Suit “Hawaiianblue”
None None

Use the radio or drive over to Emily’s house and smoke until it is after 18:00. It should start to rain at this point…but if it doesn’t don’t worry. Sometimes it won’t rain and Emily, George and Thomas will be at the A&G diner again. (This actually happened to me during this playthrough).

If it doesn’t rain

Head over to the diner and talk to George, Emily and Thomas inside to take dinner with them again to kill some time. Head over to the Galaxy of Terror to change your suit and then use your radio to warp to the Milkbarn and then drive to Albireo Graveyard and sleep for 12 hours.

When I woke up it was super cloudy which is a good indication of heavy rain later but even if it’s not super cloudy it doesn’t automatically mean it won’t rain. Sudden showers in Greenvale aren’t uncommon!

Warp over to the Sheriff Department with the radio and take lunch to kill some more time and check the weather on the tv. It should say something about showers in afternoon/evening. It actually did the day before and it didn’t rain but the game is *supposed* to rain about now.

Warp to Emily’s and smoke until after 18:00 and it should begin to rain within a few moments but if it doesn’t sleep again and repeat the above until it does!

It’s Raining!

Emily’s house will now be open to York. Head inside to check out her digs. Before speaking with Emily in the kitchen head into her living room and pick up the [Agent Honor (Red)] and make sure to observe everything in the room to learn a bit more about Emily.

On a side not just when is this game taking place? I assumed around Thanksgiving due to the “Thanksgiving Sale” on some of the store windows but in Emily’s house the calendar says June!

Head upstairs and grab another [Agent Honor (Red)] at the end of the hall and make sure to observe the pictures up here too. Open the white dresser to grab [Trading Card No.08 (Emily Wyatt)].

Return to the first floor and enter the kitchen to pick up the [Emily's Bagel Sandwich] and then speak with Emily to begin her side mission.

Mission Objective Emily only ever cooks at home on the eveing when it is raining. Find the “Fermented Dairy Products” that she needs for her next dish and help her out.

Remember those recipes we found at the A&G during day 1? Those are all directly related to Emily’s cooking side missions so recipe #1 shows you what you need to give Emily to complete her first side mission. The ingredients show Cheddar Cheese is marked in red so it looks like Emily is trying to make some Macaroni and Cheese but is missing some cheese.

Speak with Emily again and hand over the Cheddar cheese from your inventory.

With the cheese Emily is able to make a decent batch of Macaroni but was apparently trying to make Beef Stew. I’m just as confused as York on how she planed to accomplish this with no beef. As a thank you Emily will hand over [Suit "Hawaiianblue"].

Galaxy of Terror
None None None

With Emily’s first side mission done lets head over to the Galaxy of Terror.

Speak with Carol and learn more about the origins of the name for the bar and get a $34 “Info Gathering bonus.” Originally, I thought the bar name was another homage to Kenji Goda since the bar shares the same name as the production company behind the Analife movie but Carol reveals that it is actually named after a 1981 movie of the same name, Galaxy of Terror. Unfortunately, she is still in no mood to talk with York. By the way if you are curious about the worm death scene York alludes you can view it here [NSFW].

Speak with Thomas to start his side mission

Mission Objective A customer at the galaxy of Terror has practically been stalking Carol, causing trouble for her. Drive off this “Unwanted Customer” who comes to the bar after 21:00

Pretty simple we just need to return to the bar another night around 21:00 and speak with this unwanted customer.

Before you leave the bar be sure to speak with Thomas one more time for one more “Info Gathering Bonus”.

Anna’s House & The Cormack’s Residence
· Agent Honor (Red)
· Onion
None None

Use the radio and warp over to Anna’s house and speak with Sallie inside for an “Info Gathering Bonus” and then head across the street to the Cormack’s residence and head inside.

Grab the [Onion] off the counter the [Agent Honor (Red)] and try to speak to Olivia but she won’t say anything. Nick is also in the house but he’s in an area you can’t reach. Head outside and over to the peeping location on the left side of the house to peek in the window to see Nick painting in his office!

Great Deer Yard Hotel
None None None

Use the radio to warp to the Deer Yard Hotel and enter the green rings to watch the cut scene of York compiling his report for the FBI. York goes over the progress so far with Zach and you must answer three questions correctly to finish the chapter and this episode:

1) What did York find in Anna’s mouth: Option 2: A Red Seed

2) What was the other clue found at the crime scene: option 3: A broken stilleto heel

3) Anna was gripping something when she died, what was she holding onto? Option 1: A round object

After completing the report we learn that York get’s a nostalgic feeling when looking at Emily and we also see a mysterious women in high heels get dropped off by a man in a red truck. Could this be Diane?


Episode 2 Part 1

Back in the Mysterious Red Room
· Lollipop
· Chocolate Chip Cookie
None None

We find ourselves back in the red room with the twin angels, Anna…and Becky? What’s she doing in here?! Unfortunately Becky doesn’t answer York’s inquires and just repeats her name over and over again.

After York takes a sip of coffee the Twins, Anna and Becky all disappear and the door opens.

Pick up the [Lollipop] and the [Chocolate Chip Cookie] in front of the now empty ornate chairs and head through the open door ahead.

Behind the door is a white room with the mysterious young boy who helped us dodge the shadow the other night. York recognizes him as his younger self when “something” happening, interesting.

Meeting A New Friend!
· Picture of a Beautiful Lady
· Trading Card No.63
 (Kaysen’s Seeding)
· Trading Card No.60
 (Polly’s Pepper)
None None

York wakes in his bed ready to start another day and feels that this case is somehow related to him and Zach. George says someone will pick in up in the parking lot so lets go have some breakfast with Polly

Change your suit to get a “Trendy Clothes Bonus” and head into the bathroom to shave to receive another “Shaving Bonus”

On leaving his hotel room York runs into into a jolly new face, Forrest Kaysen a sapling salesman and his dog Willie! Looks like we there’s finally another guest staying at the Great Deer Yard Hotel, Polly must be pleased! Kaysen takes an immediate liking to York (which is surprising considering York’s track record so far with alienating people) and immediately hands him one of his sapling samples. As Kaysen leaves to continue his stroll York realizes this new acquaintance shares the same initials of his coffee warning from earlier in the game, we better keep an eye on him!

Head over to the lobby and speak with Polly in the reception area to start side mission #31.

Mission Objective:
Polly has a precious piece of “memorabilia” somewhere in the hotel. Find it and give it to her. Not to be rude, but memory deteriorates with age. You might want to check her room…

Talk with Polly one more time for another “Info Gathering Bonus” of $18 and then head over to her room in the hotel. Grab the [Picture of a Beautiful Lady].

Leave the room and swing by the plant room to grab [Trading Card No. 63 (Kaysen's Seeding)]

Head back to the hotel lobby and enter the dinning area to start a cut scene with Polly and learn a little more about Kaysen. York has a feeling the man is hiding something.

Head over to the coffee machine to grab a fortune or two from your coffee and grab a “Extra for Fortunetelling” bonus.

Talk to Polly in the reception are and show her the picture you found in her room and receive [Trading Card No. 60 (Polly's Pepper)]

Check the TV in the lobby to get an “Extra for Checking Weather” bonus and then head out the front door to meet George and Emily in the parking lot. It looks like Diane returned to late Greenvale last night and George suggests that we should go give her a visit.

Back to the Milk Barn
· Key to the Closet
· Suit “Cherryblossom”
· Suit “DEEPBLUE”
None None

Get into the car and start driving toward the Milk Barn instead of the Gallary and listen to the conversation with George and Emily. Park the car when the conversation ceases and tell the two you are going off on your own. Head inside the Milk Barn and speak to Lilly a buy [Suit "Cherryblossom"] from her and talk with her again to start her last side mission!

Lilly has given you further part-time work tidying up the Milk Barn’s storeroom by pushing the boxes around. Honestly, they can’t even be trying to keep it tidy in there!

Mission Objective: Lilly has given you more part-time work tidying up the Milk barn’s storeroom by pushing boxes around. Didn’t you take care of this just a short while ago? What are they doing in there?

Solution

1 ) Move Box #2 to the right 1 square
2 ) Move Box #1 down 1 square
3 ) Move box #3 up 1 square
4 ) Move Box #2 to the left 1 square
5 ) Move Box #3 down 2 squares
6 ) Move Box #2 up 2 squares and then about 6 squares to the left into the top yellow box
7 ) Move Box #3 up 3 squares into top right yellow square
8 ) Move Box #1 down 1 square, then to the right 2 squares and finally up 1 square into the yellow box in the middle.

When you are done tidying you are rewarded with a [Key to the Closet] that that opens a closet in the Ingram’s garage contains an item Keith treasures second only to his family which Lily wants us to have. I hope Keith doesn’t mind…

With this key in hand a new side mission automatically starts

Mission Objective:
Use the [Key for Closet] obtained from Lilly for your hard work to open the closet in Keith’s garage. He should be home in the afternoons on rainy days.

We don’t have to wait for a rainy day to go open the closet since the Ingram’s garage stays open 24/7. We will actually head over there to get our prize in a little bit.

Speak to Keith at the register for an”Info Gathering Bonus” of $18 and buy the [Suit DEEPBLUE] from him.

A&G Diner & Keith’s House
· .357 Magnum (∞)
· Legendary Guitar Grecotch
None None

A&G Diner
Leave the Milk Barn and use the radio to warp to the A&G and speak to Michael and Stewart inside for some “Info Gathering Bonuses” totaling $36 and then head outside and walk up to Kaysen in the parking lot to start a new side mission.

Mission Objective:
Willie has nabbed a [Bone] uncovered in the course of the investigation. It could be important evidence. Get the [Bone] back from Willie’s kennel in the back of Kaysen’s car.

This mission is pretty straight forward just locate Kaysen’s car in the A&G parking lot and search Willie’s doghouse to retrieve the stolen bones. After gaining all the bones back York spots a [.357 Magnum (∞)] and decides to keep that as well. Umm am I the only one wondering why Willie would even have a fire arm? Hopefully he won’t miss it, I have a feeling York would put it to much better use since it’s the most powerful gun in the game!

Use the radio to warp to the Ingram’s home, it’s time to pick up our prize for helping Lily!

Keith’s House

Enter the garage and use the [Key to Closet] on the closet inside and pick up the [Legendary Guitar Grecotch]. A guitar eh? It might seem a bit silly but this is a very powerful melee weapon that can take down Shadows within one or two hits!

Heaven and Hell Gas and Lysander’s
· Agent Honor (Red) x 10 (SM)
· High Gear Parts
None None

Heaven and Hell Gas

Drive down to Heaven and Hell Gas and listen to a new conversation in the car between York and Zach.

Drive into the ring until you can speak with Jack and continue his side mission.

Bribe him with $300 and learn that Wesley is a trading card nut and that there’s cards all over Greenvale…uh already knew that buddy! Totally not worth spending $300!

At least we can get some of that wasted money back. Park your car and gather the [Agent Honor Red] x 10 that appears near the gas pumps after you complete the side mission.

Return to your car and drive down to Lysander’s and listen to another York and Zach car conversation.

Lysander’s

Speak with the General to start another side mission there are also several new cars for sale including: Carol’s, Quint’s and Richard’s rides.

Mission Objective: Find the [High Gear Parts] in the Junk Yard. The General will use it to increase the performance of your car.

Pretty simple just head over to [J-10] to grab the [High Gear Parts] and give to to the General so he can increase the top speed on the police cars! Awesome!

Sigourney Quest and Albireo Graveyard
· Trading Card No. 51 (Sigourney’s Pot)
· Key to Brian’s House
None None

Sigourney
After your car is upgraded head across the street and speak to Sigourney. If she’s not there use the radio to warp to the Great Deer Yard Hotel and speak with her near the entrance sign off Muffler Rd. to start her next side mission.

Mission Objective: Sigourney often wanders the town when the weather is nice. Having been told that her “pot is getting cold!” you now have to take her home. What is she doing with that pot outside anyway?

Pretty simple just take the frantic Sigourney home! For your trouble she will hand over [Trading Card No. 51 (Sigourney's Pot)]

Albireo Graveyard

Warp to the Milkbarn and drive to the graveyard and speak with Brian for an “Info Gathering Bonus” of $18 and then head over to the open grave. Brian comes over and insists that we go and find the lost bones…wow it’s a good thing we have them already.

Mission Objective: Wild dogs have been through the graveyard and now 7 [Bones] are missing. Brian has pretty much demanded that you get them back. Use his marks on the map, find the [Bones] and return them.

After York hands Brian all seven bones he will reward the agent with a [Key to Brian's House].

Well this is a little awkward… I didn’t realize he and York even had that sort of relationship hehe. With this new key in hand another side mission will automatically start!

Mission Objective: Use the [Key] received from Brian to check out his house. It is an old place in a corner of downtown. There might be something important hidden there… or maybe not.

Let’s go check out Brian’s pad and get our reward!

Brian’s House
· Agent Honor
· Wesley Special (∞)
None None

Leave the graveyard and get back into the car to drive to Brian’s house and listen another York and Zach conversation. Make a left onto Moonlight Av and continue up the road until you reach January Way. Make a right onto January Way and after the Powell Bridge take the fork to the left onto Milkyway Av. Follow the road past Greenvale High and then make a left onto Kingfish St. Pass Anna’s house and make a left onto Brownie St to finally reach Brian’s home.

Use [Key to Brian's House] on the small locked gate door to enter the property. Unfortunately we can’t go inside Brian’s house, but I got to say he must have a thing for stone gargoyle decor because they are everywhere! His property is also in a major state disrepair, just what’s up with that? York should really convince the guy to leave the grave yard and go take care of his house once and a while!

…Actually I doubt that would even do any good considering the Brian is most likely a ghost.

Yep, that’s right Brian’s dead and there’s been several hints within Deadly Premontion so far that York has been talking to a ghost. When you return to the graveyard be sure to check out the grave where the bones were dug up by a wild dog. If you observe the headstone it reads “Brian XXXX” who lived from 1921-1956. Considering how anxious Brian was to have those bones returned, his inability to leave the graveyard to find them (even though he was able to make it to the townhall meeting wtf!), his retro style of dress, and the dilapidated state of his home are all clear indications the man is a ghost.

Additionally in the Japanese and Korean Red Seeds Profile manual there’s a Greenvale newspaper clipping used as decoration on page 22 that implies that Brian “The Insomniac” was a victim of an hit and run accident outside of the graveyard!

Head around the right side of the house and pick up an [Agent Honor (Red)] from behind some hedgerows and then head up the ladder at the back of the house. Push the gargoyles out of your way and climb down to the other side and push aside another gargoyle in front of a concrete bench to pick up the treasure [Wesley Special ∞].

With this new weapon in hand shoot the lock off the gate door and leave the property.

Sheriff Department
None None None

Use the radio and warp to the Sheriff Department and speak to Thomas to have another lunch with the with the gang. I like how George turned his nose up about eating raw fish but sees nothing wrong with eating fried cicadas!

When lunch is over head into George’s office and pick up a pay slip and then speak to Thomas, who is having a strange dream, in the storage room for an “Info Gathering Bonus” of $18.

Becky’s House and Muses Gallery
· Agent Honor Red x 5
· Key to the Gallery
· Olivia’s Memo
· Onions (∞)
· Smoked Salmon

None None

Becky’s House

Leave the department and warp to Becky’s to say hi and learn that she still doesn’t trust the police and her situation hasn’t changed. Talk to her twice to get $36 in “Investigation Bonuses.”

Hmm where should we go next? I feel like we are forgeti-Oh yeah! Emily and George are waiting for us at the gallery aren’t they? Well I guess we better head over there before George does something rash like interview Diane without us! Good thing the gallery is pretty close by.

Muses’ Gallery

Make a right back onto Muffler Rd which will later turn into Night Bird Way. Take the first left and follow the road to the Muses’ Gallery which will be on the left side of the road.

Park the car and head around the left side of the building and break the fences and investigate the back of the building before we enter the green marker. Peep in the windows for an “Observation Bonus” of $18 and grab the [Agent Honor (Red)] x 3 that’s just around the corner near the sleeping spot right behind the gallery.

Behind the sleeping spot shack is an infinite spawn pile of [Onions]. Continue along the back of the gallery building to grab one more [Agent Honor (Red)] just beyond the back fountain.

Return to the front of the gallery and speak with Emily or George or just enter the green ring to enter the gallery. I love that York makes them wait outside yet again for this interview even after we made them wait forever just for us to get our ass here in the first place!

Inside the gallery you can save your game on the phone at the front desk.

Head towards the painting with the red sparkle beneath it and watch Olivia Cormack enter the lobby from a side door.

Olivia doesn’t stay long and seems to be lying about something. As she quickly makes her exit York notices that she has dropped two items near the front door. Pick up [Olivia's Memo] and [Key to the Gallery].

Olivia’s Memo

If you look at Olivia’s memo it says:

A Tree at Sunset
B Red Leaves
C Dancing Red Butterflies

Pass to the office.
Number of red trees. From the Special Exhibition Room.

Hmm okay so it looks like if we want to get into the Gallery office to speak to Diane we will need some sort of pass code. We just need to find three paintings in the gallery and count the number of trees in each to figure out the combination, let’s first take a look at the tree Olivia was looking at.

First Painting
“Trees at Twilight” a beautiful painting of six trees bathed in a sunset glow

Well this definitely looks like some trees at sunset! There’s six trees in the painting so the first number in the combination must be 6!

Open the double doors behind the large sculpture of a red tree with the [Key to the Gallery] . Head right, followed by a left and then take another left to enter a circular gallery. Observed the painting of four red leaf trees to the right of the doorway you just entered:

Second Painting
“Autumn Leaves” A beautiful painting depicting four trees in their reddish splendor.

Tree’s with “red leaves?” Looks like we’ve found another combination number. There’s four trees in the painting so the next number in the code must be 4!

If you continue around the corner you’ll see that a painting is missing on the wall with the title “Red Butterflies Frolicking.” Olivia’s note mentions ”Dancing Red Butterflies” so this must be the last painting we need to examine to complete the code but where could it be?

Continue through the next doorway and head inside the side door with the red sparkles and head down the stairs inside to reach the gallery storage area.

The third retracting storage shelf hides some [Smoked Salmon] while the fifth one with the red sparkles reveals the missing “Red Butterflies Frolicking” painting.

Third Painting
“Red Butterflies Frolicking” A Large tree and red butterflies it almost looks as if it’s burning.

There’s only one tree in this painting so the code to Diane’s office must be 641!

Grab the [Agent Honor (Red)] from behind this last cabinet and then head back upstairs.

Input the combination on the key panel to the locked door to the right and enter the next room. Upon entering we overhear an argument between Carol and Diane in which Carol take something from her and we witness an angry Carol Maclaine leave Diane’s office in a huff. I wonder what that was all about. According to Diane Carol was mad at her for sleeping with someone she liked and it seems like she can get a lot of men into her bed. She even made an offer to York but unfortunately for her the FBI agent isn’t taken with her in the least.

Muses Gallery and More Character Conversations
· Agent Honor (Red) x 3 None None

Speak with George and Emily outside the gallery and inform them Diane’s alibi which was drinking with Nick Cormack at the bar during the time of the murder. York wishes to confirm Diane’s story so George tells you to go to the A&G with Emily to talk with Nick.

Before we leave however York spots Kaysen through a window on the second floor and talking to Diane. What’s he doing here?

Get into the car and make a left out of the parking lot onto Night Bird Way and listen to Emily and York’s entire conversation about George. After the road curves keep your eyes on the right side of the road and stop your car by several piles of logs. Once the conversation in the car concludes step out of the car to ditch Emily. Grab the [Agent Honor (Red)] x 3 by hidden behind the log piles and then and use the radio to warp back to Becky’s house.

Becky’s House

Bother Becky yet again for an “Info Gathering Bonus” totaling $38… wow I’m getting the feeling she doesn’t enjoy our little visits.

Greenvale Hospital


The man <3's chips.

Use the radio to warp to Greenvale Hospital and talk with Fiona once for an “Info Gathering Bonus” of $19 and then head downstairs to talk with Ushah twice for “Info Gathering Bonuses” totaling $38, Ushah sure loves his potato chips!

Back to the Milkbarn!

Leave the hospital and use the radio to warp over to the Milkbarn George may be outside so be sure to say hello if he is. Head inside and speak with Kaysen to hear a story from Kaysen about a moronic applicant for the the Sheriff’s assistant. be sure to speak with him him a second time to earn $38 in “Info Gathering Bonuses.”

Speak with Keith behind the counter to start a brand new side mission.

Mission Objective:
Quietly return the [Legendary Guitar Grecotch] to Keith when he is working at the milk Barn. This could be the start of a lasting friendship.

Keith sure is bummed Lily gave us his guitar…you can quickly end this quest by handing it back but I STRONGLY SUGGEST that you wait and complete this side mission during the the epilogue as this guitar can take out some very strong enemies coming up soon in just a few hits.

Speaking with Keith should earn you a total of $19 in “Info Gathering Bonuses.”

Give Sigourney Another Ride Home
· Emily’s Car (Tough Chap) None None

Open your map and look for Sigourney, she will either be in the Albireo Graveyard parking lot or in the Greenvale Hospital parking lot. If she’s at the hospital use the radio to warp there but if she’s over at the grave yard just make the quick drive to her from the Milkbarn.

Mission Objective:
Sigourney often wanders the town when the weather is nice. Having been told that her “pot is getting cold!” you now have to take her home. Why is the pot getting cold such a problem?

For your trouble Sigourney rewards York with a brand new car! The [Tough Chap], Emily’s personal ride, will be waiting for you in the hotel parking lot. It’s the second fastest Sheriff Department vehicle with a top speed of 65 mph and with the sirens on can go up to 75 mph.

Lysander’s, Heaven & Hell Gas and Back to Lysander’s
· Key to York’s car None None

Lysander’s Junk Yard

Use the radio and warp to Lysander’s junkyard and speak with the General to start a new side mission for the last possible upgrade to the police vehicles, a larger gas tank!

Mission Objective:
Find the [Gas Tank Parts] in the Junk Yard. The General will use it to increase the performance of your car.

This part is actually really close by! Break the boxes to the left of the building and follow the path to [N-5] to find the part. Return to the General and give him the tank and hear his last story to solve the mystery of why the General wears a Sergeant’s badge. York decides to leave him alone since he probably doesn’t know much about the current case in hand…oh well at least he was helpful and upgrading our transportation!

Heaven and Hell Gas

Warp to the gas station and speak to Jack to complete his side mission.

Bribe Jack with $400 to complete his side mission and learn that York’s car is now in the General’s junk yard. Now that’s what I call valuable intel!

Back to Lysander’s

Warp back to the junkyard and speak with the General to begin side mission 43.

Mission Objective : According to Jack your beloved car, wreck on the mountain road, has been taken to the General’s scrap yard. Request its repair and then buy it back.

This is a pretty simple side mission to complete with one hell of a reward! Tell the general you want to shop and then pay 5000.00 to repair York’s car and recieve [Key to York's Car]. These repairs will take the General overnight to complete so you will be able to pick it up York’s car first thing tomorrow morning.

Let’s talk to more people!
None None None

Anna’s House

Warp to Anna’s house and speak to Sallie (who’s still off her rocker) inside twice for a $38 “Info Gathering Bonus.”

Galaxy of Terror


I’m sure that’s the reason York…

Warp to the Galaxy of Terror and smoke until 21:00 and head inside to speak to Thomas about Diane’s alibi for a $38 total “Info Gathering Bonus”. Unfortunately Thomas can’t tell us if Diane was here the night of the murder because he was ill and resting in the back.

Wait for Carol to finish singing and speak with her twice about her song choice for an “Info Gathering Bonus” totaling $38. York gets quite excited to learn that Carol has an extensive record collection but she doesn’t want let him come over to see it what a shame.

SWERY65

Leave the Galaxy of Terror and warp to SWERY65. Head inside and speak with Sallie about missing the town meeting. Speak with her again to learn she didn’t know her daughter very well for a total of $38 in “Info Gathering Bonuses.”

Next speak with Quint twice to learn he’s worried about Sallie’s drinking for another $38 “Info Gathering Bonus” and bother Richard behind the counter to see he has much to say to the killer once he’s caught for another $19 “Info Gathering Bonus.”

Kaysen is also sitting at the bar and will invites York for a drink with him but York will declines. Speak with him again and he will urge york to take more breaks and earn another $38 in “Info Gathering Bonuses.”

Try not to dilly dally warp to the Great Deer Yard Hotel at 21:20 so we can have some more character conversations!

Great Deer Yard Hotel


Dinner with Polly

Head inside and head immediately to the dining room on the east wing and speak with Polly for a $19 “Info Gathering Bonus” and Diane twice for a $38 “Info Gathering Bonus.”

Within moments Diane and Polly should stand up to leave. Be sure to speak with Diane twice before she leaves the room. She will invite York out for a drink but he FBI agent will decline. Oh well…at least we were able to gather another $38 in “Info Gathering Bonuses.”

Back to the Galaxy of Terror

Head back to the Galaxy of Terror and smoke until 22:00. Around this time George should walk into the bar. Speak with him twice for a $38 “Info Gathering Bonus” and he’ll wonder why Olivia was at Muses’ Gallery and will tell York to make sure to question her.

Talk to Thomas and grab something to eat so you won’t be dying from starvation tomorrow morning and then smoke until 23:50 to witness something a little odd.

Around 23:55 Thomas and George will head to the locked room behind the bar togther. York doesn’t comment on it, but I sure wonder what that’s about!

Speak to Carol who walks up to the bar in Thomas’ absence twice for an additional $38 “Info Gathering Bonus.” She informs York Thomas in in the back sleeping. Uh…okay? So why did George go with him? Seriously lady, I watched them go into the back room together and I can see them on my metal map! Are they in a relationship and are just too shy to show the world?

Unfortunately, York is lame and doesn’t ask any of my mental queries. Instead he just asks why they don’t hire more help and Carol ends up calling him a burden. For some reason though York doesn’t mind and even takes it as a compliment because it makes him feel like Colombo.


Nick and Diane

Around 00:00 Nick and Diane will both walk into the bar sit down together and start chatting. Talk to both of them twice and earn $76 in “Info Gathering” bonuses. A tipsy Diane will open up to York a bit about her childhood dreams of living in the forest.

It’s time to head back to the hotel for some much needed sleep. When you step outside Greenvale will be invested with Shadows since it’s after 00:00. Use your radio and warp to the hotel.

Great Deer Yard Hotel
· Trading Card No. 11 (Forest Kaysen) None None

Sleep for 9 hours and if you didn’t eat something at the bar be sure to eat something in your inventory so York doesn’t drop dead. Be sure to also change your suit and send the one you were wearing for cleaning!

Head to the dining room and talk with Polly and agree to a coffee to get your fortune and and “Info Gathering Bonus” of $19 and a “Fortune Telling Bonus of $28.” Speak to Polly again who should still be putzing around the dining room for an additional “Info Gathering Bonus” of $19.

Head out to the one of the side doors to the hotel backyard and pick up [Trading Card No. 11 (Forrest Kaysen)] outside of Kaysen’s hotel room and then use the radio to warp to Lysander’s Junkyard.

Lysander’s Junkyard
· York’s Car None None

York’s car nshould be parked on the side of the road outside the junkyard but before you take it for a spin head inside to speak to the General for a $19 “Info Gathering Bonus”.

To complete this side mission all you need to do is go over and observe York’s now fixed ride! This car is the best in the game with a top speed of 85mph and it will never take any damage! Totally worth the $1000 bribe to Jack and all those fetch quests in the junkyard!

It’s time to start another side mission across town! Use the radio to warp to the Muses Gallery but be sure to get into York’s new vehicle once so it will also warp to our next location.

Muses Gallery
· Trading Card No. 5 (Diane Ames) None None

Outside the Muses Gallery smoke until 11:00 and then enter the gallery. Now this side mission we want to complete is a little tricky as we need to speak to Diane but she’s standing in her office with is unreachable at the moment. The only way to talk to her is to ambush her as while she’s on her way out to to take lunch with Polly at the Great Deer Yard Hotel with the item when need to complete the side mission already in hand.

Diane won’t leave the office until 11:40 so we have plenty of time to pick up the item we need. Head through the lobby and make a right followed by a left and another right to enter the small little open area off near Diane’s office. Climb up the concrete step shoot the lock through the window to unlock a door. Head back to the room with the security door and open the now unlocked door and grab [The Girl from the Woods] painting from the corner.

Leave the room and stand in front of the security door and smoke until 11:40 as Diane should leave her office around this time. Speak to Diane to start her side mission.

Mission Objective:Diane is hiding something. Find the painting of [The Girl in the Woods] slumbering somewhere in the art gallery and give it to her. She may open up to you.

Hand Diane the painting and earn yourself [Trading Card No. 5 (Diane Ames)]

After giving Diane the painting leave the gallery and then warp to the Sheriff Department, it’s time for another lunch with the Greenvale crew!

Greenvale Sheriff Department
None None None

Enter the department and locate Thomas in the kitchen and tell him you would like some lunch.

During this lunch York asks Thomas about Emily’s cooking and hilarity ensues.

After the lunch cut scene be sure to check the weather on the TV for an extra $28. Head over to the storage room and speak to the sleeping Thomas for another $19 “Info Gathering Bonus” and then leave the station.

Use the radio to warp to the A&G Diner it’s time we talk to Nick and see if Diane’s alibi holds up.

A&G Diner
· Key to Backyard None None

Walk into the green marker infront of the door to start the next cutscene. I love that York is so surprised Emily waited outside for him. Considering he’s made Emily and George wait outside every other time they’ve gone somewhere I wonder why he’s surprised she assumed he didn’t wait her asking stuff with out him.

As they walk in York suggests that he and Emily have some lunch (just before he shuts the door in Emily’s face, he’s such a gentlemen no?) I guess he forgot we ate less then ten minutes ago at the department…

Now the following cutscene changes slightly depending on the time of day you enter the diner to question Nick. Since we’ve decided to question Nick during lunch (01:00) we are able to see an extra scene with Michael and Mr. Stewart in which York tries the “Sinner Sandwich.” Now if we had gone later in the afternoon or evening this cutscene would not of happened which is a shame because it’s one of the funniest scenes in the game!

After Micheal and Mr. Stewart leave Emily and York continue eating and discuss a bit about their high school days. I seriously wish we had a flashback of what York looked like as a punk rocker in high school!

Once you have control of York again turn around and speak to Carol sitting in the booth by the window twice for an “Info Gathering Bonus” totaling $38.

Head back over the the counter where Emily and Oliva are standing. Speak to Olivia to learn what the “A&G” of A&G Diner stands for. Now there’s one burning question answered!

Head over to the kitchen and speak with Nick who confirms Diane’s alibi but York is convinced that they are both hiding something. Return to the counter and speak with Olivia once more and York will deduce she was at the Gallery earlier to try and talk with Diane. Nervous Olivia asks York and Emily to meet her at the back of the diner after they close tonight at 21:00 and hands over [Key to Back Yard].

We can’t do any more here at the diner until the place closes so Emily heads back to the department. Since there’s still a couple hours let’s use this time to take care of some more side missions!

Tree of Anna
· Trading Card No. 9 (Thomas MacLaine)
· Trading Card No. 36 (Willie)
None None

Use the radio and warp to the Tree of Anna. Smoke until 16:00 and then run down to Anna’s tree and speak to Carol to start a new side mission.

Objective: Someone is taking walks in Anna’s forest in the early afternoon when the weather is clear. Find this person and hand over the [Out of Focus Picture] from the twins. It could be a new lead!

Carol seems to be searching for something but doesn’t want to say what it is. Could she be the “ghost” the twins saw wandering the forest? Hand Carol the [Out of Focus Picture] which apparently is of her and Anna taken “nowhere special.” York believes it was taken in a special place…but where?

Carol will hand over [Trading Card No. 9 (Thomas MacLaine)] for your trouble. If you speak with her again you’ll find out that she doesn’t believe in Heaven or a Hell.

Run back to your car and drive down to the Greenvale Forest Park entrance. The twins and Kaysen should be walking up the mountain path. Jump out of the car and speak with the twins to finish Side Mission #12.

Once you inform the twins that the ghost they spotted was really Carol they are relived and hand over [Trading Card No. 36 (Willie)]

Bid the boys adieu and use your radio to warp to the Galaxy of Terror.

Galaxy of Terror
· Trading Card No. 6 (Carol MacLaine) None None

Smoke until it’s 21:00 and then go inside. Grab something to eat from Thomas if your hunger meter is really low and then speak with him to finish up Side Mission #9.

Looks like the “Unwanted Customer” is Jack the Raging Bull…why am I not surprised? He seems really keen on Carol calling her his “Number 1″. Makes me feel a little bad for his wife Gina, if she knew his true feelings I have a feeling there would be hell to pay.

York convinces the man to leave by pretending he recorded their entire conversation and threatens to play back his “Carol is #1″ comment back to Gina if he doesn’t leave.

Thomas is happy the conversation with Jack didn’t turn into a brawl and hands over [Trading Card No. 6 (Carol MacLaine)] for your trouble.

After kicking Jack out leave the bar and use your radio to warp to Panda Bear, there’s one more side mission to complete before we talk to Olivia back at the A&G.

Panda Bear
· Suit Dancing All Night None None

Head inside the Panda Bear and speak with Wesley about your ever growing trading card collection (by now your should have 49)!

Wesley is definitely impressed that York has managed to have more than 48 cards and hands over the [Dancing All Night Suit]. Like the Passion Red suit this new suit will also affect York’s status while he is wearing it. When this suit is worn his pulse gauge is increased which allows him to hold his breath and aim for longer periods of time. Pretty handy!

With Side Mission #38 done and new mission immediately starts!

Mission Objective Wesley, the owner of the shop Panda Bear, is an avid trading card collector. Show him your own collection. 64 cards will get you a “super rare thank you.” His shop hours are from 20:00 to 06:00

We actually can’t complete this side quest until we get to the Epilogue, so until then we will just continue to add cards to our collection!

There’s nothing else we can do so lets head back to the A&G and see what Olivia has to say about Nick and Diane.

A&G Diner
None None None

Use the radio to warp to the A&G and step into the green marker to start the cutscene.

Olivia is worried that Nick and Diane might be more than just friends. Nick claims all they do is talk about art but he seems to be meeting Diane every night now leaving his wife home all alone.

According to Olivia on the night of the murder she had followed Nick and Diane to the Galaxy of Terror and then later back to the Muses Gallery but was too afraid to confront them at the time. Hmm it sounds like Nick and Diane’s alibis hold up we may be back to square one with our suspect list.

As Olivia sobs to York and Emily about her crumbling relationship George voice suddenly comes over Emily’s radio. There seems to be something going oin over at Becky’s house. Thomas took a frantic call from Quint who was at her home and mentioned…something about a Raincoat killer? Oh no…this doesn’t sound good I hope Becky is okay! George orders them both to head over there and back Thomas up.

York leaves Emily to calm down a hysterical Olivia, who is now worried it could be Nick causing the trouble, and gets in his car to rush over to the mansion.

Becky’s Mansion
None None None

Drive to Becky’s Mansion and into the green marker. Thomas is standing by a distraught Quint who’s too over come with emotion to tell us what he saw in there. It’s not looking good…York heads inside alone.

· 5.56mm x 45 Bullets
· 10mm Auto Bullets x 2
· Agent Honor (Red) x 8
· Cherry Pie
· Chocolate Chip Cookie
· First Aid Kit (Medium)
· Lollipop x 2
· Root Beer
· Stabilizer

None

· Clue #1: Reversed Peace Sign
· Clue #2: Red Seed
· Clue #3: Bloody Camisole

The mansion looks a lot different from our visits in the past, the Other World has definitely taken over and red vines appear and block the entrance. Step forward and dodge an attack from the Raincoat Killer who once again just waves his finger at us and dashes away deeper into the house.

Awesome.

Before following him check the bureau to the left to pick up [First Aid Kit (Medium)].

Through the double doors is Becky’s bedroom, kind of a weird placement if you ask me. I would have figured her bedroom was further back in the house. Inside is a toolbox, a couch to sleep on, a suit case and a phone to save your game.

Observe the red velvet on the bed to start your first profiling sequence. Looks like we need to find three clues to figure out just what went down in here.

Pick up a piece of [Cherry Pie] behind the couch and then head through the doorway to your left (the other door closer to the bed is locked).

Continue down the hallway, you should hear a soft music box version of Carol’s song playing, and take the door at the end of the hall and to the right. Continue through the next room into the next hallway and enter the open door down the hall and to the left. Be sure to avoid the fire in the room and head through the double doors on the other side of the room.

The next hallway is blocked on both ends by furniture so continue through the double doors straight ahead. In this next room be sure to avoid the fire. You can break the mannequins for some [Agent Honor (Blue)] and there’s an infinite Shadow spawn point on the wall and on the floor so don’t waste your time trying to kill all the enemies in the room.

Head to the back right corner of the room to pick up an [Agent Honor (Red)] and then head for the exit but before you go be sure to open the fridge by the door to grab a [Lollipop].

In the hall pick up the [Agent Honor (Red)] to your right and then head through the double doors straight ahead.

In the next hall a line of wooden boxes block your path, break them to continue down the hall and receive [Agent Honor (Blue)] and a [Stabilizer] for you efforts.

Around the corner the hallway splits off the right but make sure to to continue straight down the hall to the dead end first and pick up a [Lollipop] and an [Agent Honor (Red)]

Turn around and continue down the hall to the left and break another line of boxes for some [10mm Auto Bullets] and then continue on through the double doors.

York will find himself back at the front of the house. Observe the mirror on the wall to find [Clue #1: Reversed Peace Sign]. Red vines will appear and block the door your just came through so we can only move forward from this point on. Additionally, a Shadow is spawned from the floor, be sure to kill it before you move on.

Head up the stairs and kill the two Shadows on the landing to remove the red vines blocking the door on the far side of the room.

Enter the door and continue down the next hallway, vines will immediately block the door your just came through and you will hear a music box start playing again. There’s a set of double doors at the middle of the hall to your right but they are blocked by red vines for the moment. Continue to the end of the hallway and open the cupboard with the red sparkles which York observes the music box sound is emanating from. Inside the cupboard York will find [Clue #2: Red Seed].

The vines that previously blocked the double doors in the middle of the hallway recede and the doors open to reveal a single Shadow standing behind them. Dispose of the Shadows that appear and continue trough the double doors.

In the next hallway the path to the right is block leaving you only access to the single door on your left. Enter and York will find himself back in Becky’s bedroom with red vines blocking your exit back into the previous hallway.

Head through the unlocked door near Becky’s bed and spot the Raincoat killer walking slowly through some double doors at the end of the hallway.

Before you follow the Raincoat Killer through those double doors pick up the [Agent Honor (Red)] behind the couch to the left of the doorway.

On entering the next room the Raincoat Killer will spot York (he can see through walls apparently). Quickly hide in one of the dressers and wait for him to leave the room through the double doors on the opposite end of the room.

Head through the busted doorway the Raincoat Killer had entered from and pick up [Agent Honor (Red)] x 4. Head back into the bedroom and continue on in the direction the Raincoat Killer went.

In the next room head around the corner and break the boxes to your left to pick up some [Agent Honor (Blue)] and a [Chocolate Chip Cookie]. Behind the row of cabinets you can pick up some [5.56mm x 45 Bullets] and [10mm Auto Bullets]

Head through the double doors and walk into the open dining room where the Raincoat Killer will suddenly appear through a side door and give chase all the way back to the front room of the mansion. Luckily some red vines block the doorway we dove through so the Raincoat Killer can not follow.

Grab the [Root Beer] to the left and then continue on up the staircase. Destroy the mannequins on the landing for some [Agent Honor (Blue)] and continue on through the door to pick up [Clue #3: Bloody Camisole] from a blank canvas at the end of the hallway. After York completes his profile disposed of the Armed Shadow and enter the double doors the shadow came from. The next hallway in blocked on either side so continue through the doorway to the right and re-enter Becky’s bedroom.

· Cigarette Heavy
· Stabilizer
· Key for the Safe None

The world returns to normal and York can hear the shower running. Before you enter the bathroom however pick up the [Stabilizer] behind Becky’s couch and open the the jewelry box on the vanity for a [Cigarette Heavy].

Enter the bathroom to find Becky has been attacked by the Raincoat Killer! George, Emily and Thomas bust into the room right after York and all are in shock at Becky’s state. She was still alive though and could possible tell us who her her so badly. Unfortunately when George tries to cut her down he sets off a trap from the Raincoat Killer that finishes her off.

Poor Becky! If only George listened to York she might have been saved and we could have solved the case!

Pick up the [Key for the Safe] from the floor and be sure to speak to George who feeling crummy for letting Becky die and back into Becky’s bedroom. (“What a Hell” indeed George)

Speak to the distraught Emily and Thomas then head over to the back wall. Remove the cockeyed painting near the television to reveal a hidden wall safe. Open the safe with the key Becky spit out to find a seemly blank notebook, York uses a pencil to reveal and imprint of a letter Becky wrote to her sister Diane. It seems that she not only witnessed Anna’s murder but was also in possession of the thing Anna was gripping onto and gave it to the Ingram twins to deliever to Diane. Too bad she never revealed the name of this “he” in the letter who commited the crime.


Episode 2 Part 2

Milk Barn
None None None

The next morning York questions Lily and Keith Ingram in the Milk Barn about Becky and the item she gave the twins. York wishes to question the twins about the item but they are currently playing with Willie and Kaysen in either the Greenvale Park or the Community Center (it varies where game to game).

Head into your car and drive back to the Sheriff Department and listen to York and Emily’s conversation. Once the conversation is complete ditch Emily and head inside the department to have have lunch with the team.

Sheriff Department
None None None

Run into the station and track down Thomas and ask for lunch. Unfortunately, due to last night’s events lunch is a rather somber affair but thankfully George’s misquote gets everyone smiling again!

Check weather on TV for a Weather Checking bonus of $32 then head into the kitchen to shave and change in suits the locker room for additional bonuses.

Enter the storage room and speak with Thomas who is dreaming about something nice for an Info Gathering bonus of $21.

PLEASE NOTE!

Besides the instructions outlined in the “Forest Keeper’s Cabin and Parking lot” and “Emily’s House” which contain side missions all the other areas I’ve mention below are purely for earning more info gathering bonuses and seeing more character conversations!

Info Gathering
None None None

A&G Diner

Leave the Sheriff Department and use the radio to warp to A&G Diner. Try speaking to Carol who is having lunch in a booth by the window who won’t give any information to York for a $21 Info Gathering bonus.

Head back towards the kitchen and speak to a nervous Olivia who informs York that on the night Becky died Nick came home like nothing had happened to earn another $21 Info Gathering bonus.

There’s no one else to speak to so it’s time to leave the diner.

Anna’s House

Use the radio and warp to Anna’s house. Quint just might be pulling up outside so be sure to speak to him for an additional $21 Info Gathering bonus even though he just tells us he doesn’t want to talk.

Head inside and speak with Sallie twice to earn $42 in Info Gathering bonuses and learn that she somehow knew Anna was with Becky last night. Hmm…did she have a vision like we did last night of them together?

Great Deer Yard Hotel

Leave Anna’s house and drive to the Great Deer Yard hotel and listen to another York and Zach conversation about motives and serial killers. Park at the side entrance of the hotel (where Polly’s car is parked) and enter.

Head into the back dining room which is near Polly’s bedroom to speak to Polly and Diane who are having lunch to earn $53 Info Gathering bonuses. Polly notices that Diane doesn’t look very well (obviously her sister was just murdered!) while Diane is puts on a brave face for York despite her loss and even flirts with him.

Forest Keeper’s Cabin & Parking Lot
· Agent Honor (Red)
· Elephant T-3 (George’s car)
None None

Parking Lot

It’s time to complete another one of Sigourney’s side missions! Before you go anywhere be sure to check your map for her location. In my game she was in the parking lot across from the Forest Keeper’s cabin but she could also be in the Community Center Parking lot. If she’s near the Forest Park use the radio to warp to the Tree of Anna then get back into your car and drive down to the parking lot to speak with her. If she’s at the Community Center use the radio to warp directly there.

Mission Objective: Sigourney often wanders the town when the weather is nice. Having been told that her “pot is getting cold!” you now have to take her home. She’s just doing this on purpose, isn’t she…

Drive Sigourney back to her home and we find out that Sigourney takes her pot out, even though it will get cold, because no one likes to be stuck in a stuffy room all day. Sure okay…

You get an [Elephant T-3] (George’s car) for your effort. The car will be waiting in the hotel parking lot.

The Cabin

Use the radio to warp to the Tree of Anna and drive back down to Jim’s cabin. Peek in the window for a $21 Observation bonus and then head inside to speak to Jim for an additional $21 Info Gathering bonus to learn he doesn’t really trust Kaysen with the twins. Before you leave be sure to grab the [Agent Honor (Red)] in the back bedroom.

More Info Gathering…
None None None

Albireo Graveyard

Drive down to graveyard and listen to York’s conversation about the types of cases they are given working for the FBI. Speak to Brian who wants Anna and Becky to go into the forest together for a $21 Info Gathering bonus.

Milk Barn

Use the radio and warp directly to the Milk Barn to try to catch Richard before he leaves for a $21 Info Gathering bonus. Poor guy, he is sure having a rough week having to comfort both Sallie and now his son over losing both Anna and Becky.

Next speak with Lily who reminds York where the twins are (no Bonus unfortunately) and Keith who finally understands how hard his parents have it for an additional $21 Info Gathering bonus.

Heaven and Hell Gas

Leave the Milk Barn and drive down the street to Heaven and Hell Gas and try speaking to both Gina and Jack for some Info Gathering bonuses totaling $42.

Anna’s House (Again)

Drive back to Anna’s house and listen to York’s story about one of his past cases and speak to Sallie inside who has just sat down for lunch to earn $42 in Info Gathering bonuses.

Greenvale Hospital

Next, drive to the Greenvale Hospital and listen to another York and Zach conversation regarding the red seed murders. There’s been 7 other homicides of young women across 8 states (with the 7 different murderers caught) that have red seeds in them and York is convinced the case here in Greenvale will reveal the truth about those seeds. Head inside and speak to Fiona twice for a $42 Info Gathering bonus and then head downstairs and speak to Ushah for another $21 Info Gathering bonus.

Emily’s House
· Trading Card No. 52 (Industrial Waste) None None

Before we track down the twins to end this chapter we want to try and get another one of Emily’s side missions done. Warp over to Emily’s house with the radio and smoke until 18:00.

If it’s raining head inside and speak with Emily, most likely it won’t be raining so get back into your car and drive to the sleeping spot nearby off of Night Bird Way. Sleep for 12 hour increments until it’s raining at 18:00…this might take a couple a days depending on your game. Don’t worry about feeding York every time he wakes up though! As long as you immediately select to sleep again his life won’t tick down. Just be sure to eat something from your inventory once you have the correct weather conditions so he won’t keel over before he gets to Emily’s house.

You should have an onion in your inventory that we need to complete the side mission. If not head over to SWERY 65 and get one from the tool box that we set aside earlier.

Use the radio to warp back to Emily’s house then head inside and speak with her to start her next side mission.

Emily asks a hesitant York to try her latest creation, even though it doesn’t taste terrible York notices it’s missing an ingredient still: a vegetable that become sweeter when heated.

Mission Objective: Emily only ever cooks at home on evenings when it is raining. Find the “Vegetables that become sweet when heated” that she needs for her next dish and help her out.

Hand Emily the onion from your inventory to help her finish up her meatloaf. She’s so thrilled she made a good meal that she gives York [Trading Card 52 (Industrial Waste)]

All we have to do now is go meet the twins but it’s too late to do so today so head back to the sleeping spot off of Night Bird Way and sleep 12 hours.

Meeting the Twins
None None None

Use the radio to travel to where Lily said the Twins are with Kaysen. In my current game she said they were at the Forest Park but they might also be at the Community Center.

If they are at the Community Center use the radio to warp directly there and if f they are at the Forest Park use the radio to warp to the Tree of Anna then get back into the car and drive up the road to the park.

Enter the green marker to speak with Kaysen and the twins.

The twins had given Diane the locket like they had promised to Becky but it was taken from Diane right before our own meeting with her the other day by Carol. Since Kaysen witnessed Carol and Diane’s argument York warns him not to leave town as he is now a “key witness in the case.”

Sheriff Department
None None None

The scene shifts and York is mentally going over what we’ve learned so far in the case with Zach.

You must answer York’s fives questions correctly to finish the chapter.

1) According to Olivia not only did Nick and Diane go to the bar but they also went somewhere else that night:

Option 1: The art gallery.

2) Who was it that called Thomas to report trouble at Becky’s place?

Option 3: Quint.

3) What other important piece of evidence did we find in Becky’s room?

Option 2: A sketch book.

4) In the letter to Diane Becky mentioned she handed the locket and stiletto heel shoes to who?

Option 2: Isaach and Isaiah.

5) Who is the most suspicious at this point in the case?

Option 3: Diane.

York decides that he wants to question Diane as she seems to be the link so far between everything in the case. York recruits the Sheriff Department to help him gather Intel on Diane and Nick’s relationship. George will stake out the gallery and let York know if she goes anywhere besides the bar. He asks Emily to tail Nick to the bar and if he goes anywhere else to let York know. Finally, York asks Thomas to keep watch on Nick and Diane two within the bar while he waits in the parking lot to follow them where they go next.

More Coming Soon!