The run seems faster with the Japanese version of the game: to have a lair in the inventory objects (which are therefore in Japanese), i indicated at what position they are in the inventory order (e.g. : the gear is in position 2 in the inventory = 2p.). I also indicated the number of dialogues to be discussed in each talk before being able to leave it (eg: we talk to Jessica 4 topics at the beginning = 4d.).
There may be errors on certain things (let me know if this is the case, and the guide may evolve if we find some shortcuts in the run). A few small things have already been found on the route to take (non-essential objects, avoidable monologues or obligatory things to do to finish the run for example).
The timer must start when New Game (or the Japanese equivalent) is clicked.
Chapter 1 :
- speak with Jessica (4d.) then with the captain (3d.)
- go to the bridge - you can avoid a monologue by turning wide around the tree
- turn the handle and pass through the bridge ; go north and take the right path
- take the right path again (do not approach the rocks, it will trigger an Ashley monologue)
- move the grave (click and the wall then drag the grave towards the wall) and speak with D (3d.) ; then go north
- take the gear in the red box ; go back to the portal and use the gear (2p.)
- press the 5th button then press the 3rd
- examine both hands (otherwise Ashley won't want to take the sphere)
- go in the little cabin on the left : take the document in the briefcase, the DAS card and take the iron sphere
- speak with D (3d.) and throw the sphere in the second hand (4p.)
- answers of the memories test : 3 - 1 - 3 -2
Chapter 2 :
- go north ; cancel D dialogues and go in the entry hall
- the door code is 1128 for the english version or 4851 for the japanese version
- go directly towards the portrait then go to the music room (top left door) : click on the white books (on the library)
- go to the butler's room (top right door) : click on the library (take the white book) and click on the white notebook
- take the DAS card
- go upstairs and open the third cabinet : resolve the puzzle
PUZZLE SOLVING : (the puzzle is reset randomly so you need to master the technique) resolved puzzle : https://imgur.com/a/n8BAuRC
- do the first line
- do the left column
- do the middle column
The puzzle changes if you quit and go back to it, which can be useful if you are stuck.
- go back to the hall : use the silver medal on the statue (4p.)
- go to the door on the right (4p.) : take the white book in the library
- go upstairs and take the key in the glass (in the cabinet)
- go to the door on the left : use the 2 keys (4p. and 5p.) and combine them
- take the white book in the library and go back to the music room
- rearrange the books (the letters are HENRYTHOMAS)
- go to the piano, play these notes : https://imgur.com/a/9OLSvjb
- answers of the memories test : 3 - 3
Chapter 3 : (DON'T GO TO FRANNY'S ROOM : you can finish the game without entering it)
- go to the door on the right : take the DAS card, examine the 2 drawings and leave
- go to Henry's room (the door at the top left)
- examine the frame quickly and click at the right of the library
- click on the F3 shelf and examine the large black book, take the key
- go to the parents' room (the door at the bottom left)
- DON'T examine the bottle (hammer skip)
- examine the dolls, go back in the start corridor, in the bottom right door
- take the drummer doll (desk), go back in the parents' room, use the doll and the key on the music box (6p. and 5p.)
- turn the crank : turn on the flute, trumpet and drum switches
- go back in Henry's room, enter in the secret room
- take the matches in the box, click on the draped box : take the baseball
- use the ball (6p.) on the box in height : launch the ball to bring it down
- go back in the corridor : use the matches (5p.) on the candles
- light those : https://imgur.com/a/f3N7AAA
- answers of the memories test : 1 - 3 - 3
Chapter 4 :
- read the newspaper on the left
- go to the door in the right
- examine the radio : turn the wheels like that : https://imgur.com/a/IRdkCzx
- speak with Bill (4d.) and follow him
- go in the kitchen on the left, examine the rope on the door
- take the knife in the oven and cut the rope (6p.)
- speak with Jessica (4d.) and examine the painting, blow into the microphone to remove dust
- go back in the corridor and examine the other painting, otherwise Ashley wouldn't type the code on the door
- go to the door in the right : the code is 2369
- answers of the memories test : 2 - 2 - 2 - 3
Chapter 5 :
- go to the door in the right and examine the zoetrope
- go back in the art room and take the roll of paper -> use the paper (6p.) on the zoetrope and as soon as you see the whole picture you can stop looking in it
- examine the picture of the tree and click on the flowers in this order : up right - up middle - up left - bottom middle - bottom left
- wake up Ashley's father and speak to him (4d.) -> follow him
- door code : 5819831220
- go to the desk : click on the parents' photo then on Sayoko
- then click on the yellow folder in the computer
- return back and click on the teddy bear, take the DAS card, and click on all the people in the photo
- take the paper at the left of the room
- go to the end of the room -> code : ASH853LEY SAY919OKO
- talk to the father (2d.) and go to the exit
- answers to D : 2 - 3 - 2 -> return to the machine
- use the white card (6d. twice) then the red card
answers of the memories test : 2 - 3
Chapter 6 :
- go down the stairs and go through the cave (there is a lot of dialogue)
- talk to Bill (4d.) -> answers : 2 - 2 - 3 - 1 - 1 - 2
- go to the exit
End :
- speak with the captain then speak with Jessica and the father
- go to the left of the beach and speak with D
- go back to speak again blah blah blah
The timer stops when the screen fades black.