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Indigo Prophecy - Official Game Guide

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Page 1: Indigo Prophecy - Official Game Guide
Page 2: Indigo Prophecy - Official Game Guide

The Prima Games logo is a regis-tered trademark of Random House,Inc., registered in the United Statesand other countries.

Primagames.com is a registered trademarkof Random House, Inc., registered in theUnited States.

© 2005 by Prima Games. All rights reserved.No part of this book may be reproduced ortransmitted in any form or by any means,electronic or mechanical, including photo-copying, recording, or by any informationstorage or retrieval system without writtenpermission from Prima Games. PrimaGames is a division of Random House, Inc.

Product Manager: Jill HinckleyEditorial Supervisor: Christy Seifert

Indigo Prophecy © 2005 Atari, Inc. AllRights Reserved. All trademarks are theproperty of their respective owners.

All products and characters mentioned inthis book are trademarks of their respectivecompanies.

Please be advised that the ESRB Ratingsicons, "EC," "E," “E10+,” "T," "M," "AO," and"RP" are trademarks owned by theEntertainment Software Association, andmay only be used with their permission and

authority. For information regarding whethera product has been rated by the ESRB,please visit www.esrb.org. For permission touse the Ratings icons, please contact theESA at esrblicenseinfo.com.

Important:Prima Games has made every effort todetermine that the information contained inthis book is accurate. However, the publishermakes no warranty, either expressed orimplied, as to the accuracy, effectiveness, orcompleteness of the material in this book;nor does the publisher assume liability fordamages, either incidental or consequential,that may result from using the information inthis book. The publisher cannot provideinformation regarding gameplay, hints andstrategies, or problems with hardware orsoftware. Questions should be directed to thesupport numbers provided by the game anddevice manufacturers in their documen-tation. Some game tricks require precisetiming and may require repeated attemptsbefore the desired result is achieved.

ISBN: 0-7615-5221-9Library of Congress Catalog Card Number:2005906720

Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2The Murder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Investigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8The Day After . . . . . . . . . . . . . . . . . . . . . . . . . . 14Confession . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18Police Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Alternate Reality . . . . . . . . . . . . . . . . . . . . . . . 27Reconstruction . . . . . . . . . . . . . . . . . . . . . . . . . 31Tyler & Kate . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32Lost Love . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33Hide & Seek . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37Friendly Combat . . . . . . . . . . . . . . . . . . . . . . . . 40The Kirsten File. . . . . . . . . . . . . . . . . . . . . . . . . 42Tyler and the Book . . . . . . . . . . . . . . . . . . . . . . 47Agatha . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50Questions & Bullets . . . . . . . . . . . . . . . . . . . . 54Double or Quits . . . . . . . . . . . . . . . . . . . . . . . . . 56The Storm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57Dark Omen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59Face Off . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65Back to Agatha . . . . . . . . . . . . . . . . . . . . . . . . . 71Happy Anniversary . . . . . . . . . . . . . . . . . . . . . 73Confrontation. . . . . . . . . . . . . . . . . . . . . . . . . . . 77Fallen Angels . . . . . . . . . . . . . . . . . . . . . . . . . . . 80Soap, Blood, and Clues . . . . . . . . . . . . . . . . . 82The Fugitive . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84Janos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89Meeting Kuriakin . . . . . . . . . . . . . . . . . . . . . . . 91Mayan Secrets . . . . . . . . . . . . . . . . . . . . . . . . . 93Danger and Ubiquity. . . . . . . . . . . . . . . . . . . . 95Fate on Russian Hills . . . . . . . . . . . . . . . . . . . 97Child's Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99The Pact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101Frozen to the Bone . . . . . . . . . . . . . . . . . . . . 102Where is Jade? . . . . . . . . . . . . . . . . . . . . . . . 103Bogart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106Final Countdown . . . . . . . . . . . . . . . . . . . . . . 108Bonus Content . . . . . . . . . . . . . . . . . . . . . . . . 111

David KnightMichael KnightDavid Knight

Michael Knight

3000 Lava Ridge Court, Suite 100/Roseville, CA 95661/1-800-733-3000/ www.primagames.com

Prima GamesA Division of Random House, Inc.

Contents

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INTRODUCTIONThe Main CharactersThe story revolves around four main characters. In many cases,characters must work together to discover the truth about the murderand figure out where that truth will lead.

Tyler MilesTyler Miles is Carla Valenti'steammate. He is also in chargeof the Doc's Diner murderinvestigation.

Lucas KaneLucas Kane is the main character.He's an average guy who, in atrancelike state, unwillinglycommits a murder in the washroomof Doc's Diner. Since he committedthis crime, Lucas has had astrange, uncontrollable ability tosee through the eyes of the peopleperforming new murders.

Age: 31 years oldHeight: 5' 9"Weight: 185 lbs.Place of birth: Wishita, USABirth date: 06/09/78Job: IT managerFamily: Lucas is single and has onebrother, Marcus

Carla Valenti is the policedetective in charge of theDoc's Diner murder file.With her partner, TylerMiles, they hunt downLucas Kane.

Carla Valenti

Age: 28 years oldHeight: 5' 5"Weight: 130 lbs.Place of birth: BrooklynBirth date: 07/14/81Job: NYPD detectiveFamily: Carla is single and doesn'thave any brothers or sisters

Age: 24 years oldHeight: 6' 2"Weight: 182 lbs.Place of birth: BronxBirth date: 09/17/85Job: NYPD agentFamily: Tyler has a girlfriend, Sam;three brothers; and two sisters

Marcus KaneMarcus Kane is Lucas's brother. Hebecame a priest a few years ago.When they were children, Marcuswas Lucas's confidant and still istoday—although they haven't seeneach other in over two years. Theten-year anniversary of their parents'death brings them closer together.

Age: 37 years oldHeight: 5' 9"Weight: 171 lbs.Place of birth: San DiegoBirth date: 02/12/72Job: PriestFamily: Marcus has onebrother, Lucas

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Chapter 1: Introduction

During the game, you must complete action sequences. These requireyou to press certain buttons or keys, following on-screen prompts.There are two types of action sequences. The first requires you tofollow a directional sequence of inputs. The second type requires youto repetitively alternate between two inputs. Usually when you fail anaction sequence, the character loses a life or must try the task again.In some cases, a failure can mean game over.

Play the tutorial when youbegin a new game to becomeacquainted with your platform'scontrol system. The tutorialalso covers the different typesof action sequences, letting youpractice them before youperform them in the game.

Scarcer than tarot cards, crucifixes appear in some levels. When acharacter picks up a crucifix, they gain an extra life, which they needduring action sequences. When you fail an action sequence and lose alife, you can attempt the sequence again until you run out of lives.Otherwise, you must start over from the last save. Lives are repre-sented by the filled-in circles at the top of the screen that appearduring action sequences.

and a new menu opens; from here, you can spend bonus points onart, music, and movies from the game and on some things thatdidn't make it into the game.

Lucas, Carla, and Tyler all carry a PDA with them. This has two functionsin the game. First, the PDA lists how many lives the character has, howmany bonus points the player has earned, how many bonuses they haveunlocked, and the percentage of the game they have completed. Second(and more importantly), the PDA shows the current character'smental-health level. The PDA's second screen contains a diary foreach character, reflecting on what they have done in past scenes of thegame and what they want to accomplish in the current scene.

Mental health plays an importantrole. This is similar to health inother games. When a character'smental health reaches zero, thegame is over. Mental health candecrease from hearing bad news,failing to accomplish an objective,or from someone dying. However,there are many opportunities toearn mental-health points. Eating food, drinking coffee or otherbeverages, sleeping, finding evidence, completing objectives, andother beneficial actions all raise mental health.

Scattered throughout thegame are tarot cards that areworth 5, 10, or 20 bonuspoints. You accumulate thesepoints during the game andcan use them to unlock bonuscontent. From the Main Menuscreen, select Bonus Content,

The PDA

Mental Health

Action Sequences

Extra Lives

Tarot Cards: Bonus Points

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The Nightmare Begins.

A crow flies toward New York City, settling on a windowsill of Doc's Diner.

You gain control of Lucas in the diner's restroom right after the murder.There are many interactive objects in this room, but only a few of themhelp Lucas cover his tracks. The rest are just a waste of time. Whenyou take control of Lucas, an internal timer begins counting down towhen the police officer leaves his stool and begins walking to therestroom. Hiding evidence puts more time on the clock, buying Lucasa few more seconds to explore the diner.

Essential Restroom ActionsThe following actions maximize Lucas's mental health and increase thetime on the timer that counts down to the police officer's trip to the restroom.

Holding a knife and bleeding, Lucas Kane trembles in a restroom stall.Mysterious visions enter his mind as his eyes roll back, and he entersa trancelike state.

There aren't many places to stow the body, but when prompted,Lucas drags the victim into the center stall and closes the door. It's notperfect, but it's better than leaving the body on the floor.

The mop leans against the outside wall, just below the window. Lucascan use it only after he moves the body. He mops up the pool of bloodon the floor where the body was lying. However, he fails to clean thetrail of blood leading into the center stall—the police officer won'toverlook this.

While in a trance, Lucas attacks a man in the restroom, stabbing himthree times with the knife. More bizarre visions follow, including thatof a little girl holding out her hand.

THE MURDERJanuary 2712:02 AMDoc's Diner

Day: Time:

Location:

I've got to get out of the diner at all costs. There's a policeman atthe counter. I'd better be careful not to leave any clues behind me.

RestroomLucas's Mental-Health ModifiersAction Mental HealthHides the body +5Mops up blood +5Hides the knife +5 Washes face +5Finds coin (condom machine) +5Lucas commits the murder -60Leaves restroom without washing face -20Checks window in restroom -5

Victim's Body

Mop

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Chapter 2: The Murder

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Blood in stall: There are acouple of bloodstains on thestall's floor where Lucas wassitting before the murder. Byinvestigating these stains, Lucasrealizes his wrists are bleeding.You can't clean these stains, andseeing them does not affectLucas's mental state.

Condom machine: This machine hangs on the wall by the urinals.By interacting with the machine three times, Lucas can retrieve a coinfrom it—and a mental-health bonus. Use the coin to place a call on thediner's pay phone, orplay a tune on thejukebox. Lucas alreadyhas one coin in hispocket. If he wishes touse both the pay phoneand the jukebox, heneeds this coin.

Restroom window:After looking throughthe barred windowand realizing this isn'ta possible exit,Lucas's mental healthdegrades (-5).

The bloody knife is located on the floor near the urinals; you shouldhide it. After you select the knife, Lucas hides it in one of three possiblelocations in the restroom. The camera view cuts to the diner as Lucashides the knife, making the following investigation sequence a bitmore challenging for Carla and Tyler.

Knife

At the sink on the right (the one that doesn't say "Out of Order"), Lucaswashes the blood off his hands and splashes some water on his face.Failing to wash up before leaving the restroom causes the waitress(Kate) to scream, drawing unwanted attention.

Other Restroom ActionsMost of these actions either waste time or degrade Lucas's mentalhealth. However, some may help fill in the story or enable later actions.

Door

Sink

This door leads out tothe diner. Lucas shouldat least wash his faceand hands beforeleaving the restroom.Otherwise he must findan exit before the policeofficer can react.

Mirror: If Lucas hasn't washedup, he discovers he's covered inblood. Time to use that sink!

Hand dryer: It doesn't takelong to use, but Lucas doesn'thave time to dry his hands.

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Toilet/urinal: Lucascan relieve himself in atoilet or urinal, but thisaction does not affecthis mental state; it'sjust a waste of time.After he relieveshimself, Lucas canthen flush the toilets—another time-waster.

Lucas can do a few more things in the diner to improve his mentalhealth and fill in some of the story. However, it's important that Lucasleaves the diner before the police officer discovers the body in therestroom.

Lucas's BoothLucas's booth is the nearest to the restroom. His table contains a plateof food and a couple of drinks. If Lucas washed up, moved the body,mopped the floor, and hid the knife, he has plenty of time to interactwith the items at his booth.

Diner

Even though it's the first scene, the gamecan end if any of these events occur:-Officer McCarthy discovers the body

while Lucas is in the restroom.-Lucas and Officer McCarthy are both in

the diner after McCarthy discovers the body.

-Lucas rushes out of the restroom with bloody hands and fails to escape through the emergency door.

-Lucas wanders around outside too long and is approached by a police car.

Sit at booth: By sitting down,Lucas can interact with theobjects on the table. But heleaves behind some bloodevidence on the seat—something Carla can spot inthe next scene.

Check: Lucas canpay the check at histable whether he'sstanding or sitting. Hegets a +5 mental-health bonus uponexiting the diner if hepays the check.

Cup of coffee:Lucas doesn'tremember orderingcoffee. He wonders ifsomeone else wassitting at the table.

Lucas's Mental-Health ModifiersAction Mental HealthDrinks + 5 Eats + 5 Leaves (after paying bill) + 5Plays jukebox (one time only) + 5 Leaves without paying the bill -10 Calls Marcus -5Talks to cop -10In diner when cop enters restroom -5Talks to Nash/Elliott -5Talks to Kate (at bar) -5Talks to Kate (from behind bar) -5

Drink from glass: Lucas getsa +5 mental-health bonus bytaking a drink.

Eat food: Lucas earns another+5 mental-health bonus byeating the food on his plate.

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Chapter 2: The Murder

Jukebox: The jukebox (at thefront of the diner) also requiresa coin to operate. Unlike thephone, this action boostsLucas's mental health andleaves behind no traceableevidence.

Talk to patrons:Lucas can speak withthe three other dinerpatrons, includingOfficer MartinMcCarthy. All conver-sations result innegative modifiers toLucas's mental health.It's best to stay quiet.

Other Diner ActionsMake a phone call:Using either the coin inhis possession or thecoin he retrieved fromthe condom machine,Lucas can use the payphone at the back of thediner, just across fromthe restroom door. Hecalls his brotherMarcus but gets hisanswering machine. This affects Lucas's mental health negatively.Carla can request a list of calls made from this phone in the next scene,potentially linking Lucas to Marcus if Lucas makes the call here.

Speak with Kate: Lucas can interact with Kate by either attemptingto access the area behind the diner's counter or by sitting in one of thestools near Kate's position. Both interactions have a negative impacton Lucas's mental state. While sitting at the counter, Lucas can alsowatch TV, but the weather report offers no useful information.

Lucas leaves behind a splotch ofblood outside the diner, regardlessof which exit he chooses. In the

next scene, Carla or Tyler spot this bloodevidence outside the front or back doors.

Doors: Lucas can exit the diner via the front door or the emergencyexit at the back. However, Kate notices if he attempts to leave beforepaying his bill and shouts out to Lucas. It's still possible to exit afterKate speaks up.

Lucas isn't out of danger after he exits the diner. When he exits, OfficerMcCarthy enters the restroom and discovers the body. Lucas mustfind a way out of the neighborhood before a patrol car approacheshim. There's only a handful of actions Lucas can perform outside, themost important being the escape.

Bogart: In the alley just outsidethe emergency exit, Lucas canlook at Bogart, a homeless manhuddled near a flaming barrel.This isn't the last time Lucasencounters Bogart. Don't worry,Bogart can't provide the policewith any reliable information.

Taxi: A taxicab is locateddown the street from thediner, providing one of twopossible escapes. From thediner's front door, turn rightand cross the street. However,the police can obtain the taxicompany's records.

EscapeLucas's Mental-Health ModifiersAction Mental HealthLucas leaves by taxi or subway +10

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Subway: If Lucas wants tocover his tracks, the subway isthe best escape option. From thediner's rear door, turn left andcross the street. A stairwayalong the sidewalk leads downto the subway.

Don't waste too much time outside!Otherwise,a squad car

approaches Lucas,bringing the game toa quick end.

Escaping the Diner:Walkthrough OptionsFlawless execution: To maximize Lucas's

mental health, start by moving the body,

mopping the floor, hiding the knife, and

washing at the sink. Smack the condom

machine three times for the coin to

quickly gain a mental-health bonus. Next,

enter the diner and sit down at the booth

to eat, drink, and pay the bill. With time

left to burn, walk over to the jukebox and

play a tune for another bonus. Finally,

leave the diner through the front door

before Officer McCarthy gets up to use the

restroom. Outside, move to the subway to

end the scene.

Quick escape: Right after the murder,

Lucas can simply rush out of the restroom

and into the diner. The sight of Lucas's

bloody hands causes Kate to scream,

immediately gaining Officer McCarthy's

attention. Lucas has only a few moments to

act before McCarthy approaches from the

diner's far end. This leaves the emergency

exit as the only escape option. Lucas must

act quickly to get out the door. Once

outside, Lucas can use either the subway

or the taxi to end the scene. While this

option is the quickest way to end the

scene, Lucas won't benefit from any of the

mental-health bonuses offered by cleaning

up and covering his tracks. Plus, having

seen Lucas up close with bloody hands,

Kate will have an easier time with the

composite sketch later on.

INVESTIGATIONJanuary 2701:12 AMDoc's Diner

Day: Time:

Location:

Roughly one hour after the crime, investigators Carla Valenti and TylerMiles arrive at Doc's Diner.

After exiting the car, Carla can access an internal monologue thatreveals a bit more of what lies ahead. Tyler can perform the sameaction when he's inside the diner.

When Carla's monologueends, she can enter the diner.Tyler follows.

I have to question the witnesses and gather any clues I can in thediner. The killer must have left traces we can use to track him down.

There's been a murder in a diner. I'll try to keep my eyes openwhile I help Carla find some clues and question the witnesses.

Arrival

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Chapter 3: Investigation

DinerCarla's Mental-Health ModifiersAction Mental HealthFinds book +10Sees blood at Lucas's table +5Asks for phone list +5Drinks coffee (1st time only) +5

Tyler's Mental-Health ModifiersAction Mental HealthTalks to Martin +5Talks to Frank +5Talks to Garret (before restroom) +5Drinks coffee (1st time only) +5Calls Sam +5Plays jukebox -5

Carla and Tyler have a few goals to achieve in the diner. First, theymust get as much information as possible from Officer McCarthy andfrom Kate, the waitress. A thorough search of Lucas's booth revealsplenty of clues and evidence. Frank and Garret stand by to processany evidence you uncover.

When Carla enters the diner, sheautomatically strikes up a conver-sation with Martin McCarthy, theofficer who discovered the body.During this interactive conver-sation, have Carla focus onquestions pertaining to the murder.Martin's most valuable insight ison the victim and suspect. Carlacannot exhaust all conversation options, so choose carefully.

After Carla finishes her conversation with Martin, Tyler can speakwith him to learn more about the victim, John Winston, or the location

of some coffee. Tyler receives amental-health bonus for thisconversation. However, Tylermust question Martin beforeCarla conducts Kate's interro-gation, as Martin leaves withKate immediately after herquestioning.

Carla/Martin Conversation Topics• Martin• Suspect• Witnesses

• Victim• How• Table

• Body• Waitress• Customers

Both Carla and Tyler can speak with Garret and Frank, but Tyler is theonly one who gets a mental-health bonus by speaking with eachofficer. To receive the bonus from Garret, Tyler must speak with himbefore Tyler finds evidence in the restroom. Otherwise the conver-sation is all business, and you receive no mental-health bonus.

Table/drinks: Have Carlacheck out Lucas's table beforeshe questions Kate. She firstnotices a soda glass and a cupof coffee. These pieces of infor-mation lead to a new line ofquestioning for Kate.

Book: Carla finds a book beneath the table: Shakespeare's TheTempest. Discovering the bookallows Carla to make a mentalconnection during her conver-sation with Kate. This find alsoearns Carla some mental-healthpoints and is a key piece ofevidence, as it holds a couple ofmajor clues—don't pass it up!

Lucas's Table

Seat: If Lucas sat down afterthe murder, Carla uncoverstraces of blood on the seat. Shetells Garret and Frank to gathersome samples for analysis; shereceives mental-health points.

Check/food: Tyler looks atthe table and notices the coffeeis missing on the bill. He alsomakes note of the food onLucas's plate—Lucas barelytouched it.

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Questioning KateCarla/Kate Conversation Topics• You• Victim• Suspect• Description• Someone Else• Behavior

• Motive• John Alone• John/Suspect• Facts• Heard• Before

• Cup Coffee• Suspect's Table• Insist• Cheer Up• John/Bizarre• Suspect/Bizarre

Kate sits at a booth inthe diner's center. Carlamust conduct the inter-rogation. Like theconversation withMartin, Carla can guidethe questioning. Kate isthe only one in the dinerwho had any signif-icant interaction withLucas prior to themurder, so guide the questioning to uncover more facts about thesuspect. Learning more about John Winston (the victim) does verylittle to advance the investigation.

Ask about the suspect'sbehavior, and Kate remembersthat Lucas was reading a book.Carla makes a mentalconnection to the book shefound beneath the table.

Even more puzzling is why Katecan't remember any specificsabout who was sitting atLucas's table when Carla posesthe Suspect's Table question.

If Carla notices the cup of coffeeat Lucas's table before beginningthe interrogation with Kate, shecan ask Kate about it. Strangely,Kate can't remember servingany coffee.

Pay phone: Both Carla and Tyler can get a mental-health bonus byinteracting with the pay phone. Carla asks Frank to retrieve a list ofoutgoing calls. If Lucas made a phone call, it shows up on the list. Tylersimply uses the phone to call his girlfriend, Sam.

When the interrogation is over,Carla convinces Kate to go tothe police station in the morningto help with a composite sketchof the suspect. Martin thenescorts Kate home.

Drink coffee: To fight off fatigue, Carla and Tyler can pour themselvesa cup of coffee from behind the diner's counter. They must pour thecoffee into a cup before they consume it. Carla and Tyler can drinkcoffee repeatedly but receive mental-health points only the first time.

Other Diner Actions

The stress of the night's eventshave taken their toll on Kate.When the Insist or Cheer Upoption appears, urge Kate toCheer Up to get more informationout of her.

Ask Kate whether the suspectwas acting bizarre, and shementions a moment whenLucas stared straight aheadand ignored her.

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Chapter 3: Investigation

Jukebox: Like Lucas, Tyler can play some music on the jukebox,selecting a differenttune. But this actionannoys Carla andresults in Tyler losingsome mental-healthpoints. Even if Lucasused the jukebox, noone can retrieveevidence from it.

Restroom

John Winston's body: The victim is either on the restroom floor orin the middle stall, depending on whether Lucas attempted to hide thebody or not. When looking at the body, Carla makes note of the stabwounds on the victim's chest. Tyler notices Winston still has $100and a credit card on him, eliminating robbery as a possible motive.

Bloodstains in stall:By entering the stall whereLucas was sitting, Carla candiscover blood on the floor. Thisboosts her mental health by afew points.

If Lucas didn't hide the knife, it lies on the floor near the urinals. But ifhe hid it, the knife is in one ofthree places. While in Lucas'sstall, Carla inspects a smallventilation grid along the floor ofthe outside wall. If the knife is inhere, Carla gets a significantmental-health increase. Tylercannot search this location.

Carla and Tyler getmost of the case'shard evidence fromthe restroom. Even ifLucas cleaned upthings, there are stillplenty of clues todiscover. In fact, themore Lucas cleaned,the more there is to find.

Tyler can sit at the diner's stools, and

Carla can sit at the booths, but this

has no impact on the investigation or

the characters' mental health.

Carla's Mental-Health ModifiersAction Mental HealthFinds knife +10Finds bloodstains in stall +5Tyler urinates -10

Tyler's Mental-Health ModifiersAction Mental HealthFinds knife +10Finds blood in sink +5

Mop: Carla notices blood on themop only if Lucas used it. Shewonders why the killer wouldrisk taking the time to clean.

Blood in sink: If Lucas washedhis hands and face, Tyler canfind traces of blood in the sink,earning him some mental-healthpoints in the process.

Finding the Knife

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If the knife isn't in Lucas's stall, Tyler finds it in either the wastebasket(near the hand dryers) or in the lit stall, along the same wall as theurinals—Lucas may have stashed it in the toilet tank. Carla can'tsearch either of these areas. Tyler gets the mental-health points if hefinds the knife in one of these two locations.

There aren't too manyclues outside, but it'sstill worth a look. Beginthe search in the alleybehind the diner; usethe diner's emergencyexit to get there.

Carla has the most luck withBogart. Choose the SeenAnything and You conversationoptions. Bogart's incoherentrambling costs Carla somemental-health points, but heeventually comes through withsome information.

Other Restroom Actions

Outside Diner

BogartAfter finishing theinvestigation in therestroom, have Tylerspeak with Garret toinform him of theirfindings.

If Lucas didn't hide the knife,either Carla or Tyler discovers iton the floor; whoever discovers

the knife gains the mental-health points.Chances are, Tyler needs the points morethan Carla.

Urinals: If Tyler uses one of theurinals, it annoys and offendsCarla, degrading her mental-health significantly. The act hasno impact on Tyler.

Hand dryer: Tyler only wastestime by using the hand dryer.

Carla's Mental-Health ModifiersAction Mental HealthSees taxicab +5Uses emergency exit -10Talks to Bogart -5

Tyler's Mental-Health ModifiersAction Mental HealthUses emergency exit -10Talks to Bogart -10

Once outside, youcannot use theemergency exit toreenter the diner. IfCarla or Tyler triesto use this door,they lose 10 mental-health points. Have them use the diner'sfront door if they need to go back inside.

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Chapter 3: Investigation

As Carla walks away, Bogartmentions seeing someone exitthrough the diner's back door.He's not talking about Lucaseither, as he makes the sameremark if Lucas exited throughthe front door.

Tyler gets nothing out of Bogart.In fact, attempting a conver-sation costs Tyler 10 mental-health points.

Restroom window:Tyler can peer throughthe restroom windowbut sees nothingsignificant.

Taxi: Upon approaching thetaxi on the adjacent street,Carla thinks to check up on thetaxi company's records. Herquick thinking results in a slightboost in mental health. If Lucasleft the scene by taxi, the taxilist is a piece of evidence thatcan help incriminate him.Lucas was bleeding when he

left the diner, and he left behindevidence at either exit. If Lucasexited through the diner's frontdoor, Carla can examine asplotch of blood on the ground.Tyler cannot detect thisevidence.

If Lucas fled through the diner'semergency exit, Tyler can spot apiece of bloody cloth attached tothe chain-link fence just oppositethe door. Carla cannot see this.

Footprints: Tyler spotsfootprints in the snow at the frontor rear entrances, depending onwhich exit Lucas used.

Flaming barrel: Tyler canwarm his hands at the barrelnear Bogart, but he receives nopayoff for the action.

Other Outside Actions

Outdoor Blood Evidence

At any point during the investi-gation, Tyler and Carla can leavethe crime scene by getting intothe car they arrived in. At aminimum, make sure you'vefound or requested the followingevidence:

• Book: Beneath Lucas's table in diner

• Knife: In restroom• Pay-phone list: Carla requests from Frank• Taxi list: Carla must see taxi in the street

That's a Wrap

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14

THE DAY AFTER

Bedroom

January 277:52 AMLucas's Apartment

Day: Time:

Location:

Lucas's Mental-Health ModifiersAction Mental HealthTaking pills (no alcohol) +10Cover bedsheets +5Examine picture of parents -5Migraine (w/out pills after 10 min.) -10

I have to go on as if nothing happened, get dressed for work....

Lucas awakes from a nightmare but soon realizes his reality isn't anymore comforting than his disturbing dreams. His wrists are still bloody,and now his bedsheets are too. He has some serious cleaning up to do(mentally and physically) before he can leave for work. Even worse, apolice officer pays Lucas a visit before he can leave the apartment.

Wardrobe: This is whereLucas can put on his clothes.But he can't get dressed untilhe bandages his wrists, andhe can't do that until he takesa shower.

Window: Despite the freezingtemperature outside, Lucas'swindows are always open. Hecan close them, but it does notaffect Lucas or the story. Anidentical window is located inthe living room, near thebalcony.

Bloody sheet: Tohide the bloody sheet,Lucas can cover itwith a blanket. It's aquick fix, but it putsLucas's mind at ease,slightly increasing hismental health.

Nightstand: When Lucas gets out of bed, he experiences a dizzyspell brought on by a migraine headache. Fortunately, he can use thepills (Cross icon) on his nightstand to combat the pain. Also on thenightstand are a radio and a book, Nietzsche's Thus SpokeZarathustra. The pills give Lucas a mental-health bonus; the otherobjects have no impact.

Computer: Lucas can accesshis e-mail and the Web from hiscomputer, but no critical infor-mation is available at this time.

Family photo: Next to Lucas'scomputer is a framed picture ofhis family "before the accident."This image disturbs Lucas,reducing his mental health.

Lucas's Mental-Health ModifiersAction Mental HealthSpeaking with Marcus on phone +5

Living Room Cleanup

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Chapter 4: The Day After

As soon as Lucas leaves his bedroom, the phone rings. The phone sitson a small table on the living room's opposite side, near the kitchen.Lucas can answer the phone and speak to his brother Marcus. He tellsMarcus he's in big trouble and agrees to meet him in a park within thenext 30 minutes.

Answering machine: Whileat the phone, Lucas can checkhis messages. His ex-girlfriendTiffany called earlier to see ifshe could stop by to pick up afew of her things.

Toilet: Lucas feels alittle better afterrelieving himself.

Shower: Taking ashower doesn'timprove Lucas'smental health, but hemust do it before hecan bandage his arms.

Washer: Lucas can stash thebloody clothes in the washer.Doing so gives him a slightmental-health increase andprevents the approaching policeofficer from discovering somevery incriminating evidence.

Bloody clothes: Not far from the phone is a pile of Lucas's bloodyclothes from the night before. When he looks at the clothes, he has aflashback to the night's events.Lucas must hide these clothesbefore the police officer knockson the door. After picking up theclothes, a small window openson the screen's right, showing awasher that is located in thebathroom.

BathroomLucas's Mental-Health ModifiersAction Mental HealthUrinate in toilet (one time only) +5Bandage arms +10Hide bloody clothes +5Close bathroom mirror -10

Sink: Lucas washes his handsand face at the sink, but it hasno impact on his mental state.

Medicine cabinet: Aftershowering, Lucas bandages hisarms at the medicine cabinet.This improves his mental statebriefly, but any benefits areshort-lived. When Lucas closesthe medicine cabinet, he seesthe image of a bloody JohnWinston in the mirror's reflection.This hallucination disturbs Lucas greatly, but it cannot be avoided.

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At some point, Lucas experiences a disturbing (but helpful) premonitionwhile walking around his apartment. This is when he realizes a policeofficer is heading for his apartment.

Premonition Open Up! Police!

During this interactive vision, you must match the colored on-screenicons with the appropriate control movements. Succeeding in thisshort action sequence allows Lucas to see a policeman searching theapartment, paying particular attention to the bloody clothes and bloodysheet. If Lucas already hid the evidence, he has little to worry about.

Just as Lucas foresawin the premonition, apolice officer knocks onthe front door. If Lucashid the bloody sheetand clothes, all he mustdo is unlock the frontdoor—the key is lyingon the dining table inthe living room. Lucasmust answer the doorbefore the timer at the screen's top runs out. Otherwise, the officerbreaks down the door and arrests Lucas.

While waiting for thepolice officer to arrive,Lucas should put onsome clothes, usingthe wardrobe in thebedroom. He doesn'tneed to be dressed toanswer the door, but hemust be clothed beforeleaving his apartment.

With key in hand, Lucas canopen the front door. The officerinquires about screaming heardby the neighbors. To avoidraising the officer's suspicionlevel, use the It Was Me option.Lucas makes up a story aboutcutting himself on a mirror.

Next, the officer wants toknow if he can look around theapartment. Always choose Yesto keep suspicion low. Theofficer enters regardless ofyour answer.

No matter how quickly Lucas rushes

to get ready for work, he cannot

avoid the police officer's visit.

When he opens the door to leave,

the officer knocks. This happens

whether the premonition event has

occurred or not.

Lucas's Mental-Health ModifiersAction Mental HealthCop leaves, nothing found +10

Police SuspicionWhen the police

officer questions

Lucas, a suspicion

meter appears on the

screen's left side.

The meter rises and

falls based primarily

on Lucas's responses

to the officer's

questions. But it can also rise if the

officer notices any suspicious objects. If

the meter tops out, Lucas is arrested.

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Chapter 4: The Day After

Upon entering, the officer asksabout Lucas's wrists. If Lucasanswered It Was Me, hereiterates the story about thebroken mirror, keeping thesuspicion level low.

Bloody Sheet: Cover StoryIf Lucas failed to

hide the bloody sheets,

he jumps in front of

the bedroom door before

the officer enters.

Four dialogue options

appear in an attempt

to prevent the officer

from searching the

room. If Lucas chooses Woman or Dog, the

officer understands and halts his search.

But if he chooses Messy or Warrant, the

officer enters the bedroom and discovers

the bloody sheet, ending the game.

If Lucas hid the bloody clothes and sheets, the officer won't findanything as he searches each room. Following his search, the officerthanks Lucas for his cooperation and leaves. Relieved, Lucas receivesan increase in mental health when the officer exits.

Alcohol: A bottle of gin is stored on the low shelf just opposite thefridge. If Lucas took the pills on his nightstand, drinking the gin killshim, ending the game.However, if Lucas didn'ttake the pills, he canconsume one drink fora slight (+5) mental-health bonus. But eachadditional drinkreduces his mentalhealth (-5).

After the police officer leaves, Lucas is free to explore the rest of hisapartment—there are no more time-sensitive events. The kitchen is agood place to start, offering a few mental-health bonuses.

Lucas can perform a few more interactions in the living room, butmost of these activities have a negative impact on his mental state—choose wisely.

Lucas's Mental-Health ModifiersAction Mental HealthDrink milk in fridge (one time only) +5Drink water from sink (one time only) +5Alcohol (one time without having taken pills) +5Drink alcohol (after 1st time) -5 each time Mixing pills and alcohol Death

KitchenLucas's Mental-Health ModifiersAction Mental HealthTurn on music (one time only) +5Read newspaper by door -5TV flashback -10Lucas in boxers on balcony (every 2 min.) -10

Other Apartment Actions

Refrigerator: Inside the fridgeis a carton of milk. Lucas candrink the milk once for amental-health increase.

Sink: At the kitchen sink, Lucascan pour himself a glass of water,earning another mental-healthboost, but only on the first drink.

Tarot Card BonusCupboard: The kitchen cupboardnear the sink contains a +5 tarotcard—the other cupboard is empty.Tarot cards are hidden throughoutthe game. Each card is worth acertain amount of points. Collect thecards to unlock bonus content.

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Newspaper: A newspaperlies on the floor near the frontdoor. It contains informationabout the homicide at the diner.Reading the newspaper reducesLucas's mental health.

Television: Even worse thanthe newspaper is the television.A news report on the diner murdercauses Lucas to have a flashback,resulting in another mental-health reduction. To turn on theTV, Lucas must use the remoteon the table near the sofa.

Stereo: Lucas's stereo islocated on the shelf behind theTV. Playing some musicsoothes Lucas, increasing hismental health by 5. This bonusis only applied once, regardlessof which of the four musictracks he chooses.

Front door: The front door hasa peephole, allowing Lucas tosee into the hallway. WhenLucas finishes exploring hisapartment, he can leave throughthe front door, ending the scene.

The guitar/amp and boxing bag are

interactive in this scene, but Lucas

doesn't feel like using them. He can

put these objects to use later, in

the "Lost Love" scene.

Tarot Card Bonus

Balcony: A crow sits on Lucas's balcony railing. As he approaches,the crow flies away. Also on the balcony is another tarot card worth10 bonus points.

This scene's events have littleimpact on the rest of the story.The key goals are to maximize

Lucas's mental health and prevent him frombeing arrested. For best results, stayaway from the newspaper, television, andphoto of Lucas's family.

CONFESSION

A Walk in the Park

January 279:04 AMThe Park

Day: Time:

Location:

This is the first

time-split instance

in the game,

allowing you to

choose which

scene to play

first. Time splits occur when the

main characters are performing

tasks at the same time. In this case,

you can choose between Lucas's

meeting with Marcus (covered in

this chapter) or Carla's arrival at

the police station (detailed in the

next section). The order in which

you play the scenes in time splits

has no impact on the story line.

I must meet Marcus in the park and tell him what happened. He'llknow what to do....

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Chapter 5: Confession

Marcus

Snow floats down and coats the park as Lucas arrives to meet hisbrother Marcus. Follow the pathway ahead until Lucas approaches asquare populated with people and a tall statue. Marcus is standing tothe left of the statue.

At the first pause in the conver-sation, you can choose fromtwo out of three dialogueoptions. Wrists and Details aregood choices because they fill inthe most story.

Take care when the Police or Sick options appear—Police is the safestone. If you choose Sick, Marcussuggests that Lucas get somemental help. Lucas takes offenseand responds in an Aggressiveor Calm manner. ChoosingAggressive results in Lucaslosing some mental health.

Regardless of how well or badly the conversation goes, Marcus stilloffers Lucas a crucifix at the end.Take it to earn an extra life. Extralives come in handy during inter-active events and give Lucas thechance to retry failed sequenceswithout backtracking to a savedgame. You find more crucifixes infuture scenes.

Lucas can also lose mentalhealth in the final option bychoosing Break Off instead of Convince.

Tarot Card BonusBefore approaching Marcus, turnright at the statue and head downthe nearby walkway. A tarot card isfarther down this path and is worth20 points.

Lucas's Mental-Health ModifiersAction Mental HealthSeeing Marcus +10Aggressive w/ Marcus on Sick -5Break off -10

When Lucas is close to Marcus, their conversation automaticallybegins. Just seeing Marcus boosts Lucas's spirits, resulting in asignificant mental-health increase. Lucas begins by telling Marcusabout the murder.

Lucas/Marcus Conversation Topics• Wrists• Alone• Details• Trance• Drugs• Witnesses• Who Knows

• Powers• Visions• What Now• Little Girl• Police• Sick• Aggressive

• Calm• Convince• Break Off• Take Crucifix

(Yes/No)

There are four choices in thenext set. Like the previous set,you can select only two. ChooseTrance and Witnesses to revealsome useful information.

When the Powers or Visionsoption appears, choose Visions.This allows Lucas to talk aboutthe little girl he saw while in thetrance at the diner.

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Saving the Child

Right after the conversation with Marcus, Lucas has another premo-nition. He sees a child playing near a frozen pond, and the child slipsand falls in.

By the time Lucas is outof the water, a crowdhas gathered around,but the child is still indanger, indicated bythe timer status bar atthe screen's top. Lucascan kneel down toinspect the child.

More repetitive control inputsare needed to get the child andLucas out of the water.

Just ahead, he sees the childfrom his vision playing near thefrozen pond. But a couple ofpolice officers are approaching.

It's in Lucas's best interest tosave the child from drowning.Rush straight ahead to makeLucas jump into the pond.

Repetitive control inputs are required to make Lucas swim to the pond'sbottom. He must then pick up the child and swim to the surface.

Lucas's Mental-Health ModifiersAction Mental HealthSaving child +20Not saving child -30

Once committed to the act, Lucas mustsave the child's life or else the nearby policeofficers arrest him.

Select the Ear icon to makeLucas listen to the boy's chest—his heart has stopped.

Lucas counts down: "One, two,three." After he says "three,"interact with the child to performa chest compression. Repeatthe process until the boy sits up.

Saving the boy's life greatly improves Lucas's mental health. It alsoimpresses one of the police officers—Martin McCarthy. Martin recog-nizes Lucas from the diner but doesn't say anything. Later on, herelates this heroic incident to Carla.

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Chapter 6: Police Work

After saving the boy's life, Lucasautomatically slips away to avoiddrawing any more attention,bringing the scene to an end.

Carla's Mental-Health ModifiersAction Mental HealthEncounter Jeffrey -5Carla notices Tyler is late -5

Alternate EndingsIf Lucas stands around

or walks toward the

police officers after

the child has fallen

into the pond, Martin

recognizes Lucas from

the diner and arrests

him, ending the game.

Lucas can also just

turn around and walk

away from the scene.

However, he loses

mental-health points,

and Martin's positive

acknowledgment.

POLICE WORKJanuary 279:04 AMPolice Station

Day: Time:

Location:

Good Morning, Carla

I'm going to my office in the police station. I'll have a look at mye-mail while I'm waiting for Tyler. The results from the dineranalyses should be through today. We might learn something new....

Carla arrives at work still fatigued from the night before. Uponapproaching the front desk, Doug speaks to Carla in a noninteractiveconversation.

She can walk through eithermetal detector flanking Doug'sdesk—they both lead to thesame place.

To reach her office, Carla musttake the staircase. When thesteps branch, she can go left orright. On the second floor, thedoors at the top of the stepsboth lead to the open officespace. Speed Carla's ascent upthe steps by running.

Tarot Card BonusIn the area on the stairway'sright side, Carla finds a tarotcard worth 10 points.

Carla loses mental-

health points when

she realizes Tyler

is late. This is

unavoidable.

However, she can

use the phone in her office to give

Tyler a wake-up call. The phone is

inaccessible until she realizes this.

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22

When Carla enters the open officespace, a window on the screen'sright opens and identifies Carlaand Tyler's office—it's in theback-right corner.

If Carla walks by Frank's desk(along the back wall), he sayshi. Other coworkers issuegreetings as Carla walksaround the office space.

As Carla approaches her officedoor, Jeffrey automaticallyspeaks with her. He bothers herabout the $100 that Tyler oweshim. She brushes him off, but notbefore losing some mental-health points. Jeffrey's desk issituated near the office, so youcannot avoid this conversation.

Carla can access her e-mail, theWeb, and the police databasefrom the computer on her desk.Corresponding icons are listedat the screen's bottom.

Police database:After reading theKirsten e-mail, Carlacan search thedatabase. Using thequery "Kirsten," shefinds one entry, but thecase is classified andshe cannot access it.

E-mail: Carla has three e-mailmessages. The first is spam, andthe second is from her neighbor,Tommy. With no message title oridentifiable sender, the thirdmessage disturbs Carla. It reads:"It's all happened before....Kirsten." Carla loses somemental-health points afterreading this message, but she must see it before the scene can end.

Garret walks by asCarla reaches out toopen her office door.He informs her that thediner evidenceanalysis is complete.Carla says she'llcheck in with him afterTyler shows up.

Carla's Mental-Health ModifiersAction Mental HealthUse yo-yo (1st time only) +5Drink water(1st time only) +5Drink coffee (1st time only) +5Read Kirsten's e-mail -5

Carla and Tyler's Office

Carla's Computer

After making it into her office,Carla hangs up her coat and isready to work.

Phone: If Carla realized thatTyler is late, she can call him onher phone. She can call whilestanding or sitting at her desk.Tyler is still in bed.

You can take control of Tyler afterCarla calls him, but finish exploringthe office with Carla first.

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Chapter 6: Police Work

Web: There is no useful infor-mation on the Web. Topics includenews, weather, and world.

Lamp: Carla can turn on herdesk lamp, but it has no effect.She must be sitting to access it.

Tyler's stuff: Carla can look atTyler's basketball and desk.Both actions result in aninternal monologue.

When Carla finishes exploringthe office, switch to Tyler. He'slying on his bed. Before headinginto the bathroom, Tyler canperform a few useful actions inthe bedroom.

Look at Sam: By walking tothe bed's opposite side, Tylercan look at Sam. Tyler'sincrease in mental health isaccompanied by an internalmonologue.

Watercooler: Drinking waterfrom the cooler increasesCarla's mental health, butshe benefits from this bonusonly once.

Yo-yo: This minigame increases Carla's mental health, too. Performeach action shown atthe screen's top beforethe timer runs out.Otherwise the yo-yoloses momentum andunspools, requiringCarla to begin theroutine from the start.

Other Office Actions

Tyler Wakes Up

Bedroom

Tarot Card BonusDesk drawer: Whilesitting at her desk, Carlacan open the drawer to findanother tarot card. This oneis worth 5 points.

If Carla wants coffee, there's a

machine in the open office area. Like

water, drinking coffee provides a

one-time boost in mental health.

I've got to see Carla in her office.

Tyler's Mental-Health ModifiersAction Mental HealthLooks at Sam sleeping +5Romance with Sam +20Looks in mirror (1st time only) +5Carla Calls (during sex) -10

Sam

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Romance with Sam: Carlawon't be happy about the delay,but Tyler can earn 20 mental-health points by cozying up toSam for a few minutes. Thisaction is only possible if Tylerhas already looked at Sam.

Carla calls Tyler: While Tylerand Sam get it on, the action cutsback to Carla waiting in theoffice. She can interrupt Tylerand Sam by placing anotherphone call. Tyler loses 10mental-health points when Carlacalls, but it's the only way to gethim on task.

Shower: Tyler gets a few moremental-health points for takinga shower. This is also requiredbefore Tyler gets dressed. Samgets up from the bed and makessome coffee while Tyler isshowering.

Wardrobe: Back in thebedroom, Tyler can get dressedat the wardrobe after taking ashower. He can still enter theliving room in his underwear,but he can't leave the apartmenttill he clothes himself.

Look out window:Although he's late,Tyler feels he's upearlier than usualwhen he looks out thewindow.

Other Bedroom Actions

Bathroom

Look at bedroom mirror:Tyler can earn a few moremental-health points bychecking himself out in thebedroom mirror.

Socks figurine: Socks isTyler's favorite video-gamecharacter. He can look at thisfigurine sitting on the desk nextto his bed, but there is nobenefit to doing so.

Tyler's Mental-Health ModifiersAction Mental HealthLooks in mirror (1st time only) +5Urinates (1st time only) +5Takes a shower +5

Bathroom mirror: If Tylerhasn't looked at himself in thebedroom mirror, he can earn thesame mental-health points bylooking in the bathroom mirror.

Toilet: Tyler earns moremental-health points when heuses the toilet.

Tarot Card BonusA tarot card worth 10points lies on the floor nextto the toilet.

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Chapter 6: Police Work

Living Room/Kitchen

Coffee with Sam

Tyler's Mental-Health ModifiersAction Mental HealthPlay music +5Understanding/tender with Sam +10Conciliatory/convincing with Sam +10Upset/ironic with Sam -10Aggressive/firm with Sam -20

Tyler Leaves for WorkTyler's Mental-Health ModifiersAction Mental HealthKiss Sam +10Don't kiss Sam -30

Music: Tyler's record player and collection of Motown albums sit ona rack along the living room wall. Play some music to boost Tyler'smental health a bit more.

The following branch in theconversation is much moretreacherous. Choose theConciliatory or Convincing, asAggressive or Firm causes Tylerto lose 20 mental-health points.

Coat: If Tyler isdressed, he can grabhis coat that hangsnext to the front door. Acutaway shot of Samappears as Tyler donshis winter garb—takethis as a hint.

Kiss Sam: Before walking outthe door, Tyler can earn 10mental-health points by kissingSam good-bye. Even if theconversation went poorly, thisoption is still available. Failing tokiss Sam costs Tyler 30 pointswhen he exits the apartment.

Front door: Tyler can leave theapartment if he's dressed andwearing his coat.

When Tyler interacts with his cup of coffee, he automatically strikes upa conversation with Sam. She's worried about Tyler and the dangershe faces every day. Toavoid losing mental-health points, Tyler mustchoose Understandingor Tender at the firstpause in the conver-sation. The two otheroptions cause Tyler toget angry, degradinghis mental state.

Look at Sam: Tyler noticesSam is sulking and claims toknow the reason why.

Refrigerator: There's nothingin the refrigerator that Tyler caneat for breakfast, but he can stilllook inside.

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Tyler at the Police StationTyler arrives at the policestation to his own soundtrack.Like Carla, he can talk to Dougas he approaches the frontdesk. Doug says that Carla islooking for him.

In the office space upstairs,Tyler can speak with Garretabout the lab results. But Garretwon't give the results untilCarla is present too.

As Tyler steps into the office,Carla mentions that thewaitress will be in later for thecomposite sketch. She thenheads out into the office spaceto meet with Garret. Tyler needsto follow but not immediately.

Watercooler: Tyler can alsopour himself a drink at thewatercooler for a one-timeincrease in mental health.

E-mail: Tyler cancheck his e-mail at thecomputer on his desk.Two of the messagesare junk, but the thirdone is from Sam. Sheapologizes about herbehavior back at theapartment.

Tyler can't get into his officewithout Jeffrey confronting himabout the $100 Tyler owes him.This unavoidable encounterdrops Tyler's mental health afew points.

In the ensuing conversation, anyof the possible dialogue optionslead to the same Proposition:Tyler plays Jeffrey in a basketballgame for the money. If Jeffreywins, Tyler pays him $200. Butif Tyler wins, the debt is forgiven.This basketball game occurs in alater scene: “Double or Quits.”

Don't miss out on the coffeemachine in the open office area.Both Carla and Tyler get a slight

mental-health boost by drinking a cup ofcoffee; this works for the first time only.

JeffreyTyler's Mental-Health ModifiersAction Mental HealthEncounter Jeffrey -5

The OfficeTyler's Mental-Health ModifiersAction Mental HealthDrink coffee (1st time only) +5Drink water (1st time only) +5Use basketball +5

Coat hanger: Tyler musthang his coat on the hangernext to Carla's before gettingthe lab results.

Basketball: Like Carla's yo-yo, Tyler's basketball helps himrelieve stress, earning him afew mental-health points.

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Chapter 7: Alternate Reality

Lab Results

Sick at the OfficeLucas's Mental-Health ModifiersAction Mental HealthWash hands in restroom +5Drink coffee (1st time only) +5

After Tyler exploresthe office, he can exitand approach Garret'sdesk to receive the labresults. Carla isalready there.

Carla and Tyler take turns askingGarret about the different piecesof evidence found at the diner.This conversation covers alltopics, regardless of the orderin which you ask the questions.

Lucas's day isn't anybetter when he makesit into the office. In fact,he's feeling worsethan ever, beset by afever and generalsqueamishness.

Garret reveals a wealth of information in the lab-results conversation.Here's a rundown of what he found:• Book: The prints on the book match those on the fork and glass. If

Carla didn't find this, Frank did and processed it as evidence.• Blood/stall: Confirmed as the killer's blood, not the victim's.• Coffee cup: No prints were found on the cup other than Kate's.• Killer's booth: Garret confirms the blood on the seat did not come

from the victim.• Knife: The prints match the fork and glass at Lucas's table. Both the

victim's and the killer's blood were on the knife.• Piece of cloth (from fence): Soaked in the killer's blood.• Phone calls: If requested by Carla at the diner (this happens automat-

ically if she interacted with the phone in the diner), Garret agrees to send list to Carla.

Building a Case

If the stall blood was discoveredalong with either the knife or theblood in the booth, Carla infersthat the killer wounded himself.

After the conversation withGarret, Carla and Tyler split. Carlagoes to check out Winston'sbody at the morgue while Tylerhandles Kate's composite sketch.

ALTERNATE REALITYJanuary 273:35 PMNaser & Jones Bank

Day: Time:

Location:

This scene marks the start of another

time split. You can choose to play

as Lucas, Carla, or Tyler. While

Lucas is at work, Carla is at the

mortuary (in the "Reconstruction"

chapter), and Tyler is helping Kate

with a composite sketch (in the

"Tyler & Kate" chapter). Complete

these three scenes in any order.

I have to continue to lead my life as if nothing happened. I'll go tothe office and work the same as usual. I mustn't let anyone knowwhat's happening.

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Tarot Card BonusAfter Lucas finishes in therestroom stall, he finds atarot card worth 10 bonuspoints on the floor near thecaution sign.

Sink: Lucas can wash hishands and face at any of thethree sinks in the restroom.This increases his mental health.

Hand dryer: Just as in thediner, the hand dryer here isfunctional but has no impact onLucas's mental state.

Restroom door: Using thisdoor allows Lucas to enter theopen office space—a largeroom filled with cubicles.

After Lucas explores thecubicle farm, he entershis office. Warren,Lucas's coworker, issitting at his desk. He'sobviously agitated byLucas's flaky behavior.

The cubicle maze is easy tonavigate thanks to a small mapthat appears in the screen's top-left corner. The blue dot showsLucas's current position, and thered dot shows where he needsto go—in this case, his office.

Coffee machine: On theoffice's opposite side (from therestroom), Lucas can pourhimself a cup of coffee at thismachine. Consume coffee for aone-time only boost to hismental health.

Tarot Card BonusAnother tarot card is in thisunoccupied cubicle nearLucas's office. This one isworth 5 bonus points.

Lucas at WorkLucas's Mental-Health ModifiersAction Mental HealthLucas says yes to Tiffany +10Lucas says no to Tiffany -10Read Warren's mind -5Examine Tiffany's picture -5Use computer (1st time only) -20

Soon after Lucas takes a seat at his desk, the "Get Ready!" textappears at the screen's center, indicating the start of an interactivesequence. Match the on-screen control inputs to make Lucas readWarren's mind. But Warren's thoughts aren't complimentary andreduce Lucas's mental health. You can avoid the reduction by inten-tionally failing the interactive sequence.

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Chapter 7: Alternate Reality

Eventually the phone rings. Lucaspicks up the phone at his desk—all other options are locked untilLucas answers the phone. It'sLucas's ex-girlfriend Tiffany.She still wants to stop by Lucas'sapartment to pick up her stuff.

If Lucas responds with a yes, he gets a mental-health boost, andTiffany shows up laterin the "Lost Love"chapter. But if Lucasresponds with a no, heloses some mental-health points, andTiffany shows up at hisapartment anyway.

While sitting at his desk, Lucas experiences another interactivepremonition. If he succeeds at the interactive sequence, he has avision of Warren spilling his coffee. The vision has no impact onLucas's mental state.

Computer: Lucas must interact with his computer to make the sceneprogress. However,when he does, theword "Murderer"flashes across hismonitor, causing him tolose some mental-health points. Thisaction is unavoidable.

Shortly after the computer incident, Warren's phone rings. As hereaches to answer the phone, he accidentally tips over his cup ofcoffee, just as Lucas saw in his vision! Warren still takes the call. Oneof the office systems is down. Warren gets up to fix it, but Lucas volun-teers to take care of the problem. Before leaving, Lucas can interactwith a couple more objects.

There isn't anything left to doin the office, so Lucas goes torepair that system. Upon exitinghis office, the cubicle mapappears on the screen,showing where Lucas shouldgo to conduct the repairs.

Attack of the Giant Dust Mites

Left desk drawer: A pictureof Tiffany and Lucas is locatedin the desk's left drawer. If Lucaslooks at the picture, he getsdepressed and loses a fewmental-health points.

Right desk drawer: Acrucifix is inside the desk'sright drawer. Pick it up to gainLucas an extra life.

Lucas's Mental-Health ModifiersAction Mental HealthAfter dust mite incident -20

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As Lucas approachesthe office space'sopposite end, he has anoninteractive visionof a man in a cloak andsome giant insects. Heshakes off the disturbingimages without losingany mental health.

Enter the cubicle marked on the map to begin Lucas's repairs. But hisefforts are interrupted by a swarm of...dust mites!

As this action sequence begins, Lucas spots a large dust mitewandering the aisles in the office. His first action must be to run awayfrom the approaching oversized insect.

Match the on-screenmovements to evadethe next few dustmite attacks.

Lucas takes cover behind a cube,but a dust mite soon grabs himfrom behind. Repetitive controlinputs break the mite's graspon Lucas's neck.

30

After Lucas breaks the stranglehold, he must continue dodgingmore and more giant dust mites. In some instances, the requiredon-screen movements match Lucas's actions. For example, ifLucas jumps, the required inputs are usually up, and if he ducks,the inputs are usually down.

Lucas eventually findshimself cornered. Butinstead of attacking, thedust mites part, makingway for a bloody JohnWinston. Winstonmurmurs somethingabout a serpent withtwo heads.

Just as Winston approaches, Warren shakes Lucas, bringing himback to reality. Lucas is on the floor, and a crowd has gathered aroundhim. Embarrassed and disturbed, Lucas makes a hasty exit, losing 20mental-health points and bringing the scene to an end.

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Chapter 8: Reconstruction

Carla attends John Winston'sautopsy in an effort to betterunderstand what happenedwhen he was attacked in thediner's restroom.

The action in this scene is brokeninto four sequences. To have Carlamake new inferences based onthe coroner's technical observa-tions and her knowledge of thecrime scene, match the on-screencontrol inputs. Watch for the "GetReady!" text to flash on the screen. Following the autopsy, Carla

asks the coroner some questionsabout the three stab wounds thatpunctured the three arteriesaround Winston's heart. She canchoose two out of four topics:• Cause: The coroner confirms

the knife is the cause of the three wounds.

• Coincidence: He admits that the chance of cutting three arteries with three stabs is small but not impossible.

• Knowledge: The coroner has no way to prove the killer had knowledge of human anatomy.

• Quick: Due to complete circulatory disruption, the coroner concludes the victim's death was most likely slow.

RECONSTRUCTIONJanuary 273:34 PMMortuary

Day: Time:

Location:

Carla's Mental-Health ModifiersAction Mental HealthPass/fail 1st sequence +10/-10Pass/fail 2nd sequence +10/-10Pass/fail 3rd sequence +10/-10Pass/fail 4th sequence +10/-10

Autopsy

I'm going to the morgue today to attend the autopsy on the bodyfrom the diner. I hope to learn something new that might help meto track down the murderer.

The required control inputs are purely random, but there are only fivein each sequence; you must match them all to pass. Succeeding ateach sequence earns Carla 10 mental-health points and piecestogether more information. Failing a sequence prevents Carla frommaking new inferences and reduces her mental health by 10.

Passing the first sequence allowsCarla to see John Winston beingtaken by surprise, as there is noevidence of a struggle.

In the second sequence, Carlaconcludes that Winston's fallto the floor explains hiscracked skull.

The results of the interactive

sequences fill in more of the story

and cause Carla to gain or lose

mental-health points.

Upon passing the thirdsequence, Carla wonders whythe victim's pupils are dilated.Was it something he sawbefore he died?

If Carla passes the final inter-active sequence, she concludesthat the killer is left-handedbased on the direction of thestab wounds inflicted toWinston's chest.

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After Carla and the coronerfinish their conversation, hementions something about asimilar case back in the '90s.He reveals that the victim in thatcase also suffered the samepattern of stab wounds.

Using the Identikitsoftware on Tyler'scomputer, you cancreate a compositesketch of Lucas byselecting a face, eyes,mouth, nose, hair, andfacial hair.

When the sketch is complete,Kate reviews it and chooseswhether it's accurate or not. Ifshe chooses yes, the sketch istied to the investigation for futureuse. Choosing no allows Kate toreturn to the composite software.

The accuracy of Kate's sketch isbased on its likeness to Lucas,and it falls into four possiblecategories:• 0–25% match: Not at all Similar• 25–50% match: Sort of Similar• 50–75% match: Fairly Similar• 75–100% match: Very SimilarThe goal is to score a 75–100% match (Very Similar). Even if Katedidn't see Lucas covered in blood, it's still possible to create anaccurate sketch.

With Carla's help, the coroner remembers the name of the case—Kirsten. The same classified case file Carla discovered in the databaseafter receiving that mysterious e-mail! As the scene ends, Carla nowhas a new direction in which to focus the investigation.

TYLER & KATEJanuary 273:34 PMPolice Station

Day: Time:

Location:

Kate Morrison, the waitress from the diner, is supposed to come todo an Identikit picture...

Composite Sketch

Tyler is in the office to greet Kateas she arrives to create acomposite sketch of the suspectfrom the diner.

Kate takes a seat next toTyler's desk and listens as heexplains the procedure. Hetells her their software is kindof like a video game.

Reliable Witness

If Lucas barged out of the restroom covered

in blood, there are fewer options to choose

from when creating the composite sketch.

This is because Kate saw Lucas up close.

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Chapter 10: Lost Love

Back Home

These facial selections provide Tyler with the most accurate match toLucas, and earn a ranking of Very Similar. After Kate confirms thesketch with a yes, the scene ends.

While Lucas sits on his sofa, he can reflect (Question Mark icon) onhis stressful situation. Thisinternal monologue does notimpact Lucas's mental state.The incident at the office hasleft Lucas feeling down. Build uphis mental health by interactingwith some of the objects in hisapartment.

Television: Interact with theremote on the table near the sofato turn on the TV. If Lucas savedthe child at the park, a newsstory reports on the rescue.Afterward, a follow-up story onthe Doc's Diner homicide isreported. Lucas learns the policehave distributed a compositesketch. The news reports have no effect on Lucas's mental health orthe overall story.

Lucas can get a slightmental-health boostby playing somemusic on the livingroom stereo. He cancheck his answeringmachine, too, butthere are nomessages.

In the kitchen, Lucas can drinksome milk or gin from thefridge. But remember, if Lucasdrinks the gin, he shouldn't usethe pills on his nightstand. Unlikelast time, Lucas can't pourhimself a glass of water at thekitchen sink.

The composite sketch's accuracy

comes into play when Lucas is

questioned at work, in the "Face

Off" chapter. The more the sketch

resembles Lucas, the more suspi-

cious Tyler or Carla become during

the interrogation.

LOST LOVEJanuary 279:04 PMLucas's Apartment

Day: Time:

Location:

Lucas's Mental-Health ModifiersAction Mental HealthDrink milk (1st time only) +5Alcohol (1st time only) +5Play stereo (1st time only) +5Urinate in toilet (1st time only) +5Pass boxing sequence +10Pass guitar sequence (1st time only) +10Taking pills (no alcohol) +10Sleep on bed +10Examine family photo -5Alcohol after 1st time -5 each timeMixing pills and alcohol Death

I've just got back from work. I'm going to try to relax a little beforegoing to bed....

Cheer Up, Lucas!To boost his mental health, Lucas can

interact with most of the same apartment

items he previously used during "The Day

After" scene.

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34

Relieving himself in thebathroom's toilet is anothersource of mental-healthincrease for Lucas. Washing upin the sink has no impact.

The pills sitting on Lucas's bedroom nightstand offer a big mental-health boost, but only if he hasn'tconsumed the gin—mixing pillsand alcohol results in death.There's still no useful infor-mation (or e-mails) on Lucas'scomputer. Looking at the familyphoto near Lucas's computerstill causes a mental-health loss.

Punching bag: Using the punching bag near the balcony initiates aninteractive sequence where you match the required on-screen controlmovements. In this sequence, Lucas has three retries, indicated by thewhite dots in the screen's upper left-hand corner. If you fail a sequence,Lucas loses one of these retries but does not lose a life. If Lucas passesthis entire sequence, he exhibits some extreme power, kicking theheavy bag halfway across the room. Discovering this new abilityearns him 10 mental-health points.

Guitar/amp: To play the guitar, Lucas must first turn on the amplifier.He can play three different types of music: cool, blues, and bossa.Consider picking bossa, as Lucas later plays this type of music forTiffany—think of this as practice. After selecting a music type, youmust complete an interactive sequence similar to the punching bag. IfLucas succeeds, he receives 10 mental-health points. Lucas can keepplaying the guitar, but he receives points only on the first success.

When playing the guitar, eachmusic type has a distinct inputpattern:

* Cool: A random left tap followed by a random right tap. Repeat.

* Blues: A random left tap followed by a matching right tap. Repeat.

* Bossa: A random left tap followed by a random right double-tap.Repeat.

Bed: At some point, Lucas yawns, indicating his fatigue. By lyingdown on his bed, Lucas can sleep, which boosts his mental health by10 points (you must select the Bed icon to make Lucas sleep). Performthis action only after Lucas maxes out his mental-health options on theother objects in the apartment. When Lucas awakes, Tiffany is waitingat the front door. When Tiffany leaves, Lucas can return to bed toadvance the scene.

TiffanyLucas's Mental-Health ModifiersAction Mental HealthGet Tiffany a drink +5Sincere with Tiffany +5Sentimental with Tiffany +10Pass guitar sequence (with Tiffany) +10Kiss Tiffany +30Fail guitar sequence (with Tiffany) -10Aggressive with Tiffany -10Tiffany leaves -20Tiffany refuses kiss (leaves) -30

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Chapter 10: Lost Love

Tiffany shows up at Lucas's apartment regardless of how the conver-sation went when she called him at work in the "Alternate Reality"chapter. She also arrives whether Lucas sleeps on his bed or not.Lucas must answer the door to let Tiffany in.

Lucas/Tiffany Conversation Topics• Glass• Stuff• News• Reassuring

• Aggressive• Sincere• Cold• Alone

• Leave• Sentimental• Kiss

Lucas greets Tiffany at the doorand offers her a seat. At thispoint, a conversation starts. Bychoosing the Glass option, Lucasoffers Tiffany a drink. Lucas canpour a shot glass of gin in thekitchen and hand it to Tiffany foran increase in mental health.

The Stuff and News options are still available after giving Tiffany adrink. When you selectNews, Tiffany talksabout her job at thehospital. The Stuffoption initiates thesearch for Tiffany'sboxes. Choosing Stufffirst ends this conver-sation round, makingGlass or Newsunavailable.

Lucas must find Tiffany's boxes to continue the conversation—they'remarked with her initials, “TH.” The first box is in the corner of the livingroom, near the kitchen. Lucas must pick it up and carry it to Tiffany.

The second box is in the bedroom, stacked in the corner by thecomputer. Return it to Tiffany to resume the conversation.

After receiving herboxes, Tiffany standsup and noticessomething is wrongwith Lucas. In the nextconversation round,you can select only oneout of four options.Sincere is the bestoption as it earns Lucassome mental-healthpoints. Choosing Aggressive degrades his mental state. Reassuringand Cold have no impact. Regardless of choice, the conversationadvances to the next round.

To keep Tiffany around, select (in any order) Sentimental and Aloneduring this conver-sation round—Lucasgets some extramental-health pointswith Sentimental. BothLeave and Kiss aredead ends, causingTiffany to leave andcausing Lucas to losemental-health points.

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Passing the guitar sequenceallows Lucas a second chanceto kiss Tiffany. This time Tiffanyis receptive to the advance. Infact, she stays for the night. Allthis earns Lucas 30 mental-health points!

Lucas must pass the guitarsequence playing a bossa tune. Ifhe succeeds, he earns mental-health points and the chance tokeep Tiffany around a bit longer.But if he fails, he loses two setsof mental-health points: one afterputting down the guitar andanother when Tiffany leaves.

If Tiffany stays withLucas, she requeststhat he play the guitarfor her. Lucas mustwalk over to his guitarand turn on his ampwhile Tiffany relaxeson the floor.

Making up with Tiffany earnsLucas some mental-health points,and repairing their relationship

helps when Lucas is on the run later in"The Fugitive" chapter. He can kiss Tiffanyin that scene for 10 mental-health points.

Lucas's Mental-Health ModifiersAction Mental HealthSeeing little girl in dream -20

The Little Girl Returns

Lucas wakes suddenly in the middle of the night. Both his computerand the television have turned on automatically.

Lucas can turn off the computerand TV, but these actions aren'tnecessary.

There's something on one of Lucas's chairs too. Upon closerinspection, you see that it's a crow—and it's watching Lucas movearound the apartment. Creepy. It must have flown in through one of theopen windows or the open balcony door.

The front door is also partially open. If Lucas interacts with the frontdoor, he walks out into the hall. The door shuts behind him.

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Chapter 11: Hide & Seek

In the hall, Lucas encounters the little girl he saw in his vision at thediner. He loses some mental-health points when he wakes up, realizinghe just had a nightmare.

Lucas arrives at the cemetery tomeet Marcus at their parents'grave. He carries a bouquet offlowers in his hand. As Lucaswalks, he reveals that hisparents were killed in a caraccident 10 years ago.

To prevent Lucas from losingmental-health points during thenightmare, simply return to bed

and fall back to sleep.

HIDE & SEEK

Reverence

January 288:11 AMThe Cemetery

Day: Time:

Location:

In this time split, Lucas visits the

cemetery while Carla and Tyler work

out at the police station gymnasium

in the "Friendly Combat" chapter.

I have to meet Marcus at our parents' grave.

Tarot Card BonusLucas follows the main pathway;from here, take the short dead end tothe right. A tarot card worth 5 bonuspoints is on the ground.

Marcus stands at a grave that's off a path to the right. Lucas can placethe flowers at the grave.

After placing the flowers on thegrave, Lucas has a flashback toan incident in his youth.

Before Lucasplaces theflowers at

the grave, return tothe cemetery's mainpath and turn right.At the path's end isa tomb with a crucifix on top. Grab thecrucifix for an extra life.

At a military base in the desert, Marcus and his three friends want tosneak into one of the hangars to play hide-and-seek. Marcus tries toconvince Lucas to come along, but to no avail. The boys leave Lucasbehind as they head out to find a rumored hole in the base's fence.

Back to Wishita

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Soon after the boysleave, Lucas has apremonition—Marcusand his friends aretrapped in a fire!

At the nearby checkpoint,Lucas can try to warn thesoldier of the impendingaccident, but the soldier won'tbelieve his story. Lucas mustwarn Marcus himself, but hehas to get into the base first.

After Lucas gets over the firstfence, watch the soldiers'positions carefully—one patrolsthe nearby road. Wait until thissoldier moves away beforecrossing the road.

The hole in the next fence islocated to the north, behind alarge boulder. After crossing theroad, move along the fence line,staying in the ditch at the fence'sbase to avoid being spotted.

By moving north alongthe fence, Lucaseventually comes tothe fence hole thatMarcus's friend wastalking about. Crawlthrough to access thehangar area.

When the “Get Ready!” text appears, an interactive sequence begins.If Lucas passes, he gets a few hints on how to sneak onto the base towarn Marcus. He sees himself climbing through a hole in a fence andrunning alongside a military truck. If he fails, the vision ends and hemust figure it out on his own.

The Map

Like the office sequence in the "Alternate

Reality" chapter, Lucas has a map to guide

him through this challenge. The green mark

represents his current location, and the

red X marks the hangar entrance, which is

where Lucas must go. The blue icons

represent soldiers. The cone emanating

from these icons indicate each soldier's

line of sight. Inside the base, keep Lucas

away from these soldiers or else they

catch him, forcing you to start over. For

the purpose of this walkthrough, we assume

the top of the map is north.

Lucas locates a damaged piece of fence in the base's southeastcorner. Access the base by climbing the fence.

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Chapter 11: Hide & Seek

Have Lucas take cover behindthese large crates after crawlingthrough the fence hole. Asoldier looks directly in Lucas'sdirection, so he can't head forthe hangar just yet.

As Lucas saw in his vision, atruck approaches, headingsouth. Lucas can use this truckto mask his movements.

The soldier can't see Lucas if he stays on the truck's opposite side.When the truck is between hangars 4A and 4B, stop and head east,toward hangar 4B's secret side entrance.

Lucas runs into Marcus justinside the hangar and tells himto get out. Marcus is appre-hensive but eventually heedsLucas's warning. Lucas tellsMarcus that he'll find the others.

The three other boys are hidingin various areas of the hangar.Lucas must find them before thetimer at the screen's top expires.One of the boys is hiding in thisrow of crates, just opposite ofwhere Lucas enters the hangar.

From the crate, rush to thehangar's far corner, headingtoward the dismantled nose ofan aircraft.

There's a hole in the hangar's side, covered by a piece of sheet metal.Move the metal and crawl through the hole to enter the hangar.

Hangar 4BLucas's Mental-Health ModifiersAction Mental HealthSave all three kids +10Fail to save all three kids -20

Lucas tells the boy about the fire. He doesn't believe Lucas at first buteventually leaves.

Curt is hiding in the back of this aircraft piece. Lucas must lie to getCurt to leave. All other dialogue options are totally ineffective.

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Near the dismantled aircraftnose is a set of steps leading upto a catwalk. The last boy ishiding up here.

On the catwalk, sheets of plywood and metal lean against the hangar'sside. The final boy is hiding behind one of these sheets. Tell him thegame is over, and the boy leaves without much of an argument.

After Lucas finds all three boys (or when the timer expires), heautomatically rushes out of the hangar. When questioned outside,Lucas tells Marcus of his vision. Marcus isn't sure what to make ofLucas's odd ability.

The scene suddenly flashes forward, back to the cemetery whereLucas is standing in front of his parents' grave with Marcus. If Lucassaved all the boys, hegets an increase inmental health. But if heleft any of the boysinside the hangar, hismental state degrades.

While getting ready to workout, Carla is still thinking aboutthe autopsy and the killer'smethods. She also wonderswhat the connection is to theKirsten case.

Marcus's Referral

Warm-Up

Realizing his brother has a strange gift, Marcus hands Lucas thename and address of someone who might be able to help him.

FRIENDLY COMBATJanuary 288:11 AMGymnasium

Day: Time:

Location:

At the time split, you can choose

between Carla and Tyler. Your

choice only determines whose

internal monologue you hear at

the scene's start.

Carla/Tyler Mental-Health ModifiersAction Mental HealthDrink water (1st time only) +5Warm-up completed +10Fail warm-up (3rd time only) -5

I'm gonna warm up to be ready to come against Tyler in theboxing ring.

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Chapter 12: Friendly Combat

Meanwhile, Tylerworries about Sam'sdepressed mood.Mostly he's lookingforward to clearing hismind for a while.

Before getting in the ring, Carlaand Tyler must complete twowarm-up routines each. Thegym is filled with seven differenttypes of exercise equipment,providing a wide variety ofwork-out options. They can evencomplete two routines on thesame apparatus.

Punching ball: Carla canpound away at the punchingball to complete one of herwarm-up routines.

Hamstring machine:Although not as difficult as theweight-lifting bench, this machineis still a tough workout for Tyler,particularly as he approachesthe ninth and tenth repetition.

Radio: Carla and Tyler can alsoturn on/off the radio on thebench. Working out to sometunes is always fun.

Butterfly machine: Availableonly to Carla, the butterflymachine is the toughest warm-up she can choose.

I'm gonna warm up so I can knock Carla about the boxing ring.Knowing her, I'd better be in tip-top shape if I want to put oneover on her....

Climbing rope: Only Carlacan use the climbing rope. Thisis the least strenuous warm-uproutine Carla can perform.

Weight-lifting bench: Thebench-press routine is one ofthe toughest work-outs in thegym, requiring plenty of tirelessbutton tapping. Only Tyler canuse this piece of equipment.

Bottle of water: A water bottle sits on the bench amid the exerciseequipment. Both Carla and Tyler can drink from it to get a one-timemental-health increase.

Exercise mat: This is the only piece of exercise equipment Carla andTyler can both use. Carla uses it for abdominal crunches, and Tyler usesit for push-ups. The push-up is the easiest warm-up available to Tyler.

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Tarot Card BonusA 10-point tarot card islocated in this cornerbehind the boxing ring.

If Carla and Tyler have completedat least two warm-up routineseach, either one of them caninteract with the boxing ring tobegin the fight. They both earnmental-health points forcompleting their warm-ups.

When the match ends, start a new one by answering yes to Tyler'squestion about a rematch. Carlagets a big mental-health boostfor winning the match, but theincrease is only applied on thefirst win, so there's no reason tocontinue fighting other than forthe fun of it.

Get Ready! Fight!Carla Mental-Health ModifiersAction Mental HealthWin the match (1st time only) +20Lose the match (1st time only) -20

The fight is broken up into interactive sequences. Regardless of whichcharacter you choose at the time split, you always take Carla's side ofthe match. Whoever achieves 10 takedowns first wins the match.Watch the screen for the "Get Ready!" warning, and be ready to matchthe on-screen directional movements.

Matching the on-screen movements results in a win, while missed orincorrect inputs lead to a failure.

Following their match, Carla and Tyler discuss the case. Tyler isconfident they'll catch the killer based on the wealth of evidence theyfound at the diner. Carla is much more cautious, feeling the case ismore complex than they first anticipated.

This scene opens in CaptainJones's office as Carla andTyler fill him in on the dinerinvestigation.

Jones wants to know what kind of killer they're looking for. Out of thethree choices, Ritual best describes the case. If you choose Ritual,Carla describes several facetsof the case that point toward aritualistic killing or sacrifice.The Psychopath and SerialKiller options result in less-accurate analyses. However, itmakes no difference whichoption you choose.

THE KIRSTEN FILEJanuary 283:37 PMPolice Station

Day: Time:

Location:

Debriefing

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Chapter 13: The Kirsten File

When asked if the killer willstrike again, three moreanswers become available.Regardless of which answeryou choose, Jones's responseis the same—he wants the killerbehind bars as soon as possible.

Outside Jones's office, Carlaand Tyler agree to split up. Tylerwill look into the book foundbeneath Lucas's table at thediner while Carla attempts tofind more information on theKirsten file.

The Archive RoomCarla's Mental-Health ModifiersAction Mental HealthFind Kirsten file +20Panic (each time) -10Give up (lets Tyler do it) -30

1960-1965

Power Switch

LEGEND

Kirsten File

Light Switch

StairsTarot Card

Mobile Cabinets

Crate

1965-1970

1970-1975 Terminal

1975-1980

1980-1985

1985-1990

1980-1985

1990-2000

As Carla descends the basement steps leading into the archive room,she admits a fear of tight andconfined spaces. As such, she'snot looking forward to searchingaround the cramped archiveroom. But this is where all theold case files are located, andthey are her best chance atuncovering more details fromthe Kirsten file.

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I'm gonna go and look in the station archives to see if I can findthe Kirsten file. I suffer from claustrophobia but I'm willing toovercome my fear in order to find out what happened in that diner.

The archives room is very dark. Carla can turn on the lights by inter-acting with the switch on the wall.

Tarot Card BonusA 10-point tarot card islocated in a barricadedhallway across from thestairs. It's easier to spotwhen the lights are on.

Carla can enter the archives room by opening the door at the corridor'send. The archive room is filled with several mobile cupboards containingyears of case files archived on magnetic tape cartridges.

After stepping into the archives room, the camera switches to a first-person perspective. A meter representing Carla's breathing patternalso appears at the screen's bottom. Using the controls indicated onthe screen, keep the white vertical line centered on the meter. If thisline drifts too far to the left or right, Carla stops breathing and runs outof the archives room in a panic,losing some mental health.Unlike an action phase wherequick repetitive inputs are amust, making Carla breathedeeply requires a slow, steadyrhythm. Experiment beforemoving around.

To get past the first set of cabinets, Carla must approach the largewheel on the right. Turning it clears a path through the first set ofcabinets. Carla must continue her breathing pattern as she interactswith the cabinet wheels.

When Carla reaches the second set of cabinets, she must turn thewheel on the left first. This opens a path down the middle of thecabinets, but several crates block the exit.

Carla must rotate the wheel on the right to open an unobstructed pathto the computer terminal.

The room with the terminal is located just beyond the second set ofcabinets. After Carla finds the correct tape cartridge, she can use theterminal to read it. But the terminal needs power first.

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Chapter 13: The Kirsten File

To turn on the terminal's power, Carla must activate the power switchlocated behind the cabinets to the left. Move toward the cabinet

marked 1970–1975,but don't turn thewheel. Walk down theopen path betweenthe cabinets.

On the other side, Carla must turnthe wheel on the 1960–1965cabinet. This opens the1965–1970 cabinets.

Now Carla must turn the wheelon the 1965–1970 cabinets toopen a path to the power switch.

The power switch is located on the wall just beyond the 1965–1970cabinets. When Carla activates the switch, the terminal automaticallypowers up.

Carla must now find the Kirsten file on the other side of the archivesroom. Start by returningto the terminal. Thecoroner mentioned thatthe Kirsten case wasfrom the 1990s. Thecartridge is located in the1990–2000 cabinet.

To open the1990–2000 cabinet,Carla must first closethe 1980–1985cabinet next to it byturning the wheel onthe 1980–1985cabinet near theterminal—there aretwo sets of cabinetsfor those years.

The lights in the archive room shut offintermittently during Carla's search, butthey always turn back on. When thishappens, focus on stabilizing Carla'sbreathing, even if it means standing aroundtill the lights come back on.

Walk down the aisle Carla just created to access the second set of1980–1985 cabinets; turn the wheel to close it. This makes itpossible to open the 1990–2000 cabinet. But Carla can't reach thatside of the room because an old piece of equipment blocks the path.

Carla must backtrack tothe terminal room andcreate another path to theKirsten file cartridge.Start by closing the1980–1985 cabinetnext to the terminal.

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Carla must open the 1990–2000 cabinet before retrieving theKirsten file cartridge. After it's open, head right down the aisle to grabthe cartridge off the shelf.

Finally, Carla must return to the terminal to read the cartridge. If shehas the right cartridge, she gets a big mental-health boost. The infor-mation provided on the Kirsten file is very limited, but at least Carla getsthe names of the killer and the officer in charge of the case. Carla putsthese leads to use later in the “Questions & Bullets” and “Janos” chapters.

If you select Tyler, he mustcomplete the "Tyler and theBook" scene before retrieving theKirstin file. After returning fromTakeo's bookstore, Tyler returnsto the police station. He asksDoug at the front desk whereCarla is; he mentions she wentdown to the archives room.

Tyler to the Rescue

Kirsten File EntryCASE: HN62-84T551

VICTIM: Alan, Kirsten

KILLER: Anton Janos

DATE: 01/28/1998

POLICE OFFICER IN CHARGE: Robert Mitchell

REPORTS: None

EVIDENCES: None

Classified

Each time Carla's breathing becomes tooerratic in the archives room, she automat-ically rushes out, losing 10 mental-healthpoints. At this point, you can select Tyler.But Carla loses 30 mental-health points ifshe gives up the search.

Now Carla can open the 1985–1990 cabinet to clear a path leadingthe Kirsten file cartridge.

Tyler's Mental-Health ModifiersAction Mental HealthFinds Kirsten file +10Finds Carla depressed -10

To access the archives room, go through the door to the left side of thelobby's main staircase. Descend the steps down into the basement. Tylerautomatically loses some mental-health points when he finds Carla.She tells Tyler about the Kirsten file and asks if he can retrieve it for her.

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47

Chapter 14: Tyler and the Book

Dusty Old BooksTyler's Mental-Health ModifiersAction Mental HealthFind the bookmark +20Find Takeo's book +10Wrong book for Takeo -5

The lights are out in the archives room, and the light switch won'trespond. Fortunately, Tyler has a lighter, which he flicks on as heenters the archives. With Tyler, the camera stays in a third-personview. Even better, you don't have to control his breathing.

As requested by Carla, Tylerlooks into the book found at thediner, taking it to a storespecializing in rare books.Takeo is the bookstore's owner.

Tyler must follow the same steps as Carla, assuming Carla hasn'talready completed some of them. First he must clear a path to the powerswitch to activate the terminal. Then he must find the Kirsten filecartridge in the 1990–2000 cabinet. After he has the cartridge, hecan access the Kirsten file on the terminal, bringing the scene to an end.

If Carla fails thesearch too many times,her mental healthtotally depletes. If thishappens, she turns inher gun and badge,ending the game.

TYLER AND THE BOOKJanuary 283:37 PMTakeo's Shop

Day: Time:

Location:

Carla asked me to go and show the book we found under themurderer's table to a specialist on old books, just to see if it takesus anywhere. The guys in the office told me where to find someguy called Takeo....

Takeo is on the first floor of the store. Tyler must descend the staircasenear the front door to find him. He's just opposite the staircase,stacking some books on the floor in an odd arrangement.

To get Takeo's attention, Tyler must choose two out of three dialogueoptions (Lose, Insist, or Cough). It doesn't matter which ones. AfterTyler's second attempt to get Takeo's attention, Takeo finally noticesTyler and welcomes him to his store.

Pass an interactive

sequence during

Takeo's introduction

to make a humorous

observation, but

it's not relevant to

the story.

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Tyler/Takeo Conversation Topics• Martin• Suspect• Witnesses

• Victim• How• Table

• Body• Waitress• Customers

As the conversation begins, Tyler has to choose one of three options.Expertise or Book are good choices, even if Takeo can't provide muchinformation. The Caseoption puts Takeo onthe defensive—appar-ently his immigrationpapers aren't totallylegit. Overall, it's best toavoid revealing Tyler'sprofession.

In the second conver-sation round, avoid thePolice option. Insist isthe best choice as itreveals the most infor-mation. But Takeo stillisn't much help.

If Tyler admits he's a police officer,

you initiate another interactive

sequence. If you pass it, Tyler

criticizes himself for his clumsy

questioning tactics.

When the conversation is over, move back toward the staircase. Takeosuddenly decides to help, but Tyler must find a book for him first. Hehands Tyler a book and tells him to find another volume from the samecollection somewhere in the store.

Take the book to the desk behind the staircase to examine the bookTakeo gave Tyler. Someone named De Gruttola edited the book.

While at the desk, Tyler can also examine Lucas's book. Use themagnifying glass to spot an inscription on the opposite side of the titlepage, three pages in. Apparently the book was a gift from someonewith the initials “M. K.”

When Tyler tucks thebook back into hisjacket, a small scrap ofpaper falls out. Pick upthis bookmark to signif-icantly boost Tyler'smental health. It seemsthe piece of paper wastorn off from a computerprintout.

After finding the bookmark, Tyler can leave the store. But findingTakeo's lost book can result in more information and more mental-health points. It's best to stick around.

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Chapter 14: Tyler and the Book

The Lost Book

An open book lies on the bench near the front door. On the open pageis a list of names and dates. The name of the editor from Takeo's book(De Gruttola) is followed by the year 1796.

Select the Book iconfrom any of the third-floor white shelves, andTyler picks out the bookTakeo's looking for.

Back on the ground floor, near Takeo, is another open book sitting on adesk. This appears to be a store directory. Books published between1700 and 1800 are on the store's third floor. The books are alphabetizedand color-coded. De Gruttola should be located in the white section.

Tyler must traverse a few different sets of stairs to reach the third floor.When on the third floor, look for the white section, indicated by thecolored marks at the top of each shelf.

Tarot Card BonusA 20-point tarot card is onthe second floor, near thelast green-coded bookshelf.

Tyler's hands must be empty beforehe can pick a book off a shelf.If he's still carrying Takeo's

book, he must set it down at the deskbeneath the stairs.

Now Tyler must return the book to Takeo on the first floor. He gets anincrease in mental health for completing this miniquest.

As he promised, Takeo nowanswers any questions Tylerhas about Lucas's copy of TheTempest. In the first round,Tyler can choose from fourquestions—the Book option isthe most informative.

In the second conversationround, the three unasked topicsreappear and are joined by anew option, Rare. This is the lastconversation round, so choosecarefully. The Rare option yieldsthe most information. Overall,Takeo doesn't help that much.

Tyler/Takeo Conversation Topics•Accent•Clients

•Book•Who Sold

•Rare

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If Tyler hasn't

inspected Lucas's

book yet, the

bookmark falls out

of his coat after

he returns Takeo's

lost book.

When Tyler is finished, hecan exit Takeo's store to endthe scene.

Tarot Card BonusFind and return Takeo's book andanother 20-point tarot cardappears at the base of the stairs.

AGATHAJanuary 287:12 PMAgatha's House

Day: Time:

Location:

As Lucas walks down the snow-covered sidewalk, a small windowon the screen's right opens, showing the front door of Agatha's house.There's a light just above the door. The house is farther down thesidewalk, on the street's left side.

Marcus advised me to go and see someone named Agatha. Hethought she might be able to help me. I know nothing about her,just her address....

Looking for Agatha

Lucas can ring the doorbell at Agatha's front door. After the first ringand no response, he can open the door and enter the house.

The hall beyond the front door contains three doors, each leading to aseparate room. The room on the left sounds like it contains birds.Lucas can later explore the rooms to the left and right. To find Agatha,he must enter the door at the hall's far end.

This appears to be a séance room. Lucas can examine the table andsome of the stuffed birds, including a large crow. Most of the furnitureis covered with sheets, as if the house hasn't been lived in for a long time.

After entering the séance room, Lucas can turn left to spot anotherdoor. This one leads to Agatha's bedroom, where she's waiting forLucas. Agatha is an old woman in a wheelchair, who appears to beblind. Agatha asks Lucas why he's here. All three responses have thesame result. Without questioning Lucas any further, she assumes hisproblems are insignificant but agrees to hear him out anyway.

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Chapter 15: Agatha

Before resuming their conver-sation, Agatha requests thatLucas push her into her birdroom. Before leaving thebedroom, grab the crucifix on thenightstand to earn an extra life.

Four topic options are availablein the second conversationround, as Lucas tries toconvince Agatha he's telling thetruth. Vision is the most inform-ative choice, but no matterwhich option you pick, Agathastill isn't impressed.

With the seed in hand,Lucas must feed allthree birds in the roomby interacting withtheir cages.

When Lucas finishes his task,he can resume his conversationwith Agatha. Choose Trigger toget the most out of this round.The Manifestations option isautomatically asked afterward.

As a follow-up to theManifestations option, Lucasshows Agatha his wrists. Aftertouching the cuts on his arms,she immediately recognizesthem as snakes. Finally, shebegins to take Lucas seriously.

Tarot Card BonusTake a side trip to the adjoining bathroom to find a 20-point tarot cardnear the bathtub. Lucas can look around the bathroom, but there'snothing else of interest.

Lucas can now push Agatha by interacting with her wheelchair.Pushing the wheelchair is as easy as walking. Lucas must move backthrough the séance room and out into the hallway. In the hallway,follow the sound of birds to locate a room filled with birdcages. PushAgatha to the room's center so Lucas can continue the conversation.

During the first conversationround, Lucas can choosebetween Murder or Possessed.Regardless of which topic youchoose, Lucas tells Agathaabout the murder and his trance.Even then, Agatha feels Lucas'sstory is a bit too typical.

Lucas/Agatha Conversation Topics•Murder•Possessed•Believe

•Mad•Lost•Vision

•Trigger•Manifestations

At the end of the second conversation round, Agatha tells Lucas tofeed her birds. The seed is in a small cupboard in the room; open thebottom drawer.

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Agatha requests that Lucas push her into the séance room immedi-ately (again, interact with Agatha's wheelchair to push her around).Moving Agatha next to the table in the séance room results in a newset of instructions.

Before Agatha can begin Lucas'shypnosis, she needs some litcandles. The candles are in thetop drawer of the small cabinetnext to the hallway door.

Lucas must place the threecandles in the candle holderson the table, one by one.

Next Lucas must find away to light the candles.Agatha mentions abox of matches insidethe kitchen. Lucas mustreturn to the hallwayand enter the dooropposite the bird room.

The box of matches is on thetable. Lucas can look at a fewother items in the kitchen (likethe stove and refrigerator), butthere's nothing else of use in thekitchen—for now. Later, Lucascan use the knife on the table inthe “Back to Agatha” chapter.

Now that Lucas hasthe matches, hereturns to the séanceroom and lights thethree candles.

Tarot Card BonusLucas can retrieve a 5-pointtarot card from the kitchen.

52

When the room is dark, Lucas can finally sitdown next to Agatha and begin hishypnosis session.

After Lucas lights the candles, Agatha gives him a new set of instruc-tions. He must turn off the light (the switch is next to the hallway door)and close both drapes.

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Chapter 15: Agatha

IntrospectionLucas's Mental-Health ModifiersAction Mental HealthPass hypnosis session +20Fail hypnosis sequence -5

Agatha's hypnosis session takes the form of multiple interactivesequences. You must match the on-screen movements with theproper inputs to maintain Lucas's vision. Failing any sequence causesLucas to fall out of the hypnotic state and lose some mental-healthpoints. As the session begins, Agatha has Lucas begin at the diner.

When Lucas realizes he's not sitting at his booth, he enters therestroom and sees himself in a trance, holding the knife. Maintainingthe hypnotic vision causes Lucas to relive the murder.

You get the most useful information when Agatha has Lucas thinkback to the moments before the murder. While sitting at his booth, amysterious man in a cloak or a hooded coat approaches Lucas. Theman sits at Lucas's table and even orders a cup of coffee—but Katedoesn't seem to notice him.

After discussing The Tempest and magic, the man reaches out acrossthe table and touches Lucas's hand while reciting incantations. Thisputs Lucas in a trance.

Instead of reliving the murders, Agatha urges Lucas to follow the manas he leaves the diner through the emergency exit.

The man exits into the alley behind the diner and walks down thenearby sidewalk. Is this who Bogart saw? He eventually stops whenapproaching a figure—and a bloody John Winston spins around for aquick scare, bringing an end to the hypnosis session.

Feeling Agatha knows more than she's letting on, Lucas pleads for herhelp. Who was that man? Agatha says she must confirm some thingsbefore giving Lucas an answer, but she tells him to return tomorrownight. Lucas gets a mental-health increase when Agatha agrees tohelp him, bringing the scene to an end.

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QUESTIONS & BULLETSJanuary 287:12 PMPolice University

Day: Time:

Location:

Carla's Mental-Health ModifiersAction Mental HealthPass/fail first pistol session +10/-10Pass/fail second pistol session +10/-10

I've got to find Sergeant Mitchell to ask him about the Kirsten case.

Sergeant Mitchell

Carla arrives at the police university's shooting range to find Sgt.Mitchell, the lead investigator on the Kirsten case. The cadet near thefront door tells Carla that Mitchell is at the range's far end.

Follow the on-screen instructions for the proper controls to aim, fire,and reload. There are two typesof targets in this minigame:terrorists and innocents. Theterrorist targets are blacksilhouettes holding a pistol.Shooting a terrorist targetadds three seconds to thetimer, lengthening the session.

The Bullet icons on the screen's left side indicate how many roundsare left in Carla's magazine. When no more bullets remain, Carla mustreload to resumeshooting. For bestresults, wait for a lull inthe activity on the rangeto avoid missing atarget, even if it meansreloading with three orfour bullets left. There'sno limit to how manytimes Carla can reload.

As the session progresses, thetargets move around, makingthem harder to hit. They alsopop up and down at increas-ingly rapid intervals. As thetimer winds down, the sessioneventually ends.

Innocent targets are whitesilhouettes with their armsraised. Shooting these targetsdeducts five seconds off thesession timer.

Mitchell is busy firing off a few rounds at targets, but Carla can stillspeak to him. When Carla asks Mitchell about the Kirsten file, he's notsurprised the information is classified.

Before continuing the conversation, Mitchell suggests that Carla takein some shooting practice. Carla must pick up the protective eyewearin the stall, then grab the pistol.

Shooting any part of the rectan-gular target counts as a hit. It'snot necessary to hit the silhouette.

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Chapter 16: Questions & Bullets

Carla's performance is rated based on how long her session lasted. IfMitchell is impressed with Carla's skills, she receives a mental-health

increase. But her mental statedegrades if Mitchell thinks herperformance was poor.Whatever her result, her marks-manship skills do not impact theconversation that follows.

Mitchell tells Carla more aboutthe Kirsten case. The killer, AntonJanos, attacked Alan Kirsten ina supermarket with a knife. Theattack appeared to be sponta-neous, with no apparent motive.

In the first conversation round,Carla can choose from threetopics. If she chooses Link first,she can follow up with eitherKiller or Victim. Mitchell hasnothing useful to add about thevictim. Choosing Killer unlocksa new line of questioning.

Choosing Killer in the first roundleads to four new options. OtherElements is the best, as Mitchelldescribes the serpent carvings inthe killer's forearms. Mitchellthen describes the knife woundsto the victim's chest—threestabs, each cutting a main arteryaround the heart.

Carla/Mitchell Conversation Topics• Link• Killer• Victim

• Other Elements• Bizarre• Explanations

• Profile

If Carla chooses Victim in the first

round, she automatically asks Other

Elements in the second round, with

no other choices available.

After learning of Kirsten's wounds, Carla returns to the shooting rangefor another round of target practice. This session is just like the first—shoot the terrorist targets and don't shoot the innocents.

A new conversation roundbegins after Carla completes thesecond target-practice session.Both options lead to the sameinformation, with Mitchelldescribing more identical caseswhere a total stranger sponta-neously stabbed the victim.

The three options inthe second round alllead to the same infor-mation. Mitchell tellsCarla that most of themurderers connectedto these similar casescommitted suicide orwere declared insane.

Choosing Then in the third roundleads to the most intriguing infor-mation. Mitchell describes howhe lost his job as an investigatorbecause he looked too deeplyinto these bizarre cases, hintingat a cover-up.

Carla/Mitchell Conversation Topics• Investigation• Then• Arrests

• Links• Murderer• Kirsten File

• Files

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56

Selecting Then in the third round also allows Carla to follow up with acouple more questions.If you choose Files, Carlaasks how Mitchellknew the Kirsten filewas classified. Heexplains how all therelated case files werelocked up, with nobodyassigned to them.

As the conversation comes to a close, Mitchell suggests that Carlagive up on her case, explaining there's much more going on behind thescenes than it appears. But Carla is committed to uncovering the truth,no matter what it takes.

Dressed in basketball garb, Tyler and Jeffrey ignore the freezingtemperatures as they head to asmall court near the policestation. As to their previousagreement, if Jeffrey wins thematch, Tyler must pay him$200. But if Tyler wins, his debtwill be forgiven.

DOUBLE OR QUITSJanuary 287:12 PMPolice Station Courtyard

Day: Time:

Location:

Tyler's Mental-Health ModifiersAction Mental HealthMakes fun of Jeffrey (each time) +5Wins basketball match +20Loses basketball match -30

Tyler vs. Jeffrey

I promised to play Jeffrey in a one-on-one basketball tournament forone hundred dollars. I'll find him on the court back behind the policestation and give him a beating he's not likely to forget in a hurry....

The basketball sequence plays much like Carla and Tyler's fight in the“Friendly Combat” chapter. Match the on-screen movements with thecorrect inputs to pass each sequence successfully. The first to score10 points wins the match.

At the first interaction, Tyler can choose to Warm Up or Make Fun.Choosing Warm Up gives Tyler the first possession of the ball. If Tylermakes fun of Jeffrey, he earns some mental-health points but won'tget possession.

If Tyler has possession of the ball, passing an interactive sequencecauses him to score. But if you fail the sequence, Jeffrey getspossession.

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Chapter 18: The Storm

Lucas's Mental-Health ModifiersAction Mental HealthMarcus saves Lucas +10

On defense, Tyler must pass the sequence to get the ball back.Otherwise, Jeffrey scores and maintains possession.

Each time Tyler scoresthree or four consec-utive baskets, hemakes fun of Jeffrey,earning himself somemental-health points.

If Tyler wins the match, he earns 20 mental-health points, and Jeffreycompliments him on his game. Losing the match costs Tyler 30mental-health points. Whatever the outcome, Tyler and Jeffrey quitafter the match—no rematches are available this time.

THE STORMJanuary 2809:27 PMLucas's Apartment

Day: Time:

Location:

I'll go home after I see Agatha. All I want is to go to sleep, to forget....

When Lucas enters his apartment, the phone is already ringing. Lucasmust walk to the phone and pick up the receiver.

When he picks up the phone, he hears a strange voice. Lucas feels apresence in the room, but when he turns around, no one is there.

The balcony's glass doors fly open as a massive gust of wind rushesinto the apartment, nearly knocking Lucas off his feet.

The rush of windcontinues, throwingapartment items atLucas. He must pass aseries of directional-input actionsequences. If he failsthese, he loses a life.

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A few times the action sequenceschange. Lucas must try to reachthe door and safety. However,you must pass rapid repetitiveinput sequences to move Lucascloser to the door. If you fail these,you must restart the scene fromthe last save.

The scene switches toMarcus, who has arrived tosee Lucas. Marcus is worriedabout his brother and wantsto find out what is wrong andhow he can help.

Lucas must continue passing action sequences. He must pay closeattention or he gets really hurt.

Eventually, Lucas's apartment begins to break apart. Lucas must makehis way to the balcony, which seems to be solid. However, it, too,breaks apart, and Lucas falls.

Marcus

Lucas must stay on his toes as his apartment is being emptied one item ata time. What's worse, all the items in his apartment are trying to kill him.

Since he has never been to Lucas's apartment, Marcus is havingtrouble finding the right room. However, Marcus does not have muchtime. Lucas is hanging on for dear life. A timer bar appears at thescreen's top, showing how much time Marcus has to save Lucas. Tofind the correct door, Marcus can look at the names on the doorbells.

Lucas's door is the first one on the right. Marcus must quickly checkthe name on the doorbell and ring the bell. When no one answers,Marcus knocks loudly.

Still no one comes. However,Marcus can hear someonescreaming inside. Lucas mustbe in trouble.

Marcus backs away from thedoor and must pass a rapidrepetition action sequence sohe can bust through the doorand reach his brother.

Time is still ticking away. Marcus must use what little remaining timehe has to run across the apartment to the balcony.

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Chapter 19: Dark Omen

At the balcony's edge, Marcus looks down to see Lucas hanging on tothe edge by his fingertips.

In order to pull Lucasto safety, Marcusmust successfullycomplete anotheraction sequence.

When Lucas is safe, he receives some mental-health points. Marcusthinks Lucas was trying to kill himself since he was alone in theapartment and seems to have imagined the storm throwing things athim. Marcus is determined to help his brother in any way he can.

DARK OMENJanuary 289:27 PMCarla's Place

Day: Time:

Location:

Tyler stayed on at the office to see if he could find out somethingabout the bookmark we found in the book at the diner. I'll try tohelp him from my place.

The Bookmark

Taking a break from the case for a while, Carla relaxes in the showerwhen the phone rings.

Tarot Card BonusThere's a 10-point tarot card inCarla's bathroom. It's located in thecorner by her shower, just next tothe scale.

Carla must exit the bathroom and pass through her bedroom into theliving room. The ringing phone is on the table to her left.

It's Tyler. He's still at the officetrying to figure out where thescrap of paper he found inLucas's book came from.Carla tells him to fax it over soshe can help.

After talking to Tyler, Carla can move

about her apartment and interact with

a variety of objects. See the “Other

Actions: Carla” section at the end of

the chapter for more information.

You can also switch between Carla

and Tyler. In this scene, they must

work together (in separate locations)

to uncover the bookmark's origins.

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Tyler's Mental-Health ModifiersAction Mental HealthFax bookmark +5Yawn (1st time only) -20

Tyler Works LateCarla's Mental-Health ModifiersAction Mental HealthFind stock quotes on computer +10

Tyler's Mental-Health ModifiersAction Mental HealthRead newspaper +10Find stock quotes on computer +10

Stock Quotes

I stayed late in the office to work. I want to find out somethingabout this bookmark. I'm convinced it's the key that will open upthe path. Carla's gone home but she's gonna see what she can dothere. The first one to find something calls the other.

Back at the office, Tyler canaccess an internal monologueas he sits at his desk. Hedoesn't like leaving Sam homealone at night, but solving thiscase is a top priority.

There are threedifferent ways Carlaand Tyler can discoverthe bookmark's origins.

After faxing thebookmark, he shouldretrieve it from the faxmachine and put itback on his desk. Hecan't do anything elsetill he sets down thebookmark.

By standing up, Tyler can pick up the bookmark and carry it over to thefax machine. Tyler can fax the scrap of paper to Carla by interactingwith the fax machine—he gets an increase in mental health forcompleting this task.

Newspaper: In the office, Tyler can pick up a newspaper that is lyingon Carla's desk. The paper is open to the financial page, listing themarket's most traded stocks. Suddenly Tyler makes the connection.The numbers and symbols printed on the torn piece of paper are stockquotes. Tyler earns some mental-health points for making this discovery.

Computer: Carla and Tyler can also make the stock-quotes connectionby accessing the Web on their computers. Under the “World” sectionis a list of stock quotes. For Carla to see this Web page, she must havealready viewed the faxed copy of the bookmark. Whoever makes theconnection gets an increase in mental health.

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Chapter 19: Dark Omen

Tommy

Tommy: When Carla's neighborTommy stops by for a brief visit,he sees the faxed bookmark. Heinforms Carla of the stock-quoteinformation and tells her thatprintouts are usually printed onwatermarked paper, used toidentify the bank of origin.

As soon as Carla or Tylerdiscovers the stock-quote infor-mation, Carla and Tyler mustspeak on the phone. Next, theyneed a way to identify wherethe quotes were printed.

At some point in the evening, Carla's neighbor Tommy stops by for avisit. If Carla and Tyler have justspoken about the stock quoteson the phone, Tommy arrivesimmediately after that conver-sation. But even if they haven'tdiscovered the stock quotes,Tommy still arrives after acertain period of time.

Before answering the door,Carla must put on some clothes.The wardrobe in her bedroomcontains her usual outfit.

Tommy pours the wine intothe glasses and proposes atoast. Drinking the wine givesCarla another increase inmental health.

Carla's Mental-Health ModifiersAction Mental HealthSee Tommy at door +5Drink wine +5Conversation: Tommy +5Conversation: Carla -5Conversation: Carla work -5Tommy's first tarot reading -5Tommy's second tarot reading -5Tommy's third tarot reading -10Tommy's fourth tarot reading -10

The front door is located along the same wall as Carla's computer andfax machine. Carla gains a slight increase in mental health when sheopens the door and sees Tommy. She invites Tommy in and has himtake a seat at the table near the door

Tommy has brought over abottle of wine to share withCarla. But they need someglasses before they can drinkthe wine.

Carla finds two glasses in the corner kitchen cupboard, just above the sink.

To begin her conversation with Tommy, Carla must set the glasses onthe table and sit down.

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The first conversation roundbegins after Carla and Tommytake a drink. You can chooseone out of two questions here.The Tommy option is the best,as Carla gets a mental-healthincrease when he talks abouthis new boyfriend.

In the second conversation round, you can choose two out of threetopics. Start with the Differenceoption, as Carla tells Tommyshe's happy for him. To end theconversation round, you mustchoose either Work Carla or Carla.Whether talking about her job orher lack of a love life, Carla losessome mental-health points.

Carla/Tommy Conversation Topics

• Tommy• Work

• Difference• Work Carla

• Carla

Following the conversation, Tommy produces some tarot cards. Hewants to read Carla's future. Carla isn't superstitious, but she playsalong anyway. When Tommy sets the deck on the table, Carla mustshuffle the cards and set them back down.

Tommy sets the cards out on the table, allowing Carla to turn over twocards at a time. During this interactive sequence, it doesn't matterwhich cards Carla chooses—her reading is the same every time.

As Carla turns over the first two cards, Tommy talks about a darkperiod in Carla's future, causing her to lose some mental-healthpoints. The second pair of cards reveals that Carla is followingsomeone with “a heavy secret.” This also degrades her mental state.

Tommy sees a curse, suffering, and death in the third pair of cards thatCarla picks. She loses even more mental-health points with thisrevelation. With the final set of cards, Tommy mentions a child and twopaths: one toward life and the other toward death. This depressinginformation drops Carla's mental health again.

Tommy is apologeticabout the tarot cardreading as he gets upto leave. Despite Carla'sdrop in mental health,she takes no offense.

The WatermarkCarla's Mental-Health ModifiersAction Mental HealthTommy reveals truth of fax +20

Tyler's Mental-Health ModifiersAction Mental HealthFind watermark +20

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Chapter 19: Dark Omen

If Tyler has already faxed the bookmark to Carla, Tommy notices it,asking Carla if she's thinking about investing. At this point, Tommyreveals that the bookmark was torn off a sheet of stock quotes. He alsomentions the actual paper it's printed on should be watermarked.

Carla can also uncover the truth about the bookmark even if Tylerhasn't sent the fax by the time Tommy leaves. If this is the case, thenafter Tyler sends the fax, Carla can take it to Tommy's apartment(across the hall), where he reveals the same information. Either way,Carla gets a large boost in mental health for this discovery, recoveringsome of the points from her disturbing tarot card reading.

Back at the office, Tyler must sitat his desk and turn on the lamp(with the Light Bulb icon).

After learning of thewatermark, Carlamust call Tyler to givehim the news. Shetells Tyler to inspectthe scrap of paper for awatermark.

Interact with the bookmark for Tyler to hold it up to the light. Use thecontrols indicated on-screen to move the light around until the watermarkappears. Tyler gets an increase in mental health for finding this.

Once the watermark is visible, Tyler must call Carla. Using thewatermark, they can now traceit to the bank where it wasprinted. When Tyler offers to goto the bank, a Yes or No optionappears. If you choose Yes, Tylergoes to the bank in the nextchapter, “Face Off.” If you chooseNo, Carla visits the bank.

Working late in the office makesTyler tired. At some point, helets out a big yawn, droppinghis mental health by 20 points.This action is connected to atimer; you cannot avoid it.

If Tyler calls Carla after discovering thewatermark, the scene ends. Tyler andCarla must complete any actions they wishto perform in their respective locationsbefore Tyler calls Carla.

Tyler's Mental-Health ModifiersAction Mental HealthDrink water (1st time only) +5Drink coffee (1st time only) +5Play with basketball (1st time only) +5Yawn (one time only) -20

Other Actions: Tyler

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Watercooler/basketball: To partially restore the points lost fromfatigue, Tyler can use the same objects covered in the “Police Work”chapter to boost his mental health. In the office, the watercooler andthe basketball provide 5 points each.

Bathroom mirror: The mirrorabove the sink is the only inter-active feature in the bathroom.Carla can look at herself in themirror, but the action has noimpact on her mental state.

Toilet: Carla's toilet is locatedin a separate small room off theliving room, along the samewall as her phone. She can usethe toilet once for a 5-pointmental-health increase.

Radio: At the scene's start,Carla's radio is on. She caninteract with it to turn it off andon, which makes no differencein points. The radio plays onetrack repeatedly.

Television: By sitting on hersofa, Carla can access the TV'sremote control. Watching aforeign cooking show (on the firstchannel) boosts her mental stateby 5 points. She can access acouple of other channels, but noneof them impact her mental healthor contribute to the story.

Coffee machine: The openoffice area is empty at this hour,but Tyler can walk over to thecoffee machine and drink a cupfor another 5-point mental-health increase.

Other Actions: Carla

Tarot Card BonusWhile in the open office area,Tyler finds a 5-point tarot cardsitting on the desk farthest fromhis office door.

Carla's Mental-Health ModifiersAction Mental HealthRest on bed (1st time only) +10Use toilet (one time only) +5Watch television (one time only) +5Eat pizza (1st time only) +5

If Carla's mental health is low atthe scene's start, use some ofthe objects in her apartment to

cheer her up before Tommy arrives.Remember, Tommy's tarot card readingcauses her to lose 30 points.

Bed: Carla won't fall asleep ifshe lies on her bed, but she'llrelax enough to get a 10-pointmental-health increase.

Window: Looking out thewindow in either her bedroomor the living room triggers aninternal monologue. Carlacomments on the unusuallycold weather.

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Chapter 20: Face Off

Pizza: Carla can also get a5-point mental-healthincrease by eating a slice ofpizza from the box sitting onher kitchen counter.

Lucas sits at his desk in Naser& Jones Bank. An internalmonologue reveals he spentmost of the day sleeping in hisapartment, under Marcus'swatch. Feeling the need to getout, he eventually convincedMarcus to let him go to work.

Carla can open her refrigerator and

her kitchen cupboards, but there's

nothing else to eat or drink.

FACE OFFJanuary 294:32 PMNaser & Jones Bank

Day: Time:

Location:

Either Carla or Tyler can go to the

bank. This decision is made at the

end of the previous chapter, “Dark

Omen,” during Carla and Tyler's

last phone conversation. Although

the opening dialogue differs slightly

as Carla or Tyler introduce themselves

to Lucas, the following dialogue

and possible actions are identical.

For the purpose of this walkthrough,

Carla is the chosen investigator.

I continue to work as usual. No one must suspect anything, notuntil I find out what's happening to me.

Obstruction of Justice

Suddenly, Lucas experiences a noninteractive premonition. He cansee a police officer (Carla) entering his office.

After the premonition, the screensplits. In the new window, yousee Carla or Tyler walkingthrough the office. A timer alsoappears, indicating the time untilCarla enters Lucas's office.Lucas must hide any incrimi-nating evidence in his officebefore the timer expires.

Stand up from Lucas's desk to examine the piece of paper from whichhe tore the bookmark he used in his copy of The Tempest. The pieceof paper is on his desk's right side. Interact with the piece of paper asecond time to make Lucas hide it. The camera cuts away as Lucashides the evidence.

Later, in the “Happy Anniversary“chapter, when Carla is linkingevidence, she can use both the

piece of paper and the copy ofto incriminate Lucas; the paper links tothe bookmark and links to

. If Lucas hides these items now,he can make it impossible for Carla toattain these two pieces of evidence.However, he must maintain a low suspicionlevel throughout the interview with Carla.If his suspicion level climbs too high,Carla can search his office and discoverthe book and the paper.

Richard III

Richard IIITempest

The

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A copy of Richard III is near the computer stand on the left side ofLucas's desk. Like the piece of paper, Lucas must interact with thebook twice to hide it. As he hides it, he reveals that Marcus gave himthis book and the copy of The Tempest Lucas left behind in the diner.The camera cuts away again as Lucas stashes the book.

Just as Lucas envisioned, Carlawalks through his office doorwhen the timer expires. Carlaintroduces herself and asksLucas if she can ask him a fewquestions.

The first question is easy enough.Lucas must appear cooperative.The Subject and Me optionsallow Lucas to get by withoutraising any suspicions.

Carla's next question initiates an interactive sequence. Passing thesequence reveals Carla's innerthoughts, and Lucas can thenread her mind. Carla alreadyknows the paper is from Lucas'sbank, thanks to the watermark.She's trying to catch Lucas in alie. If you fail the interactivesequence, Carla's inner thoughtsare not revealed.

Suspicion ManagementAt the moment Carla or

Tyler enters Lucas's

office, they have no

reason to suspect

Lucas as the murderer.

Their only lead is the

bookmark with the

bank's watermark.

However, Lucas's

performance and behavior during the interview

can raise their suspicions. A suspicion meter

shows when Carla or Tyler feel Lucas is being

evasive or untruthful. If the meter climbs too

high, Carla or Tyler ask Lucas to come to the

police station for further questioning, ending

the game. But even moderate levels of suspicion

can impact different aspects of the scene—more

on this later. In this sequence, no option or

action will cause suspicion to drop. For best

results, Lucas should tell the truth as much

as possible and lie only when necessary.

Tarot Card BonusA 10-point tarot card is in the rightdrawer of Lucas's desk. Lucas mustretrieve it before Carla arrives.

Questions & Answers

Question 1: A Few QuestionsQuestion: “I have a few questions to ask you.”

The page the murderer used as a bookmark was printed in abank, Naser & Jones. We need to find out whether the murdererworks there. The IT manager ought to be able to help us....

Lucas's ResponsesOption SuspiciousSubject NoHelp YesMe NoNo Time Yes

Question 2: Bookmark from Bank?Question: “Could you confirm this listing comes from here, fromthis bank?”

Lucas's ResponsesOption SuspiciousTruth NoLie YesDodge No

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Chapter 20: Face Off

If Lucas chooses Lie, thesuspicion meter climbs slightlyand Carla has Lucas look at thebookmark again, pointing out thebank's watermark. Choosing theTruth or Dodge options prevent arise in suspicion.

Another interactive sequencebegins as Carla asks thequestion. If you pass it, Carla'sinner thoughts reveal she'salready spoken to the bankmanager about this issue. She'strying to trip Lucas up again.

Telling the truth is the only wayLucas can avoid raising Carla'ssuspicions on this question. Shealready knows that the bank'sstock buyers are the only oneswho use this paper. If Lucaschooses Lie or Ignore, he tellsher everyone in the bank usesthe same paper.

After Lucas answers, anotherinteractive sequence begins. Ifyou pass, Carla's inner thoughtsare revealed again. This time hermonologue differs based onLucas's suspicion level. If Carlacatches Lucas in more than onelie, she feels he's hidingsomething from her.

Question 4: Which Computer?Question: “Is there a way to determine which computer thisparticular document was printed from?”

Lucas's ResponsesOption SuspiciousNo NoDodge Yes

Question 3: Where?Question: “Is there any way to establish where it was printed from?”

Lucas's ResponsesOption SuspiciousLie YesTruth NoIgnore Yes

Lucas's Mental-Health ModifiersAction Mental HealthReact to dust mites (1st sequence) -10React to dust mites (2nd sequence) -20React to dust mites (3rd sequence) -20

As Carla asks the question, aninteractive sequence begins.Passing the sequence revealsthat Carla feels her questionsare beginning to upset Lucas.What she doesn't realize iswhat Lucas just saw crawlingbehind her.

Just then, Lucas notices a dust mite crawling behind Carla—this isn'tthe best time for hallucinations. Carla notices Lucas's reaction butdoesn't get suspicious—yet.

Return of the Dust MitesDuring his interview with Carla, the dust

mites from the “Alternate Reality” chapter

return. Lucas has the chance to react to

their presence during three interactive

sequences. But these dust mites can't hurt

Lucas. Reacting to them only causes Carla

to become more suspicious. Plus, Lucas

loses mental-health points each time you

pass one of these interactive sequences.

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If Lucas attempts to dodge thisquestion, Carla becomes suspi-cious and insists on an answer.Lucas is better off with the Nooption, telling Carla that thebank's printers leave no identi-fiable marks.

Right after Carla asks the question, Lucas sees dust mites falling out ofthe vent just above his desk. Aninteractive sequence allowsLucas to react to the insects.However, jumping about raiseshis suspicion level and degradeshis mental state. In this case, it'sbest to fail the interactivesequence to prevent Lucas fromflailing about.

Suddenly, a giant dust miteappears directly behind Lucas'schair. If Lucas passes this inter-active sequence, he only drawsmore suspicion to himself andloses some mental-healthpoints. Intentionally failing thissequence is the only way tomake Lucas remain calm.

Whether Lucas reacted to the dust mites or not, he must look at thecomposite sketch and give Carla a response. The sketch is the same

one created by Kate and Tyler. IfLucas chooses the No option, hisresponse sounds less thanconvincing, raising his suspicionlevel. The Joke and Dodgeoptions allow Lucas to sidestepthe question without soundingsuspicious.

Question 5: Composite SketchQuestion: “A witness helped us make a composite sketch of thesuspect. Would you mind taking a look at it?”

Lucas's ResponsesOption SuspiciousJoke NoDodge NoNo Yes

Passing the next interactive sequence causes Carla to comment inter-nally on the composite sketch.Her answer will differ based onthe sketch's accuracy. A Sort ofSimilar or Fairly Similar rankingmakes her think the sketch looksa little like Lucas. But if the sketchis ranked Very Similar, Carla isstruck by the likeness, causingher to become suspicious.

68

Lucas definitely needs a headsup on this relatively vaguequestion. If you pass the inter-active sequence, Lucasdiscovers that Carla knowsabout yesterday's incident,when Warren found him on thefloor near the cubicles. Passingthe sequence also unlocksIllness as a response choice.

The No and Don't Knowresponses both raise Lucas'ssuspicion level. This is why it'sso important to pass the previousinteractive sequence—to unlockthe Illness option. If you choosethis, Lucas makes up a plausiblestory about having infrequentepileptic seizures.

Passing the next inter-active sequence allowsLucas to see Carlaexamining his bandagedwrists, leading to hernext question.

Question 6: Unusual Activity?Question: “Have you noticed anything unusual at the bank lately?”

Lucas's ResponsesOption SuspiciousNo YesDon't Know YesIllness No

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Chapter 20: Face Off

If Lucas attempts to ChangeSubject on this question, hedoesn't have to explain hisinjuries, but he raises hissuspicion level. Choosing Liecauses Lucas to make up astory about a home-repairaccident.

69

Question 8: Photo?

Intense Interrogation

Question: “Is that you in the picture with the priest? Is he afriend of yours?”

Lucas's ResponsesOption SuspiciousTruth NoLie NoDodge Yes

Question 7: Wrists?Question: “Did something happen to your arms?”

Lucas's ResponsesOption SuspiciousChange Subject YesLie No

Carla/Tyler's Mental-Health ModifiersAction Mental HealthAsk question about paper +10

An interactive sequence beginsas Carla asks this question. Ifyou pass the sequence, Carla'sinner thoughts reveal she seesa resemblance between Lucasand the priest in the photo.

The final dust mite appears immediately after Lucas answers thequestion. This one acts as if it's going to attack Carla. Passing this

interactive sequenceresults in a rise insuspicion and a drop inmental health. Lucasshould just ignore thegiant dust mite—itwon't hurt anyone.

The following interactive sequence provides access to Carla's innerthoughts. Her internal monologue differs based on Lucas's suspicionlevel. If he has a low suspicion level (two or fewer increases), she justthinks he's a weird computerguy. Drawing suspicion three orfour times during the interviewmakes Carla think Lucas couldpossibly be the guy she'slooking for. A high suspicionlevel (five or six increases)results in Carla thinking Lucas ishighly unstable. This leads tomore questions.

Truth is the best option here. Even if Carla learns Marcus is Lucas'sbrother, it does not impact theinvestigation. Lucas can alsochoose Lie to get past thisquestion, making up a storyabout the priest being an oldfriend. However, if you chooseDodge, Lucas becomesdefensive, which raises hissuspicion level.

If Lucas maintained a low to

moderate suspicion level, he

excuses himself to wash up in the

restroom following the question

about the photo. If this is the case,

jump ahead to the “Office Search”

section later in this chapter. But if

Lucas's suspicion level is high,

Carla continues questioning him.

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Carla gets a mental-health increase for pushing the interrogationforward. Lucas must tell the truth to get past this question. The Dodgeoption only makes Carla reiterate her question, requiring Lucas tochoose from the Lie or Truth options. If Lucas chooses to lie, Carla

wonders why thebank's IT guy doesn'thave access to thepaper. She then askshim to come into thepolice station for furtherquestioning, endingthe game.

After answering Carla'squestions, Lucas excuseshimself to go splash somewater on his face in therestroom.

While Lucas is gone, Carla cansearch his office for clues.Lucas's suspicion level deter-mines how thorough of asearch Carla can perform. Hewon't be gone long, so Carlahas a limited amount of time toconduct her search.

Ballpoint pen: Regardless of Lucas's suspicion level, Carla can takethe ballpoint pen on his desk andearn some mental-health points.The pen can be dusted for finger-prints and ultimately link Lucasto the diner through the printstaken off the glass, thesilverware, and the knife.

Desk drawer: If Lucas attractedmoderate suspicion, Carla cansearch his desk's left drawer.This is one of his hiding spots. IfLucas hid the piece of paper orRichard III, one of the items willbe in this drawer. Carla's mentalhealth increases when she findseither object.

Question 9: Access to Paper? Office SearchQuestion: “Do you have access to this type of paper, Mr. Kane?”

Lucas's ResponsesOption SuspiciousLie Yes (game over)Truth NoDodge* No* return to Lie or Truth

Question 10: Where Were You?Question: “Can you tell me where you were on the night of January26th to the 27th?”

Lucas's ResponsesOption SuspiciousLie NoRestaurant Yes (game over)Resist NoDodge No

This question is Carla's last chance to haul Lucas off to the policestation. Lucas can avoid this by choosing Lie, Resist, or Dodge. IfLucas mentions therestaurant, he immedi-ately incriminateshimself—especiallysince Carla nevermentioned anythingabout the restaurant.

Carla/Tyler's Mental-Health ModifiersAction Mental HealthTake ballpoint pen +5Find paper +5Find book +5

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Chapter 21: Back To Agatha

Cardboard box: The cardboard box on the side of Lucas andWarren's desks is used as atrash receptacle. It's alsoanother hiding spot. Carla cansearch this box only if Lucas hada high suspicion level at theinterview's end. The box maycontain either the piece of paperor the book.

Lucas/Marcusphoto: Carla can lookat the photo of Lucasand Marcus on thedesk, just above theleft drawer. Shenotices somethingwritten on it: “LK, MKJune 2003.”

As Lucas returns fromthe restroom, awindow opens on thescreen's bottom,showing how close heis to his office. Carlamust wrap up hersearch quickly!

Lucas's Mental-Health ModifiersAction Mental HealthGoing to Agatha's +20See Agatha's dead body -30Find the clue +10

Lucas/Tiffany photo: Thephoto of Lucas and Tiffany (by thepen) reveals no useful information.Looking at it just wastes time.

Computer: Interacting withLucas's computer also wastestime, as there's nothing on itthat is useful to Carla.

When Lucas returns, Carla has no more questions. She thanks Lucasfor his cooperation and leaves his office, ending the scene.

BACK TO AGATHAJanuary 2907:12 PMAgatha's House

Day: Time:

Location:

Agatha asked me to go back to see her today so she could tell mewhat she knows....

Lucas returns to Agatha's house. She is the only one who seemedwilling and able to help him. The anticipation of finding some answersraises Lucas's mental health.

When you're in front of Agatha's house, walk up the steps and openthe door to enter.

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To reach Agatha'sséance room, walkdown the hallwayand open the door atthe end.

There is nothing else inthis part of the house.While Lucas can look atvarious items in thebathroom and séanceroom, they just wastetime. Return to the mainhallway, and go throughthe door on the right.

However, after Lucas enters the séance room, he realizes something iswrong. The window is open, and someone has just left. Also, the phoneis off the hook, and a police dispatcher says a patrol car is on the way.

A timer now appears at the screen's top, which shows how muchtimes remains before the police arrive. Lucas must walk over to thetable and look down at Agatha on the floor. After checking for breathingand a pulse, Lucas realizes Agatha is dead. This causes him to losemental-health points since his one source of answers is now silenced.

Tarot Card BonusLucas must look for a clue. First go through the door by the windowinto the bedroom. To the bed's right is a 10-point tarot card.

This room is filled with birdcages. Walking straight ahead from thedoor, look into one of the cages. There is a piece of paper inside.However, when Lucas tries to open the cage, he finds it locked. Heneeds a key or something with which to pry it open.

In the room is a chest with two drawers. Lucas can open either one.However, in the bottom drawer, he finds a bag of birdseed. Pick up thebirdseed to see the key inside.

Alternatively, Lucas can leave the bird room and walk across the hallinto the kitchen. There he can pick up a knife from the table and take itback to the bird room to pry open the lock.

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Chapter 22: Happy Anniversary

With either the key or the knife,Lucas can now return to thebirdcage and open it.

Reach into the cage to pick upthe scrap of paper. It is anewspaper clipping from 1928about a murder similar to theone Lucas committed. Findingthis clue gives Lucas somemental-health points.

Now it's time to leave the house. Return to the séance room and headfor the window. There Lucas can choose to Escape and hop out thewindow before the police catch him and think he is responsible forAgatha's death.

Surprise!

HAPPY ANNIVERSARYJanuary 297:12 PMTyler's Apartment

Day: Time:

Location:

Tyler's Mental-Health ModifiersAction Mental HealthComplete dance sequence +30

Carla stayed on at the police station to try to find something. Iwent home for a little rest. I know Sam needs me to spend sometime with her at the moment....

The scene opens with Tylerarriving at his apartment. Fromthe bedroom, Sam asks Tyler topreheat the oven and poursome champagne.

Tyler can complete the first taskby interacting with the oven.

After Tyler pours the champagne, Sam opens the bedroom door,wearing a revealing black dress. Tyler jokingly pretends not toremember it's their two-year anniversary but follows through withsome smooth talk.

Flattered by hiscompliments, Samasks Tyler to put onsome music. Interactwith the record playerto play some music.

The champagne is in the refrigerator. After retrieving the bottle, pourthe champagne into the glasses sitting on the kitchen counter.

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Sam wants to dance. This gives way to an interactive sequence.Supply the proper input controls to make Tyler dance with Sam.

While Tyler enjoys his anniversary party, you control Carla, who isstill at the police station,attempting to link evidence touncover the murderer's identity.In an internal monologue, shementions that all the clues fromNaser & Jones are on her deskand all the clues from the dinerare on Tyler's desk.

Eureka!Carla's Mental-Health ModifiersAction Mental HealthDrink water (1st time only) +5Use yo-yo (1st time only) +5Drink coffee (1st time only) +5Martin identifies Lucas +5Link first two clues +10Investigation solved +20Attempt to leave open office space -5Yawn -20 (every 3 min.)

Fighting FatigueEvery three minutes,

Carla yawns, causing

her to lose 20

mental-health points.

Replenish some mental

health by using the

watercooler and yo-yo

in her office. She

can also get some

coffee from the coffee machine in the open

office area.

Shortly after taking control ofCarla, the phone rings. Pick upthe phone to talk to Garret. IfCarla grabbed the ballpoint penin Lucas's office, Garretmentions he sent the fingerprintanalysis to Carla's computer.Also, if Carla saw the taxioutside the diner, Garret says thetaxi company faxed a list of destinations. Carla can now interact withthese two new pieces of evidence.

Missed or incorrect inputscause Tyler to step on Sam'sfoot. These failures restart thedance sequence. There's adefinite pattern to the danceinputs: random left tap followedby a down right tap. Repeat.

After Tyler completes the dancesequence, Sam pushes himdown onto the couch, resultingin a big boost in mental health.

Not long after Garret calls, Martin stops by to chat. If Lucas saved theboy from the pond (in the “Confession” chapter), Martin relates thestory to Carla. He apologizes for not saying anything earlier, but Carlatakes no offense. Martin says he'll be around in the open office areafilling out some reports. He tells Carla to let him know if he can helpwith anything.

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Chapter 22: Happy Anniversary

Linking the EvidenceLocating the EvidenceEvidence LocationBallpoint-pen fingerprints Carla's computerBookmark Tyler's deskComposite sketch Tyler's bulletin boardDiner fingerprints Tyler's deskNaser & Jones personnel file Carla's deskPhoto of Lucas Carla's desk (N & J file)Richard III Carla's deskStock-quotes paper Carla's deskTaxi list Fax machineTelephone list Tyler's deskThe Tempest By Tyler's basketball

Eyewitness Testimony

After Martin visits Carla, she can wrap up

the investigation by taking him the photo

of Lucas from the Naser & Jones personnel

file; it's on the back of Carla's desk,

near the fax machine. Martin immediately

recognizes Lucas as the man from the

diner. Carla gets mental-health points for

showing Martin the photo and completing

the investigation. Linking more evidence

is not necessary. Carla can call Tyler to

end the scene.

Tarot Card BonusA 20-point tarot card is on a tablenear the coffee machine in the openoffice area.

If Carla attempts to leave the open officespace, she loses 5 mental-health points.

Carla can also implicate Lucas by linking two pairs of evidence. To dothis, she must first pick up one object and choose the Memorize option.She must then pick up a corresponding piece of evidence and choose theLink option. Carla's voice-over reveals if there's a logical connectionbetween the two objects. There are seven possible connections:

Bookmark/stock-quotes paper: Thebookmark from Lucas'sbook matches the pieceof paper Carla or Tylertook from his office atNaser & Jones. Tomake this connection,Carla or Tyler musthave found the paperwhile in Lucas's office.

The Tempest/Richard III: Inorder to make this connection,Carla or Tyler must have foundthe copy of Richard III at Naser& Jones. Marcus wrote identicalinscriptions in both books.

Fingerprints from diner/ballpoint pen: The fingerprints from theballpoint pen retrieved fromLucas's desk at Naser & Jonesmatch the prints from the diner.But this link is only possible ifCarla or Tyler grabbed the penat the bank.

Carla must stand behind her chairto pick up the paper from her desk.

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Taxi list/Naser & Jonespersonnel file: Establishingthis link is possible only if Lucastook a cab home after themurder and if Carla spotted thecab in the street during thediner investigation.

After Carla has either two sets ofmatching evidence or a positiveID from Martin, she must callTyler to tell him the news.

InterruptionComposite sketch/Naser& Jones personnel file: Thecomposite sketch must rank asVery Similar in order to match itto Lucas's employee photo in theNaser & Jones personnel file.

Telephone list/Naser & Jones personnel file: If Lucas calledMarcus on the diner's pay phone, Marcus's number shows up on thephone list. Carla canmatch this to Lucas'sfamily contact infor-mation from the Naser& Jones file. But Carlamust have requestedthe phone list back atthe diner; otherwise,the list is unavailable inthis scene.

The Tempest/Naser &Jones personnel file: Carlamakes this connection bylinking Marcus's inscription inthe book to the family contactinformation in the personnelfile. These pieces of evidenceare always available.

To maximize the amount of mental-health points Carla can earn,match one set of evidence in the

office (10 points), then bring Martin thephoto of Lucas (5 + 20 points).

Tyler's Mental-Health ModifiersAction Mental HealthHasty departure -20

Tyler and Sam are still on the couch when Carla calls. Tyler mustmove Sam aside so he can get up and answer the phone.

Tyler's phone is next to therecord player. When heanswers it, Carla tells him theyhave enough evidence to arrestLucas Kane for the murder inthe diner—they must make theirmove tonight.

When Tyler tells Sam he has to go out, she's furious. He does his bestto calm her down, but he still loses a significant amount of mentalhealth when he leaves Sam behind in the apartment.

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Chapter 23: Confrontation

Bloody WashingJanuary 297:48 PMOutside Agatha's House

Day: Time:

Location:

Agatha is dead. I think her murderer knew I was going to go thereand tried to have me arrested by the police. The more I advance inthis thing, the more I feel I'm a nuisance to someone who wants toget rid of me by any means available.

This is a noninteractive cutscene.

No control inputs are necessary.

After escaping Agatha's house, Lucas experiences another vision. Hesees a laundry somewhere in the city.

The vision concludeswith another sightingof the little girl. Who isthis girl? What's theconnection?

Now Lucas sees through the eyes of the possessed employee. Theemployee approaches a woman at the back of the store—she's talkingon a phone. As he gets closer, he attacks the woman.

The mysterious man from the diner approaches the front door—Lucassees through his eyes. When an employee approaches, he puts him ina trance, just like he did to Lucas.

CONFRONTATIONJanuary 2908:03 PMLucas's Apartment

Day: Time:

Location:

This time we've got him. We've worked out every detail of theoperation. This time he can't escape. Tyler and I decided to go upto his apartment alone....

Carla's Mental-Health ModifiersAction Mental HealthGoing to Lucas's apartment +30Missed Lucas -20

Carla and Tyler are taking the elevator up to Lucas's 14th-floorapartment. Police are on the street below, but it is just the two of themgoing to arrest Lucas.

Carla must walk to the first door on the right. Tyler is waiting for herthere. Carla can then bust open the door and move in to get Lucas.

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The apartment is filled with satanic drawings and text. It looks like theplace where a deranged serial killer might live. However, the livingroom area is clear.

There are two otherdoors leading from thefirst large room. Carlacan bust through themto see if Lucas is hidingfrom them.

After exiting the bedroom, Carlacalls down to the rest of thepolice, informing them that theapartment is empty.

Lucas

The door to the right after entering the apartment leads to thebathroom. It is empty.

Have Carla try the other door. She finds the bedroom empty as well.

The disappointment of failing tocatch Lucas at his apartmentcauses Carla to lose somemental-health points.

Agatha's dead, and with her my last chance of understandingwhat's happening to me.

I don't know what to do. I'll just go home and try to find thecourage to continue....

The scene changes to the snowy streets below Lucas's apartment.Lucas is on his way home.

When Lucas arrives at the doors to his building, he has a vision wherehe sees Carla and Tyler in his apartment. Why are there satanicsymbols everywhere inside?

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Chapter 23: Confrontation

Lucas decides hebetter get away.However, when heturns around, threepolice officers havetheir guns drawn andaimed right at him.

Suddenly it is a full-fledged police chase,complete with ahelicopter.

Since Lucas is in no mood to rot away in prison, he has to get awayfrom the police. This begins a directional-input action sequence. Thefirst series allows Lucas to take care of the three police officerscovering him.

In the next series of action sequences, Lucas must charge twopolice officers across the street, dodging and ducking bullets asthey shoot at him.

Continue passing action sequences to dodge traffic coming down thestreet toward you and to grab on to the helicopter's landing skid. Thisaction requires rapid repetitive inputs to hold on for the ride.

Lucas jumps down from the helicopter onto a moving vehicle. Youmust pass an additional action sequence to jump up onto a bridge thata vehicle passes under. From there, Lucas jumps up onto a train andmakes his getaway.

Carla, Tyler, and the rest of thepolice look on, dumbfounded.How was Lucas able to pull offan escape like that?

Captain Jones Is Really AngryJanuary 2908:03 PMLucas's Apartment

Day: Time:

Location:

After the confrontation, you can go

to the next scene as either Carla or

Tyler. No matter who you choose, the

scene acts out the same way with the

same options. The only difference is

whose PDA you can access.

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Nothing worked out as I thought it would. Lucas Kane's apartmentis empty. No doubt that he's guilty: his apartment looks like apsychopath lives there, pentagrams and candles all over the place.

I don't know how he did it, but he managed to escape from fivepolice officers, stop dozens of cars, and disappear as if by miraclein the subway.

We may have underestimated Lucas Kane. I want to get himwhatever it takes.

Let's be honest: we blew it! Nothing happened the way it wassupposed to. Lucas Kane managed to escape and all we could dowas watch.

This guy can do some really crazy stuff. I saw him jump at leastten yards from the top of a truck to the subway bridge. Themanhunt is on.

Carla's Mental-Health ModifiersAction Mental HealthFirst reprimand -5Second reprimand -5

Tyler's Mental-Health ModifiersAction Mental HealthFirst reprimand -5Second reprimand -5

Captain Jones has called Carla and Tylerinto his office. He is not very happy aboutLucas getting away.

During the dressing down, Jones asks for explanations for theirfailure. At two different points, either Carla or Tyler can respond.

Whoever responds loses mental-health points for being reprimanded.Either one can take both hits or Carla and Tyler can share the pain.Finally, Captain Jones asks what the two of them plan on doing now toget Lucas. Either can answer without fear of taking a hit this time around.

As Carla and Tylerleave Jones's office,they learn that therehas been anothermurder—this one atthe laundry. Crime-scene investigatorsare there waiting forCarla and Tyler.

FALLEN ANGELS

Agatha Is Back

January 3007:56 AMSt. Paul's Church

Day: Time:

Location:

I found a place to rest in Marcus's church. I'm cold andexhausted. I'll wait for Marcus to come, then decide what to do....

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Chapter 24: Fallen Angels

The morning after the confrontation, Lucas finds himself in a church.The first action Lucas can perform is to Wake Up.

When he wakes up, Lucas stands and walks around a bit, trying to gethis bearings. How did he end up here?

When Lucas turns around, he sees Agatha seated near the church'sfront. Lucas automatically begins a conversation with Agatha.

Lucas has four optionsfor the conversation.No matter which oneyou choose, there'sonly enough time forLucas to ask twoquestions. Somethingis up, and Agathawarns Lucas to getaway, ending theconversation.

Lucas/Agatha Conversation Topics• Murder• Why

• Who• Vision

Looking up toward the church's ceiling, Lucas sees a couple of ghost-like angels emerging from the statues. However, they are not hereto help Lucas.

The Angels

An action sequence begins where Lucas must dodge the evil angels'diving attacks. To do this, follow the directional inputs shown on thescreen. Correct inputs and timing prevent the enemies from hitting Lucas.

After a few dodges, the action sequence requires repetitive inputs asLucas runs toward the back of the church, trying to escape. However,he must dodge more attacks using the directional inputs again.

As the action sequence continues (and as an angel carries Lucas), youmust alternate between repetitive inputs and directional inputs. Afterthe angel releases Lucas, he must jump and dodge angelic dives untilhe reaches the church's front door.

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Brother-to-Brother Talk

On the Scene

After Lucas escapes from theangels and returns to reality, hefinds himself with his brotherMarcus. The two begin aconversation.

Once again, Lucascan choose from fouroptions for the conver-sation; and as before,there is enough time toask only two of thequestions.

Lucas/Marcus Conversation Topics

• Agatha• Powers

• Give Up• Vision

• Lucas• Marcus

At the conversation's end, there is a choice between Lucas andMarcus. Select one of them to determine whose thoughts you hear asLucas leaves the church.

While the choices you make during

the conversations do not affect

the game's flow, they do add to the

story line. To get all of the infor-

mation, you must play this scene

twice —selecting different options

each time.

SOAP, BLOOD, AND CLUESJanuary 3007:56 AMThe Laundromat

Day: Time:

Location:

Carla and Tyler have been called to investigate two murders at aLaundromat. The two drive up in Tyler's car and get out.

After exiting the car, Carla walks across the street. Tyler tells her thathe is headed inside the Laundromat. Meanwhile, Carla talks to Garretto get some information on the crime scene.

Carla/Garrett Conversation Topics• Victims• Trail

• Kane• Clues

Carla has four options whiletalking to Garret. However,during the conversation, Carlacan ask only two of the questions.

After the conversation, Carlaenters the Laundromat and beginsthe investigation with Tyler.

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Chapter 25:

Soap, Blood, and Clues

Inside the Laundromat

Carla Looks Around

Jose's body: Carla begins by walking over to the first victim locatednear the door. She must examine Jose to see if she can find any clues.She notices that he has been stabbed through the eye, which causedhim instant death.

Carla and Tyler need to complete several things while in theLaundromat. They have two victims to examine and other clues todiscover to help them determine what happened and who might havecommitted the crime.

Two new murders have been reported in a Laundromat. Themethod resembles the way Lucas Kane operates. Tyler and I aregoing to see if we can find any clues to put us back on his tracks.

Two new murders in a Laundromat. No witnesses, no motive. Oneof the victims was stabbed three times in the heart. It looks likeLucas Kane's work. Carla and I are going to the scene of the crimeto see if we can find any clues that might put us back on his track....

Carla's Mental-Health ModifiersAction Mental HealthSees Jose's wrists +5Sees bloodstain near toolbox +5

Tyler's Mental-Health ModifiersAction Mental HealthExamines Jose +5Examines Anita +5Examines the phone +5

Jose's wrists: While still examining Jose, Carla can look closer athis wrists. They have been cut in the form of a two-headed snake.Carla hypothesizes that perhaps Lucas Kane cut his own wrists, thusleaving his blood behind in the diner bathroom. Noticing the wristearns Carla some mental-health points.

Toolbox: As Carla returns tothe entrance, have her look atthe toolbox. She notices that theknife in Jose's hand matchesthe other tools in the box. Inaddition, she gets a boost to hermental health.

Blood by entrance:Finally, Carla canexamine the blood-stain by the toolbox.Did the killer cut himselfbefore he committedthe murders?

Bloodstain on floor: Next, asCarla walks over to the nextvictim, she sees a bloodstain onthe floor. The killer must havebeen bleeding.

Anita's body: Carla alsoexamines Anita. She noticesthat this victim was killed in thesame manner as the first victimin the diner.

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Tarot Card BonusLaundry cart: The laundry cart onthe side of the room opposite thebodies contains a +10 tarot card.Walk by and pick it up.

Tyler Looks for EvidenceHave Tyler walk around and examine the crime scene, even thoughCarla has already done this. Four eyes are better than two.

Jose's body: WhenTyler examines Jose'sbody, his mentalhealth increases.

Keys in the door: As Tylerreturns to the entrance, he seeskeys in the lock on the inside ofthe door. If the door was lockedfrom the inside, how did thekiller escape? Or did he?

Pay phone: There is a payphone near Anita's body; thereceiver is off the hook. Afterexamining it, Tyler hears thedial tone—Anita never had achance to dial a number. Tyler'smental health increases more.

Washing machine: Thoughnot necessary, Tyler can lookinto the washing machine;Anita's clothes are now clean.

Anita's body: Tyler can alsolook at Anita's body. He deter-mines that the victim would haveseen her killer just before shewas attacked...and could getsome help. This action also earnsTyler some mental-health points.

After Carla and Tyler examine all that they can, have them talk to eachother to see if both have completed their investigation.

Lucas must find some shelter and some food. He begins on a snowyresidential street. To reach Tiffany's, Lucas must turn right at the firstcorner and continue down the sidewalk.

The murder scene at the Laundromat creates more questions thananswers. Carla and Tyler have a lot more to think about now.

THE FUGITIVEJanuary 3002:14 PMTiffany's Place

Day: Time:

Location:

Time to Go

Street in Soho

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85

Chapter 26: The Fugitive

Along the way, Lucassees a tramp. If hestops to talk to him,Lucas actually losesmental-health pointsas he begins to thinkthat all homeless peopleare watching him.

The AlleyI absolutely have to find somewhere with some heat, some food,and a place where I can rest for a while. Tiffany's apartment isthe only place where I might be able to rest for an hour or two. Ihave a vague memory of where she lives.

Lucas's Mental-Health ModifiersAction Mental HealthLook at tramp -5Look at crow -5Fall from drainpipe -10Open window +10

As he approaches Tiffany's apartment, Lucas has a vision alerting himto the police waiting outside the apartment. If he continues on, thepolice arrest him. There must be another way in.

Tarot Card BonusIf Lucas crosses the streetby the tramp, he finds a20-point tarot card by thenewsstand.

Turn around and walk back the way you came. Off to Lucas's left is achain-link fence he can climb. This starts an action phase as he getsover this first obstacle.

Lucas must hop over a second fence, which also requires anotheraction phase. When Lucas is over the fence's top, walk straight ahead.If he looks at the raven on the wall, he loses mental-health points.

As Lucas approachesthe wall's corner, hesees two police officersblocking his way downthe alley. Lucas automat-ically crouches down tohide behind the wall.

While waiting at the wall's corner, Lucas watches the police officersand waits until they turn, looking at each other instead of in Lucas'sdirection. This gives Lucas enough time to move directly across thealley to a corner with a drainpipe.

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Lucas must climb upthe drainpipe using asimilar action sequenceas he did to get over thefences. If he falls, hemust start over again.

As Lucas walksdown the alley, awayfrom the policeofficers, he comesupon a third chain-link fence that hemust climb over.

Lucas can now climbthrough the windowand enter Tiffany'sapartment.

Inside Tiffany's ApartmentTiffany's apartment consists of four rooms—bedroom, living room,kitchen, and bathroom. Lucas starts off in the bedroom. He needs toget some rest, find something to eat, and look for hiding places in casethe police show up.

Tiffany's apartment ison the left. Lucas cantry to open one of thewindows usingrepetitive inputs. If heopens the windowthis way, he receivesadditional mental-health points.

At the top, Lucas must move along the ledge. He has a limited amountof time to do this—a timer bar at the screen's top shows the remainingtime. As he makes his walk above the police officers, Lucas must passthree separate directional-input sequences. If he fails any of thesesequences, Lucas falls and is caught.

Now Lucas must climb down another drainpipe. If he falls this time, heloses mental-health points.

Brick: If Lucas can't open the window, there's a brick farther downthe alley. He can pick it up and use it to break a hole in the window,allowing him to reach in and unlatch it.

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Chapter 26: The Fugitive

Bedroom

Living RoomLucas's Mental-Health ModifiersAction Mental HealthSleep +10Listen to TV (intentionally) +10Listen to TV (unintentionally) +5Eat peanut butter +5Eat sandwich +5Drink milk +5Kiss Tiffany +10Listen to answering machine -20Fail search action sequence -10Tyler leaves +10

There are many things Lucas cando in the apartment to gainmental-health points. A good plan

is to sleep, watch TV, then eat. This allowsLucas to maximize his points earned.

Bed: Upon entering the bedroom, Lucas can lie down and sleep for abit. This boosts his mental health. During the police search, Lucas canhide under the bed. However, this is one of the first places Tyler looks,so find another hiding spot.

When Lucas first enters theliving room, he must pass adirectional-input actionsequence. If he passes it, hehas a vision of Tyler coming tosearch Tiffany's apartment.This gives Lucas a warning ofthings to come.

Wardrobe: During the policesearch, Lucas can hide in thewardrobe. The police will notcheck this location.

Window: During the search,Lucas can climb out thewindow and hide outside theapartment until Tyler leaves.Tyler won't think to look outthe window for Lucas.

TV remote: After the action sequence, have Lucas walk to the TVremote and turn on the TV. He gets some news about himself andabout a Mayan exhibit at the museum. This also gives him a goodincrease in mental-health points. If he waits to turn on the TV untilafter other actions, the TV turns on automatically. However, Lucas getsonly half the mental-health points.

Answering machine: Theanswering machine is locatedon the kitchen counter. If Lucaslistens to the messages, heloses 20 mental-health points.

Curtain: This is another hidingspot. However, don't use itsince Tyler will check such anobvious place.

Table: The table with the dropcloth and paint buckets on top isa good spot to hide. Tyler willnot look under this spot.

Kitchen

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Peanut butter: When Lucasopens the cupboard on theright, he finds a jar of peanutbutter. Eating this increases hismental-health points.

BathroomIn the bathroom, in-betweenthe sink and the shower, pick upa crucifix to gain an extra life.

Shower: After the police showup at the door, Lucas can hide inthe shower. This is a good spotsince Tyler will not look here.

Fridge: Open the fridge to findmore food to eat.

Sandwich: Eating thesandwich gives Lucas moremental-health points.

Milk: Lucas can wash thesandwich down with some ice-cold milk—and gain someneeded mental-health points.

Newspaper: Near the frontdoor, Lucas can pick up anewspaper. It looks like he'smade the front page.

Tarot Card BonusLeft cupboard: Look in one of thecupboards on the kitchen's left sideto find a 5-point tarot card.

After a while, Tiffany arrives at her apartment. When this happens, Lucascannot sleep or eat anymore. If their last meeting ended well, Lucas cankiss Tiffany, increasing his mental-health points. However, their conver-sation will not last very long before someone knocks at the door.

When Lucas is hidden, or when the timer runs out, Tiffany opens thedoor, and Tyler asks her some questions. Tyler enters the apartmentand begins a search. During the search, Lucas must pass four direc-tional-input action sequences. If Lucas fails one, he coughs and makesTyler suspicious. Lucas also loses some mental-health points. If Lucasfails a second sequence, Tyler finds and arrests him. Game over.

Tyler and a police officer are at the door. Tiffany delays them, giving Lucasa bit of time to hide. The meter at the screen's top shows how much timeLucas has remaining in which to hide. Lucas can hide in six of the previ-ously mentioned places. However, behind the curtains and under the bedare poor choices; the police will find Lucas if he hides there.

Tiffany and Tyler

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Chapter 27: Janos

However, if Lucas passes all but one of the sequences, Tyler will notfind him and will leave. Due to the relief of being safe for a little longer,Lucas earns some more mental-health points, and the scene ends.

JANOSJanuary 3002:14 PMBellevue Asylum

Day: Time:

Location:

Carla's investigation next takes her to the Bellevue Asylum, where shemust interview a murderer who has connections to the recent murders.

Interview with a Murderer

Based on the information Sergeant Mitchell gave me, I managedto find Anton Janos, the killer who seems to have followed exactlythe same ritual as Lucas Kane. He went crazy after the murder.He's been locked up in the maximum-security wing of theBellevue Asylum ever since. I decided to go and question him....

Carla's Mental-Health ModifiersAction Mental HealthEnter the cell area +10Talk to Janos +10Power goes out -20

While talking to the guard in the control room, the lights dim. Theguard mentions that the power has been going out due to the extremelycold weather. However, the asylum has a backup generator. The guardthen escorts Carla to the cell area and lets her in.

Carla must turn right at the second intersection and continue to theend. Another guard is waiting for her there. After talking to him, Carlacan enter the cell.

When Carla enters the cell area, she receives a mental-health boost.The cell area consists of one main corridor intersected by two perpen-dicular corridors. Carla must walk down the main corridor where shebegins, past the first intersection and through another security door.

Tarot Card BonusIf Carla walks to the maincorridor's end, she finds a10-point tarot card.

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Upon entering the cell,walk over and look atthe drawings on thewall. By noticing themnow, Carla gets a bitmore informationduring the interview.

After the interview is over,Carla can exit the cell. If shelooked at the drawings at thebeginning, Janos explainstheir meaning as she leaves.When Carla is outside the cell,the guard talks to her.

Now Carla must leave the cell area alive. To do this, she must controlher breathing as she moves toward the exit. A breathing bar appearsonce the lights go out. Whilewalking forward, use alternatinginputs to keep the slider in thecenter of the bar. It slowly movesto the right while inputs move itto the left. If the indicator reacheseither end of the bar, Carlapanics, ending the game.

Keep moving forward until Carla gets a warning and sees an inmatemoving past her. She must stop moving and breathing until the coast is

clear. This is the inter-section. Carla must turnleft and follow the leftwall. Another inmatepasses Carla to theright. If she stopsmoving and breathinguntil he passes, she willbe fine.

Carla/Janos Conversation Topics

• Vision• Kirsten• Picture• Sorry• Insist

• Leave• Not Crazy• Who• Laundromat• Why

• Other Murders• Links• Murders

Carla approaches the vacant chair and begins talking to Janos. Shestarts with four different options. No matter which question she asks,Janos gives the same response. The second conversation round hasthree more options. Once again, Janos's response is the same nomatter what Carla says. However, Carla does receive some mental-health points for her effort.

Carla has three options for the third round, and she can ask two ofthese questions before going on to the next round. From this pointforward, it does not matter which questions Carla asks since Janosgives the same answers.

However, before he can say much, the power goes out in the asylum.Carla hears clicks throughout the area as the cell doors unlock,releasing inmates into the corridors. This is a high-security area, sorunning into these inmates means death for Carla. In addition, Carla'smental health takes a big drop.

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Chapter 28: Meeting Kuriakin

When Carla is past the security door in the middle of the main corridor,the power comes back on. Now Carla can see the inmates and mustrun for the control-room door as fast as possible.

When she reaches the door, the guard opens it and lets her in. Nowthat she is safe, Carla can catch her breath and ponder what she haslearned from this experience.

Mayan Exhibit

MEETING KURIAKINJanuary 3007:31 PMMuseum

Day: Time:

Location:

In order to shed more light on the mystery surrounding himself, Lucasgoes to the museum to learn more about Mayan history and how itmight involve him.

I have to meet this specialist on the Mayan religion, ProfessorKuriakin. He'll be able to tell me more about Quechnitlan. I used falsepretenses to get an appointment to see him. I'd better be careful. I'mpublic enemy number one on the front page of all the newspapers....

Lucas's Mental-Health ModifiersAction Mental HealthHelped by Kuriakin +20Denounced by Kuriakin -20Kuriakin -20

At the scene's start, Lucas speaks with the security guard at theMayan exhibit's entrance. The guard tells Lucas that Dr. Kuriakin hasbeen expecting him.

Lucas can now walk into the room and look at several of the variousartifacts. Many depict human sacrifice and the Mayan religious beliefs.

Dr. Kuriakin is standing next to atable with his back to theentrance. Walk over to him andstart a conversation.

Tarot Card BonusAfter entering the room, turnleft and head toward theroom's corner. Near a displayis a 5-point tarot card.

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Lucas/Dr. Kuriakin Conversation Topics• Freelance• Invent• NationalGeographic• NY Times• Joking• Avoiding

• Other World• Thoughts• Serpent• Oracles• Sacrifices• Oracle Kills• Ritual

• Conclusion• Executioner• Lie• Truth• Trust• Show Forearms• Visions

After Lucas introduces himself as a journalist, Dr. Kuriakin asks whatpaper he writes for. Lucas has four options. However, if he does notanswer in time, Dr. Kuriakin becomes suspicious. The best answer isNY Times, because it causes the least amount of suspicion. No matterwhich Lucas chooses, he must pass a directional-input sequence tokeep Kuriakin's suspicion down.

After Kuriakin explains thesymbolism found in the artifact,Lucas has three choices forcontinuing the conversation.The best choice is Thoughts,and then either Other World orSerpent. These two options bothprovide similar information.

The next conversationround gives Lucas twochoices. If he selectsOracles, he gets moreinformation to furtherthe story line.

Dr. Kuriakin heads over to a relief of a two-headed snake. Follow himover to the artifact to continue the conversation.

Dr. Kuriakin asks Lucas if he's seen him before. If Lucas tries toavoid the question, Kuriakin gets suspicious. Therefore, Lucasshould make a joke.

Dr. Kuriakin now heads over to another artifact; follow him to continuethe conversation. For the first topic choice, it does not matter whatLucas selects. However, for the second topic choice, select Executionerfor more details.

By this time, Dr. Kuriakin realizes that Lucas is not who he claims tobe. When given the choice, Lucas should tell the truth rather than lie.After that, select either Show Forearm or Visions to get Dr. Kuriakinfirmly on his side.

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Chapter 29: Mayan Secrets

Since Dr. Kuriakin nowbelieves Lucas, heasks Lucas to followhim out the employeeexit so he can talk tohim further. Lucasmust head out the exitto the parking garage.

Lucas wakes up and findshimself in a jungle somewhere.This certainly isn't where hefell asleep.

As Lucas and Dr. Kuriakin walk out into the parking garage, a car comesracing toward them. This starts a directional-input action sequence.

The danger is not over. More cars come after Lucas, requiring bothdirectional and repetitive sequences that you must pass in order forLucas to survive.

Parking Garage

The Oracle

If Lucas passes the firstsequence, he jumpsout of the car's way.However, Dr. Kuriakinis not so lucky.

After successfully avoiding all the cars that are trying to kill him, Lucasfinally has a chance to check on Dr. Kuriakin. Unfortunately, the doctordid not survive, and this source of information comes to an end.

MAYAN SECRETSJanuary 3104:59 AMUnknown

Day: Time:

Location:

I wake up in the jungle....

A man in a strange costume is walking around Lucas. It is the Oracle.Lucas begins a conversation with him.

Lucas/Oracle Conversation Topics

• Chromo• Die

• Me• Visions

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Lucas can choose fromfour different questions.After asking the first, hecan ask only one moreof the remaining three.During the conver-sation, the Oracle tellsLucas that one of themmust die—and that oneis Lucas.

If you fail the action sequences,the vision slowly fades away.However, the vision only helpsfurther the story. WhetherLucas sees the entire vision ornot does not affect later scenes.

The ClanJanuary 3107:21 PMUnknown

Day: Time:

Location:

The Oracle appeared to me. I was in the jungle, near this oldMayan temple. He said I have the “Chroma.” I have no idea whathe means. He tried to kill me again. Agatha intervened in the nickof time. She told me to find the little girl from my visions. TheOracle is looking for her. I have to find her before he does.

DANGER AND UBIQUITYJanuary 3109:01 PMSleazy Motel

Day: Time:

Location:

In this scene, there are three different

things going on simultaneously.

During this, you can control three

characters at different times.

I found a safe place to hide in this seedy hotel. I'm not going tostay too long, just long enough to get some sleep and think aboutwhat to do next....

Lucas

The Oracle conjures up a jaguar out of the clay. This is to be theinstrument of Lucas's death. Italso starts an action phase.Lucas must pass a series ofdirectional-input actionsequences. As he completesthese, he can jump over roots,duck under branches, and keeprunning away from the jaguar.

The jaguar eventually catchesup to Lucas. However, just as itis about to pounce on Lucas, thejaguar is halted in midair.Agatha has saved Lucas andgives him a warning.

Lucas learns that the Oracle ispart of the Orange Clan. Itseems that they are concernedabout Lucas having the Chromaand about the existence ofanother clan.

Lucas is lying in a bed. However,he is having a vision. Lucas seesthe Oracle reporting to some group.In order to keep the vision open,Lucas must complete a series ofdirectional-input action sequences.If Lucas is successful, the visionplays out to its conclusion.

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Chapter 30: Danger and Ubiquity

Lucas's Mental-Health ModifiersAction Mental HealthVision of Marcus -10Marcus saved +30Marcus dies -60Escape from Carla and Tyler +20Phone call from the Oracle -20

Window: Lucas can openthe window, but this onlywastes time.

TV remote: The TV remote isnear the phone. You can use itto turn on the TV and watch itfor a while, but this, too, justwastes time.

Phone: Lucas must reach thephone and call the church to tellMarcus to get away from theOracle. If he does not make thecall before the timer runs out,Marcus dies.

A timer appears at the screen'stop, which shows how muchtime Lucas has to warn Marcusof the danger at the church.Walk over to the bed's otherside to phone Marcus.

Lucas awakes from sleep afterhaving a vision. In it he seesMarcus in the church—and theOracle is coming toward him.Lucas loses some mental-health points due to the vision.

MarcusThe scene now switches toMarcus at the church. He sees aperson approaching at thesame time he hears the phonein his office ring.

Door: If Lucas tries to open thedoor, he receives a vision thatshows Carla and Tyler out in thehallway. If Lucas continues to goout the door, Carla and Tylercatch him.

Marcus/Oracle Conversation Topics

• Telephone • Talk

Lucas/Marcus Conversation Topics• Explain • No Time • Oracle

Marcus must decide whether toanswer the phone or talk to theOracle. The Telephone choice isthe best. If Marcus decides totalk to the Oracle, the Oracle killshim, and Lucas loses a lot ofmental-health points.

After deciding to answer thephone, Marcus must walk tothe left toward his office door. Inhis office, Marcus can pick upthe phone to talk to Lucas.

Lucas has three choices for theconversation. However, sincethe Oracle is coming forMarcus, No Time is the onlyway to save Marcus's life; theother selections take too long,and the Oracle will kill Marcus.

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Carla

LucasCarla and Tyler arrive at thehotel after receiving a tip thatLucas is in room 369. Carla isexcited to finally catch hersuspect and receives a mental-health boost.

After Lucas warns him, Marcusmust move to his office door andquickly lock it before the Oraclecan enter. The bar at thescreen's top shows how muchtime Marcus has remaining.After Marcus locks the door, heis safe, and Lucas earns somemental-health points.

96

I went to question Anton Janos in his cell in the Bellevue Asylum.He's completely out of his mind. He rants on about some secretcaste, something or other to that effect.

I would have concluded that he was of no use to my investi-gation...except that he knew about the Laundromat killings. Hegave me details about what happened there that he couldn't havepossibly have known. Unless he was present at the murder.

Carla's Mental-Health ModifiersAction Mental HealthBeginning of scene +30Missed Lucas again -30

Carla can walk over to the door and bust it open. Inside are a couple ofpeople—neither of them are Lucas. Wrong room. As they leave, Carlanotices that the third numeral on the door was a 6 that had flippedover to look like a 9. The real room 369 is on the left at the hall's end.Carla must walk down there to finally arrest Lucas.

Unfortunately, Carlaand Tyler are too late.Lucas is gone. Thedisappointment ofmissing Lucas againcosts Carla all of themental-health pointsshe gained at thescene's beginning.

However, Lucas isjust outside thewindow, hiding.

After Carla and Tyler leave, Lucas climbs back into the hotel room andearns some mental-health points for avoiding being arrested.

After the Lucas and Marcussequences, Carla and Tyler areready to enter Lucas's roomand arrest him.

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Chapter 31:

Fate On Russian Hills

Lucas arrives at the fun fair. Tiffany is being held at the top of the rollercoaster. Lucas must release her before the Oracle kills her.

The phone rings. Lucas can walk over and pick it up. Maybe it'sMarcus. However, when Lucas answers it, he hears Tiffany's voice.She is in trouble. The Oracle then comes on the line and tells Lucas tohurry or Tiffany will die. Of course, the stress of this call costs Lucassome mental-health points.

FATE ON RUSSIAN HILLSJanuary 3110:13 PMThe Fun Fair

Day: Time:

Location:

The Oracle has kidnapped Tiffany. She's at the old fun fair. I knowit's a trap. They're gonna try to kill me. But what else can I do?Anyway, it's time the whole thing came to an end....

Rescue Tiffany

Lucas's Mental-Health ModifiersAction Mental HealthSave Tiffany +20End of level -95

At the start, turn to the right and run past the first carnival stand and tothe right of the stand at the walkway's end.

Tarot Card BonusNow move Lucas toward the carousel. Look near the old stand to thecarousel's left to find a 20-point tarot card.

On the snow in the cornerbetween the carnival booth andthe fence, Lucas finds a crucifixthat gives him an extra life.

Turn around and head backtoward the entrance. Lucascan stop and look at the trampsitting next to an old building.The tramp sure looks familiar.

Lucas must now head to theroller coaster. Turn right at thecarousel to reach the ride.However, there is no car to takehim to the top.

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Lucas must enter the control room through the side door and use the lever.

This action brings a roller-coaster car down the track; itstops at the boarding area.

Lucas can now walk over to thecar, climb in, and pull down thesafety bar.

The car automatically takes Lucasto the top of the roller coaster,where Tiffany is being held.

Raise the safety bar to exit thecar. Lucas sees Tiffany, who istied to a post on an elevatedplatform.

An action sequence commencesas Lucas steps onto the board.Using left and right inputs, Lucasmust keep his balance or fall tohis death below.

However, the Oracle has set atrap for Lucas. The Oraclestands on the opposite platform,blocking Lucas and Tiffany fromreturning to the roller-coaster car.

The Oracle raises his handsand causes Lucas and Tiffany'splatform to sway and thencrash to the ground below,sending the two to their deaths.As a result, Lucas loses almostall of his mental-health points.

After Lucas makes it across, walk behind Tiffany and untie the ropesbinding her. Freeing Tiffany gives Lucas a mental-health bonus.

CHILD'S PLAY

Get to the Hangar

February 109:40 PMUnknown

Day: Time:

Location:

I have to get past the watchtowers and the patrols to reach thesecret hangar.A narrow board leads from Lucas's platform to where Tiffany is tied

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The two boys want to see whatis in the secret hangar on thenearby military base. Therefore,Lucas must climb out thewindow. Marcus follows him.

This scene is a flashback towhen Lucas and Marcus werekids. Both are asleep in theirbedroom. Lucas wakes up tostart the scene.

Jump down from the top bunkand wake up Marcus, who isasleep in the bottom bunk.

A map now appears on thescreen. This shows the boys'location and the route they musttake to reach the hangar. Lucasleads Marcus. Start off bytaking a right at the corner oftheir building.

When the boys reach the end of the first building, they must stop.There are two soldiers around the corner to the right. Wait until thesoldiers look in the boys' direction twice, then rush across to the nextbuilding before the soldiers see them.

If the soldiers catch the boys, you

end up back at Lucas and Marcus's

room or to the last save spot. The

boys can then try again to reach the

secret hangar.

When the boys reach the end ofthe second building, find ahiding spot from the soldier whois straight ahead and coming intheir direction. A good place tohide is by the jeep.

After the soldier passes the boys'hiding spot, Lucas and Marcusmust continue past the thirdbuilding and turn right, followingthe yellow trail on the map. At theend of the building near the map'scenter, they must stop, or asoldier on patrol near the centralguard tower will spot them.

One at a time, the two brothersmust move across the centralarea. They must veer left a bit toavoid the spotlight. The first boyshould wait near the building onthe opposite side until hisbrother makes it across.

When the two brothers aretogether again, follow the pathon the map, between the twobuildings, to a rock they canhide behind. There is anothersoldier blocking their way.

The boys need a distraction. Either Lucas or Marcus can head back tothe corner of the building where they just made the right turn—at the

map's bottom. When the boygets there, he can pick up a rockand throw it toward a soldier.This causes the soldier on patrolin the map's middle to moveaway from his post. The boymust then return to where hisbrother is waiting.

Chapter 32: Child’s Play

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If they can get the soldier tomove, the boys can climb thetelephone pole and go across thewire toward the hangar.

Marcus volunteers to create a distraction—even though it means hewill be taken home and won't see the inside of the hangar. Marcusmust go back toward the map'scenter, turn left, and go aroundthe central building to the spotbetween two buildings that ismarked with a red "X" on themap. There he finds a barrel tokick to lure the soldier over to him.

Marcus's distraction gives Lucas a chance to move to the telephonepole and climb to the top. This requires an action sequence; if you fail,Lucas falls and must start over again.

At the pole's top, Lucas mustcrawl along the wire to anotherpole. Watch the spotlights, andgo past them as they moveaway from the wire or Lucaswill be spotted.

At the other pole, slide down tothe ground and prepare to makethe final dash to the hangar.

If Lucas follows the path on the map and avoids the spotlights, hemakes it to the hangar. Soldiers catch him if a spotlight shines on him.

As the flashback is occurring,the Oracle is reporting to theClan that Lucas has been killed.

Checkmate!February 109:40 PMUnknown

Day: Time:

Location:

At the hangar, follow the wallaround the corner to the left untilLucas finds the door. Use the latchto open the door and enter thehangar. Lucas must keep movingthrough the darkened corridors.

Lucas reaches another door thathe must open. When hecontinues through this last door,he finally sees what the secrethangar holds.

In order to view this vision in its entirety, you must pass a directional-input action sequence.

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To reach Tiffany's grave, takethe last pathway to the right.The new grave is on the left side.

When Carla looks down at thegrave, Lucas approaches andbegins a conversation with her.

THE PACTFebruary 110:24 PMThe Cemetery

Day: Time:

Location:

Lucas Kane called me to suggest a meeting. I should have told myboss and organized a police operation to arrest him. I decided notto tell anyone and to go there alone to find out what he had to sayfor himself....

Carla's Mental-Health ModifiersAction Mental HealthTrusting +5Wary -10Alliance with Lucas +20

Lucas's Mental-Health ModifiersAction Mental HealthAlliance with Carla +10

Carla starts out at the cemetery'sentrance. She must look forTiffany's grave. It is the only newgrave here.

Carla must walk straight aheadand follow the path to the right,continuing toward the path's end.

In the first part of the conver-sation, Carla has two choices ofhow to act. If she decides to betrusting, she gains somemental-health points.

If she chooses Wary, she pulls agun on Lucas and loses mental-health points.

Carla/Lucas Conversation Topics• Trusting• Wary• Oracle• Why

• Indigo Child• Apartment• Lucas• Lucas's Victims

• Roots• Other Murders• Help• Me

The final round of the conver-sation has only two choices.Either one gives Carla the sameinformation.

The next round of questioning islong or short, depending on thechoices. To get the most out ofit, choose these selections inthe following order: Lucas,Lucas's Victims, Other Murders,and Roots.

During the course of the conver-sation, directional-input sequencesappear. Pass them to hear Carla'sthoughts, which reveal herobservations and feelings.

In the second round of questions,choose Why followed by IndigoChild to get the most information.

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Chapter 33: The Pact

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Carla's Mental-Health ModifiersAction Mental HealthTells Tyler the truth +10Lies to Tyler -10

In the end, Carla and Lucasagree to work together to findand protect the Indigo Child.As a result, both Carla andLucas receive bonus mental-health points.

February 2709:30 AMUnknown

Day: Time:

Location:

Lucas is having another vision.To keep the vision open until theend, Lucas must pass a direc-tional-input action sequence.

In the vision, Lucas sees theIndigo Child. He can determinewhere to find her from the logoon her dress—the SaintThomas Orphanage.

Lucas wakes up from the vision and is comforted by Carla.

FROZEN TO THE BONEFebruary 2709:30 AMPolice Station

Day: Time:

Location:

As the thermometer continues to drop, Carla and I meet up at thepolice station to try to organize help for the population.

Jade

Carla/Tyler Conversation Topics• Admit • Lie

Carla can either tell Tyler thetruth or lie. If she tells the truth,Carla gains mental-health points.

However, if she lies to Tyler,Carla loses mental-health points.

After talking to Carla, Tyler's girlfriend, Sam, walks through the door.Tyler must walk over to talk to her.

Carla and Tyler meet up at thepolice station. It continues toget colder and colder.

After talking about the military takingover the evacuation plans for the city,Tyler questions Carla on whethershe is telling him everything sheknows about the Kane case.

Tyler's Mental-Health ModifiersAction Mental HealthLeaves with Sam +20Sam leaves alone drops to 5

Tyler/Sam Conversation Topics• Stay • Leave

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Sam is leaving for Florida and wants Tyler to join her. Tyler mustdecide what to do.

If Tyler decides to quit the policeforce and go with Sam to Florida,he earns mental-health points.

However, if Tyler decides to stayon the force and in the city, hismental-health points dropdrastically.

After the conversation withSam, Tyler can walk back overto Carla and talk to her to endthe scene.

WHERE IS JADE?February 2711:07 AMThe Orphanage

Day: Time:

Location:

The Indigo Child is in Saint Thomas' Orphanage. I've got to findher before the Oracle does....

Lucas's Mental-Health ModifiersAction Mental HealthFinds Jade +10Does not find Jade in time -10Refuse to give Jade to Agatha +10Give Jade to Agatha -10

Lucas and Carla pull up in frontof the Indigo Child's orphanage.Hopefully they have made itbefore the Oracle.

Lucas now has a limited amountof time to find Jade, as shown bythe timer bar across the screen'stop. You don't have time to checkall seven rooms.

Lucas can get out of the car and must walk up the path to the orphanage.

After opening the door, Lucaswalks in, passing the nun at thedesk and continuing to thedormitory area.

Tarot Card BonusOpen the second door on the left in the dormitory area, and enter theroom to find a 10-point tarot card on the table by the window.

Have Lucas head to the last dooron the right. Inside he finds acrucifix on the bench. Pick it upto gain an extra life—whichcomes in handy later on.

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Chapter 35: Where Is Jade?

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Lucas must reach the last door onthe left before the timer runs out.After he enters this room, theOracle arrives at the orphanage.However, the timer stops for now.

In the vision of the Indigo Child,Lucas saw a painting of theMadonna behind the girl. Thatmeans the correct room is acrossthe hall from this painting.

Lucas picks up Jade and runs forthe roof's edge. Pass a rapid repet-itive sequence to jump across agap to another building's roof.

Eventually a large water tankfalls on the Oracle, and severalpolice helicopters arrive.However, the Oracle is still aliveand goes after Lucas and Jade.

Lucas can pick up Jade. When hedoes, he receives bonus mental-health points. It is time to get out.

Lucas can look at the IndigoChild's medical chart. It tells himthat her name is Jade. She isautistic and has never spoken.

However, when Lucas gets to theroof, the Oracle is there waiting.Lucas sets Jade down in the snowand prepares to battle the Oracle.

Lucas must act quickly and runfor the door on the right, marked"Exit." This takes him to the roofwhere he can hopefully escape.

The Oracle is standing at thedormitory entrance and isblocking the exit. He offers togive Lucas a quick death ifLucas gives the child to him.

There are also a few sequencesrequiring rapid repetitive inputs.

Lucas must engage in a longseries of directional-input actionsequences. If he fails a sequence,he loses a life.

A few more action sequences follow as Lucas runs along the side of abuilding, away from the police helicopters.

Finally, Lucas and Jade duckthrough an open window into aroom and away from the policehelicopters. However, they arenot alone. Agatha is in the roomand begins a conversation.

Lucas/Agatha Conversation Topics• Agatha• Indigo Child• Manipulate• You

• Amusement Park• Dead• Why• Resuscitated

• Accept• Refuse

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The conversation continues throughtwo more rounds of information.It does not matter which choicesLucas makes, since all providesomewhat similar information.

During the first conversationround, Lucas has four options.Each leads to more informationabout why the Indigo Child is soimportant and about Lucas's role.

Lucas must pass a direction-input action sequence. If he does,he hears a mechanical voicecoming from Agatha—she is notwhat she seems. Finally, Lucasmust decide whether or not togive Jade to Agatha. Keep Jadeto gain mental-health points.

If successful, Lucas breaksaway and busts through a wall,falling to the ground below.Carla is waiting for them.

A homeless man beckons themtoward a sewer opening. Lucas,Jade, and Carla reach themanhole and drop down to safety.The cyborg is left on the street,and soldiers from the helicoptersattack it. The creature escapeswhile the Oracle watches.

Agatha is a cyborg. Lucas is then forced to pass a rapid repetitivesequence to keep Jade away from the creature.

BOGARTFebruary 2702:21 PMUnderground Secret Base

Day: Time:

Location:

Carla and I are following the bum in the subway station. I'd like toknow where this is going to lead us....

Lucas's Mental-Health ModifiersAction Mental HealthMarcus is alive +10Lucas spends night with Carla +10

Lucas and Carla follow thehomeless man through anabandoned subway tunnel thathas become an undergroundsecret base. If Lucas rescuedJade, she is also with them.

Lucas must continue to followthe man along the tracks andthen to an elevator.

As they approach agroup of homelesspeople, Lucas andCarla stop to talk.

Tarot Card BonusAs Lucas approaches a subwaycar, he sees a tarot card on thetracks. Before following thehomeless man up the ramp to theplatform, grab the 20-point tarotcard, then head up the platform.

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Chapter 36: Bogart

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Carla's Mental-Health ModifiersAction Mental HealthWarms self by fire +10Bad news on radio -5Carla spends night with Lucas +20

Lucas/Carla Conversation Topics• How• Man

• Jade• Where

Lucas can choose two of the fourtopics since the conversationlasts only a couple rounds. IfMarcus survived the Oracle'sattack, then Lucas meets hisbrother here and receives somebonus mental-health points.

To find out more about theirsituation, Lucas must walktoward the campfire. The manby the fire tells Lucas to take aseat. When Lucas sits down,the conversation beginsbetween him and Bogart.

Lucas can ask Bogart severaldifferent questions. Although theconversation lasts severalrounds, Lucas is unable toexhaust all the options. If heselects Now What, the conver-sation comes to an end.

Bogart tells Lucas and Carla thatin a couple hours they will beleaving for Wishita, the locationof the nearest Chroma site. Theyshould rest until then. Lucasdecides to go lie down in one ofthe subway cars. However, Carlais not ready to sleep just yet.

Lucas/Bogart Conversation Topics• Invisibles• Where • Who• You• Agatha

• Chroma• Kirsten• Now What• Indigo Child• Orange Clan

• Oracle• Cold• Prophecy

Carla

Carla can now stand up. Since it is quite cold, she should walk over tothe fire and get warm. This provides bonus mental-health points.

Carla can walk past Bogart toward the platform's other end. However,before going too far, enter the first door of the subway car.

If Carla enters the same subway car, but through the other door, shefinds a flashlight. Take the batteries from the flashlight to use in the radio.

Inside is a crucifix. By picking it up, Carla gives Lucas an extra life—which he needs in the final confrontation against the clans.

After exiting the subway car,Carla can continue to theplatform's end, where she findsa radio. If she could find somebatteries and an antenna,maybe she could get it to workand find out what is going on inthe outside world.

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It is time for Carla to get somerest. She must head back to thesubway car near where shefound the antenna. There shefinds Lucas lying on a mattress.Carla should lie down as well.

However, neither Lucas norCarla feels like sleeping. Withthe end of the world possiblyonly a couple of hours away, thetwo wish they could have metunder better circumstances.

Now she just needs an antenna.Carla must walk to the platform'sopposite end, where she findssome junk. Break off an iron barand use it for an antenna.

Return to the radio; put the batteries in and attach the antenna. Thisallows Carla to listen to a fewbroadcasts, getting news aboutthe spread of the severe coldwave across the globe. While itprovides information, thedepressing news causes Carla tolose some mental-health points.However, it is worth the cost.

Not wanting to waste the hourremaining, Lucas and Carlaembrace and make up for losttime. Both of them receiveadditional mental-health points.

RevelationFebruary 2803:01 AMWishita Military Base

Day: Time:

Location:

Bogart told me everything. Jade is the Indigo Child. She holds thefate of humanity in her hands. She has to reveal her messagebefore it's too late.

The whole thing will be decided tomorrow at the old army basein Wishita, the one my parents worked in when I was a child.

The one who hears the Indigo Child's message will decide thefuture of the planet.

In another flashback to hischildhood, Lucas remembers anight at Wishita. He wakes up tothe sound of his parentsarguing. After jumping downfrom the top bunk, Lucas walksover to the door and opens it.

FINAL COUNTDOWNFebruary 2809:31 PMWishita Military Base

Day: Time:

Location:

I've got to take Jade to the Chroma Source so that I can learn her secret.

Walk down the hallway towardthe sound of his parents' voices.When he reaches the door,Lucas can eavesdrop.

Lucas discovers the source ofhis powers and his tie to theWishita military base and to theChroma site. The scene endswhen Lucas's parents open thedoor and discover him listeningto their conversation.

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Chapter 37: Final Countdown

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When he reaches the hangardoor, Lucas must open it andcarry Jade to the next doorand open it. This is the samepath Lucas took into thehangar as a child.

The battle alternates betweendirectional-input sequences(which allow Lucas to dodgeattacks by the Oracle) and rapidrepetitive sequences (whichallow Lucas to build up hisspecial powers). If Lucas fails tododge an attack, he loses a life.

Lucas must complete a rapidrepetition-input sequence inorder to trudge through thedeep snow and fight againstthe strong wind to reach thehangar door.

The Oracle is waiting for him.Lucas places Jade down on theground and prepares to battlethe Oracle for the last time.

Now the cyborg creature fromthe Purple Clan arrives. If Lucashas been shot, the creatureeliminates the soldiers, thenturns on Lucas.

Lucas must pass more actionsequences in order to stay aliveand destroy the cyborg creature.

With all of his enemiesdefeated, Lucas can now pickup Jade and take her to theChroma Source.

When Lucas's power bar is tothe far right, Lucas unleashes apowerful attack of his ownagainst the Oracle—destroyingthe enemy once and for all.

However, the Orange Clan soldiersare still surrounding Lucas. Inorder to deal with them, he mustpass more directional-inputsequences. If Lucas fails asequence, a soldier shoots him,costing him a life.

If either the Orange (Oracle) or

Purple (cyborg) Clans have Jade,

Lucas must go alone into the hangar

and battle with the Oracle and the

cyborg creature to save Jade.

Lucas and Carla arrive at theWishita military base and drivethrough the snow to the hangar.Lucas climbs out and gets Jade.The girl is unconscious, so Lucasmust carry her to the hangar.

Lucas must continue to carryJade into the hangar. However,when he reaches the main floor,he finds himself surrounded byOrange Clan soldiers.

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As a result of saving Jade, Lucashas also saved the entire world.The next scene is several weekslater. The cold has ended, andLucas ponders what to do as theonly keeper of a powerful secret.

However, Lucas is no longeralone. Carla is still with him andtogether they face a happy future.

If the Purple Clan defeatsLucas, then the cyborg creaturetakes Jade to the altar andlearns the secret.

The cold envelops the entire earth.Only those people who havemoved underground survive.Lucas and Carla stay with Bogartand the Invisibles and lead arebellion against the Purple Clan.

When Lucas reaches the altar,place Jade on it. After the lightsswirl around, Lucas hears themessage from Jade.

If Carla is caught sneaking intothe hangar, the Oracle wins andtakes the Indigo Child to thealtar, where he learns the secret.

What if the Oracle Defeats Lucas?

If during the fight against theOracle Lucas loses all of hislives, he finds himself in a whitebox, unable to get Jade.

However, Carla is still in the snowvehicle. Feeling something iswrong, she climbs out andmakes her way to the hangardoor. She must pass an actionsequence to get there.

When she's inside the hangar,Carla sees a soldier at the nextdoor; he has his back to her. Ametal rod is on the ground thatshe can pick up and use todefeat the guard.

She can then pick up thesoldier's gun and use it toshoot the Oracle.

With the Oracle down, Lucasregains consciousness. He mustthen pass action sequences inorder to deal with the Orange Clansoldiers. After that, the cyborgcreature arrives to fight Lucas.

The Oracle lets Lucas and Carlago. The cold spell ends and lifereturns to normal in the city—atleast for now. Even though theydid not prevent the Orange Clanfrom getting the secret, Lucasand Carla can start a life together.

What if the Cyborg CreatureDefeats Lucas?

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Chapter 37: Final Countdown

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Tarot Card BonusWhen the final scene is complete,no matter what the outcome,watch the game credits. When itreaches the end, you get a 500-point tarot card. It is definitelyworth the wait.

Bonus content includesgame sequences, an artgallery, movies from thegame, and soundtrackmusic. You can unlockbonus content in twoways. Some featuresunlock as you playthrough the game.Others require you tospend bonus points tounlock them. Throughout the game you can pick up tarot cards thataward you bonus points. You can earn over 300 bonus points if youfind all the cards. Plus, after you finish the game and watch the entirecredits, you score an additional 500 bonus points!

Pass specific parts of the game to unlock sequences. These are usuallyaction sequences that you canplay again through the BonusContent menu, or just watch thesequences without having tosupply any inputs of your own.There are seven differentsequences—two of them are notfrom the game at all.

Boxing: Unlocked in theFriendly Combat scene, Tylerand Carla spar in the ring.

Car Chase: Unlocked in theConfrontation scene, Lucas fleesfrom the police outside of hisapartment.

Shooting Gallery: Unlockedin the Questions and Bulletsscene, Carla can hone hermarksmanship skills.

Basketball Match: Unlockedin the Double or Quits scene,Tyler and Jeffrey go one-on-onein a game of hoops.

Angels: Unlocked in the FallenAngels scene, the evil angelscome after Lucas in the church.

Da Hidden Dance Floor: Thisis unlocked by completing thegame. Though not from thegame, this sequence pairs upvarious characters in the gamefor a little dancing.

Ice-Skate Contest: Unlockedby completing the game, this isfrom a scene that was cut fromthe game. Carla and Tyler seewho can ice-skate better.

BONUS CONTENT

Sequences

While things may be prettydrab and cold, at least theyhave each other.

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Here is where you can unlock art from the game. There are 48different pieces you can unlock for 2 bonus points each.

You can unlock nine moviestaken from the game as well assome behind-the-scenes moviesshowing how Indigo Prophecywas created. Movies cost 20bonus points each to unlock.

Gallery

Movies

Sam's Dance: Sam dancesfor Tyler.

Takeo's Hide-and-Seek:Takeo darts around as Tyler triesto look for him.

Fist of Takeo: Tyler takes on Takeo.

Making-of Teaser: This is ashort movie covering bits of howthe game was created.

The Settings: This is aslideshow showing the varioussettings in the game.

The Voices: Here you can seeactors doing the voice-overs forcharacters in the game.

The Characters: This movieshows the different skins that wereused to create the characters.

Character Gallery: This is amontage of the characters inthe game.

Music TracksArtist TitleTheory of a Dead Man Santa MonicaTheory of a Dead Man Say GoodbyeTheory of a Dead Man No Way OutTheory of a Dead Man No SurpriseJohnny Bristol Do It to My MindBen E. King Street ToughPatrice Rushen Hang It UpBobby Byrd Try It AgainSociety's Bag Let It CrawlImagination Just an IllusionAngelo Badalamenti Lucas' Main ThemeAngelo Badalamenti Carla's Main ThemeNina Simone No Good ManMartina Topley-Bird Sandpaper Kisses

You can unlock 14 different soundtracks from the game. Each trackcosts 5 bonus points to unlock.

Soundtrack

The Motion Capture: Seehow live actors and stuntmenwere used to make the realisticcharacter movements in the game.

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Chapter 38: Bonus Content

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