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Back in the red room pick up the [Trading Card No. 14 (Angel Issach)] directly in front of York and then turn around to grab the [Sugar Donut] off the end table behind him. There really isn’t much else to see or do here so exit through the door behind the two ornate chairs.
Behind the door a young boy instructs York on how to sneak by Shadows. Hold your breath using the [Left Trigger] button and safely pass by the male Shadow.
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York wakes in his hotel room at the Great Deer Yard Hotel and would like to get a good cup of coffee before heading over to the Greenvale Sheriff Department. You can use the phone by the bed to save your game or change York’s suit from the white suitcase on the table. Be sure to turn on the television to see Deadly Premonition’s Director, SWERY, skydiving.
The Suitcase and Agent York’s Many Fashions
Agent York must keep a clean appearance during the Greenvale investigation since it would reflect badly on the Bureau if he was slovenly! Depending on how active York is fighting and what not it’s possible for his suits to get “very dirty” within a single day. If you don’t take the time to change into a new suit from the suitcase you will be penalized $16 for being a “Stinky Agent” and accumulate a number of flies. The longer you wear a filthy suit the number of flies that circle York will increase with no other adverse effects.
Every time you change into a new clean suit you the Bureau gives York a monetary bonus for being fashionable so it’s also good for your wallet to take the time to change suits once they are dirty. Once you change into a new suit make sure to send the dirty suit to the dry cleaners since it can take up to 24 in game hours for a very dirty suit to be cleaned!
Additional suits can be acquired during the Greenvale investigation and some even have special attributes like increasing the size of your life or stamina bars when they are worn.
There’s a tool box by the door so you can to grab any items or weapons you previously stored there from your trek through the woods. Before you leave the room however head into the bathroom and give York a shave to receive an additional monetary bonus from the Bureau.
York’s Beard!
York will grow a beard if you choose to not shave every day. It’s not necessary to keep his clean shaven appearance but the Bureau will send money at least once a day when Agent York shaves and keeps up his original appearance. As game progresses this monetary reward will continue to increase.
Before we head over to the hotel dining room to get York some coffee let’s explore the rest of the building and pick up some other useful items:
East Wing of Hotel
Reception Area of Hotel
West Wing of Hotel
Once all the items are collected follow the red marker into the large dining area with the coffee symbol on the map to meet Polly Oxford, the owner of the hotel, and finally get York his cup of coffee.
After the cutscene you can get additional fortunes by heading over to the coffee machine and pouring York another cup of joe.
That’s What My Coffee Told Me
Each time you have a cup of coffee in the hotel dining room you are given the option to divine a fortune. Besides the initial “FK in the coffee” these fortunes have little to do with your current progress in the game. There are a total of 16 possible fortunes in which you can learn York’s lucky or unlucky colors, items, and places for the day and York will always make some sort of response. You can divine his fortune as many times as you wish in one sitting and I suggest doing so just to see all the funny things York has to say.
Grab the [Agent Honor (Red)] by the piano before leaving the dining room. There’s doors that lead outside but the game will not let York leave the hotel in any of these side exits so you must exit via the front doors by the reception desk.
Head to the lobby and speak with Polly at the reception desk to gain an “Info Gathering” bonus from the Bureau then purchase a [Fishing Rod], [Bait (Normal Worm)] and finally some [Cheddar Cheese] which we’ll need to complete a future side mission.
Once these purchases have been completed exit the hotel through the front doors and end the chapter.
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Sheriff George Woodman has left York a squad car out front with a [Master Key] for all the department vehicles and an emergency [Flare]. What a nice guy!
Sheriff Vehicles
With the [Master Key] you can operate any Sheriff Department Vehicle (with exception of the staff’s personal rides) parked around Greenvale which is extremely useful since York’s own ride was totaled last night!
Since all the cars in game need gas and all but one special vehicle takes damage it’s possible for York to find himself without a mode of transportation due to lack of fuel or a car too totaled to drive. The [Flare] allows York to call for another squad car instantly where ever he is on the world map making it unnecessary to have to walk around Greenvale in search for another ride.
Before taking this new patrol car for a spin let’s first explore the rest of the hotel grounds and pick up some more items.
In Front of the Hotel
In Back of the Hotel
Make a counter-clockwise circuit around the hotel then enter the side porch by the parked blue car to grab some additional items.
Around the corner from the peeping spot into Polly’s bedroom is a [Agent Honor (Red)]. Once you reach the end of the porch break the wooden fence to the right and reveal the dirt path that leads to one of the hotel fishing spots.
Peeping = a good investigation method?
Peeping Tom
White sparkles below a window is an indication that York can take a peek inside. Peeping provides a chance to see what the residents of Greenvale are up to when they don’t know they are being watched. It also doesn’t hurt that the Bureau will reward York’s peeping with a monetary “Investigation Bonus” of $12 as well which also increases the further you progress through the game.
Buildings usually have multiple peeping spots and it’s possible to see each possible vantage point without exiting from the current view and walking to each and every window. While peeping simply hit the [Left] and [Right] bumper buttons to change windows and whichever view you exit from York will automatically be transported to the location of that peeping window!
Continue down the dirt path and once you reach the fork follow the path to the left to grab another [Agent Honor (Red)]. Return to the fork and take the other path to the right to reach one of the hotel’s fishing spots. Time to try out our newly purchased the fishing rod and bait to pick up [Trading Card No. 26 (Polly Oxford)]!
Fishing
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Fishing in Greenvale is certainly an interesting experience since you’ll never know what you’ll find. It’s possible to catch a ammo, a cup of coffee, trading cards, and even garbage…oh and the occasional fish of course!
To fish York always needs to have both a rod and some kind of bait in his inventory. There’s a variety of bait available in Greenvale and certain types will raise the chances of getting a particular type of item.
[Bait (Normal Worm)] – Use it with a fishing rod to go fishing.
[Bait (Bullet Worm)] – Raises the chances of catching bullets.
[Bait (Knife Worm)] – Raises the chances of catching close range weapons.
[Bait Capsule Worm)] – Raises the chances of catching items.
[Bait (Legend Worm)] – Raises the chance of catching rare items.
Once a finishing line is cast York must wait for something to bite. If you wiggle the analog stick or push buttons before receiving the “Hit” message the fishing line will break and York will lose a piece of bait.
Once you see the “Hit” message press [X] to reel in York’s catch. A roulette with several different icons scrolls quickly at the bottom of the screen and will slow to a stop once the [X] button is pressed again. The roulette will also come to a stop all on its own if you wait long enough.
The trick to fishing is to let the item you want to catch pass by the markers once then hit [X] button when the marker is over the icon 3 to 4 spaces before the item you wish to grab! For example, to get the Polly trading card you’ll want to hit [X] when the ammo icon three spaces before the pink box is under your arrow.
Honestly though, the fishing mini-game is dull and tedious so I usually only do it when it’s necessary to complete a side mission or it’s required for plot related reasons.
When your done fishing return to the back perimeter of the hotel and take wooden stairs on the right towards the boat house.
Break the boxes to grab a [Bait (Normal Worm)] then continue around the dock to grab another [Agent Honor (Red)].
At this point we’ve picked up all the available items at the hotel so return to the front parking lot and get behind the wheel of Sheriff Department squad car!
Okay, don’t let the “Driving Controls” instructions screen intimidate you. Yes there’s a button assign for everything under the sun but you actually won’t end of using most of them on the road. The actual driving mechanics is a pretty straight forward affair:
The buttons that matter:
[Right Trigger]: Accelerate
[Left Trigger]: Brake and Reverse
[X] button: Boost Speed
[Left Stick]: Steer
[Back] button: View Map
[Left/Right] bumper: Change View
Driving Conversations
While in the car York will often talk to Zach or his passengers. Listening to these conversations isn’t required but they do provide great entertainment during the long drive and allows you to get to know York and some of the other Greenvale residents a bit better.
The only issue with having these conversations in the car is the inability to check your map while York is speaking. If you find yourself lost and York is speaking pull over and step out of the car. Doing this will pause the conversation and allow you check your map. When you return to the car you can hear the rest of the conversation by hitting the [A] button to talk again.
Unfortunately this trick will not work while Emily or George are in the car. Leaving the vehicle will make them automatically go off on their own effectively ending any car conversation York may have started with them. So if you want to hear everything they have to say you must stay in the vehicle until the “Talk” option is exhausted.
Now if you don’t care what York or anyone else has to say you can always hit the [Start] button and skip the conversations altogether and quickly check your map.
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Before we head over the the Greenvale Sheriff Department lets grab a couple more Trading Cards in the area.
Leave the Great Deer Yard Hotel and make a left onto Muffler Rd. Stop at the next fishing spot indicated on the map and catch the pink present icon to grab [Trading Card No. 29 (Fiona “Freckles”)].
Continue on Muffler Rd and pick up the [Agent Honor (Red)] located at the road’s dead end.
Turn the car around and enter hospital parking lot via the entrance on the left side of the road. Make another left at the fork then drive into the purple ring with the checkered race flag on the hospital’s helipad to begin the very first Greenvale race to gain some extra [Agent Honor (Red)] and add another trading card to York’s growing collection.
Greenvale Racing
There are three races available in Greenvale:
During each of these races you must drive through several checkpoint markers as they appear on the race route before the time runs out. Since this is a timed race you might assume you would need something faster than a police patrol car but it’s actually quite easy to win each Greenvale race driving a standard police patrol car (without upgrades) and without using the siren boost!
Completing each of these races is definitely worth the time because you are rewarded with both a new trading card in a previously unreachable area located somewhere near the race starting line and a hefty monetary reward as well.
These races may be completed at any time of day and in any weather condition.
Greenvale Hospital Race
A video run through of the race using a Greenvale Sheriff patrol car with no upgrades and never using a boost!
After winning the race a trading card is shown sitting in a bird’s nest on the west side of the hospital with the monetary reward nearby and indicated by the orange marker on your world map.
Before we go and grab the prizes for the winning the race let’s pick up all the [Agent Honor (Red)] hidden throughout the hospital grounds.
From the race finish line turn around and drive up the road to the large second level parking area behind the hospital. Grab the [Agent Honor (Red)] behind the exploding barrels by the large red truck parked in front of two small sheds.
Drive down the stairway into the lower parking level then exit the the car and walk around the right back perimeter of the hospital towards the orange arrow on you map.
Grab the [Agent Honor (Red)] hidden behind the bushes in the first courtyard to your left. Continue along the hospital perimeter and pick up another [Agent Honor (Red)] beneath a basketball hoop from the small basketball court nearest to the orange marker on your map.
Shoot the exploding barrel to enter the large fenced in basketball court. If you hadn’t completed the hospital race earlier this area would have been completely fenced in and completely inaccessible. Run past the glowing marker and shoot the nest with the white bubbles in the tree behind the basketball hoop to reveal [Trading Card No. 35 (Brian the Insomniac)]. With this new card in hand, step into the glowing marker receive the race winnings in the form of seven [Agent Honor (Reds)].
Shoot the lock off the door and pick up the [Agent Honor (Red)] on the hospital grounds. Head over to the front entrance and enter the hospital and speak with Fiona “Freckles” the red headed receptionist.
York would have eventually met Fiona during the main story mission a bit but if you get your introductions out of the way now in your next meeting will reveal more insight into her character including her currently crush! Additionally when York introduces himself to Fiona now she will comment on York speaking to Zach which will not occur when George and Emily are standing nearby!
Speak with Fiona two more times (until the “Talk” option is no longer yellow) and receive an “Info Gathering Bonus” totaling $24. There’s nothing else for us to do here just yet so let’s leave the hospital and collect some more trading cards and agent honor hidden around town!
PLEASE NOTE! We are on a Time Limit
We want to get to the Sheriff Department by 12:15! It’s not crucial but if you would like to see all the possible Sheriff Department lunch scenes it is imperative that you enter the department no later than 12:15 to give yourself enough time to finish the chapter before the daily lunch cut off at 13:00! If you haven’t collected all the Agent Honor or cards around town I’ve outlined below before the 12:15 time limit, don’t worry there’s plenty of opportunities later on to pick up any items missed!
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Leave Greenvale Hospital and make the first left onto Sprite Ave and drive to the construction area on the corner of Sprite Ave and Ghast St.
Drive past the two sheds on the right and grab the [Agent Honor (Red)] behind the pile of rocks near the two boxes. Next park the car over by the large log piles and search behind the logs to pick up another two [Agent Honor (Reds)].
Finally search behind the behind the large pile of pipes directly behind the log piles for [Trading Card No. 30 (“Rosy Lips” Gina)] then return to the car and leave the construction area.
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Drive over to the Greenvale Apartments where Thomas, Fiona and Carol reside.
Pick up three more [Agent Honor (Reds)] by the trailers on the west side of the building.
Laundry Room
On the first floor inner corner of the apartment complex is a pair of white doors that leads to the apartment complex’s laundry room. Head inside the room to pick up three more [Agent Honor (Reds)] and a [Can of Pickles] off a table.
Back Outside
Head towards the second building in the complex to grab the [Agent Honor (Red)] hidden behind the red truck and exploding barrels that’s situated between the two apartment buildings.
Explore behind the nearby red cargo containers to find two more [Agent Honor (Reds)].
Leave the complex then make a right back onto January Way. Keep driving until you spot another [Agent Honor (Red)] on the right side of the road.
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Turn the car around and head back down January Way then cut through the field near the Greenvale Apartments to enter the Extended Lines by driving through one of the wooden gates.
Grab the first [Agent Honor (Red)] hidden between a pile of logs, boxes, and exploding barrels towards the middle of the front train. Continue down the line to the last train car on the second set of tracks and keep your eyes open for a gap with an exploding barrel and box.
Clear the gap and enter the space to pick up an additional two [Agent Honor (Reds)] hidden behind an over turned train car.
Head back towards the first train car on the second track and grab an [Agent Honor (Red)] hidden in between a pile of logs, boxes, and exploding barrels.
Return to the car and drive down to the middle of the tracks to grab the final [Agent Honor (Red)] shortly after the two tracks from the Extended Lines merge near the end of Dwarf Ave.
With this last Agent Honor collected head back out to January Way.
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Make a left onto Madison St and head towards Bergamont Farm. Pick up the [Agent Honor (Red)] hidden behind the shed by the pond on the corner of Simple Simon St and Madison St. Next grab an additional [Agent Honor (Red)] from behind a crop of trees between the Bergamont Farm fence and the small pond.
Enter Bergamont Farm through the wooden gates then drive towards the large white log to pick up an [Agent Honor (Red)] hidden behind some nearby boxes and breakable fences.
Drive across the farm and stop by the small shed near January Way and pick up another [Agent Honor (Red)] behind some more breakable fences, exploding barrels, and wooden boxes.
Head over to the barns at the back of the farm and grab the final [Agent Honor (Red)] in the area in the back row of the very last shed.
Leave the farm through the back exit then drive across a field to the corner of McKinley St and Reindeer St.
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At the corner of McKinley St and Reindeer St walk behind the community board and pick up the [Agent Honor (Red)] hidden behind the hedgerows along the side of the white Meadownrock Pharmacy building.
Return to the car then make left onto January Way then park near the large and unnamed lot across the street from the Meadownrock Pharmacy. Enter the basketball courts and pick up another [Agent Honor (Red)].
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Return to the car then make your way over to the A & G Diner but take a peek in one of the windows before you head inside gain an “Observation Bonus” of $12.
Grab the [Trading Card No. 43 (Coffee)] by the right front window then head to the back of the restaurant. Open the white cabinet by the payphone to find [Trading Card No. 64 (A & G Diner Menu)] and pick up the [Agent Honor (Red)] near by.
Continue down the back hallway towards the restrooms and observe the bulletin boards on the wall and pick up three of Nick’s recipes: [Nick’s Recipe #1] – Macaroni & Cheese, [Nick’s Recipe #2] – Meatloaf and [Nick’s Recipe #3] – Egg Benedict. If you take a look at each recipe in the side mission inventory you’ll see that there’s either one or three ingredients highlighted in red. These highlighted ingredients correspond to some future side missions. We already acquired the cheddar cheese needed for Recipe #1 from Polly and found an egg needed for Recipe #3 in the hotel once we come across another toolbox we will store them for use later!
Speak to the female suspect (the waitress walking around the diner) to introduce York to Olivia Cormack.
You can buy some food to eat in the diner by selecting to see the menu but by this point York shouldn’t be very hungry so converse with Olivia two more times instead to gather some more “Info Gathering” bonuses.
If York tries to enter the kitchen to talk to Olivia’s husband Nick, the diner’s cook, he will immediately kick York out and refuse to speak to him. We won’t be able to speak with him until a bit later and since there’s nothing else to do around here let’s gather some more items hidden around town.
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January Way Shops
Head across the street and pick up an [Agent Honor (Red)] behind the building directly across from the diner. Head back over to the A & G and run head to the back of the building pick up an additional [Agent Honor (Red)].
Hop in the car and drive over to the the building across the street from the A & G parking lot on the corner of January Way and Hamilton Way. Climb to the second story using the fire escape located at the back of the building and pick up the [Agent Honor (Red)] hidden on the roof.
Drive down January Way until you see a Mash Market on the left, exit the car then climb the fire escape of the building to the left of the Mash Market to find another [Agent Honor (Red)] on the roof.
Continue to drive down January Way and stop at the next Mash Market you seen on the left (Apparently Mash Market is the Starbucks of Greenvale with multiple stores on a single street!). Run behind the building then follow the fence running behind all the buildings and grab the [Agent Honor (Red)] found at the very end.
Return to the car and make a left on Monroe St then cut through the grass field between the buildings on January Way and Cedar St and stop the car once you see a wooden fence partially broken leading into a fenced off area. Break the fence and enter the area to pick up an [Agent Honor (Red)] hidden behind the red truck then return to the car.
Turn around and head back over to Monroe St. Drive across the White Lily Trail tracks and break through a wooden gate to pick up an [Agent Honor (Red)] behind the truck parked under a tree.
Book Mountain Bank
Drive back down Monroe St and make make a right onto January Way. Make a left onto Green St and head over to the Book Mountain Bank to pick up [Trading Card No. 18 (Lily Ingram)] near the ATM machine.
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Head over to the Greenvale High School on Lincoln St then drive into the purple ring with the checkered flag marker to start the next Greenvale race!
Greenvale High School Race
A video run through of the race using a Greenvale Sheriff patrol car (without upgrades) and never using a siren boost!
Once the race has been won a trading card is shown to be hidden on a basketball hoop and a monetary reward indicated by the orange marker on your world map.
Swing around to the back of the High School by making taking a left onto Dryad St and another left onto Buren St. Park in the back parking lot then head over to the left side of the school to pick up a lone [Agent Honor (Red)].
Make your way over towards the basketball courts to pick up the monetary reward for winning the race and [Trading Card No. 17 (Keith Ingram)] underneath the basketball hoop.
Return to the back of the school and head across the street towards the fenced off grass lot. Follow the fence until you reach a spot where the wooden fence is partially broken. Break through with a melee weapon then gather fourteen [Agent Honor (Reds)] scattered inside.
Return to the car and drive over the Sheriff Department. Pick up the [Agent Honor (Red)] from under the red tree in the side courtyard then enter green misson marker to head inside.
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After the cutscene head over to the Sheriff Department Material Room and speak with Thomas. He isn’t having any luck finding the Curvy-tail Flying Squirrel Key needed to retrive the Anna Graham files for the meeting. It looks like it’s up to York to locate the key if we want to get this murder investigation going. The key is hidden downstairs in Cell XYZ205 but let’s get some items around this level first.
Across the hall in the department storage room there’s a [Pointy-Tail Flying Squirrel Key] but really nothing else of note besides observing the unused department raincoats.
Next door in the locker room there’s a [Long Tailed Flying Squirrel Key] along with a toolbox and a suitcase. Place the cheddar cheese and the egg picked up back in the hotel inside for safe keeping so they won’t accidentally be consumed!
Head across the hall into the kitchen and grab the [Grey Squirrel Key], “Arnold” [Dumbbell], and [Trading Card No. 44 (Turkey Sandwich)] from inside the refrigerator. If you want some extra money you can also give York a shave in the room!
With the “Arnold” in hand head into the Office room to complete our very first Side Mission in Deadly Premonition!
Side Missions
Agent York may be in Greenvale to solve a homicide but that doesn’t mean he won’t make time to help various residents with their own problems along the way. There are 50 optional Side Missions available during the game and completing them all reveals cool details about Greenvale and its citizens you wouldn’t learn by just following the thread of the main investigation.
A new Side Mission begins when you speak with a character that has a Side Mission marker over their heads. There is no real time limit to the missions but many are only available during particular chapters which are listed in the Side Mission sub menu once it has begun.
With this guide I will take you through each available Side Mission as soon as they are available.
Speak with Emily at her desk to let her know of the missing key situation, if she’s not at her desk or in the office she may be walking in the front hallway or even in the Material room with Thomas. Talk to her three more times for an “Info Gathering Bonus” totaling $36.
Head into George’s office to speak with the Sheriff to complete Side Mission #04: Lost Arnold!
George has lost his beloved [Arnold] somewhere in the Sheriff’s Office. He can’t train without him! Find what he’s looking for and get it back to him. Help him get his groove back.
Well this Side Mission is pretty self explanatory, give George the lost dumbbell and receive [Trading Card No. 49 (Arnold and Sylvester)] in return for your trouble.
With this level fully explored head downstairs. Take a left into the shooting range and break the boxes for a box of [10mm Auto Bullets] and pick up a [Striped Squirrel Key] in the 7th shooting stall.
In the holding cell area check out the poster of the police officer and German Shepard hanging over the Warden’s desk for another in game sighting of Deadly Premonition Director, SWERY65! Search Cell XYZ205 to for an [Agent Honor (Red)] and the [Curvy-Tail Flying Squirrel Key] by the door hidden behind a mattress.
Thomas was looking for this key so return to the Material Room and return it to him complete Chapter 02!
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George and Emily are eager to get to Greenvale Hospital and see Anna’s autopsy results but there’s plenty of time before we actually has to head over to the Hospital.
Hop into the squad car then make a circuit around the Sheriff Department and begin a conversation with Emily and George in the car. Once they begin speaking park in front of the Sheriff Department and stay inside the car until the conversation concludes.
When York leaves the vehicle George and Emily info him that they will go on ahead to the hospital which is fine, they would just slow York down on all the important side missions and item collecting he needs to do anyway!
Head inside the Sheriff Department and speak with Thomas who will offer to make York lunch. Decline at first to learn why he wasn’t going to the autopsy, then speak with him again and agree to have lunch. Doing so you’ll see an amusing department lunch with Thomas, George and Emily…hey I thought they were going on ahead? Those liars!
Department Lunches
For several chapters York will have the option to have lunch in the Greenvale Sheriff Department. These lunches are not necessary but the conversations during them are quite amusing. These lunches are only available between 09:00 and 13:00 and when York agrees to lunch time will automatically jump forward to 13:00 regardless of when lunch was started.
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The Cormack’s House (Nick’s House)
Exit the Sheriff Department then make a left onto Hayes St and park the car by Nick’s House. The house will be open since it’s raining and the diner is closed. Pick up the [Agent Honor (Red)] from the backyard then peep in one of the windows for some extra cash. You can go inside and speak with Olivia if you wish but all she’ll do is sigh.
Return to the car then make a left onto Kingfish St and head into Anna’s House.
Anna’s House
Sallie Graham should be home and inside along with Richard Dunn. If Richard isn’t there don’t worry! York will have another chance to meet this character before the day is through.
Grab a [Stabilizer] from the cabinet in the dining room and if Richard is in the house speak to him and have York introduce himself. Speaking to Richard York learns that he owns a dart bar called SWERY’65 and is apparently in love with Sallie.
When York attempts to speak with a distraught Sallie about Anna he’ll initially get nowhere with her. Speak with Sallie a second time to start a new side mission!
Anna’s mother Sallie is searching for [Anna’s Dress]. Find the dress somewhere in Anna’s house and give it to Sallie.
Head up the stairs and enter the only unlocked door on the second floor into Sallie’s home office. Observe the photo of Anna on her prom night on the desk to so York knows what sort of dress he is looking for.
Head back downstairs then enter Sallie’s bedroom through the door at the bottom of the stairway. Enter her walk in closet and grab [Anna’s Dress] hanging in there (Wow Sallie didn’t look very hard for the dress now did she? It was in her own friggin closet, sheesh!).
Return to Sallie and hand over the dress and she’ll twirl around the room with excitement. [Anna’s Key] falls from the dress to the floor which York picks up. With this new key in hand Side Mission #28 begins.
Use [Anna’s Key] obtained from her dress to search her room. There must be something out of place in there. Anna’s room is on the second floor.
Return to the second floor and use the key to unlock Anna’s bedroom. Once inside pick up [Trading Card No. 54 (Anna’s Dress)] by Anna’s bed. If you take a closer look at the cluster of photos on the wall you can spot a picture Laura Palmer from the television show Twin Peaks!
Enter the bathroom to collect an [Agent Honor (Red)] then head over to the other end of the bedroom and force open the white dresser with the large portrait of Anna on top.
Inside the dresser York finds [Anna’s Diary] and learns Anna was mixed up in something quite sinister before her death that may have been what got her killed. Ann’s diary also reveals that she was worried about her friend, Becky, who’s involved in this shady business as well.
With Anna’s diary in York’s possession the side mission is complete and and he now has three new leads to follow in this murder investigation: Anna’s friend Becky, Delivery Man Q and an unnamed suspect, “He.”
Since there’s still loads of time before York has to be at the autopsy let’s see if Becky can shed any light on “Delivery Man Q” and the mysterious “He” mentioned in Anna’s diary.
Enter Anna’s backyard to pick up another [Agent Honor (Red)] then head over toward Brian’s home on Brownie St to grab an additional [Agent Honor (Red)] at the very top of a dirt path at the end of the street.
Now with all the [Agent Honor (Red)] in the immediate vicinity collected head off towards Becky’s home by the lake.
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Stop by the Galaxy of Terror on the corner of Tyler St and Veil Way and climb the fire escape to pick up [Trading Card No. 56 (Record Player)] then walk around to the fenced off side of the building to grab another [Agent Honor (Red)] . Be sure to also take a peep inside the building for an additional “Observation Bonus.”
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Leave the Galaxy of Terror and make a left onto Veil Way then another left onto Riverside St to pick up the last [Agent Honor (Reds)] in this part of town.
The first [Agent Honor (Red)] is located in the side yard of a small home and the last [Agent Honor (Red)] is between a large bush and a fence directly behind the small home.
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Leave Riverside St and make a left onto Veil Way then another left onto Muffler Rd. Stop at the Calvin bridge rest stop and pick up another [Agent Honor (Red)] by the pay phone and [Flower with No Name] under the tree.
The [Flower with No Name] only appears while it is raining in Greenvale and York will need to have one in his inventory to complete another George Side Mission later in the day that earn him a nifty fast travel device.
Calvin Bridge isn’t the only area in town York can pick up one of these flowers. They also grow around:
Once one flower has been added to York’s inventory all the other flower locations will disappear from the map.
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Continue down Muffler Rd and make a left onto Hemingway Rd then another left on Camellia St to head over to White Spruce Farm. This farm not only has a bunch of [Agent Honor (Red)] but also hides a trading card that is only available when it’s raining!
Enter the farm via the wooden gate main entrance then park the car and examine the well on the left side of the farm house to pick up [Trading Card No. 45 (Cigarettes)]
Shoot the exploding barrels to the right and reveal two [Agent Honor (Reds)] hidden in the backyard of the farm house.
Head back into the car and make a left back onto Camellia St then re-enter the farm near the sheds on East end of the farm.
Pick up the [Agent Honor (Red)] by each small shed then return to Cameillia St and head back over to the main farm house. Drive through the wooden gate to the left of the house and drive towards another small shed and pick up another [Agent Honor (Red)].
Drive towards the farmhouse to the left of the small shed and pick up another [Agent Honor (Red)] that’s hidden among some breakable fences, boxes, and exploding barrels.
Continue on to the farm house and collect the final three [Agent Honor (Reds)] in the backyard.
Leave White Spruce Farm then backtrack to Muffler Rd and continue on towards to Becky’s home by the lake.
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There’s one more pit stop to make before visiting Becky! Turn into the cul-de-sac of homes on the left off Muffler Rd and drive down to Ushah’s house at the very end.
York will meet the owner of the large home, Dr. Ushah Johnson, at the hospital a bit later but for now let’s raid his garage for some [First Aid Kits (Small)]!
Grab as many [First Aid Kit (Small)] you can carry from this infinite spawn point then travel around to the back of Ushah’s home to grab an additional [Agent Honor (Red)]. There’s nothing else for us to do here so let’s head back to Muffler Rd.
When you spot a large green meadow to the left pull over and break the boxes on either side of the log pile in the middle to reveal an [Agent Honor (Red)]. With this last [Agent Honor (Red)] collected we will finally head directly over to Becky’s house.
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Make a right when Muffler Rd forks and drive down towards Becky’s home. Grab an [Agent Honor (Red)] in the middle of the first car circle when entering the large estate then grab a second [Agent Honor (Red)] in the car circle situated directly in front of the mansion.
Enter the home and head up the stairs to pick up another [Agent Honor (Red)] on the landing then grab the [Stabilizer] by a chair on the first floor.
Knock on the double doors meet Anna’s friend Becky Ames. She’ll send York away at first but if he tried to speak to her again you can begin Side Mission #1.
Follow up on Becky’s friends and find “Delivery Man Q” from Anna’s diary. Sneak into the house of someone whose name starts with a Q, find evidence and take it to Becky.
Until we can find this mysterious “Delivery Man Q” this current Side Mission will be put on hold. But don’t worry! We will return to the mission after Anna’s autopsy at the hospital. In the meantime let’s gather some other items hidden around the mansion’s property.
In the backyard pick up the [Agent Honor (Red)] by the fountain then take a peep at Becky crying on her bed for another “Observation Bonus” before continuing on down to the boat house.
Head around to the right side to pick up an [Agent Honor (Red)] then fish at the end of the dock to collect [Trading Card No. 04 (Becky Ames)].
There’s nothing else left to do at Becky’s for the time being. From here York could go straight to the Greenvale Hospital and meet George and Emily to continue the main investigation but doing would mean missing out on the second Sheriff Department lunch available during this chapter.
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Drive back to the hotel. (Even with all the item gathering I still had enough gas to make back to the hotel but if you gas is below 10% use a flare to call another ride) Sleep for 12 hours and then another 6 or 9 hours until it’s between 9:00 and 11:00am.
Change York’s suit and shave for some extra bonuses then head directly over to the Sheriff’s Department.
Speak with Thomas and agree to lunch and learn a little more about Greenvale’s doctor!
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Leave the Sheriff Department and make your way to Muffler Rd and the follow the road all the way over to Greenvale Hospital and enter the green marker.
Unfortunately, even if you attempt to talk to George and Emily in the parking lot the game will automatically force York try and enter the hospital on his own which will annoy George but at least Emily is more forgiving of this faux pas!
After the cutscene with Fiona York can speak with George, Emily, and Fiona individually again but they have nothing of real importance to say.
Enter the double doors next to the large hospital floor plan. In the next hallway make the first right and enter the door with the red sparkles.
Unfortunately the hospital computer room is empty and much to George’s displeasure Ushah’s true location must be deduced from a cryptic note left on a computer.
Computer Chess
To solve Ushah’s puzzle all you just need to repeat the order of the chess pieces listed in the note in the 6 blank squares on the computer screen. Highlight each chess piece in the order mentioned and press [X] to make their initials appear in each blank box.
Ushah’s Note
King Passed Rook and meets Bishop. Knight take a Pawn to the Queen.
If you are unsure what the name of each chess piece is you can back out of the puzzle and study the chess posters hung around the room to figure out which piece is which.
Solution
K (the tallest piece with a cross)
R (the piece that looks like a merlon on a castle)
B (the piece with a helmet)
KN (the horse piece)
P (the smallest piece with spherical top)
Q (the other tall piece sans cross)
Once the puzzle is solved it’s revealed that Ushah is waiting for everyone in the hospital morgue and has left a [Card Key For Underground Floor] to unlock lower level of the hospital on the computer.
Return to the hospital lobby and check the weather on the tv for another $16 then make your way over to the stairs into the basement over in the east wing of the hospital. Be sure to also pick up the [Agent Honor (Red)] located in the side hallway to the right of the stairs.
In the basement use the card key on the keypad next to the locked double doors then follow the hallway until you reach the morgue/autopsy room entrance with the red sparkles. Grab the [Agent Honor (Red)] near the vending machine to the right then head inside.
After a short cutscene with Ushah explaining his findings and York telling him he fails as a profiler you are given a first person view to observe Anna’s body and look for more clues. Before immediately checking over Anna’s body make sure to observe Ushah, Emily and George to hear what York has to say about each person.
Observe Anna’s face, her hair, left hand, feet, right hand, and her face once again to trigger the next cutscene.
Once York uncovers a red seed from Anna’s throat he takes control of the entire investigation. Upon leaving the room for a smoke the Other World invades the hospital.
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There’s a phone right outside the morgue/autopsy room if you wish to save. The path in the hallway is blocked so the only choice left is to head back into the autopsy room.
In the seconds since York left George, Emily, and Ushah have all disappeared there goes any hope of back up!
Anna is still around however and her apparition wearing a red dress runs by as York moves through the autopsy room.
Pick up the [10mm Auto Bullets] in the body fridge at the far end of the morgue closest to exit the watch Anna run by a second time down the hall and past the exit doors.
Follow the hallway then head through the double doors at the end of the hall. Make a left in the next hallway to grab an [Agent Honor (Red)] then turn around and enter the men’s room at the end of the corridor.
In the bathroom grab the [Stabilizer] from the open bathroom stall then leave and down the main corridor. Break the red box at the bottom of the stairwell to find a box of [10mm Auto Bullets] then climb the stairs and enter the double doors.
At this point a female’s cries can be heard in the corridor. Follow these cries into the Operating Room with the red sparkles by the door. Inside the cries are much lounder and a form is frantically moves beneath a white sheet on the operating table.
Pick up [Coffee (Black)] off the desk then remove the sheet from the operating table to reveal a [Card Key for Central Building].
Exit the Operating Room and follow the hallway to the right. In the next corridor push or break the boxes down the hallway to the left and pick up the [Agent Honor (Red)] located at the end of the hall. Then turnaround and unlock the double doors with the red sparkles that lead to the Central Building with the card key found in the Operating Room.
Enter a safe area with a phone, suitcase, some items, and a place to sleep through the double doors immediately on the right. Grab the [Stabilizer] and [Mission Knife] by the beds, some [Lollipops] that infinitely spawn on a stool, and finally a [First Aid Kit (Medium)] off the top of the television.
Exit the safe room through the double doors then make a left down the hallway since the double doors to the right are locked tight. Exit the corridor through the double doors and continue down the next corridor into a waiting room with a smashed wheel chair. Push or destroy the boxes blocking the entrance to bloodied hallway to the left then follow the blood trail until you see Anna calls out to York.
Head down the hallway to your right Anna ran from and break the red boxes inside tp find a [Can of Pickles] and two [Agent Honor (Reds)] at the dead end. Turn around continue down the main corridor until the hallway splits off to the right again.
Make the right and destroy the three small brown boxes at the end of this hall to pick up a [Bait (Normal Worm)] then turn around and head to the end of the main hallway and enter the MRI room with the red sparkles by the door.
Pick up the [First Aid Kit (Small)] by the MRI machine. If York observes the machine he’ll noticed that there’s something inside and he needs to go into the control room and detract the bed unit.
In the control room grab the [First Aid Kit (Medium)] by the shelves and use the phone on the desk if you wish to save. Use the computer with the red sparkles and reveal another keycard from within the MRI machine. Grab the [Key to Entrance] from the MRI bed then exit the room.
In the hallway make the first right then use the new card key to unlock the double doors and enter hospital reception area.
Red vines immediately block all the exits leaving York trapped surrounded by Shadows.
Kill two of the Shadows but make sure to leave third one alive a bit longer so there’s time to gather all items in the area! Near the entrance pick up the [Agent Honor (Red)] then the [First Aid Kit (Medium)] over by the television. Grab the [First Aid Kit (Small)] off the chair in front of the reception desk then kill the remaining Shadow to end the Other World sequence.
As quick as the Other World appeared it has disappeared. Was York the only ones to witness the change? Well it seems so from how Emily and George are acting right now…just what is up with Greenvale?
Speaking of weirdness York meets the mysterious capitalist, Harry Stewart, and his rhyming assistant, Michael Tilloson, by the hospital entrance. They warn York about the rain in Greenvale but George warns him to pay them no mind.
Thomas somehow rings Emily on her walkie talkie and informs the team that the first witnesses to crime scene are ready to be interviewed up at the Forest Park.
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Get in the car with George and Emily and make a loop around the Greenvale parking lot until you are given the option to talk with them. Stop the car and listen to the entire conversation. Once the conversation is complete step out of the car and ditch the two there are still a few things York need to do before heading over to the Forest Park to interview the Ingram twins and their grandpa!
Head back into the hospital and speak with Fiona who’s currently studying a medical textbook. She offers to sell you a Small Medical Kit and Stabilizers so if you are running low on health supplies now is a good time to buy some.
Speak with her a second time to begin the next side mission!
Fiona, in the hospital, has given you a quiz on medical matters. Get three correct answers in a row to clear it. Why not give it a try?
Simply answer three medical related questions correctly in a row and Fiona will reward York with [Trading Card No. 10 (Ushah Johnson)]. All the questions and answers are listed below.
Reveal Questions and Answers ▼
Q. Who wrote the medical text “Anatomische Tabellen”?
A. Kulmus
Q. What is the correct way to treat an emergency burn?
A. Cool with water on top of clothing
Q. What is the difference between encephalitis and encephalopathy?
A. Inflammation and pathogens in the brain
Q. Which part of the cell is the cytoplasm?
A. The interior excluding the nucleus
Q. How many milk teeth are there altogether?
A. 20
Q. What is the medical definition of “shock”?
A. Blood stops circulating to the organs
Q. Which of the following are contrasting taxonomic kingdoms?
A. Eukaryote and Prokaryote
Q. Which of the following has anything to do with a generic drug?
A. A patent has expired
Q. What kind of medical treatment means “I will please” in Latin?
A. Placebo
Q. A bump on the head. What is inside of it?
A. Blood and lymph fluid
Q. What are antibiotics?
A. Drugs that stop bacteria from growing
Q. Which part of the heart does the blood enter first?
A. Right atrium
Q. Where does the “O” blood type take its name from?
A. O means zero A and B antigens
Q. What is the medical term for aspirin?
A. Acetyl-Salicylic Acid
Q. Where does DNA exist within the cell?
A. The nucleus
Q. 20% of the atmosphere is oxygen. What % do we use when breathing?
A. Roughly 17%
Head downstairs to the autopsy room and speak with Ushah who will also offer also sell York medical supplies: a Medium First Aid Kit and a special item called, Ushah’s Stabilizer. This special Stabilizer is in the form of an IV drip and will completely restore York’s pulse rate and keep it lower longer than a normal sedative. Unfortunately if you buy this stabilizer its effects are immediate so it’s impossible to save it for later!
Speak with Ushah two more times to earn some “Info Gathering” bonuses exit the hospital and enter the glowing purple marker to the side of the hospital. It’s time to replay the Hospital Other World for another trading card and collect a whole bunch of Agent Honor!
Replaying Other Worlds
Replaying Other Worlds is not necessary to complete the game but it’s definitely worth the time as these replays contain tons of Agent Honor, a trading card, and sometimes even a special weapon at the end of the level. It’s much easier to complete an Other World the second time around as there’s no need to find keys or clues again you just simply need to rush through and survive. In fact you can quit an Other World replay before reaching the end by just entering any of the glowing purple markers you see inside. You aren’t penalized for leaving early but you’ll miss out on all the goodies usually found near the end of the level.
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Enter the Autopsy Room and take the [First Aid Kit (Large)] off the examining table. In the morgue search the fridge at the far end of the room closest to the exit for some [10mm Auto Bullets].
Exit the morgue and follow the hallway through the next double doors. In the next hallway head to the left to grab an [Agent Honor (Red)] then turn around and follow the hallway and enter the men’s room at the end of the corridor.
In the bathroom grab the [Stabilizer] from the open bathroom stall and the three [Agent Honor (Red)]. Leave the men’s room and make a right to continue down the hallway then head up the stairs and enter the double doors.
Enter the Hospital Operating Room with the red “OP” over the doors and grab the [Coffee (Black)] on the desk and the four [Agent Honor (Red)] scattered around the room.
Leave Operating Room and continue to follow the hallway to the right. In the next corridor head down the hall to the left of the double doors that lead to Central Building and break the boxes and pick up an [Agent Honor (Red)].
Enter the Central Building and enter the double doors on the right to find a safe area containing a phone, suitcase, several items and a place to sleep. Take the [Stabilizer] on the left side bed, grab a [Lollipop] from the infinite spawning pile on the stool, and finally pick up a [First Aid Kit (Medium)] on top of the television.
Exit the safe room and make a left down the hallway since the double doors to the right are locked. Exit the corridor through the double doors and enter a waiting room with a smashed wheel chair then push or destroy the boxes blocking the entrance to bloodied hallway on the left.
Break the red boxes for a [Can of Pickles] and grab the two [Agent Honor (Red)] found at the corridor’s dead end. Turn around continue down the main corridor until the hallway splits to the right again. Make the right and destroy the three small brown boxes at the end of the hall and pick up a [Bait (Normal Worm)]. Return to the main hallway and enter the MRI room.
Grab the [First Aid Kit (Small)], the three [Agent Honor (Reds)] , and [Trading Card No. 39 (Armed Shadow)] by the MRI machine.
Pick up the two [Agent Honor (Reds)] hidden in the control room then exit the MRI room back into the main hallway.
Make the first right through the double doors into the hospital reception area.
Pick up the five [Agent Honor (Reds)] clustered by the entrance doors then the [First Aid Kit (Medium)] by the television. Grab another [First Aid Kit (Small)] by the chair in front of the reception desk and finally enter the large glowing purple marker to exit the Other World.
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Get in your car and head down Muffler Rd towards the Great Deer Yard Hotel. Keep your eyes on the left side of the road for a small trail a little ways past the Muffler Rd fishing spot. Make a left and follow the trail up a hill opens into a clearing.
Park your car in the center of the clearing and pick up the [Left Hand Bone] that is marked on the map.
A human BONE?!
There are bones scattered throughout Greenvale and collecting all 7 is necessary for completing two side missions that start in Episode 2. I will go into more details later on about the nature of these bones but for right now just add this guy to York’s inventory.
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Return to the car and follow the small trail down onto Maple St then drive towards June Bridge. Along the way be sure to stop by the A & G Diner and talk with Olivia once again to earn some more “Investigation Bonuses” and learn a little more about Anna.
From the diner and drive up Hamilton Way to June Bridge where York first met Deputy Sheriff Emily Wyatt.
Park the car and decend the stairs to the left of June Bridge and fish at the fishing spot to collect [Trading Card No. 13 (Isaiah Ingram)]
Now, I must warn you this particular fishing spot is the toughest one in the game. Be prepared to lose some bait as the normal trick is useless at this spot and it really just comes down to luck.
My strategy to nab the card is to just hit the [X] button as soon as the roulette screen appears. With this method I am able to catch the card within 3-7 attempts. It’s not the cleanest method but it will certainly save you from pulling out your hair trying to time it!
Pick up the [Agent Honor (Red)] to the right then return to the car and drive up to the wood path to replay the first Other World sequence.
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Pick up the [Steel Pipe] and the [Agent Honor (Red)] near the burning wreckage of York’s vehicle.
Break down the small wooden fence to the left and pick up the [First Aid Kit (Small)] at the end of the pathway.
Leave the crash site and make a right since the path to the left only leads to a dead end is blocked by red vines.
Pick up an [Agent Honor (Red)] where the dead dog was originally then enter into the cabin and grab the [Can of Pickles] and the [Agent Honor (Red)] by the generator.
Leave the cabin and pick up an additional [Agent Honor (Red)] on the road blocked by red vines then continue forward through the unlocked gate.
To the left is a box with infinite spawning [Lollipops] if you wish to add any more to York’s inventory. Upon reaching the faded Greenvale sign turn left to pick up another [Agent Honor (Red)] near another generator.
Backtrack past the faded Greenvale sign and once the path splits head to the right towards an additional [Agent Honor (Red)] at the dead end.
Once you reach the open area with two cabins enter the first cabin on the left and find [Trading Card No. 38 (Shadow)] near the axed up generator.
Shoot the lock off the second cabin and pick up the three [Agent Honor (Reds)] hidden inside.
Continue through the open gate and enter another large open area crawling with Shadows. Pick up the five [Agent Honor (Reds)] clustered in the mud where the wrecked blue car was York’s first visit here.
To the left there are several puddles that spawn an infinite number of Shadows so don’t waste your time trying to kill them all. You can destroy one of the boxes for a [First Aid Kit (Small)] but considering how many enemies will spawn around you it’s not really worth it. Luckily there’s no need to worry about a maniac with an axe to jumping York this time so pick up the eight [Agent Honor (Reds)] near the wood path exit then enter the glowing purple marker to leave the Other World.
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Drive back to January Way then head across Powell Bridge to the Electrical Substation.
On the side facing January Way shoot the barrels to clear a pathway then grab the [Agent Honor (Red)] from behind a second line of exploding barrels.
Make a left into the substation and follow the path until you reach the east side of the substation and pick up the [Agent Honor (Red)] hidden there then turn around and follow the pathway to the north west end of the station for an additional [Agent Honor (Red)].
Exit the substation then pick up [Trading Card No. 22 (Olivia Cormak)] hidden behind some rocks near Bosh St.
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Construction Zone
Return to the car and drive into the large dirt field/ construction zone directly across from the Electrical Substation. Pick up [Trading Card No. 31 (Jack the Raging Bull)] that’s near a fallen log and a pile of white pipes.
Head to the South West corner of the site and grab an [Agent Honor (Red)] hidden behind some boulders and a bulldozer.
Return to the car then drive across the field that’s next to the construction zone and pick up another [Agent Honor (Red)] hidden behind the red truck beneath a tree.
Emerald River
Drive to the fishing spot at Emerald River and fish for [Trading Card No. 12 (Isaach Ingram)].
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Return to January Way and drive over to the Heaven & Hell Gas Station located just beyond the construction area.
Drive into the growing green marker and York will meet Gina “the Rose” or Jack “the Raging Bull” each of which will provide York with a brand new side mission!
Gina, at Heaven & Hell Gas, will perform a special service if you use the car wash a certain number of times. Why not check it out? I wouldn’t get your hopes up, though…
After receiving Gina’s special service York is rewarded with a [Lollipop] and the option to have this special service repeated indefinitely. Oh boy…
Jack, at Heaven & Hell Gas, wants $100 bills. Hey, don’t we all? However, if you give him more than $1000 he’ll supposedly give you some really big info. For the investigation, then…!
This time York’s $100 bribe let’s him know that Richard Dunn, the dart bar owner, is willing to give a prize to the person who beats his high score. It’s good to know as we’ll be heading over there later tonight when the SWERY65 bar opens!
Exit the car and pick up [Agent Honor (Red)] and [Trading Card No. 53 (Gina’s Sponge)] that’s sitting beside one of the gas pumps. Next head around to the back of the station and grab the additional [Agent Honor (Red)] hidden there.
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Before we head over to the Milk Barn to meet Lilly and Keith Ingram to start another side mission, let’s explore the surrounding area for some more [Agent Honor (Red)].
Head across the street and grab the [Agent Honor (Red)] hidden behind some steel sheds then return to the car and drive a little ways down the street. Park near the red freight containers on the right and pick up another two [Agent Honor (Reds)] hidden behind them then walk around the building to grab an additional [Agent Honor (Red)] hidden between the building and another red freight container.
Exit into the grassy area behind the building through an opening in the chain link fence. Head towards the area with the steel sheds to the right and pick up another [Agent Honor (Red)] then turn around and run up to Panda Bear’s backyard and pick up one more [Agent Honor (Red)] from behind another bush.
Return to the building with the red freight containers then head across the street and climb the General Store fire escape and collect the two [Agent Honor (Red)] hidden of the roof.
Return to the car and drive a bit down the street to the General Store across the street from the Panda Bear sign and climb the fire escape to pick up the final [Agent Honor (Red)] on the roof.
If you are like me the suit you changed into back at the Hospital is probably filthy and York will be penalized a bit of money for being a “Stinky Agent.” There aren’t any other adverse effects so we’ll take the time to change a little later when closer to a suitcase and in meantime just deal with York’s entourage of one or two flies. 🙂
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The next locations we are visiting are time sensitive meaning that some of these place may not be open or the people you want to talk to may not be there. We want to enter the Milk Barn around 16:30 and if that’s not the time take a smoke break.
Head into the Milk Barn and speak with Keith Ingram, the man with the leather jacket jamming behind the front counter. He’s the father of the twins who discovered Anna’s body and is the one that owns this convenience store. Speak with him two more times to get some “Info Gathering” bonuses totaling $28.
Pick up [Trading Card No. 58 (Grecotch)] behind the guitar on the counter then head over to the produce section for a [Agent Honor (Red)] hidden in the gift/candy section to the left.
Have York introduce himself to Keith’s wife, Lilly and then speak with her again to a new Side Mission.
Lilly has given you part-time work tidying up the Milk Barn’s storeroom by pushing boxes around. The Milk Barn is only open when the weather is nice. Lunch break included!
For this Side Mission York has to push three crates onto the yellow squares in the order below:
Solution
1 ) Move Box #1 to the right 2 squares and then up 1 square into the top yellow box.
2 ) Move Box #2 to the left 1 square, down 1 square and 4 squares to the left into the yellow box on the left side of the room.
3 ) Move box #3 down 1 square, 1 square to the right and down one square into the yellow box on the right side of the room.
When York has tidying the room he’s rewarded with a [Bronze Card] that will gives a 10% discount on all future Milk Barn purchases.
Speak to Lilly one more time to gain an “Info Gathering” bonus of $14 and if you want to make any food or item purchases now is the time!
Once you are done leave the store and head around back to pick up another [Agent Honor (Red)] there then climb the boxess and take a peep inside the store for an additional “Observation Bonus” of $14.
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Drive over to SWERY’65 the head over to Richard Dunn’s trailer that’s to the right of the car garage. Grab the [Agent Honor (Red)] hidden behind the boxes then peep inside Richard’s trailer for an “Observation Bonus” of $14.
Enter the trailer then speak with Richard twice to gain an “Investigation Bonus” of $28 then raid his fridge and find a cup of [Coffee (Black)].
Leave and head over to the trailer next door and met Richard’s son, Quint.
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Before heading inside Quint’s trailer peep inside and earn an “Observation Bonus” of $14.
Once inside the trailer pick up [Trading Card No. 61 (Quint’s Bike Tank)] on Quint’s television, raid the mini fridge for a can of [Cola] then pick up the [Agent Honor (Red)] that’s near by.
Speak to Quint who’s unimpressed by York’s badge then question him twice more about the mysterious “Delivery Man Q” and gain an “Info Gathering Bonus” of $28.
Speak to Quint again to show him the red dust and watch him squirm. Personally, I find it hilarious that Quint’s trying to play it off that the red dust some kind of health food…
There’s nothing more to do here so bid Quint adieu for now and head back over to Becky’s to finish this Delivery Man Q Side Mission.
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With the engagement ring in hand return to Quint’s trailer and show it to him… Man it’s awkward returning someone’s engagement ring in this manner.
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Delivery Man Q is probably Quint. He may well have some important evidence concerning the case. Give Becky’s [Engagement Ring] to him and he may tell you the truth.
Speak to Quint and hand over the engagement ring Becky gave York. Unsurprisingly Quint’s shocked and a little hurt that Becky would refuse him in such a manner but York is quick to set things straight that Becky is only returning the ring because she’s worried about him and feels guilty that she convinced him to transport the [Red Dust] in the first place. Becky knew he used the money earned from these “Health Food” deliveries to buy the ring and her guilt will not allow her to accept it under those circumstances.
Quint in appreciation for York’s help and for not arresting him for delivering “Health Food” Quint gives York the first special weapon of the game a [Wrench ∞].
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You should have a little time before SWERY’65 opens at 18:00 at this point… well at least I did. If SWERY’65 is open but it’s not past 18:30 spend the time gathering the remaining [Agent Honor (Red)] in this area.
/p>
Manifest St and Icicle Av
Head down January Way then make a left onto Pansy St. Pass Panda Bear and make a right onto Inscribe Av then stop at the first house on the corner of Manifest St and Inscribe Av and grab an [Agent Honor (Red)] from the front yard.
Continue down Icicle Av and stop at the third house down to pick up another [Agent Honor (Red)] from the front yard then stop by the Ingram home to pick up a [Bar] melee weapon from the garage.
Emily’s House and Taft St
Make your way back onto January Way and head back towards the Milk Barn. Make a right onto Hemingway Rd then make a stop by Emily’s home on the corner of August St and Hemingway Rd to grab an [Agent Honor (Red)] hidden in her garage.
Return to the car and make a left onto August St followed by another left onto Taft St then stop at the second house to grab the final [Agent Honor (Red)] from the back yard near the trailer.
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Inside the bar the citizens of Greenvale are relaxing after a hard day’s work by playing pool, playing darts, or watching sports with a cocktail on television. In one corner of the bar is a working jukebox that, unfortunately, plays only one terrible song.
Head up to the pool tables and pick up an [Agent Honor (Red)], pack of [Cigarette (Heavy)] from a chair by the front windows, and finally the [Shovel] by the pool cues.
Open the toolbox on the table and drop off any items or weapons you don’t need so you’ll have a space open in the weapon inventory to store the dart gun we’re about to purchase. Now York has the [Wrench ∞] the only things I keep in my weapon inventory at the moment is the FBI handgun and any special ammo picked up thus far.
Speak with Richard three times and receive an “Info Gathering Bonus” totaling $42. York is surprised the man in so candid with him but is hesitant to suspect him. When Richard has nothing new to say ask to buy something.
Richard has a variety of drinks and food for sale but for right now all you want to purchase is [Dart Gun] from him so we can play darts. It’s pretty pricey at $500 but it’s totally worth it.
With the new [Dart Gun] step up to any of the dart boards in front of the bar and play darts to not only complete another Side Mission but pick up a nifty item and two more trading cards as well!
WESTERN BIG RIVER DARTS
York can fire three darts per round and the total score is tallied after of eight rounds and 24 darts. The numbers on the outside rim of the board indicate how many points York can score when they are hit.
An outside double line is worth double points, an inside triple line is worth triple points, while the bull’s-eye is worth 50 points. The highest amount York can score with one dart, outside of an end round bonus, is 60 points from hitting the 20 point triple bar.
Press the [Left Trigger] to focus York’s mind and aim. Make sure to pay attention to York’s pulse gauge as the longer you concentrate the faster his pulse will rise. When York’s pulse gauge fills he will no longer be able to aim and any darts shot will go wild.
Aim the gun with the [Left Stick] and shoot darts with the [A] button.
Unless it’s the end of a shooting round (when the dart board lights up) always aim for the “Triple 20.” Once you’ve hit it once it’s not necessary to spend much time aiming for a second attempt since York’s gun will zero in on the last spot shot at. It’s still good to double check his aim by focusing York’s concentration for a second to make sure that the red dot is still lies within the Triple 20. Sometimes York’s aim will be slightly off the mark the second time around depending on how close to the edge the last 20 triple hit was.
After you take a shot make sure to let go of the [Left Trigger] immediately to stop York’s pulse from continually going up. Never aim for your next shot until all the new points are calculated either since it is impossible to make a new shot until they are and it will be a waste of York’s pulse bar to continue aiming. I only press the [Left Trigger] to concentrate when the gun aim is close to the area I want to shoot just to line up my shot.
At the end of each round the board will light up several numbers that will reward a successful hit with an additional x 5 multiplier. Try to aim for the largest triple spot that’s lit and if successful York will be rewarded with at least 120 points or more.
During each game you can expect these sets of numbers to light up together though the order of when they appear may differ slightly.
The list below is based on my current play through:
Second Round End: Dart #19
16 or 17 light up. Highest point total possible: 255
Third Round End: Dart #16
19 or 10 light up. Highest point total possible: 285
Fourth Round End: Dart #13
8, 7 or 2 light up. Highest point total possible: 120
Fifth Round End: Dart #10
11, 5 or 15 light up. Highest point total possible: 225
Sixth Round End: Dart #7
18, 13, 6 light up. Highest point total possible: 270
Seventh Round End: Dart #4
9, 20, 4, or 3 light up. Highest point total possible: 300*
Eighth Round End: Dart #1
Bulls-eye light up. Highest point total possible: 500*
*Always this round end
If you find that your pulse gauge is going into the red quickly shoot your remaining darts until you only have one left so you’ll have enough concentration left to aim for the bulls-eye worth 500 points.
2165 + 960 (16 Triple 20’s) = Perfect Game: 3125
Now in the first game we want to place second by only beating Sallie’s high score of 1482 and leaving Richard in the number one spot. This will earn York [Trading Card No. 24 (Quint Dunn)] as a prize.
In our second game will we start a new Side Mission and earn another trading card.
Use the [Dart Gun] to play the darts game and defeat Richard’s long standing top score.
To complete this Side Mission just beat Richard’s dart score of 2017 and hold the new “Top Rank”.
Once Richard’s high score has been beaten he will come over to personally congratulate York then hand a [Weapon Bag] over as a prize. This may not seem like much but it will allow York to carry more weapons on his person. By taking the top spot your first game score should now be pushed down to third place which will also earn you [Trading Card No. 25 (Richard Dunn)].
With the last card in possession it’s time to leave the bar to collect some more [Agent Honor (Red)] and bones around town!
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PLEASE NOTE! We are on a Time Limit
Like earlier in the day we are on bit of a time limit. When the clock reaches 21:00 you want to stop what you are doing and head on over to George’s House to begin a New Side Mission and pick up a useful item. You can pick up any Agent Honor or bones you’ve missed the next day!
Leave SWERY’65 then head up Nightbird Way towards the sleeping spot marked on the map. Drive the car all the way up to the sleeping spot marker then get out of the car.
Grab the [Agent Honor (Red)] hidden behind some boxes near the sleeping spot.
Return to the car and drive all the way to the other end of the clearing to the right of the entrance and grab another [Agent Honor (Red)] hidden behind some wooden crates in between a stack of white pipes and another small building.
Return to the car then drive towards to the bone marked on the map. Right before the entrance to a side trail park the car and pick up another [Agent Honor (Red)] that’s hidden in between five stacks of white pipes.
Return to the car and continue up the side trail. As soon as you break through the wooden fences blocking the entrance pick up the final [Agent Honor (Red)] in the area. Continue to follow the side trail and pick up some additional [Agent Honor (Blue)] on the way into Juniper Farm.
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Exit the side trail then drive toward the sleeping location marked on the map. Get out of the car and pick up the [Agent Honor (Red)] hidden in a fenced off area beside the sleeping shack.
Return to the car then drive to the right of the sleeping spot and pass by some horses fenced in by the large farm house marked in red on the map.
Circle around the farm house and pick up two [Agent Honor (Reds)] hidden by the third and fourth barn.
Return to the car then drive towards a small building located in front of the horse enclosure near the fourth barn the last [Agent Honor (Red)] were found. Exit the car and pick up the [Agent Honor (Red)] hidden behind several boxes and wooden fences close to the small building.
Return to the car then drive over to the two small buildings close to the farm’s road side entrance to pick up another [Agent Honor (Red)] from behind some breakable wooden fences.
Drive back towards the sleeping spot then follow the edge of the farm to bypass the wooden fences surrounding the two barns near the road side entrance. Drive over to the barns and pick up the [Agent Honor (Red)] hidden behind one of the trucks parked in between the two barns.
Since we’ve gotten everything we can at Juniper Farm exit through the road side entrance then enter the side trail directly across the street.
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Follow the trail and pick up some [Agent Honor (Blue)] then when you reach a large open area head down the trail that will take you back towards January Way and pick up some additional [Agent Honor (Blue)] along the way.
On reaching January Way turn the car around and head back down the trail. If the car was as beat up as mine was from running into fences, boxes, and the trail sides be sure to use a flare to call another police vehicle so York won’t end up in the hospital.
Upon reaching the open area again take the path that will take York further down the trail.
In the next open area drive towards the red cargo containers to pick up a human [Sternum] hidden behind them then follow the trail to the White Lily Trail Railroad.
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Head towards the end of the railroad tracks and pick up the [Agent Honor (Red)] hidden in between the train locomotive and a caboose parked there.
Drive across the open field and enter another side trail located at the other end.
When this trail forks head to the left towards Albireo Graveyard.
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Park the car and enter the cemetery through the front gates. Pick up the [Agent Honor (Red)] sitting on top of a grave stone to the left of the entrance then head to the other side of the yard to pick up another [Agent Honor (Red)] near a freshly dug up grave.
Follow the main path to the Grave Keepers cabin to find a pile of infinite spawning [Green Tomatos], a phone to save with, and a sleeping spot.
Head towards a patch of fenced in red trees. Since the gate is chained and pad locked shut take the path to the right. Grab the [Agent Honor (Red)] and follow the path into the fenced off area.
Push one of the gargoyle statues forward then head towards the pile of logs to the right to grab the final [Agent Honor (Red)] and the [Left Foot Bone].
Exit the graveyard and return to the side trail. Upon returning to fork follow the path to the left to continue on down the trail.
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In the next open area park the car near the next bone location marked on the map. Shoot the nest out of a tree to pick up the [Hip Bone] then search behind the log piles for three [Agent Honor (Reds)].
Drive down the trail into the next open area and pick up another [Agent Honor (Red)] hidden behind some breakable wooden fences and a tree near the trail’s exit.
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Exit the trail and make a left onto Flower Road. Stop at the corner of Flower and Libetry Rd and pick up the [Agent Honor (Red)] hidden behind several construction barricades. Return to the car and make a left onto Liberty Rd and head towards to Cope’s Tunnel. Grab the [Agent Honor (Red)] behind the log piles to the left of the tunnel entrance then drive through Cope’s Tunnel.
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On exiting Cope’s Tunnel drive over to the parked train on the left to pick up the [Agent Honor (Red)] hidden behind the train’s locomotive.
Return to the car and enter the side trail across the street from the railway.
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Continue down the trail and pick up the [Agent Honor (Red)] in the next open area behind some breakable wooden fences on the right.
Drive over to the next bone location on the map and shoot the bird’s nest out of a tree behind the large pile of rocks to pick up a human [Skull].
Return to the car and head back up the way you came down the trail to exit onto Winter Long Rd.
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Drive onto the train tracks and over Arthur Bridge to pick up another [Agent Honor (Red)]. Once on the other side of the bridge drive back onto Winter Long Rd then make a left onto Donvovan St followed by another left onto January Way.
On January Way and keep an eye on the left side of the road for several exploding barrels and pick up the [Agent Honor (Red)] beside them.
Continue following January Way then make a left onto Tree St (near the Milk Barn) to drive over to George’s House.
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It’s time to complete another Side Mission! Knock on George’s door and York will ask the Sheriff about his condiment preferences. It turns out George doesn’t have time for York’s 20 questions however because his mother is very ill. York is eager to offer his assistance which begins Side Mission #5.
George’s mother is sick so he wants to get her favorite flower for her. Find the [Flower with No Name] that only blooms in the rain and take it to George when he’s at home after 21:00
Speak with George a second time and hand him the [Flower with No Name] we picked up earlier in the day to complete the Side Mission.
Thrilled by the flower that George rewards York a [Radio] that’s a quick travel device that will bring York immediately to any previously visited main red location on the map! It’s a very handy item to have and will save you a lot of time driving to place to place.
Pick up the [Agent Honor (Red)] hidden behind the shed in George’s front yard then check the back of the home for [Trading Card No. 07 (George Woodman)].
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Okay we’ve pretty much gotten everything we can today, if there’s still any [Agent Honor (Red)] or [Bones] that need to be collected I suggest waiting until tomorrow.
Let’s put York new radio to work and chat with some more residents of Greenvale!
SWERY65
There’s several people York can chat with back at SWERY’65, like a working Quint and a drunk Sallie. If you can get there before 21:15 Emily may still be eating inside too.
Becky’s House
In my game it started to rain at 22:00 but it might not be rain for you in own game. I’ve found that the weather in Deadly Premonition is slightly unpredictable unless it’s mission related. So if it is raining for you stop by Becky’s home and speak with her. York will make a comment about the rain freaking her out…hmm did something happening during a storm to spook her?
Thomas’s Apartment
You’ll actually have to drive to Thomas’ since it’s not listed in the quick travel options just yet. Use the radio to warp to the A & G Diner then drive down January Way all the way to the Greenvale Apartments. Say hello to Thomas and make sure to peep in his windows between 23:00 – 23:50 to catch him dancing to some Jazz music.
Great Deer Yard Hotel
Radio back to the hotel. Polly should still be at the front desk at this hour so make sure to speak to her fear of the rain at night. Save your game at one of the phones but don’t put York to bed just yet!
Step outside and smoke until it’s 00:00. Wow Greenvale sure looks different after hours. The sky is red while Shadows and GIANT “FK”ing DOGS freely roam the streets! Man…is York the only one seeing this? No wonder everyone seems to go to bed early around here.
Get in your car and drive around a bit if you are curious to see some Giant Dogs or just feel like mowing down some Shadows. It’s a great way to earn some extra cash for the investigation.
Mad Wild Dogs
A large wild dog that roams Greenvale between 0:00 and 06:00. They drop from the sky and viciously attack intruders that enter their territory. They are also VERY STRONG and hitting them with a car will do nothing and only add damage to York’s current ride. That’s not to say these dogs are invincible but with your current arsenal it isn’t worth the time and effort to try to take one down. York won’t receive anything special for doing so and it takes around 40+ shots from his FBI handgun to kill one. So if you see a Mad Wild Dog just run away! During the day however these dogs are much smaller and harmless and I believe are the ones you see pawing around the hidden bone locations.
Once you are done checking out the rad Greenvale night life head back into your hotel room and sleep for 9 hours.
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York should wake up around 9:00 if he went to bed before 01:00. When he wakes be sure to have him eat something from his inventory then change his filthy suit (Don’t forget to send it to the cleaners!). Enter the bathroom to shave to earn some extra money then head over to the hotel dining room.
Polly should inside and speak with her for an “Investigation Bonus” and to grab a cup of coffee. Before you leave the hotel don’t forget to check the weather forecast on the tv in the lobby for some extra money as well.
Missing any Bones, Items or Agent Honor (Red)?
If you are missing any [Agent Honor (Red)] or [Bones] mentioned in Day 1 now is the time to get them. Just be sure to get over to the Sheriff Department before 13:00 to see another lunch scene with the department.
If you have no need to go grab anything head straight over to the Sheriff Department.
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Locate Thomas inside the Sheriff Department then ask him to make York lunch and see watch another amusing lunch cutscene on how Emily’s cooking isn’t for “two legged animals.”
Like earlier in Chapter 03 there’s actually two Department lunch scenes to see during this chapter. Once York heads over to Velvet Falls and speaks to the twins this chapter will end so he’ll need to sleep through an entire day…again to see the scene.
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Warp back to the hotel and sleep 12 hours and then another 6 or 9 hours until it’s between 9-11am. Change York’s suit and shave for some extra bonuses then return to the Sheriff’s Department.
Speak with Thomas and agree to lunch and learn a little more about making the perfect turkey sandwich!
Exit the station and enter one of the patrol cars in the back parking lot with a full tank of gas then immediately step up and use the radio to transport York over to the Milk Barn to save on gas.
In the Milk Barn parking lot return to the car then make a right onto Tree St. Follow the road until it forks by Lake Cranberry then head left and follow Flower Rd up the mountain into the Greenvale Forest Park.
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George and Emily will be waiting for York in the parking lot but don’t drive into the green mission marker just yet! Hop out of the car and head across the street to the Forest Keepers Cabin then take the trail down to Velvet Falls to fish for another trading card!
There are three docks to fish from and which one you choose doesn’t matter as each contain a pink box with [Trading Card No. 16 (Jim Green)]. Personally I prefer to fish at the one closest to the sleeping spot.
There’s really much else we can do down here at the moment but if York’s examines the big boulder by the stairs he’ll find a “Super Size Earthworm” and makes a comment that you can’t find them this plump in the city. I find it odd he doesn’t add it to his inventory as fishing bait though.
Head back parking lot and enter the green mission marker to meet up with Emily and George who were less than pleased to be left waiting so long…but hey all those cards and Agent Honor weren’t just going to collect themselves you know!
In the park York meets Jim Green, the Forest Park Warden, and his grandchildren Issach and Isaiah Ingram who found Anna’s body during the game’s opening sequence. Jim doesn’t want to discuss anything in front of the boys but York insists on questioning them about what they saw much to everyone else’s shock and dismay.
The next few moments York interviews the Twins in first person mode. You can keep York’s eyes trained on the boys or look around the area. Unfortunately York doesn’t learn much from the boys other than their belief that Anna is a “Fairy of the Forest” and a goddess now…
Yeah York, your insistence on talking to the children was well worth the scorn it received… This is invaluable information for the murder investigation.
Once York is done questioning the Twins he’ll immediately go into profiling mode but sees nothing but static. It looks like it’s time to search the crime scene for some more clues to and get a better picture of what really went on here.
Search the tree directly in front of York and find [Clue #1 Bent Pieces of Grass] then walk around the tree and pick up [Clue #2 Picture of a Vest with Holes] from the ground.
Shoot the bird’s nest with a glowing red sparkle in the tree furthest from the sleeping spot and reveal another clue however we must make a trek up a side path before York can pick it up. Shoot the bird’s nest with the glowing red sparkle closest to the sleeping spot and find [Clue #3 Missing Piece of Pin Heel Shoe]
Shoot the bird’s nest in the tree near a fallen log and the crime scene entrance to pick up [Trading Card No. 03 (Anna Graham)].
George will be walk around the crime scene as York gathers clues. You can speak to him if you want but he’ll just claim his men have already combed the area for evidence. His men sure did a lousy job considering York’s only been here a few minutes and has found 3 new clues!
Break down the fence blocking the entrance to the side path that wraps around the perimeter of the crime scene. Pick up a [Can of Pickles] from an infinite spawn point near a couple exploding barrels then take [Clue #4 Chip with Rusted Metal Dust] at the dead end to profile the crime scene.
George shares his theory of what went down but York, the tactful guy he is, quickly informs George that his theory is absolutely wrong. We need to find out who “Miss Stiletto Heels”, the third party at the crime scene and investigate the old Lumber Mill where York is convinced Anna’s murder actually took place.
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As soon as York leaves the forest park a downpour begins. It’s impossible to leave the car at this point so drive down Flower Rd and make a right onto Liberty Rd.
On Liberty Rd keep an eye on the right side of the road. When you spot a second set of stack of logs veer off road and drive in between the piles to pick up another two [Agent Honor (Reds)] then enter the Moyer’s Lumber Mill property at the end of the Flower Rd.
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The Lumber Mill is situated on a rather large complex! Follow the arrows on the GPS to the green mission marker in the parking lot. York is worried police officers will screw up the crime scene for some reason so leaves George and Emily outside and enters the mill to investigate alone.
That’s not the best way to make friends with the local law enforcement dude…
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Looks like Shadows have invaded the Lumber Mill (oh goody) and York will have to fight a couple in the first room full of red logs. See York, if you had George or Emily here you could of had some backup in this situation but noooo you just had to be a dick now didn’t you?!
Truthfully, you don’t have to fight off the Shadows in this first room since it’s possible to run by them all but really where’s the fun in that?
In the corridor York spots a familiar red raincoat, it look’s just like that pyscho we met on the outskirts of town the other day!
Our new friend is rather shy however runs through the double doors before York can make any inquiries.
Follow the person in the red raincoat into a large open room containing an impressively large altar…something tells me York has found the scene of Anna’s murder….
At this point York will attempt to profile but everything is way too fuzzy and he’ll need to find four clues before he can piece together what actually happened here.
Head up the stairs and pick up the [10mm Submachine Gun] from behind the two chairs that facing the alter. What a great addition to York’s growing arsenal! This gun can hold up to 180 bullets at a time and even though its attack power is very low the quick fire bursts allows York to knock down Shadows before they can close in and attack.
Observe the altar and York will come to the conclusion that Anna’s murder was probably part of a ritual of some sort. I do like that the killer was kind enough to leave a dummy lying on the altar here just so York can take in the full effect of the set up…
Head down the the the left stairs and collect two [Agent Honor (Reds)] then head up the ramp and enter the door to the right. Red vines will immediately block the exit and a phone will begin to ring. Ignore the phone for now and look around the room. There are several bunk beds York can sleep in, a mirror to shave, a tool box to retrive or store items, and a suitcase to change with. Near the beds is an infinite spawning barrel of [Lollipops].
Open the lockers to the left and pick up some [Smoked Salmon] and then open the key box with the red sparkles to find the [Key to the Engineering Section]. There really isn’t anything else do so go ahead and pick up the phone. A strange voice on the other end asks where York is hiding and [Clue #1 Reversed Peace Sign Inverted] appears on the dusty windows…spoooky.
With this first clue in hand the red vines disappear from the exit thus allowing York to leave the room and he can now use the phone to save the game.
On exiting the the safe room York will be attacked by several Shadows. Dispose or run past them to the end of the walkway and grab the [Agent Honor (Red)] by a vine covered door. Head down the ladder to the left and pick up a [Steelpipe] from a pile on the floor.
Unlock and the Engine Room that’s is flooded with dark murky water. Observe the rusty machine ahead and give it a good wack with the melee weapon of your choice to drain the water. Head down the stairs, spot another reversed peace sign on a steam engine, then leave the corridor through the next door.
A baby’s cry echos through out the next hallway which is strange since this place was supposed to be abandoned! Head into the first doorway to on the right then break the boxes to the right of the rubble and open the locker at the far end for a [Golf Club].
Continue down the hallway until a locked gate prevents York from going any further. Enter the doorway to the left where the baby’s crys seem to originate from. Follow the sound into a filthy bathroom containing a toilet filled with blackish red murky water with no baby in sight. I guess the toilet was the one who was crying? That’s, umm odd…When York flushes the toilet the camera will cut back to the previous hall and shows our shy raincoat friend kick open that locked gate for him. That was helpful!
Leave the room and continue down the hall through the unlocked gate. Enter the next doorway on the left then break the fences inside to reach the [Agent Honor (Red)] hidden there. Exit the room then either climb or smash the large cargo boxes blocking the hallway. Enter the doorway on the right then shoot an exploding barrel for an [Agent Honor (Blue)] and leave.
As York moves further down the hall break through the two boxes blocking the doorway and a second baby begins to cry. In the next room take a peek at the light eminating from the metal lockers to get an “Observation Bonus” then continue around the corner and enter the area you just peeked into.
Open the locker with the red sparkles in front of it and grab the [Gear Box] and silence the grying baby. Seriously what’s with the baby crying and the inanimate objects in this mill? First the toilet and now a locker…weird.
Red vines will block the exit and Shadows appear from the black/purple puddles on the floor when York tries to leave the area. Equip the submachine gun and mow the enemies down. Once all the Shadows are disposed of the vines blocking the exit will disappear.
Break the boxes to the right and enter a corridor filled with bathroom stalls. In the first stall on the right the toilet inside is full of murky water. Flush the toilet and grab the [Stabilizer] hidden inside the bowl (Eeeew! why would York take that?). In the next stall to the left flush another toilet to grab a [First Aid Kit (Medium)].
Follow the curve of the corridor and enter the last bathroom stall on the left and collect a [Flare] from the toilet inside.
Enter a large room and inspect the lockers inside to pick up a cup of [Coffee (Black)] then head around the corner and enter a large room containing a freight elevator. Unfortunately the elevator does not work at the moment but luckily it’s an easy fix! Break the fence on either side and use the gear box found in the crying locker in the machine behind the elevator.
Break the boxes on the right side of the room and grab the [Agent Honor (Red)] from behind the exploding barrels then enter the elevator to go to the next floor.
The elevator will suddenly lurch to a stop and causing sparks to fly. Examine the sparks and York will see that something has tangled up within the gears. Once York reaches his hand inside the mess he will retrieve [Clue #2 Damaged Red Hair]. With this second clue removed the elevator rises once again but a Shadow is triggered within the elevator car. Once these Shadows are disposed of the the elevator will stop and York will step off the elevator.
The power to the elevator immediately cuts out leaving York stranded on this floor. Let’s hope there’s some stairs somewhere!
Straight ahead are some double doors and to the left is a phone you can use to save your game. Break the boxes to the right to grab a [First Aid Kit (Small)] then head into the small alcove on the left and find an [Agent Honor (Red)] and a [Lollipop].
Through the double doors back another room with a strange looking door with a tree made of hands etched on it. Since the door is missing a handle York can’t get inside so make a left and head down the hallway and and enter the doors marked the map. Inside York will find a [Steel Pipe] on the floor and some [Agent Honor (Blue)] in the breakable boxes.
Make a left exiting the room then make right to the locked door with the red sparkles infront of it. Grab the two [Agent Honor (Red)] hidden in the alcove to the left then shoot the lock off the door and enter the room.
There’s a strange tree inside with 6 red hands, each making a different gesture, nestled within the branches. Make note of the gesture of the red hand painted on the back of the door then shoot the hand making the same gesture in the tree before time runs out. Pick up the hand shaped [Doorknob] then leave the room and return to the door with the missing handle.
When York attempts to use the knob to open the door the hand comes to life and tightly clasps onto his hand. After a brief struggle hand will mysteriously lets go and leaves [Clue #3 Peeled Off Fake Finger Nail] in York’s hand.
Head through the tree door then enter the first doorway on the left and break the boxes inside to find an [Agent Honor (Red)]. Continue down the hall and enter the doorway on the right. Shoot the exploding barrela for some [Agent Honor (Blue)] and then examine the three panel mirror and watch the person in the red raincoat slowly walk behind York and kick open the gate at the end of the hall.
Head through the gate then enter the first doorway on the right. Smash the boxes to enter the room and grab a [Coffee (Milk)], search the lockers for a [Turkey Sandwich] then shoot the barrels for some extra [Agent Honor (Blue)]. Continue down the hall and within the next large room the person in the raincoat will jump out and take a swing at York with their axe. Successfully dodge the attack and they will run away.
Break the large boxes blocking the hallway to the left then enter the hallway and make a right at the next intersection. Break down the fences that block the alcove to the right and grab another [Agent Honor (Red)]. Continue forward and look for a door that isn’t covered with little red vines and and circled on the map. Enter this room and pick up another [Agent Honor (Red)] and a [First Aid Kit (Large)] from within a locker. Leave the room, take the next right, then break down the fencesto grab another [Agent Honor (Red)] at the the dead end.
Turn around and head straight until York hits a wall then make left followed by a right and break the lock on the door ahead and enter. Inside the large room with the puddle in the corner beak the boxes for some extra [Agent Honor (Blue)] then head through the open doorway. Grab the two [Agent Honor (Red)] hidden in the alcove to the left then enter the door with the red sparkles.
There’s a toolbox, phone, suitcase, and a couch to sleep on inside. Turn the circut breaker on in the back of the room to restore power to the elevator and the phone will ring. The creepy voice on the other end claims they can see York. When he attempts to exit the room York observes that the door is now locked. When York takes a peek through the window he sees the guy in the red raincoat standing directly on the other side.
Immediately this guy begins to hack away at the door with his axe. Before he breaches the door have York run and hide under the desk. Once the door breaks down the maniac will begin to slowly look around the room for York. When he approaches York’s hiding spot hit the [LT] to hold York’s breath so he won’t be discovered. It’s not long before the guy gets frustrated and leaves the room in a huff! Red Raincoat Guy is pretty terrible at the whole seeking aspect of “hide and seek.” It wasn’t that big of a room dude, and York’s hiding spot wasn’t less than amazing!
Once York enters the next room Axe man returns and begins to chase York through the Lumber Mill corridors. Run by wiggling the analog stick and when York encounters obstacles such as boxes, stairs, or doors push the [A] button to clear them. The maniacalso throws his axe so always be ready to press the [B] button so York safely evades it. If the Raincoat man gets close enough he will grab York and throw him to the ground and when this happens wiggle the [left stick] to dodge the axe swing.
The chase will continue until York makes his way back through the door with the tree etching. Once York is through red vines will immediately block the door and provide York a break from the cat and mouse chase. Return to the freight elevator room and save your game on the phone as the next encounter with the Raincoat man may result in an automatic death if the wrong button is pressed during a quick time events.
Using the elevator descend to the ground floor. Once York steps out the Raincoat man suddenly drops from above and will throw the agent to the ground. Dodge the axe swing successfully pass three additional quick time events to finally get away. Failure to hit the right button combo will result in an investigation failure.
After Raincoat man is sent back to the upper levels on the frieght elevator York will pick up the last clue [Clue #4 Torn Piece of Red Raincoat] and complete his profiling sequence and show the clues found to George and Emily who are still waiting anxiously outside.
Emily is surprised York found a torn piece of red raincoat in the mill given that the people around here rarely go out in the rain. She never understood it herself but George explains that this town-wide Ombrophobia originates from an old myth about an axe wielding killer in a red raincoat who appears on rainy nights. Since Greenvale is a “traditional place” shops and schools will still close up whenever it rains even though most of the residents don’t even believe in the Raincoat Killer.
Man just knowing how often it rains in the North West region of the United States it’s a miracle that the town even functions given the town wide shutdowns so many days out of the year!
Even though George’s description of the legendary killer matches the guy who stalked and threatened York inside the mill he neglects to share this information with the others for some reason.
I mean you think that kind of information would be kind of important to pass on to the cops? I know they think the legend is hogwash but at the very least it’s evidence there’s a copy-cat Raincoat Killer on the loose…right?
Instead York believed it was much more pertinent to compare Emily and George’s backs to the photo of the killer’s tattooed back he found earlier over in the Greenvale Forest Park. After a bit of back and forth they both reluctantly comply with the examination and are immediately eliminated from the suspect list.
With the crime scene investigated York is eager to talk with all the Greenvale residents next. George suggests a town meeting and Emily volunteers to make the arrangements.
Since everyone will meet back at the Community Center tomorrow between 15:00 and 17:00 it leaves York with quite a bit of time complete some more Side Missions and pick up a few more key items.
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Return to the Lumber Mill through the opening in the gate and grab the [Agent Honor (Red)] behind the large green metal boxes to the left then enter the purple ring next to the entrance to replay the Lumber Mill Other World sequence.
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Dispose of all the Shadows then destroy the boxes in the second to last row on the right to pick up the [First Aid Kit (Small)] hidden inside. Follow the trail of [Agent Honor (Blue)] into the large room with the altar.
Take the [First Aid Kit (Large)] from the altar then head up the ramp and enter the first door on the right.
Search the lockers to the left for some [Smoked Salmon] then open the key box cabinet on the wall nearby for a [Lollipop]. If you wish to add more [Lollipops] to York’s inventory there’s a barrel by the bunk beds with an infinite spawning pile of them.
Exit the room and make a right down the catwalk. Pick up the [Agent Honor (Red)] then climb down the ladder below and to the left.
Head up the stairs to the left to grab two more [Agent Honor (Red)] and some more [Agent Honor (Blue)] then continue forward into the engine room.
Luckily there’s no need to drain the water a second time around so just follow the trail of [Agent Honor (Blue)] down the ramp and directly through the next door.
In the next hallway enter the first doorway on the right and open the locker at the far end of the room to pick up a [Golf Club].
Leave the room and enter the next doorway on the left to find two more [ [Agent Honor (Reds)] located by the toilet that cried York’s first time through.
Exit the room then continue down the hall and enter the next doorway on the left. Break the fences and pick up a hidden [ [Agent Honor (Red)] inside. Leave the room and climb or smash the large cargo boxes blocking the hallway and into the next room.
Continue to follow the trail of [Agent Honor (Blue)] into a large open room surrounded by lockers where York discovered the elevator gear box to pick up two more [Agent Honor (Reds)] .
Exit the room into the corridor filled with bathroom stalls. Enter the first stall on the right and grab the [Stabilizer] by the toilet then enter the next stall to find a [First Aid Kit (Medium)]. Follow the curve of the corridor and enter the last bathroom stall on the left to grab the [Flare] inside.
Enter the large locker room at the end of the hall and inspect the lockers inside for a [Coffee (Black)] then head around the corner into the freight elevator room. Circle to the back of the elevator where York originally replaced a missing gear and pick up five more [Agent Honor (Reds)].
Break the boxes on the right side of the room for an additional [Agent Honor (Red)] hidden near some exploding barrels then enter the elevator and ascend to the next level.
Enter the small alcove to the left of the elevator for another [Agent Honor (Red)] and pick up another [Lollipop] from the infinite spawn hidden there.
Exit the room through the double doors directly across from the elevator into the room with the hand tree door. Make a left down the hallway and at the second intersection take a left and make your way towards the locked door at the end of the hall. Pick up the two [Agent Honor (Red)] hidden in the alcove to the left then break the lock and enter the room that originally contained the hand shaped doorknob.
Inside the tree of hands has now been replaced by three Shadows and a metal locker surrounded by [Agent Honor (Red)]. Dispose of the Shadows, collect the five [Agent Honor (Reds)], then open the locker and pick up [Trading Card No. 37 (Raincoat Killer)] hidden inside.
Leave and return directly to the hand tree door and continue to follow the trail of [Agent Honor (Blue)] into another hallway.
Enter the first doorway on the left and break the boxes inside to pick up another [Agent Honor (Red)].
Exit the room and continue down the hallway through the next doorway on the right. Shoot the exploding barrels to the left of the three-panel mirror inside and pick up one more [Agent Honor (Red)] then exit the room.
Destroy the boxes just past the metal gate and clear the first doorway to the right. Search the lockers inside for a [Turkey Sandwich] then return to the hall and follow the [Agent Honor (Blue)] trail into the large room the Raincoat Killer had first jumped York in.
Break the large boxes to clear the hallway to the left then follow the [Agent Honor (Blue)] trail along the curved hallway. Once you’ve circle back to the entrance return to the intersection you made a left from earlier and continue straight ahead instead.
Break the fences blocking the alcove to the right for another [Agent Honor (Red)] then enter the only door uncovered by little red vines and grab another [Agent Honor (Red)] and a [First Aid Kit (Large)] from a locker inside.
Return to the hall then make a right and break the fences to pick up another [Agent Honor (Red)] located at the dead end.
Turn around and continue straight down the hall until you reach a wall then and make a left. Make another right and break the lock on the door directly ahead and enter the large room with a large puddle in the corner.
Continue through the open doorway and down another the hall and grab the two[Agent Honor (Reds)] from the alcove to the left of another locked door.
Break the lock on the door to enter. Gather five more [Agent Honor (Reds)] inside then enter the purple ring to exit the Other World.
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Drive back over to the entrance to the Lumber Mill complex and park in front of the building with the pay phone save spot then head around to the back of the building and grab the [Agent Honor (Red)]. Return to the car and drive into the purple ring with the checkered flag marker at the other end of the lot to begin the final Greevale race of the game.
A video run through of the race using a Greenvale Sheriff patrol car without using a siren boost!
Once the race is won the trading card prize is revealed on a trash pile located across from the Mill and the monetary reward is indicated by the orange marker on the map.
Drive to the orange arrows located over the gated area across from the Lumber Mill and pick up the seven [Agent Honor (Reds)] and [Trading Card No. 23 (Sallie Graham)]. Return to the car then exit the area by driving the car up the makeshift wooden ramp to the right of the white building.
Drive over to the docks directly ahead then exit the car and walk down the ramp. Blow up the exploding barrels to the left and right to pick up the two [Agent Honor (Reds)] and a [Bait (Normal Worm)].
Return to the car and drive over to the log piles located to the right of the dirt path entrance. Grab the [Agent Honor (Red)] near the back fence near the water and a second [Agent Honor (Red)] near the dirt path entrance.
Drive through the fence then stop to fish near the sleeping spot and catch the pink present for [Trading Card No. 19 (Harry Stewart)].
Continue to drive up the path to for some more [Agent Honor (Blue)] until you reach the spot in large open area where Bone #6 was acquired. Exit the car and use the radio to instantly travel to the Tree of Anna.
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Tree of Anna
Head down the path then make a right toward the bone marker on the map and break through the fence to and pick up a [Right Foot Bone].
Greenvale Forest Park
Return to the car and drive up Flower Rd into the Greenvale Forest Park.
Park the car in the lot and grab [Trading Card No. 20 (Michael Tillotson)] by the notice board then head over to the truck parked on the other end of the lot and blow up the exploding barrels to pick up an [Agent Honor (Red)].
Head up to the gazebo and check out the view of Greenvale! Observing the left view finder provides a view of the Greenvale Sheriff Department, A & G Dinner, and the Galaxy of Terror. The middle view finder shows SWERY 65, Muses Galley, and the Milk Barn. Then the Great Deer Yard Hotel, Greenvale Hospital, and White Spruce Farm are all seen from the right view finder.
Leave the gazebo then walk down head down the long ramp to the left of the bathrooms to Velvet Falls behind the forest Keeper’s cabin and grab two more [Agent Honor (Reds)].
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Let’s put the new radio to use to get York some additional “Investigation”, “Info Gathering”, and “Observation” bonuses.
PLEASE NOTE! We are on a Time Limit
We want to get get to bed before 23:00 to pick up some extra info gathering bonuses tomorrow morning! It’s not a big deal if you go to bed later but my guide will follow as if York got up before 08:00 the next day.
Thomas’ Apartment
Head to Thomas’ apartment to say hello and be sure to also peek into his apartment through one of the windows.
SWERY ‘65
Talk to Sallie, Quint and Richard inside the bar and get an addition observation bonus by taking a peek inside the bar through one of the windows.
George’s House
Use the radio to warp to the Milk Barn the drive down Tree St over to George’s house. Unfortunately George doesn’t want to talk as his mother “hates other people’s voices.” Wow his mom sure sounds like a bitch.
Becky’s House
Use the radio to warp over to Becky’s next. She’s still sequestered inside and tells York he’s wasting his time coming over (Nonsense, it only took us only two seconds to get here!). York promises to continue visiting until Anna’s killer is caught and spots sadness, fear and confusion on Becky’s face. Just what is she hiding?
Great Deer Yard Hotel
There’s not much else to do today so head straight back to the hotel. Polly has some advice for York so make sure to speak with her in the reception area then, after checking the weather forecast on the TV for another bonus, return to York’s hotel room and sleep for nine hours.
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Once York wakes shave in the bathroom for some extra money then head down to the dining room to get a coffee fortune then speak with Polly over at reception. In my game it was raining which means we are limited in where we can visit and what we can do. The may be a chance that it is not raining in your game but don’t worry I promise this guide still has you covered. Even if our weather doesn’t match we will still most likely be able to achieve the same things at the same time.
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Use the radio and head over the Greenvale Apartments. Peep in on Thomas getting ready for work then speak to him as he leaves the apartment around 08:10 for an “Info Gathering Bonus.” He doesn’t say anything much of consequence and just references the upcoming town meeting. After Thomas leaves wait a bit and catch Fiona leaving her own apartment around 08:30 gain an additional “Info Gathering Bonus” from her.
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Follow Fiona over to the back parking lot of Greenvale Hospital and try to speak to Ushah before he steps inside the building and discuss the upcoming town hall meeting for another “Info Gathering” bonus. Smoke until the hospital opens at 09:00 then head inside and speak with Fiona again in reception for another bonus.
Head downstairs to the morgue then speak with Ushah inside to begin Side Mission #10: Periodic Riddle:
Ushah has been given a “riddle” from fiona that uses elemental symbols, but has no idea what the answer is. This doesn’t seem related to the case… but why not help him find the answer?
Fiona has given Ushah a riddle and he’s having a hard time figuring it out:
Ag: Silver
Na: Sodium
Ge: Germanium
Er: Erbium
Li: Lithium
Kr: Krypton
Ir: Iridium
Sb: Antimony
Se: Selenium
Eu: Europium
Sr: Strontium
The elements love you, Dr.
The solution to Fiona’s riddle is very simple! York just needs to tell Ushah to read the first letters vertically down so they spell “Angel Kisses.”
Freckles are often described as “Angel Kisses” so it appears that “Freckly” Fiona’s riddle was just a cute little love letter to the doctor!
As thanks for helping him solve the riddle Ushah will give York [Trading Card No. 59 (Ushah’s Potato Chips)]!
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Radio over to the Greenvale Sheriff Department and head over to the meeting room. Speak with Emily and George inside get some more “Info Gathering” bonuses then speak with Thomas and agree to have lunch to begin another Sheriff Department lunch cutscene.
After lunch time will more forward to 13:00. Head over to the back parking lot and smoke for one hour (14:00) and catch Thomas as he leaves the station for an additional “Info Gathering” bonus. Next follow Thomas’ suggestion and make your way over to the Greenvale Community Center.
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The whole town will begin to make their way over to the Community Center around this time and stand beside their cars in the parking lot to wait for the meeting to start. Since no one will speak to York at this time smoke until the Community Center opens at 15:00 then walk into the green marker to start the town meeting.
After the cutscene of York informing the townsfolk to look out concludes (BTW is it just me or was there way too much information about Anna’s death on that white board!) speak with Thomas so York can inspect his back tattoo. Unfortunately there’s no cutscene showing Thomas’ back like the one with Emily and George the night before… I would have loved to see the “Love G” tattoo York is so amused by. By the way it is also possible to speak to George but he’ll only just remind York that this is his chance to question the townsfolk.
Once York steps off the stage Harry Stewart and his aid approach and speaks of the “purple fog” in town and advises York to find out why Greenvale is “soiled.”
Harry seems to know something but is not ready to divulge anything more in spite of George’s threats.
Pick up the [Coffee (Black)] from one of the front row seats then speak with Emily who asks York to let her know when he’s done so they can all get dinner.
Sounds like a plan! Too bad it isn’t possible to ditch Thomas and George and just have a nice dinner date with Emily…
This chapter will automatically end once York speaks to everyone that’s milling around the halls and the front lobby of the building.
Exit through the white double doors next to Emily and make a right down the hall to speak with Thomas’ tardy sister, Carol Maclaine, standing by the windows. After Carol abruptly departs pick up the [Cigarette (Heavy)] from the table and the [Agent Honor (Red)] from around the corner. Continue down the hall and chat with Quint and Richard Dunn then Brian the Grave Keeper down a small alcove to the left.
Speak with Fiona, Ushah, and a new face, General Lysander in the next open area. The General is a little strange but seems to know some more about the Raincoat Killer legend. York will definitely have to pay him a visit later to learn more!
Head down the stairs and speak with Olivia and her grumpy husband Nick then speak with another new face across the way Wesley the Gunsmith. With the introductions are made York is given the option to buy a sub-machine gun, some ammo, a road flare, and, strangely, some lollipops from him. If you neglected to pick up the sub-machine gun back in the Lumber Mill this is another chance to add it to York’s arsenal.
Speak with Keith and Lily Ingram next and learn that when Lily and the twins visited Becky the teen took the boys aside for a “special secret.”
Hmm that’s pretty strange. York will definitely have to pay Becky another visit to find out what the secret is all about!
Head over towards Polly next and grab the [Agent Honor (Red)] from the steps behind her. Speak with the hotel owner and learn about Polly’s trips to the Community Center back when it was still the Mercury Theater.
Once Polly dashes off speak with the strange lady holding a pot and doing the doing a pee-pee dance by the front door. Sigourney sure seems more concerned about her pot “getting cold” then this murder investigation…
Finally speak with Jim Green then a less then helpful Jack and Gina and George will let everyone go home and close the chapter.
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After the meeting York informs the group that he needs to look over his notes and write a report to the FBI. (Really York? The report can want, dude have some dinner with the team!)
Take a peek at Emily and agree to eat dinner over at the A & G to learn more about the types of cases York had worked on in the FBI. The man really does pick the worst times to go into details but I have to say I was disappointed Emily cut York’s story of the law student who raped over 800 women… I mean, how did that guy get that high of a victim count before being caught?
After dinner York is left outside the A & G Diner at 22:30 and with no time limit in sight! The complete the chapter York must return to the Great Deer Yard Hotel and write his report but let’s put that off for now and complete a few more Side Missions.
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Use the radio and head over to the Galaxy of Terror, which will now be open now that York’s been introduced to Carol. Before you head inside take a peek through the front window to get an “Observation Bonus” of $17.
Speak with George drinking at the bar for some more “Info Gathering” bonuses. He’s quite peeved York brought the Raincoat Killer up at the town meeting and even accuses him of slowing down the investigation!
Speak with George a second time and he will remind York to get to work on his report…whatever George, you aren’t York’s boss! Besides, there are still interesting people he needs to converse with before the report… like Carol!
To speak with Carol she’ll needs to be off the stage. Generally whenever York enters the bar Carol will be singing the last chorus of “Miss Stiletto Heels” and will step over the bar soon thereafter.
After speaking with George York will still need to kill a few minutes to kill before Carol is available to talk so head into the dressing room by the payphone and take a look inside.
Grab the [Stabilizer] under the window and if you wish to change suits there is also a suitcase on the dressing table to do so.
Around this time the piano solo of “Miss Stiletto Heels” will begin and indicate that Carol is about to step off the stage. Head back to the bar and speak with Carol twice to earn an “Info Gathering” bonus totaling $34. Unfortunately, Carol is in a foul mood and doesn’t appreciate York’s compliments on her singing. Man she’s so unlike her friendly brother, Thomas!
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Greenvale Apartments
Leave the bar and use the radio to warp over to Thomas’ house in the hope that Thomas will be bit more receptive to York’s visit than his little sister was…
Before knocking on Thomas’ door make sure to take a peek inside his apartment for another cool Deadly Premonition easter egg! Inside Thomas dances to a melody fans have unoffically named “Pillow Stains” that Carol sings in the 2007 Rainy Woods trailer.
Even though the vocalized version of “Pillow Stains'” was replaced by “Miss Stiletto Heels” in the final game several versions of the original song remained hidden within the game’s data on the disc. These unused music files were recovered by the_miker who then added them to the unofficial Deadly Premonition soundtrack. I actually prefer “Pillow Stains” over “Miss Stiletto Heels” so it’s nice to know that some form of it still made its way into the final game!
Thomas actually doesn’t have a lot to say given the lateness of the hour and shuts the door in York’s face…but hey at least York earned an “Info Gathering” bonus for speaking with him briefly. That’s worth it right?
Becky’s House
Use radio and warp over to Becky’s House to find out why she didn’t attend the town meeting. Becky claims she didn’t go because she doesn’t like the police and York repeats his warnings from the meeting about staying out of the rain and dark and isolated areas to her which earns him an “Info Gathering Bonus” of $17. If York speaks with Becky again and she will accuse York of stalking…which earns him yet another $17 “Info Gathering Bonus.”
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Use the radio to warp over to the Heaven and Hell Gas Station. Return to the car and make a left onto Silent Av followed by a right onto Silver Av to and into Lysander’s Junkyard to question the General about the Raincoat Killer.
Unfortunately the questions lead nowhere as the General only admonishes York for “rushing” into things. I guess the General doesn’t understand the concept of trying to investigate a lead in a murder case in a timely manner.
Even though the General doesn’t provide York with any new information on the Raincoat Killer he does offer to improve his current ride with spare parts around the scrapyard.
Cars and the General
The General provides upgrades to the Sheriff Department vehicles and offers the opportunity to purchase the various cars to driven by the Greenvale residents. At the moment only Lily and Nick’s rides are available for purchase but more rides become available as the game progresses.
Once a vehicle has been purchase York must wait either 24 hours or the start of new chapter before he can buy another one. Honestly though the residential cars are nothing special compared to the upgraded Sheriff Department vehicles and York’s restored car so I won’t really go in to when and where you need to buy each one in the guide.
Find the [Low Gear Parts] in the Junk Yard. The General will use it to increase the performance of your car.
The General asks York to fetch the [Low Gear Parts] over in section E-5 of the yard.
Head to the left side of the yard and break the boxes to grab an [Agent Honor (Red)] around the corner near L-1.
At the back of the main building break the boxes at the tailgate of the yellow truck and pick up [Trading Card No.55 (York’s Car)] over in the N-6 section.
Return to the yellow truck then continue the trek behind the main building. Break the wooden fences by the chain linked fence and head towards A-9 to pick up [Trading Card No.33 (General Lysander)].
Head behind the chain linked fence across from the card location near C-8 and pick up another [Agent Honor (Red)] hidden there.
Continue the circuit around the junkyard and break some more boxes to grab another [Agent Honor (Red)] near C-1 then head over to E-5 and pick up the [Low Gear Parts].
Return to the General and hand over the [Low Gear Parts] and he will increase the stroke of Sheriff Department vehicles’ pistons and optimize the car’s transmission in the lower gears.
The General also shares a war story with York that relates to the importance of “engine” boost giving a bit of insight into the man’s past. York will also observe that a Sergeant’s badge has been sewn on top of something else and wonder’s what that is all about.
Now with the [Low Gear Parts] installed all the Sheriff Department vehicles will have a little more speed, awesome!
There’s more the General can do to improve the car’s overall speed so we will be stopping here again soon for another upgrade.
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With the car upgraded it is time for York to complete his first Side Mission with the crazy pot lady, Sigourney! Sigourney’s position varies and may be found waiting at either at the Calvin Bridge Rest Stop or on the corner of Hemingway Rd/August St in your game. So check the map to see where her marker is:
If she’s at the Calvin Bridge Rest Stop:
Use the radio and warp over to the Galaxy of Terror. Drive up Veil Way then make a left onto Muffler Rd to reach the Calvin Bridge Rest Stop and speak with Sigourney to begin the Side Mission.
If she’s at the Corner of Hemingway Rd/August St:
Use the radio to warp to Emily’s house then talk to Sigourney who is standing right across the street.
Sigourney often wanders the town when the weather is nice. Having been told that her “pot is getting cold!” you now have to take her home. Driving safely may not cut it this time.
These Side Missions are pretty self-explanatory. Simply drive Sigourney as fast as possible to her home indicated by the orange arrow on the GPS near the corner of Muffler Rd and Hemingway Rd.
If York fails to reach Sigourney’s house before her pot cools you will fail the Side Mission but don’t worry it’s possible to try again right away by returning to the spot she was picked up from.
Once York gets Sigourney and her still warm pot safely home she’ll reveal that the pot actually “knows everything” (I wonder if it knows who Anna’s killer is?) and gives York [Trading Card No.34 (“Roaming” Signourney)] as a thank you gift.
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Emily’s House
Return to the car then make a left onto Hemingway Rd to make a quick stop over at Emily’s house. Take peek in her windows to watch her work out in front of her mirror and on her bike while wearing a flower printed dress and heels…at least she was in my game. I think this might just be a glitch she is usually wears her deputy uniform while doing this.
Panda Bear
After peeping in on Emily return to the car and make a left onto January Way then another left onto Pansy St and park in front of Panda Bear.
Head inside and pick up the [Agent Honor (Red)] to the right of the entrance. There’s also a toolbox to your left in case you want to grab anything or drop anything off in there as well.
Speak with Wesley behind the counter and a new Side Mission will begin centering around Wesley’s love for trading card collecting.
Wesley loves looking at rare cards and is interested in seeing York’s growing card collection. He’s so interested that he proposes something of a trade. Each time York finds a certain number of cards and brings the collection over for Wesley to see he’ll give the agent something cool as a thank you for sharing it with him.
Since York has already collected quite a bit of cards by this point in the game Side Mission #35 Amateur Collector will automatically begin:
Wesley, the owner of the shop Panda bear, is an avid trading card collector. Show him your own collection. 8 cards will get you a “small thank you.” His shop hours are from 20:00 to 06:00
Impressed that York has found so many cards he’s never seen before, Wesley gives York [Trading Card No.32 (“Wesley the Gunsmith”)] as a thank you for sharing his collection with him.
Since York has gathered up so many cards around Greenvale Side Mission #36 Amateur Collector will immediately begin:
Wesley, the owner of the shop Panda bear, is an avid trading card collector. Show him your own collection. 16 cards will get you a “moderate thank you.” His shop hours are from 20:00 to 06:00
Impressed by York’s collection Wesley gives York a [Panda Bear Card]. Upon seeing that York still has even more cards Side Mission #37 Normal Collector will imediately begin:
Wesley, the owner of the shop Panda bear, is an avid trading card collector. Show him your own collection. 32 cards will get you a “big thank you.” His shop hours are from 20:00 to 06:00
Amazed that York has found so many cards he hands over a [Suit “Passion Red”]. This new suit is pretty awesome as it will extend York’s life bar gauge while he wears it!
Side Mission #38 Great Collector will start at this point as well:
Wesley, the owner of the shop Panda bear, is an avid trading card collector. Show him your own collection. 48 cards will get you a “rare thank you.” His shop hours are from 20:00 to 06:00
Since York doesn’t have 48+ cards yet we’ll have to come back in a chapter to complete the mission.
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Make a left onto Pansy St followed by a right onto January Way. Make another left onto Tree St and follow to road until you reach Albireo Graveyard. Speak with Brian for a $17 “Info Gathering Bonus” then sleep on the bed behind the shed for nine hours.
Speak with Brian again for another “Info Gathering Bonus” and then use the radio and warp over to the Tree of Anna.
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Return to the car then drive down to the Forest Keepers Cabin and wait for Lilly and the twins to arrive around 09:00. Speak to Lilly for a $17 “Information Gathering” bonus then speak to the twins to start Side Mission #12.
Someone is walking in Anna’s forest in the early afternoon, when the weather is clear. Give this person the [Out of Focus Picture]. Let the twins know once you have found out who the “ghost” is.
With the [Out of Focus Picture] in hand we will have to come back to Anna’s tree later and try and catch the person/ghost the twins saw.
The car will probably be a bit low on gas by this point so be sure to get into a new squad car in the parking lot and then use the radio and warp over to the A & G Diner.
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Head inside and speak to Olivia at the back counter twice for “Info Gathering Bonuses” totaling $34. Poor Olivia feels really guilty over Anna’s death and wishes she never give her the job at the diner since the killer could have been a customer.
(During this time of day Olivia might be hard to talk with since she’ll be walking around the kitchen area quite a bit. Try to catch her while she’s either by the counter or just wait a couple minutes until she leaves the kitchen to serve customers.)
Once the conversation with Olivia is complete exit the A & G Diner and use the radio to warp over to the Milk Barn.
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Head inside the store and chat with Keith about the Raincoat Killer legend twice for some more “Info Gathering Bonuses.” Once Lilly walks in a little after 09:11 speak with her to begin her next Side Mission!
Lilly has given you more part-time work tidying up the Milk Barn’s storeroom by pushing boxes around. Didn’t you take care of this just a short while ago? What are they doing in there?
Solution
1 ) Move Box #2 up 1 square
2 ) Move Box #3 down 1 square
3 ) Move Box #1 to the right 1 square
4 ) Move Box #2 up 1 square and then push it to the yellow square in the top left corner
5 ) Move Box #1 up 2 squares into the top yellow square in the middle
6 ) Move Box #3 down 1 square and move it again 2 squares to the left into the bottom yellow square in the middle
Once the storeroom has been tidied once again York is rewarded with a [Silver Card] gives a 30% discount on all future Milk Barn purchases.
Speak with Lilly two more times for a $34 “Info Gathering Bonus” and then ask to make some purchases.
Remember the recipes we collected off the wall in A & G Diner? Well now’s the chance to stock up on some ingredients. York should already have some [Cheddar Cheese] for the macaroni recipe and an [Egg]needed for the Egg Benedict recipe in his inventory so we’ll just need to purchase a [Can of Hollandaise Sauce], [Country Ham] and an [Onion]from Lilly.
Drop all the food purchases into the toolbox to free up inventory space then head over to the register and speak with Keith to purchase [Spiritual Map A] and begin another Side Mission.
“Cope’s Tunnel” is marked on a suspicious map purchased from Keith at the Milk Barn. Go to the marked location and clear the “Other World” challenge there.
Map Quests: These map quests involve a lot of fighting but are well worth the time as the completion of these quests will reward York with a variety of unlimited use fire arms and melee weapons.
Since there’s nothing left to do in here exit the Milk Barn and use the radio to warp over to Greenvale Hospital.
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Head inside and speak to Fiona about the Raincoat Killer for a $17 “Info Gathering Bonus” then head downstairs to talk to Ushah twice about chips for another $34. Leave the hospital and used the radio to warp over the Sheriff Department.
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Head directly over to the kitchen and shave for an extra $24 then head over to the conference room and speak with Emily, George and Thomas.
Speak with Thomas first and refuse his offer of lunch to get an “Info Gathering Bonus” of $17. Next speak with Emily twice and George once to earn $51 in “Info Gathering Bonuses.”
Check the TV to earn a “Weather Checking” bonus then speak to Thomas again and agree to a department lunch to see teams’ thoughts on sushi. (RealIy George? French fries and ketchup on sushi rice? No thanks!)
After lunch head into George’s office to pick up pay stub and then go to the supply room and speak to a sleepy Thomas for another $17 “Info Gathering Bonus.”
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Heaven and Hell Gas
Leave the Sheriff Department and use the radio and warp to Heaven & Hell Gas.
Lysander’s Junkyard
Leave the Heaven & Hell Gas and make a pit stop at Lysander’s Junkyard and speak to the General twice for $34 in “Info Gathering Bonuses.”
Cope’s “Corpse” Tunnel
Make a left onto Moonlight Av and pass Albireo Graveyard then head into Cope’s Tunnel and enter the glowing green ring to begin Keith’s Map Quest.
To make this mission easier equip the [10mm Submachine Gun] picked up back in the Lumber Mill to dispose of all the Shadows in each of the rooms. There’s no need to worry about wasting ammo since Shadows will drop plenty along the way and these Map Quest’s reward makes the need for [10mm Auto Bullets] in the future obsolete.
Once the first room is cleared grab the [Stabilizer] that appeared on the back table. Behind the cars on the left side of the room a [Steel Pipe] can be picked up. [10mm Auto Bullets] can be found by the exploding barrels by the door and by barrels closest to the purple exit ring. Once all these items have been collected leave the room through the door.
Once this room is cleared grab the [First Aid Kit (Large)] that appeared on the back table. Shoot the barrels near the table for a [First Aid Kit (Small)] and the barrels by the door for some additional [10mm Auto Bullets].
In this room the Shadows will all be armed with melee weapons! Once the room is cleared picked up the [Root Beer] that appeared on the back table. Blow up the barrels in the middle of the room for [10mm Auto Bullets] and a [First Aid Kit (Small)] then blow up barrels on right side of room to get an additional box of [10mm Auto Bullets] and [First Aid kit (Small)].
The Shadows have stepped up their game in this room by arming themselves with shotguns so be careful! When a purple glow appears on the barrel of the shot gun it’s an indication that the Shadow is about to fire a shot off so make sure to run to the side and get out of the blast range.
Once the room has been cleared pick up the [Flare] from the back table. Blow up barrels to the left for a [First Aid Kit (Small)] and pick up a [Mission Knife] stuck in the front hood of a car. Blow up the barrels by the purple exit ring and by the door for another [First Aid Kit (Small)] and another box of [10mm Auto Bullets]
This room will be empty save for a large purple exit ring and an [10mm Submachine Gun (∞)] on a table. Pick up the gun then enter the large purple ring in the middle of the room to complete the quest.
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Head back to the Milk Barn around 13:16 and try and catch Richard Dunn inside. This is not vital but York will earn $34 in “Info Gathering Bonuses” and learn a bit about how Richard feels about his friend Keith.
At this point make sure York has some [Cheddar Cheese] in his inventory as this item is needed for an upcoming Side Mission. So grab the cheese stored earlier from the tool box in the corner or purchase another block from Keith to add it to the inventory.
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Use the radio or drive directly over to Emily’s house then smoke outside until a little after 18:00.
At this point it should begin rain and Emily’s home will open.
If it isn’t raining by this time in your own play through don’t worry. I’ve found that sometimes the weather will remain clear and Emily, George and Thomas will be at the A & G Diner having dinner again. In fact this actually happened to me during me during my own play through while writing this guide.
What to do if it doesn’t rain
Head over to the diner and talk to George, Emily and Thomas inside to take dinner with them again and kill some time. Head over to the Galaxy of Terror to change your suit and then use the radio to warp over to the Milk Barn then drive to Albireo Graveyard and sleep for 12 hours.
When I woke up it was super cloudy which is a good indication of heavy rain later, but a lack of clouds doesn’t automatically mean it won’t rain since sudden showers in Greenvale aren’t uncommon!
Warp over to the Sheriff Department with the radio then have lunch inside to kill some more time and check the weather on the TV. It should say something about showers in afternoon/evening. It actually said the same for me the day before and didn’t but it shown that Greenvale is *supposed* experience showers about now.
Warp to Emily’s and smoke until 18:00. Hopefully it will begin to rain in a few moments but if it doesn’t just sleep again and repeat the above until it does!
It’s Raining!
Head inside Emily’s home to check out her digs. Before speaking with Emily in the kitchen head into the living room to pick up the [Agent Honor (Red)] and observe everything in the room to learn a bit more about Emily.
On a side note just when is this game taking place? I assumed it was supposed to around Thanksgiving due to the “Thanksgiving Sale” posters on some of the store windows but in Emily’s house the calendar says June!
Head upstairs and grab another [Agent Honor (Red)] at the end of the hall and to observe the pictures up here too. Open the white dresser to grab [Trading Card No.08 (Emily Wyatt)] .
Return to the first floor and enter the kitchen to pick up the [Emily’s Bagel Sandwich] then speak with Emily to begin her Side Mission.
Mission Objective: Emily only ever cooks at home on the evenings when it is raining. Find the “Fermented Dairy Products” that she needs for her next dish and help her out.
Remember those recipes picked up at the A & G the first day in Greenvale? They actually correlate with all of Emily’s cooking Side Missions. Recipe #1 shows what ingredient is required to complete the first Side Mission, Reciepe #2 shows what’s needed her second, and finally Recipe #3 shows what is needed for the third.
Recipe #1 shows [Cheddar Cheese] marked in red. It appears Emily is trying to make some Macaroni and Cheese but is just missing some cheese.
Speak with Emily again and hand over the [Cheddar Cheese] from York’s inventory.
With missing ingredient in hand Emily is able to make a decent batch of Macaroni and gives York [Suit “Hawaiian Blue”] at a thank you.
Funnily enough Emily’s still a bit disappointed since she was actually attempting to make some Beef Stew but I’m puzzled by how she would have accomplished something like that without any beef…
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With Emily’s first Side Mission complete let’s head over to the Galaxy of Terror.
Speak with Carol and learn more about the origins of the name for the bar and get a $34 “Info Gathering bonus.” Originally I thought the bar name was another homage to Kenji Goda since the bar shares the same name as the production company behind the Analife movie but Carol reveals the bar was actually named after the 1981 movie, Galaxy of Terror.
By the way if you are curious about the worm death scene York alludes to you can view it here [NSFW].
Speak with Thomas over by the bar next to start his Side Mission.
Mission Objective: A customer at the galaxy of Terror has practically been stalking Carol, causing trouble for her. Drive off this “Unwanted Customer” who comes to the bar after 21:00
This is a pretty simple mission York just needs to return to the bar on another night around 21:00 and speak with this unwanted customer.
Speak with Thomas one more time for one more “Info Gathering Bonus” then leave the bar.
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Use the radio and warp over to Anna’s house and speak with Sallie inside for an “Info Gathering Bonus” then head across the street to the Cormack’s and head inside.
Grab the [Onion] off the counter and the [Agent Honor (Red)] in the room. There’s nothing more to do inside since Olivia doesn’t say much of anything and Nick in an area of the home York can’t reach.
You can check out what Nick is doing by exiting the home and observe the peeping location on the left side of the house. Through the window York can spy on Nick painting a still life in his office!
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Use the radio to warp to the Great Deer Yard Hotel then enter the green ring to begin a cutscene of York compiling his report for the FBI and discussing the progress of the case with Zach.
To complete the chapter you must first answer these three questions correctly:
Option 2: A Red Seed
2) What was the other clue found at the crime scene:
Option 3: A broken stilleto heel
3) Anna was gripping something when she died, what was she holding onto?
Option 1: A round object
Once the report is completed the scene shifts to a mysterious women in high heels exiting a red truck. Hmm… could this be Diane?