The note (Koukai Sarena Katta Shuki) is a first-person survival-horror ; you must fight, find items and solve riddles to save 3 children by the evil forces abducted. There is many empty and useless rooms in the game, so I write this game help for lost gamers ! 1) You thus begin in the house entrance. Pass the door of left, open the curtains or light a lamp and take the rifle which is fixed on the wall. Configurate your controller in order to have the functions at once "rifle" and "ammunition" in the keys of top. Pass the door on the right of the chimney and you arrive in the kitchen. Pass the door immediately on your line, then that on your left, and you emerge in a corridor with three doors on your line. Open the third and take wood there. Return in the kitchen and pass the door at the bottom on the left. Recuperez the gold medal in the damaged dresser, then pass the other carries and go all at the end of the corridor; in this part, kill the dog, light the candelabra next the altar and take a key there. Go up to the floor, cross the third door and take another gold medal in the dresser. Arise, kill the importunate bat, light the lamp on the wall and use the key on the fourth door. Admire the painting representing a Japanese garden, then note the presence of a spot of phosphorescent painting by ground. Close the curtains and return in the table: note the now visible figures, and will regulate consequently the clock . The library slides, you can see a secret part , after having killed another dog, you take a red stone. Go down again, deverrouillez the door opposite the stairs and you find yourselves in the house entrance. Cross the door on your line, thread the two corridors and pass the door to the end on the right. There you will have a cut-scene during which Necromeda will take the red stone to you, then Paulo to give you the key of the cottage. Bring out, pass the door on your line, go at the bottom of the garden, use the key of the cottage and examine the wall of the bottom: it emits concentric waves! Approach you in and you will pass through, you thus finding in the Castle of the Spirits. Cross corridors, parts and staircases until a decorated door with a X painted in red; it is locked, thus goes to the other and crosses it: you here is in a room with 2 zombies. Kill them and pass the door at the bottom, light the lamp and take the gold medal on the door which has been just closed again in your back. Then go at the end of the corridor and use the gold medal on the left door . Another corridor, with the end still a door to open with gold medal, and there a room with a pair of zombies. Eliminate them then pass the door immediately on the left, outward journey until the execution room , cross-there without you to make bite, and at the end of corridor and stair you find yourselves in the room where you previously killed 2 zombies. Go take the gold medals and turn over in the room where you eliminated the pair from zombies. There, put your last gold medal in the door of the bottom, and cross to it. Open the second carries on the left and speak in Dave, then climb the stair, open the first door to converse with Toshi, then the second for talk to Linda. When you arise in the corridor, a zombi will have appeared: kill it and excavate it, it had on him the key of the staff waiting room; use on the door of the bottom where another zombi will own the key of the door with X painted in red. A cut- scene will inform you Angela remains there, then will give you in the corridor; turn over to see it to give her oil for lamp, then will open this door with X painted in red. Cross it and go straight until the room with the large red carpet. Pass the door of left, then the corridor, and the first carries on the right and will take the medal of the sleep. Bring out, go upstairs, take the first carries on the left, follow gangways and covered ways until a broken dolmen , and push the only column not supporting anything: it will crash to pieces a stained glass before disappearing below. Turn over on your steps but, before going down again stair, go upstairs that which will be then on your left: you arrive at the room of the pictures, insert the medal of the sleep opposite the Hypnos portrait. Return now in the living room with the red carpet . Pass the door which is now on your line, quickly cross the first corridor and to the second pass the door of right-hand side. You see an armour which was crushed by the column that you pushed before ; excavate the debris and will find there you a key which will enable you to cross the door at the bottom of the part. Go upstairs and pass the door of black armour on the right. In the first room, light the lamps by shaving the walls and at the bottom take the key + . In the second room , read the panel on the wall, then go carefully on the flagstones D E A T H and take the medal of the destiny. Arise and at the end of the corridor you run up against a mask-decorated locked door . Make half-turn, turn over to the room of the tables and insert the medal of the destiny opposite the portrait of Necromeda. Go down again the stair , turn left and at the end of the corridor use the key +. Cross another corridor, a room and take the key V . Go back in the manor and, by ground in the corridor, collect the key of the handing-over. Go use it on the first door of the corridor where the handing-over with wood was, wing is, and take the cord. Return in the Castle of the Spirits, in front of black armour, and cross this time the door of left; you here is on a stone mezzanine; go where is no guardrail and use the cord to go down. Pass the door, go upstairs, use the key V, turn right, pass a door, a corridor, another door, in this part pass the door of left and go until the library take the mould for the mask. Return in the manor and cross in entirety until small garden . By ground you warn a clay heap , fill the mould for the mask then place it in the incinerator. Put wood there, crack a match and clay starts to cook. To withdraw the mould for the mask at the end of 25mn approximately after having made "erase" to extinguish fire. You thus recover the mask, which you will pose on the locked door mask-decorated, in the Castel of the Spirits. Light the lamps and go, by avoiding the axes, to take the key of the keep. You can now go delivrer the children. Unfortunately, while there going you meet Necromeda in the room with the red carpet; it tightened you a trap there, this carpet is in fact a trap door which open under your steps and you fall in an underground room. Light the lamp there and collect by ground the clock medal ; examine-there and you will note are engraved hand positions. Leave, cross a corridor, in the second pass the door of left, then the door opposite and successively use on the dial on the ground the clock medal according to positions' indicated above. The door opposite from now on is unbolted, passes there and looks with the ceiling. Paulo is there; it will throw you a marker, strange instrument enabling you to relocate itself; use it to go up and precipitate to save Angela and the children. When you arrive at the room giving on the cells : nobody ! . While arising you again meet Necromeda which leaves you with the catches with Minotaure. Do not fight it and go urgently to the execution room ; there another Minotaure is which you will have to face. Its only vulnerable point is its back, therefore lets jump it in your direction and draws aside you when he falls down: during its axe extracts from the ground, circumvents and draws it to him in the back. This made, return in the house entrance and Paulo will offer the marker to you; go now to the red X-marked door , pass-there and open that which is almost opposite, slightly shifted on the line. Climb and advance along the ramparts until you warn a square opening in the ground, which gives on a closed court. Use the marker for you to return there and cross the northern door. 2) When appear the first man-fish, after killed him go to the lever and make "draw" above. 3) When you must fight Hypnos, you will not be able to kill him, also let you kill, you will raise a few seconds afterwards. 4) When you see your malefic double in the mirror, break this one with a shot of rifle, then collect the splinter by ground; later, when you go in an empty room with many snakes crawling by ground, kill to them all and carries it at the bottom will only then. It's the gorgone Meduse then ESPECIALLY DO NOT LOOK AT IT because it can petrify you with an only glance, use the splinter quickly and she will undergo this disastrous destiny. You can then return in his room to take, hung next her bed, a key. 5) The third medal is in a long rectangular room where zombis make somersaults, it is gray and thrown by ground, also are attentive in your research; on the other hand, when Paulo gives you a key opening one of the rooms of the floor of the house, you will note while opening that this part is entirely empty. Don't waste your time, go down again in the room of the pictures and you will realize that Paulo in profited to insert the fourth medal under the corresponding picture, the door is from now on open. 6) At the time of the final battle against Necromeda, before starting to shoot, think well of using the red stone before , to weak her.