From: beng wah Last update on 30/11/99 JUGGERNAUT GUIDE Table of Contents 1. Introduction 2. The Beach 3. Room 33 and 78 4. Mansion 5. 4 Rooms/Microcosms 6. Elseworld Places 7. Final Room 8. Objects 9. Credits Introduction This is not a thorough walkthru. It serves as a guide to the 'problematic' areas in the game (for instance, the rotating skulls) and also gives some advice on what to do next/where to go after certain events. Except for these areas, most parts of the game should be relatively straightforward (e.g. there are only one or two places that you should obviously go). Hence, I will not walk a full walkthru. However, if there are enough requests, I will do so. I am writing from recollection because it is quite tedious to replay the game again and I also do not have the time. Hence my apologies first if you still get stuck after reading my guide. I hope you will get through it and you can e-mail me if you have problems at bengster@pacific.net.sg. I will try my best to answer you. Enough said, on with the game. Warning: This Walkthru is copyright and is my original work. Do not steal it to publish elsewhere. If you want to use it for your page, you must obtain my permission. THE BEACH At the beginning, you will be transported into Sarah's soul. Before you enter the tower-like building, there are two forest paths on the left and right. One is blocked while the other contains a painting. Take the painting. You will then observe a hooded man and he will disappear, (regardless of what questions you ask him). Note the time on the watch in the cage (6 o'clock). Next, place the painting on the painting stand (note that there are two there). Remember to remove the painting later (after solving the area) and place it on the next stand to open up another area. ROOM 33 and 78 In the next few scenes, you will go to either building with number 33 or 78 on the doors (depending on which stand you placed the painting). Here, you need to play a recorder with the correct number indicated on it. Listen to the music. In either building 33 or 78, there are 4 coloured doors; red, blue, green and brown. Each door plays a different part of the tune in a different note. If you enter wrongly, you will come out of the house. OK, the correct sequence for door no.33 is red, green, red, green while the correct sequence for no.78 is red, brown, blue, brown. Now, you will proceed to the next area where you will receive a card. The card can be reversed to read 'dog' from 'god' and 'evil' from 'live'. After reversing them, you will be transported to the mansion. MANSION The mansion involves the most tedious part of the game. You first begin there in your soul with a physical body. Hence, you need to obtain a physical body to open doors or objects. The soul will only be able to go through an opening if you want to move around. After exploring, obtain a physical body on the ground floor. With it, you can explore more areas. To add to the tediousness, there are several small doors which both the soul and physical body cannot open (because it is too big). Hence, you need to leave your physical body and obtain a smaller physical body. The juvenile body is in the second floor. In the mansion, there are many puzzles strewn around for you to solve. I will reveal the answers for a few. The locked door combination is 538. The other locked door involves playing a cassette and pressing the correct alphabets in the same sequence (in terms of sound and noise) played by the recorder. The answer is D, F, A and C (on the bottom right side). 4 ROOMS/MICROCOSMS There are 4 doors in the mansion (so-called microcosms) which you have to solve in order to 'unwarp' a door leading to the final confrontation. Let me explain about the doors. Here is roughly what you have to do in these 4 rooms. They are in no particular order. ROOM 1: GOD IS OUTSIDE THE RED APPLE Here, you need to mix the blue paint (which is obtained from the locked door inside the big room with the candles and 'pushable wall' on the second floor of the mansion. In order to get the key to open this locked door, you need to convert the metal piece to a key in the iron stamping machine) with the yellow paint to get green. The door next to the red apple says 'Wet paint'. Hence, paint the green paint on the door. Now you will be able to go inside the door and solve 'elseworld' areas. I won't go into that yet, as they are relatively straightforward. There are two 'elseworlds' in each of the 4 rooms/microcosms. It doesn't matter which one you solve first. When you solve all 8, the main purple door (which gives you a splitting headache) will unwarp then. Ignore the paintings and message regarding the red apple. I did not find anything useful or solvable with them. Please e-mail me if anyone knows what they are for, credit will be given. ROOM 2: FILM H,E,L,P Throughout the mansion, you will come across several films with a letter indicated on them. Place them in the respective film box indicated. When the films are placed correctly, the box will be locked. If you try playing the projector without placing all 4 films, you will only see bits of the entire film. There is a film without any letter which is not relevant to proceed ahead. I cannot remember clearly, but I do not think I used it at all. However, you can still try to put it in any box and play the projector. You will still see parts of the film only. I believe a lot of gamers are stuck because you are missing one last film. This particular film (I cannot remember which letter and I do not think it is necessary to be specific here) is located in the 'Rotating Skull' room. ROTATING SKULL ROOM You need to be in a big body in order to rotate the skulls. There is a button on the door. Do not push it unless necessary, as it will reset all that you have rotated. If you enter the room in a big body (regardless of whether you pressed the button on the door or not), you will see 2 doors on the right and left. These are the two doors which you need to rotate from outside and align in position before you are able to enter. If you enter in the room in a small body, you will see a painting and a dining table (which is not clear from this angle). These are the things you will reach when you rotate the skulls and align the doors correctly. A bit of trial and error and patience are needed here. First, note the skulls' position. Turn the skull on the left once. Then rotate the skull on the right until you see the movie clip of your hands rotating the skull. If the right skull does not remain in the original position which you noted before, the door can now be opened to reveal either a painting or a dining table. If you reach the painting (a big body is required), you must stab the painting to destroy your past with a knife. If you reach the dining table in a big body, nothing will happen. You need to change into a small body and come back here. Do not rotate any skulls or press the button as it will reset everything. In a small body, you will be able to retrieve a film under the dining table. After solving either the dining table or painting, go out and press the button to reset everything. Using the method described above in rotating the skull, you will be able to align the next door/room. You have to be patient here and try rotating different skulls instead. The trick here is that after the movie clip (which shows the hand rotating the skull to a certain position), the skull must be in a different position from its original one to work. After obtaining all films, play the projector and you will be transported to another 2 elseworlds. Room 3: Hidden Wall This is the room with a cupboard and some drawers. Notice that there is a wall which has a different shade of colour (in a vertical rectangular shape). Place your rectangular mirror on it to reveal a hidden wall behind. In order to access this door to the next 2 elseworlds, you need an axe. The axe can only be obtained after you have destroyed all the 3 paintings/picture of your past. One of the paintings is accessed from the rotating of the skulls as mentioned earlier. The second is the photo of the mansion in the room where the bed is not crumpled on the 2nd floor. The last one involves you to bring a crank and rotate it at the tiny opening (in a small body) to move slabs of walls to reveal the painting. It is very tedious here as you need to change your bodies often, e.g. you can only open the door to reveal the crank hole in a small body, however you need to change to a big body later to open the door after cranking. After all the paintings have been stabbed and destroyed, the painting of your hacked body (the place where you started in the mansion as a soul) will explode. Go back there and retrieve an axe. With this axe, go back to the hidden wall room and use it. You will now be able to go to the next two elseworlds. Room 4: Red and Blue knobs In order to know which knobs to turn, you need to solve the clown machine at the billiard table room on the 2nd floor of the mansion. Give it the red pastel (blood). Give it the clown coin (found after draining the water tank at the top of the mansion after pushing the movable wall) to start the machine. Once it starts, the clown will begin to draw/paint on the board, indicating which position is red and blue. Copy this picture and return to the Red and Blue knobs room. I have also provided the answer as shown below. Turn the red knobs up and the blue knobs down. + + + + B + + + + + + + + + + + + + + + + + + + + R + + + + R + + + B + + R + + + + + + + + + + + + + + R + + B + + + B + + +_ + B + + + + + + + + + + + + + + R + + + + B= Blue, R= Red With this solved, the door will open to another two elseworlds. ELSEWORLD PLACES The eight elseworld places are roughly divided into several areas like the forests, jungle/beach, prison and the future. Most of them are relatively straightforward. I will talk about the problematic ones here. Prison: There is a prison where you must input passwords in order to proceed to the next few floors. First, obtain the Dart Gun and the Tranquilizer darts. After knocking out the guards, obtain the red and blue memo pads. However, notice that the fourth floor code is not given. This has to be calculated. I will list here all the floors' passwords. First floor : 0010100 Second floor: 0202020 Third floor : 3030303 Fourth floor: 0404040 Fifth floor : 0050500 Input 'Birdcage' to open up this prison to get a Gas Gun. Do not bother with the 'Pigpen' or 'Insectcage' as they will not open. Jungle/Forest/Beach: These areas are pretty straightforward, so I will not discuss them. If you are stuck, simply visit other new areas or revisit old areas to trigger off an event. Future: In one of the future, the password to prevent the catastrophe is 'bloodyworms'. This is pretty easy to figure out, just match the numbers to the cards. In the other future where patients are being murdered, you need to use the 'Hacking Program' and 'Search Engine' at the appropriate times, that is when you are connected to the net. Notice that N.Atas is actually Satan spelt in reverse. FINAL ROOM After all 4 microcosms (i.e. 8 elseworlds) are solved, the main purple door downstairs will unwarp and you will be able to go through it finally. Before you go through, you might want to save because this is the only place to do so as you will lose Sarah's pendant shortly after entering it. After entering the door, you will be treated to a beautiful and peaceful meadow. Follow the path to reach Sarah's tomb. Use her pendant and Sarah will grab it. Suddenly, the sky turns dark and ominous pillars emerge. Move along and pick up the cross, coin and garlic. Sarah appears next with the devil-like monster. It will come and attack you. Here, you need to decide which item to use. You can play around and see what happens if you use certain objects in different sequences. You will simply restart this part only if you die. The correct objects to use are in this sequence: 1) cross, 2) coin and 3) coin again. The monster will be destroyed. Now, you will be tempted by Sarah/Demon and be asked a series of questions. Likewise, if you answer her wrongly, you will restart this part again. The correct answers and sequence are 1) "Yes, let's make a deal", 2) "don't show me your face" and 3) "No, I won't be deceived". Finally, you will fight Sarah. Destroy the demon that creeps out from her and you will win…… not! Refer to the 'Objects' Section and look at the 'Chess Piece' for an explanation. OBJECTS Here, I will discuss briefly about what to do with certain objects and what they will in turn, lead to. Iron Piece: After obtaining the iron piece, go to the iron stamping machine (at the basement from the 2nd floor) and convert it to either an iron key or an iron crank. I suggest converting it to the iron key first to obtain the blue paint (behind the locked door in the 'pushable wall' room on the 2nd floor) as it is nearer and you will only use it once. Iron Crank: There are two places for you to crank. First, go to the 'pushable wall' room and inspect the candle. The candle will move to reveal a hidden button on the table. Push it to shut down the machinery. Next, go to the corner and inspect the wall. You will be able to click on it and will subsequently push the wall back and simply say "So, that was the trick'. There is a button next to it, however, nothing happens if you push it. This part might be problematic here because gamers may not press their controllers properly and hence when they turn, they will turn away from the wall and the wall will close back. While the wall is pushed back, press triangle and later up so as to move towards the wall instead of turning away from it. Turn right to see a ladder. Climb it and you will reach the top part of the mansion. Here, there is only one significant room. It is the tank. Upon reaching the room next to the tank, examine it to reveal an opening for the crank. Crank it to drain the water and climb into the tank. Here, you will pick up the 'Clown Coin' and 'Knife'. Simply search around. The other room on this floor is the Knight's room. However, you will not be able to move past them as this room can only be accessed after completing the game. The other place for cranking should be obvious. It is the big door leading to the 4 microcosms/rooms. You need to come in a small body to open a smaller door on the big door itself. There are 3 possible results from cranking thrice. The first cranking will remove a slab of wall to access a 'film'. The second cranking will move another wall to reveal a painting (for stabbing purpose). The third cranking will shift it back to its original position to access the 4 microcosms. Chess Piece: This can only be obtained after completing the game. After the ending credits, you will receive a chess piece and be allowed to save the game one more time. Load this record and you will now be Sarah instead of her boyfriend. It seems that the evil is not ended yet, hence, you will go back to the mansion again. You cannot go anywhere now except to the chess set on the 2nd floor in the mansion. Use the chess piece to enable the chess set to come alive. As you move the chess pieces, you are also manipulating the knights literally on the top floor. Hence, knock out the chess pieces and you will knock out the knights who barred your entrance earlier on. The correct piece to move is the 'knight'. Simply move it to the position as shown below and you will defeat the rest of the pieces. ----------------------------------- | | | | | | ----------------------------------- | | | | | | ----------------------------------- | | | | | | ----------------------------------- | | | | X | | ----------------------------------- | | | | | | ----------------------------------- After doing this, go to the 'pushable wall' and climb up the ladder to go to the knights' room. Enter the final door. Here, the game will take over. Sit back and enjoy the puzzling ending. CREDITS - GameFaq, for listing my walkthru. - Tokinhouse, for making this game. Horror games of this kind are simply lacking. - Jaleco, for publishing it. - Me, on finally getting down to write a walkthru. - My brother, for helping me solve the 4th floor's lift password and typing half of this. - My girl J, for her support and help on the diagrams. - To you gamers who read this walkthru.