Yuppie Psycho Walkthrough
The unaltered guide: no contents list, no checkboxes, no page breaks. This is what the archive holds. Back to the reading view
Yuppie Psycho is Baroque Decay’s survival horror adventure set in a 1990s dystopia. Brian Pasternack, a young man of the lowest social class, gets a mysterious letter offering him a job at Sintracorp, arrives for the interview, and finds himself hired as the company’s Witch Hunter. This walkthrough was written against the beta build and follows one route through the game, taking in the achievements and all six endings.
How the game plays
- Controls: keyboard. WASD to move, E to interact and talk, Shift to run.
- Menu: Esc.
- Inventory: hidden during play, opened with I. Three sections: items to use; food and drink to restore health; documents and collectibles.
- Saving: only at photocopiers, and only with two things in hand, a blank sheet of Witch Paper and ink in the copier’s cartridge. Both are found around the building or bought with credits at the vending spots.
- The game itself explains item use, food preparation and next steps if you talk to everyone and interact with everything. Enemies and hazards drain health; restore it with the food and drink lying in drawers and on shelves everywhere. Instant noodles, pizza, water and coffee are ingredients for the machines in the ground-floor canteen.
- The game splits into before and after the party. Some items are unreachable afterwards, which affects both the route and the achievements.
Prologue
Brian Pasternack rides in from the suburbs to interview at Sintracorp, the offer letter in his briefcase.
Ending 1: I’m Better Off At Home
On the basement floor, walk with WASD to the blond man smoking by the lift and press E. Mr. Chapman’s loud outrage at being addressed by someone of class G startles Kate Hicks, who has been cramming documents; walk down to her on the right and talk. The lift opens and a metal voice invites Mr. Chapman in. Kate notes that his lift stops at the second floor, a low rating. Then Kate is called, and her car goes to the fourth, as Brian notices.
Walk to the lift, open the inventory, click the LETTER and choose Use, showing it to the camera. Head for the exit. The doors open, the speaker stays silent. When you hear the door, go to the lift and press E. It takes Brian to the very top, which nearly makes him faint.
On the tenth floor, management, walk to the head of department’s desk. Read the writing on the wall, interact with the CONTRACT and refuse to sign it. Back into the lift, down to the basement, out of the building.
Deal with the Devil
Continue from the menu. Back in the lift and up to management. Stand by the desk with the contract, press E and choose Yes.
Photocopied Soul
The lift opens. Go back to it and press the fifth-floor button. The light goes out for a moment; pick up the blank sheet with the snake-shaped S. Mr. Hugo meets you at the lift, walks you to Office E, introduces Sosa, who lives under her desk, and explains the work.
Office E, fifth floor
Hugo suggests practising coffee. Draw WATER from the cooler, take instant COFFEE sachets from the waste basket, and use the coffee maker. Hugo demonstrates the photocopier and offers a trial run, but it is out of paper. Brian remembers the blank sheet and puts it in: soul photocopied.
Welcome to Sintracorp
Talk to Hugo, who suggests the old computer. Interact with it, plug in the plug, interact again, talk to Hugo. He goes to the boss’s office for your card. Answer the ringing telephone: the caller, claiming to be the boss, sends you to Office D on this floor, where the card was sent by mistake. Leave.
Explore the fifth floor, collecting items and food. This guide notes only the items the story and the achievements need. The sofa blocks a door: stand tight against its left side and push right. Go into Office D.
Office D: the trap
No light. The floor reads TRAP, and the door slams behind you. Move from one lit workstation to the next to reach the tied-up employee. Watch your health bar in the briefcase as you go and eat if needed. Stand tight against his right side and press E: you cannot untie him, but you can now roll him in his chair, and the light travels with him. Use that to search the office.
Go right, look at the ventilation grille under the ceiling, unreachable. Take a CARDBOARD BOX, go left. Push the chair left, standing to the employee’s right, and take a second BOX. A cabinet at the top of the area slides aside, opening a way up. Go through, left, under the dangerously leaning cabinets. Roll the chair right and up into the opening, then left, and take the third BOX. Read RUN on the wall and run right with Shift held, away from the monster. Stand under the grille, open the inventory, use the BOXES, climb in with E and follow the duct. Sosa bolts at the sight of you climbing out.
In Office E, go to Sosa’s desk and press E; she comes out and points to the boss’s door. Go in, talk to Hugo, take the ID CARD from the desk. Use it on the old computer to log in.
The Hammer of Witches
Something on the screen sends Brian fleeing in panic, and the nightmare follows. Back at the terminal, talk to Sintra about everything: Brian has been hired as a Witch Hunter. Read the message, log out, leave.
Important: visit Sintranet and talk to Sintra after every event from here on, or the Corrupt achievement will not open later.
The Sintracorp archives
Take the lift to the seventh floor. Read the terminal: getting a book from the library needs a filled-in form R-301, which you receive automatically. The form needs the book’s title, year, author and publisher; Brian fills in the title, The Hammer of Witches. Go into the archives.
The author
Switch on the light in registration and read the instructions on the counter about saving with Witch Paper. Save point: a copier behind the counter with no ink; a cartridge is in one of the cabinets on the left, and a sheet of Witch Paper in the middle cabinet behind the counter.
Light on at the document store entrance. Note the scratches on the floor under the filing cabinet: it moves. Light on in the store, walk forward between the stacks. The light comes on by itself and Brian finds another corpse.
Mines. They glow green at rest and red as you approach, then detonate and take part of your health.
Look at the briefcase on the floor for the hint A-2 in the author section. The dead woman was also after the Hammer. Back to the start of the stacks. Interact with stacks A-IV, A-III, A-II in turn to raise them, go to A-II and take the hint from the shelf: the Greek letter alpha and a seven-pointed star with red dots. Raise A-VIII and A-VII on the left; A-VII holds the hint B-I. Go to the B group, raise B-III, B-II, B-I; B-I’s shelf holds an up-arrow pointing at an object on the stack. Raise every stack on the right, then B-VI, B-VII, B-VIII on the left. Go left between the stacks round the mines, up onto the platform, light on, note the movable filing cabinet by its scratches. Walk along the stacks to the object on B-I and get the author’s name. Brian fills in the form.
The year
Back to the platform and into the corridor on the right, light on, right and up into a room with no power. Back to the platform, second room, also dead. Lower the ladder, go down, left, light on, note another movable cabinet, look at the corpse. Go up and untie the tie, come down, light on. Look at the briefcase left on the floor and take the SANDWICH IN FOIL. Follow the blood trail through the door and study the stack plan on the right-hand wall.
Move the filing cabinets aside to see three blood drawings: a triangle before the document archive entrance, a square before the audio-cassette store, and a triangle on the wall with the spider drawing on the platform. Work out the stack and take the cassette The Hammer of Witches from its shelf.
Follow the blood trail forward. Open the cabinet left of the one the trail ends at and talk to the zombie, who hints at where the publisher’s name is. Leave the store and use the SANDWICH IN FOIL on the electrical panel right of the stairs. Up the stairs and into the room on the left, light on. Look at the disarmed mine with a pencil stuck in it. Go into the first booth of Videoclub Misterio and talk to the viewer, who gives the hint: pencil. Leave and enter the next booth right. Approach the mine until it goes red, open the inventory and use a PENCIL on it. Use the CASSETTE on the player: a voice says 1486, and Brian writes the year down. Out to the platform and into the next booth right, where hungry mewing comes from: note the cats.
The publisher
Out to the platform, through the door on the right, light on. Save point: a copier at the entrance of the room with the corpse in the centre, no cartridge; a sheet of Witch Paper in the briefcase by the body. Disarm the mines with pencils, go to the desk lamp top right and read the document for the publisher. Brian completes the form.
A toad-man runs in and kills the light. Pick your way out along the edges of the mines’ green zones, light on, out, down the stairs, out of the archives.
The library door
The terminal by the library says it needs a Sintracorp seal. Back to the office to ask Sintra. In the lift, meet Miss Rostova, ride to the fifth floor, go to Office E. Talk to Sosa, answering her question about your work however you like. Hugo interrupts, asking whether Brian has his goth-club card yet, a dig at Sosa’s taste for the occult, and invites everyone to his birthday party. Use the computer.
Sweet Child o’ Mine
Find Sintra and talk about everything. Use the swing for the achievement. Read the message about the motivational meeting, the weekly talk with Colonel Dumont at 11 in Conference Room C. Log out, leave. Lift to the seventh floor, use the terminal, open the library.
The library
Pick up the TORCH, take the RED BOOK from the broken stand, slide the stand with the green book down, go right and push the trolley with the owl on it left. Take the GREEN BOOK from the broken stand, push the trolley by lectern X right, take the YELLOW BOOK and the BLUE BOOK from the table by the right wall. Look at the painting at the end of the short corridor at the top for the arrangement, and place the books: green on XII, blue on VIII, red on II, yellow on XIII. Press the button on the pedestal in the corridor and go through.
In the secret room, save point: a stocked copier right of the mummy’s armchair. Take the BOOK from the mummy’s hands.
The spider
Head for the exit. The doors shut as you enter the hall and a giant spider says it cannot let the Book leave. Wound it three times: watch where it lays its mines, move the nearest trolley into a mine’s range, and push the trolley aside as the spider steps into the zone. Three times, then leave.
Motivational Meeting
Lift to the fifth floor, office, Sintranet. Sintra talks Brian out of quitting with a 1,000-credit bonus and reveals what the Hammer says: where the Witch is, how to recognise her, how to kill her. Log out. Colonel Dumont is prancing about the office on a horse, furious that Brian is not in Conference Room C.
In the conference room the Colonel motivates, then speaks of the Witch, then turns to Brian. Answer 1, 3, 2, 1, 3, 2. Achievement: Motivational Meeting, for a clean run.
Family Plot
Hugo suggests Brian needs a friend from the fourth floor, “the Hive”, and Dumont agrees. Everyone disperses; Hugo catches Brian up with the briefcase he left behind. Check it afterwards and find a PAPER VOODOO DOLL. The secretary’s desk now sells items for credits. Office, Sintranet, talk to Sintra about Colonel Dumont, log out, lift to the fourth floor.
The Hive
Kate runs past under a heap of documents; follow her left and up. Save point: a copier right of Kate’s desk with no ink; the cartridge is at a workstation by the queue of employees, the paper in the filing cabinet beside it. Talk to Kate, who shows her ways of hiding from the “strange creatures”, under a desk or in a cabinet. When Brian raises friendship the alarm ends the break. He offers to help sort 30,000 copies; she takes him to Marketing, where staff crawl on all fours in the latest yoga craze, and asks him to bring back four missing employees, using the slogans he can gather.
Overhear “Sitting on a diet…” from two employees and tell it to the man chewing cables; a pink heart shows he is ready. Doshi thanks Brian for removing the cable-chewer and gives him a SCREWDRIVER; his workshop is on the third floor. Walk the employee to Marketing. Read “When you love your job…” in the magazine, crawl under the desks to the crawling woman, tell her, walk her back. Use pencils to reach the corpse at the blood-spattered monitor, open the briefcase with the screwdriver, get “Overcome your anger…” from the book inside, tell it to the crawler on the right, walk him back. Read the union pamphlet in the room papered with leaflets for “Unite…”, tell it to the employee crawling in the ring of chairs, walk him back. Kate says a marketing woman has just fled to Human Resources. Climb the shelving by HR to the ventilation grille, open it with the screwdriver, crawl through.
Human Resources
Follow the fleeing employee. Use the cabinets to hide from the secretaries’ toxic spit and the desk to slip past the head secretary. Talk to the half-dressed man and listen to the Mouth, a giant mouth several employees worship, which says it has a clue to the Witch and shows a photograph on the tip of its tongue. Talk to the employee sitting on the left about his perfect résumé slogan. Back to the half-dressed man for “No more slogans…”. In the Mouth’s room, talk to the woman on the right: a voodoo doll will make the Matrix love you. Find the fugitive in the room on the right, move the cabinet to open an escape route, tell her “No more slogans…” and use the VOODOO DOLL on her. Walk her to the Mouth and grab the PHOTOGRAPH in time. Achievement: Family Plot.
When the secretaries appear, run for the escape route and get her out. Kate agrees to help in return, but the secretaries interrupt. Get to the lift, fifth floor, Office E. Talk to Hugo, log in, find Sintra in the digital library, talk, log out.
Contracts from the Forest Goblin
Lift to the eighth floor, the garden. Up the path, interact with the locked cemetery gates; Brian glimpses a ghost and suspects the Witch’s home. Take the path left through the fog, slip past the toxic fireflies to the riverbank top left, push three crates into the water and cross. Read the writing at the campfire and use a BLANK SHEET on the fire. Answer the Forest Goblin 2, 3, 1, 2. He wants packaging with barcodes.
Remove the grille with the screwdriver and climb back into the building, into the fifth-floor toilet. Lift to the ground floor: take the EMPTY CEREAL BOX from a canteen table.
Promotion
Lift to the second floor. Talk to Chapman and agree to take his promotion test for him. Press the button by the test room door and give Chapman’s name. The test: make friends with, marked by pink hearts, five employees with cardboard boxes for heads in the time allowed, interacting only with those crossing the circle horizontally. Achievement: Promotion.
Pick up the barcoded CIGARETTE PACKET: in the lift if you agreed freely, on the corridor floor if you took the test for 1,000 credits. Lift to the fifth floor, toilet, out through the grille in the left cubicle to the garden. Give the Goblin the BOX and the PACKET. Buy the TOXIC ENVIRONMENT CONTRACT and the UNDERWATER BREATHING CONTRACT for five sheets of Witch Paper, and go back in.
Dot Matrix
Office E. Talk to Sosa about every topic. Hugo: “Super Toad” is his alter ego, and she thinks he wants to be the next CEO. Cats: Hugo hides the food for her cats, Kimissiu and Tao, who live in a booth at Videoclub Misterio. The Witch’s children: Doshi can tell you about Dot Matrix; there is a vessel, the witch’s cauldron, where the Witch puts workers and turns them into her children. The cemetery: where Sosa thinks the Witch lives. The secret club: Videoclub Misterio, whose films are scattered through the building. Agree to join and receive the MEMBERSHIP CARD.
Vapor Pool
Log in and find Sintra at the pool. She has grown indifferent and even suggests dropping the hunt. The pool only appears if you have visited her after every event so far, six visits by this point.
Corrupt
Take the BLOOD COCKTAIL from the table bottom right of the pool. Go to the digital library and use it on the painting Demon’s Blood. Enter the secret room.
Cat’s out of the Bag
Log out. Take the CAT FOOD from Hugo’s desk, go to Videoclub Misterio, open the third booth from the left and fill the bowls.
Mr. Devil
In the fifth-floor toilet, use WITCH PAPER on the mirror.
Junkman
Brian sees the toad-man get into the lift. Ride to the third floor and talk to Doshi, look at his wares, and receive three glowing STICKS. He badly needs electronic parts. Lift to the fourth floor: the group who were staring at the huge photocopier leaking green liquid now lie dead. Make for Kate’s desk, wary of secretaries, down to the talking pair, under the desk into the cubicle, and take an ELECTRONIC PART from the cabinet. Go left into the toxic fog to the end of the corridor, open the chest for the second PART, read the note about the Dagger, and read HUNTER written on the floor. Achievement: Crow’s Nest. Lift to the third floor, give Doshi the parts, receive the modified TORCH and a LAMP. Achievement: Junkman.
Into Dot Matrix’s lair
Fourth floor. Go down into the toxic fog, press the button on the cubicle wall to move the cubicle, go down the corridor that opens, under the desk, press the button on the right to put the cubicle back, under the lower desk, left. Move the frozen green-faced employees aside, disarm a mine, press a button to move a cubicle and clear the way right, go through. Important: press the button to lower the first cubicle, which you will need to get back into the lair later. Before the desk across the corridor, turn up, crawl under, reach and press the button, back to the desk, under it and straight back out. Wait for the employees to turn and walk right, follow, push one aside. Press the button to open the lair.
The lair
Load the copier and save; recommended. Enter. The toad-man presses a button and cuts off retreat. Go to the centre and look at the giant copier; note the rectangles on the floor where buttons belong. Move the green employee off one of them. Top right, open the cabinet: Kate is hiding inside. The copier runs and Dot Matrix appears.
Take the BUTTON from the floor in the centre and use it on the rectangle bottom right. Go left and hide under the desk; when the Matrix has gone up and right, use the button on the rectangle on the cubicle wall top left. Go to the rectangle on the cubicle wall beside the green employee, centre right, and use the button to open the exit. Achievement: Ink Thirst: let Dot Matrix catch you and use a CARTRIDGE on her. Leave through the corridor that opens.
Brian stops at a cave breathing toxic fog and turns back, then hears the Matrix and dives in. The floor gives way.
The poison pool
Put a CARTRIDGE into the copier Brian is standing on and use the SCREWDRIVER on it; he rewires it. Press OUT three times to move right and take DOT MATRIX’S MANUAL from the cabinet. Press CLEAN five times to move left and take a CARTRIDGE. Press OUT three times, SELECT twice, PRINT once: Brian clears the bloated body from the ladder. SELECT, then CLEAN, to get out of the pool. Top right, turn the valve: the fog stops. Brian means to go back for Kate. Go down to the pool floor and take the metal ID CARD, R. CORVO, from the skeleton’s jacket. Climb out, exit left and down.
On the second floor, the lift: Kate is inside. Brian takes her to the fifth and suggests they escape Sintracorp. She nearly agrees, but Colonel Dumont appears and names Brian Employee of the Month.
Voice
Return to the lair, which needs the first cubicle lowered as above. Go to the fog cave, open the chest on the left, take the CASSETTE. Back to the Hive, lift to seven, into a Misterio booth, play it. Go deeper and see Kate without a head.
Shortcut, and Be Kind, Rewind: the collecting
Some places close after the party, so gather now: two CARDBOARD BOXES, one by the spider wall in the archives and one in Dot Matrix’s lair; and the VIDEO CASSETTES to watch in a Misterio booth: by the television table in the large room next to the club, in the cabinet in the booth before Kate’s desk in the Hive, in the workstation cabinet before the lair, in the chest under the tree behind the bench where an employee sits in the garden, and in the second cubicle from the left of the fifth-floor toilet.
The Key
Office E. Hugo needles Brian over Employee of the Month. Open the cabinet and talk to Sosa, who unmasks Brian as the Hunter and suggests using the found card on the old computer. Use the metal ID CARD. Sintra is distraught, repeating “bell” three times and giving the code 9882; it may be random. Log out.
In the lift, press the bell button three times, the third silent, enter Sintra’s code and step out onto the technical floor. Go right, use the card on the scanner, enter and take the CEMETERY KEY.
Blessed Apparition
Lift to five, Office B, talk to Miss Rostova, receive SLEEPING PILLS; she reminds you of Hugo’s party in the canteen tonight. Donate 5 credits at each altar: in the canteen (the screwdriver repairs it), in the room bottom left on the second floor, and behind the fifth-floor toilet. Lift to eight, unlock the cemetery gates.
Follow the owl and trace its flights. Use the SLEEPING PILLS on the fountain, drive the owl to it, and take the GLASS EYE from the sleeping bird. Set it in the angel’s socket over the crypt entrance, go in, open the sarcophagus in the centre: empty. Take the BELLS and head out. The bright spirit of Atia Moeta, a former Witch Hunter, tells the Sintra family’s story: “If you want to kill the Witch, find Rei Sintra.” Outside, take VIDEO CASSETTE 6 from the chest behind the gravestone on the right.
She
In the lift Brian meets Miss Rostova, who marches him to the canteen. Talk to Sosa, who will think about distracting Rostova. Talk to Rostova blowing up balloons, to Chapman, to Kate washing up. Rostova calls: take five BALLOONS and hang them on the pink hooks. Kate calls: take the GLASSES and set them on both sides of the big table. Important: note the names given: Irina Rostova, Katherine Hicks, Marta Sosa, Jenna Malone, Anthony Chapman. Take the PLATES from Kate and set them out. Rostova asks Brian to make cheese sandwiches. Talk to Sosa, who goes to distract her. Hurry to the lift and call it: Mr. Spader arrives with the cake and sets Brian and Chapman to sandwiches while he makes punch. Take CHEESE from the fridge and BREAD from the table, give them to Chapman, take the burnt SANDWICHES and lay them on the plates.
The party begins. Talk to Kate, who agrees to be Brian’s friend; he celebrates a drink too far. Talk to Hugo, and the tipsy Brian lets slip that he is the Hunter. The Witch appears.
Back to Work
Important: note who is wounded where: Marta Sosa bleeds from the eyes, Jenna Malone from the belly, Irina Rostova from the mouth, Anthony Chapman from the body, Doshi from the ears.
Try the lift. Run left, talk to Doshi, run to the lift. Hold the torch beam on Doshi until every light over the lift car is lit, stepping aside to draw off the Witch’s children who drain your health. Take the KEYS from Doshi, enter the lift, use the panel. The buttons vanish and a bloody S appears. Move about the car to dodge the spike rising from the floor. Mr. Marshal comes to help. Swing, catch the ladder, climb, take off the grille with the screwdriver, follow the duct to the second exit. Brian is in another building among members of the S.S.S.R. Talk to Marshal: an election for a new head is coming and Hugo is to win it. Brian comes to in his wrecked office. Achievement: Back to Work.
Shortcut
Log in: Sintra is broken; read that Hugo is now CEO; log out. Go to the toilet and pick up the third BOX. Back in Office E, use the boxes on the grille, the screwdriver on it, climb through to Misterio and back. Achievement: Shortcut.
Head of the Company
The lift is dead. Go to Office D and take VIDEO CASSETTE 7 from the briefcase. Take the fire stairs left of Office B, watching for the cabinet-monster racing about the floor. Down to the third floor, behind the counter, unlock the door with Doshi’s keys. In his lab take VIDEO CASSETTE 8, Mr. Fileto. Look at the headless robot on the stand and read the terminal: to repair Sintra, find her head. Down the stairs to the ground floor, watching for the spider-mines on the stairs.
In the canteen, examine the employee dressed as a devil and read the note in his pocket, “Disguise for entry”. Take the YUPPIE DEVIL COSTUME. Mappy is still filming. Stairs to the ninth floor and use the costume on the scanner at the exhibition door; Brian changes round the corner.
The Blood Exhibition
Talk to the secretary for the Devil’s Blood brochure and go in. Note where Blood Woman hangs in the left row, but do not look at it. Look at Sintra’s head on the central stand and find the empty place in the right row. Drink the blood cocktail to recover. Take the EMPTY PICTURE and hang it in the empty place. Look at the picture right of Blood Woman: it moves to the right row. Look at the picture left of the one that moved, and Blood Woman takes the centre. After Mr. Spader’s speech, walk out with Sintra. From the briefcase where Dot Matrix’s sculpture stood, take VIDEO CASSETTE 9. Leave; Brian changes back; head for the ninth-floor exit and the alarm sounds.
Be Kind, Rewind
Fire stairs down to five, hiding in cabinets from the security robots. Office, duct to the club, second booth, watch every cassette collected. Achievement: Be Kind, Rewind.
Leave, stairs to three, past two robots into the lab, interact with the stand. Achievement: Head of the Company.
Break the Curse
The repaired Sintra insists on her real name, Rei, and proposes going to her sister Domori. Refuse. Save.
Ending 2: Fired
Stairs to ten. Talk to Hugo, who entered Sintracorp as class R, and receive the DISMISSAL ORDER. Down to the lobby and out.
Ending 3: Cleaning Boy
Load the save and continue without going to the tenth floor and without stealing Hugo’s dagger.
Athame
Load the last save; make sure you carry 2 BATTERIES. Stairs to ten. Sneak to the remote on the desk and fit the batteries, hide under the desk on the right. On Hugo’s “quack”, use the remote to switch on the television and hide again on the right, then creep up under the desk. Once Hugo has gone down to the remote, quickly grab the DAGGER and hide under the desk on the left, then move fast downwards and out through the emergency exit at the bottom. Achievement: Athame.
Work Friends
Fire stairs to the second floor. The Athame glows: a friend is on this floor. In the test room, find the swaddled friend and use the PLASTIC KNIFE left over from the party, or the dagger. Match the wounds: blood all over, so Tony, Anthony Chapman. Stairs to five, past the cabinet-monster, Office D: deep in and left, free Irina Rostova. Office E: log in with the ID card, find the mummy bleeding from the ear, free Doshi, log out. Duct to the seventh-floor club, first booth, the mummy bleeding from the eyes, free Marta Sosa. Back to Office E, toilet, hatch in the first cubicle to the garden. Talk to the Goblin about the Athame, down to the river, free Jenna Malone. Stairs to three, lab, talk to Rei and agree to visit Domori. Brian gives her the dagger and she breaks it.
Follow Rei to the second floor, into the altar room, to the boarded door. She pulls the boards off and takes Brian into her old room, tells him to wait and goes ahead to warn Domori. Go to the exit: a wall where the door was. Go into the room Rei entered, to the far wall, find the snake symbol and walk through the wall. Go to the water and jump in.
The underwater labyrinth
Swim, avoiding mines and sliding spikes. In the lowest grotto find VIDEO CASSETTE 10. Head right to the next area. A white snake sends Brian to an office under the water, still at work.
Witch’s Son
Let five white snakes bite Brian and take all five senses, eyes last for preference. Achievement: Witch’s Son.
Work Friends, finished
Load the last save and enter the underwater office avoiding the snakes. Interact with cabinets and desks and remove grilles to find four clues. Use a BUTTON on the rectangle on the floor left to move one cubicle, and on the rectangle on the wall above to move a second. Take another clue from the briefcase. Swim into the lift, press the bell three times, enter 2468. Use the PLASTIC KNIFE on the cocoon and free Kate. Achievement: Work Friends.
Break the Curse, finished
Kate leads Brian to her sister, but a white snake keeps them from the crystal where Domori sleeps. While Kate holds the snake, get as close to Domori as you can and use the BELLS on her. Achievement: Break the Curse. Rei Sintra fires Hugo and takes her rightful place at the head of Sintracorp.
After the sequence, in the lobby, talk to all your friends and choose.
Ending 4: Back Home
Leave Sintracorp through the main entrance.
Ending 5: Stay With Me
Follow Kate to the roof.
Either way you learn Hugo’s fate. Achievement: Super Hugo.