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FAQ/Walkthrough by TheArchVillain

Updated: 04/06/17

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                    | E X T E N D E D     E D I T I O N |
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=============================================================================


                      Walkthrough & 100% Completion FAQ
                                 Version 1.0

                             For:  PlayStation®3

                          Completed: April 4, 2017
                            By:  Daniel Kingsland
                      Email: daniel.kingsland@gmail.com
                            PSN ID: dkingsland967


=============================================================================


                            ---------------------
                           |  Table of Contents  |
                            ---------------------

I. Introduction                                                       [INTRO]

II. Controls/Options                                                    [OPT]
   1. Controls
   2. Help System
   3. Sanity

III. Walkthrough                                                       [WALK]
   1. Outside the Sawmill
   2. Unlocking the Workshop
   3. Performing the Ritual
   4. Unlocking the Stockroom
   5. Accessing the Second Floor
   6. The Sabot Maker's Room
   7. Entering the Temple
   8. Finding Anna

IV. Endings                                                             [END]
   1. "Good Decision"
   2. "Just a Scratch"
   3. "So Soon?"
   4. "The Truth"
   5. "The Whole Truth"
   6. "Expelled"
   7. "Inadequate"
   8. "Sabot Maker's Way"

V. Intuitions                                                           [INT]

VI. Events                                                              [EVE]

VII. Trophies                                                           [TRO]
   1. "Black Night"
   2. "Safe"
   3. "Ghostbuster!"
   4. "Sherlock"
   5. "Straight to the Goal"
   6. "Jump in the House"
   7. "Way of the Sabot Maker"
   8. "Scientific Method"
   9. "That's All Folks!"

VIII. Frequently Asked Questions                                        [FAQ]

IX. Credits/Thanks/Donations                                           [CRED]



=============================================================================

                               I. INTRODUCTION                        [INTRO]
                               ---------------

=============================================================================



Anna - Extended Edition is a fairly short game for the Playstation 3. While
there are several endings that can be unlocked in 10-20 minutes, achieving
100% completion requires multiple playthroughs and a lot of extra time and
effort.

At the time I began working on this guide, there were no FAQs or Walkthroughs
available on GameFAQs.com. Also, the Extended Edition version of the game is
substantially different from the original PC/Mac version. When this game was
recently released for free to PSPlus subscribers, I believed the need for a
guide would likely become widespread enough to warrant creating this. I hope
you find the information contained here to be useful, and that it helps you
to enjoy the game!



*** This document may not be reproduced or modified for any purpose other
    than personal use.

*** This document was prepared by me for GameFAQs.com. The followings sites
    have been authorized to post this guide:

          GameFAQs.com (and its affiliates)

*** This document may not be posted on any other third-party website without
    my expressed permission. Please notify me if you have found this guide
    posted on any website other than those listed above.



=============================================================================

                            II. CONTROLS/OPTIONS                        [OPT]
                            --------------------

=============================================================================



Since Anna is a digital download with no instructions or manual, I included a
brief section detailing the controls for the game as well as some helpful
information regarding specific options and aspects of gameplay.


_____________
1. Controls  \_______________________________________________________________



Here is a list of what each controller button does:

   L1 - Center the camera angle
   L2 - Open the Intuitions menu
   R1 - Crouch*
   R2 - Open the Inventory
   Triangle - View the Notebook
   Square - Examine items
   Circle - Cancel/Exit
   X - Interact/Select
   Select - Display a hint from the Help System
   Start - Open Menu
   Left analog stick - Move forward/back
   Right analog stick - Move camera left/right/up/down

   * - The "Crouch" function is never truly needed, unless you want to get a
       better view of something low to the ground.

The buttons on the D-Pad can also be used to cycle through Inventory items to
use without actually accessing the Inventory menu, however this becomes quite
clunky and time-consuming when you have a large number of items.


________________
2. Help System  \____________________________________________________________



The Help System can be controlled by selecting "Help & Options" from the main
menu. The first time you play the game, hints are turned off by default. Turn
them on by pressing X when "Help System" is highlighted.

There are three sub-options under Help System:

   - Activation: This can be set to "Button" or "Time". When "Button" is
     selected, you must press Select to receive a hint. If you select "Time",
     the game will provide you a hint based on time intervals.

   - Time: This setting controls the intervals in which hints are given. The
     timer will reset if you do something in the game that contributes toward
     your current goal, such as unlocking a door or picking up a key item.

   - Help Level: This controls the amount of detail you receive from in-game
     hints. Here is an example of a hint under the "Simple" setting:

       "Anna is not here. I must look for clues."

     Here is the same hint under the "Complete" setting:

       "Anna is not here. I must look for clues. Perhaps I could find some
        clues in the room near the attic?"


___________
3. Sanity  \_________________________________________________________________



If you have already started a game and are curious what the red bar on the
side of the Intuitions menu is, that bar represents your Sanity level.

Notice the shape of the eye at the bottom of the gauge. If you see a flashing
red icon that looks like that eye in the middle of the screen, your Sanity
level has been damaged. This is most often caused by supernatural events that
occur in the sawmill.

If you see a white eye icon appear in the middle of the screen, some of your
Sanity has been replenished. This is usually caused by completing a major
goal in progressing through the game.

Watch out! There are repurcussions for allowing your sanity level to become
fully depleted. If you find your Sanity level is low, try to keep a safe
distance from events as they occur.



=============================================================================

                              III. WALKTHROUGH                         [WALK]
                              ----------------

=============================================================================



"I still recall the ecstasy of the sun piercing through the trees..."

View the opening cutscene (which you can skip by pressing X twice, if you
wish). You will now find yourself outside a sawmill, where your adventure in
"Anna" begins.

*NOTE: This walkthrough will take you through the game to acheive the ending
titled "The Truth". See Section IV for info on the other potential endings.


________________________
1. Outside the Sawmill  \____________________________________________________



After the dialogue ends, a book icon will appear in the bottom right corner
of the screen. This icon indicates there is a new note to read. Access the
Notebook by pressing Triangle at any time.

Now, let's look at your inventory by pressing R2. Here is the list of items
in your possession as you begin the game:

    - [LIGHTER]
    - [HUNTING KNIFE]
    - [EMPTY CANTEEN]
    - [NOTEBOOK]
    - [MOBILE PHONE]

There is also a separate Inventory category available called [DOCUMENTS]. You
can read the various books you find throughout the game here. It is empty at
present.

Now, press the Triangle button to read through the Notebook to learn some
backstory about the protagonist.

Once you have familiarized yourself with the inventory system and the player
character, it is time to delve into the game!

On the ground nearby is a [PEBBLE]. Press X to pick it up. A backpack icon
will flash in the upper right corner of the screen. Any time you pick up an
item that is added to your inventory, this icon will appear.

Directly behind you and near the fence is a small area where some flowers are
growing. First, hover the cursor over the [FLAT PEBBLE]. You can drag it away
from the pile of rocks by moving the left analog stick while holding X. Once
it has been moved, you will find a [DIRTY OBJECT]. Press X to pick it up. Now
press X on the pile of Maple Leaves on the ground in front of the rocks to
take one. Press Square to examine them. A flashing eye icon will appear on
the right side of the screen, indiciating you have received an Intuition.

To view Intuitions, press the L2 button. Select the Intuition you wish to
view (you currently only have one, "Maple Leaves") and press Square to view
what the player character has to say about that particular subject.

Next, turn to your left. Walk over to the nearby Brook and press R2 to view
the Inventory again. The [DIRTY OBJECT] should be on the second page of items
so press R1. Now select it by pressing X and then exit the Inventory. You can
now press X to interact with the Brook and wash it in the water. It is now a
[GEAR]! While here, also select the [EMPTY CANTEEN] and fill it with water.

Turn around and look at the large dead tree. Walk past it and you will find a
white [WOODEN BRANCH] on the ground. Pick it up.

Now go back to the Main Door and view the Eye-Shaped Notch above it. Take the
[PEBBLE] from your Inventory and throw it through the glass. There is a [GEAR
PIECE] inside. You can't reach it with your hands, so use the [WOODEN BRANCH]
to grab it.

Walk under the overhang to the left of the Main Door. Under the stairs is a
Little Door. Press the R1 button to crouch for a better view. If you hover
over the handles, you will find a [LITTLE STRING]. You need to find a way to
remove it, so cut it with your [HUNTING KNIFE]. The string will be added to
your inventory.

Open the door to discover a cracked wall. Smash it with the [WOODEN BRANCH].
Inside is a dark corner in which you can not see, and a dry tree branch. Use
the [LIGHTER] to light the branch on fire to find a mechanism that is missing
a gear.

Combine the two [GEAR PIECES] in your inventory by selecting one with X, then
finding the other and pressing X again. You will need to combine inventory
items using this method throughout the game. If you examine the completed
[BROKEN GEAR] by pressing Square, you will learn that you still need to find
a way to hold it together. Combine it with the [LITTLE STRING] to make the
[REPAIRED GEAR]. Now use the [GEAR] on the mechanism. A notebook icon will
flash in the bottom right corner of the screen. Whenever you see this icon,
there are new notes to be read. Press Triangle at any time to read them.

You can now enter the sawmill. Go back to the Main Door and press the Little
Boulder to the left. The door unlocks and you can go inside.


  -------------------------------------------------------------------------
 | TROPHY                                                                  |
 |-------------------------------------------------------------------------|
 |                                                                         |
 | Upon completion of this stage, the "It's Dark Here" trophy will be      |
 | unlocked.                                                               |
 |                                                                         |
  -------------------------------------------------------------------------


___________________________
2. Unlocking the Workshop  \_________________________________________________



You begin in the Main Room. Look at the small table to your right. You will
find an Old Handkerchief. If you attempt to pick it up, you will learn it is
too brittle, so examine it with the Square button. This is your first hint to
what you need to do to progress the story.


  -------------------------------------------------------------------------
 | ENDING TRIGGER                                                          |
 |-------------------------------------------------------------------------|
 |                                                                         |
 | You can leave the sawmill through the Front Door. If you do, the game   |
 | will end. See section IV for more details.                              |
 |                                                                         |
  -------------------------------------------------------------------------


There is a bookcase to the left. Pick up the [LAMP] on the top shelf. Turn to
the left and look down at the floor. You will find a hatch to a Warehouse
that is locked with a sturdy Padlock. Remember this location for later.

Walk over to the broken table against the left wall. In the middle of the
table is a Sharp Fragment. Use the [WOODEN BRANCH] to knock it loose, then
pick up the [KNIFE BLADE]. Also note there is a Drawer on the underside of
the table. If you examine it, you will find it is stuck and a tool is needed
to open it.

There is a Broken Door to the right, but continue exploring this room for
now. Turn to your right and walk to the opposite corner. To the left is the
Stockroom Door, which is locked. Your objective is to get inside, but the
seals must be removed first. On a chair near the door is the first book you
will find, titled "Lucien and Margherita". Pick it up. You can read it and
any other books you find from the Documents menu within the Inventory.

There is a door to the right of the Stockroom. This door is also locked, and
you must find the key to enter. On the floor to the right of the Old Saw are
some Decrepit Boards. Hold the X button to drag them away to find another
book titled "About Seals and Their Usage" underneath. Read it to learn about
the ritual required to remove the seals from the Stockroom door.

Now go to the stove burning in the corner of the room. Examine it, then hover
over the door and open it. If you examine the fire within, you will see there
is something inside. Use your [FULL CANTEEN] to extinguish the flames, and a
cutscene will play in which the stove breaks. Reach inside the stove to pick
up the [KEY]. Use it on the locked door next to the Stockroom. Go through to
enter the Workshop.


__________________________
3. Performing the Ritual  \__________________________________________________



Turn to the right and take the [HOOK] and [TOOL] hanging on the wall. Take
the [HOOKED BLADE] resting on a wood block to your left. Now take the [AXE]
off the tree stump. Walk over to the shelves on the opposite wall. There is a
book on the right shelf titled "Far Away and Nearby Fairy Tales". On the left
side of the other shelf is a [BONE HILT]. Take it, then combine it with the
[KNIFE BLADE] in your inventory to assemble the [RITUAL KNIFE].


  -------------------------------------------------------------------------
 | TROPHY                                                                  |
 |-------------------------------------------------------------------------|
 |                                                                         |
 | If you have read both "Lucien and Margherita" and "Far Away and Nearby  |
 | Fairy Tales" in the same playthrough, the "Once Upon a Time" trophy     |
 | will be unlocked.           |                                           |
 |                                                                         |
  -------------------------------------------------------------------------


Now go to the woodworking table. Notice the Clamp to the left. You will need
it later. There is a Drawer to the right side that can be opened. Inside you
will find another book, "Alchemy and Thaumaturgy". Take it and read it. Some
[ELECTRUM DUST] will fall from the book, which describes how to use it to 
purify water.

Return to the Main Room and go back to the Broken Table. Use the [TOOL] on
the Drawer to open it. Take the [PIERCED WOODEN BOX] and the [HEAP OF TIED
LEAVES]. Select the Leaves in your inventory, and use the [HUNTING KNIFE] to
untie them. You now have the [BLACK, BRONZE, GOLDEN, SILVER and WHITE LEAF].

Now proceed through the Broken Door. Examine the large Puddle in the middle
of the room. Move around the left side to find some Soft Roots. Use the [AXE]
to cut them down (you will keep some). On the wall behind you is a recess.
Find the Chain hanging down and attach the [HOOK] to the end. Now attach the
[LAMP] to the hook. Use the [ELECTRUM DUST] on the Lamp, then light it with
the [LIGHTER]. Use the Wheel on the wall to the left of the assembly to lower
the Lamp.

The water has now been purified, and you can perform the ritual. Stand where
the Soft Roots were and combine the [RITUAL KNIFE] and [LIGHTER] to create an
[INCANDESCENT RITUAL DAGGER]. Now use it on yourself. The water glows red and
you will receive an Intuition, "Woods". Examine it from the Intuitions menu
to learn more background about the protagonist.


____________________________
4. Unlocking the Stockroom  \________________________________________________



If you go back out to the Main Room, you will find that three paintings have
appeared on the wall next to the Workshop door. There is nothing you can do
with these yet. Notice there are two smudges above the eye at the top of the
center painting.

Return to the room with the Puddle and go to the glowing hole in the wall at
the far end. Examine the slot to find it is emitting a weak ray of light. Use
the [PIERCED WOODEN BOX] on the slot, then examine it. You will see an image
of two mountains. Exit, and you will see two faces have appeared on the wall
above the box.

Return to the center painting in the Main Room and you will see the smudges
have cleared to reveal the same two faces. Activate the painting to prompt a
cutscene. This causes several changes in the sawmill. There is some writing
on the wall above the stove. Read it to reveal a hint as to what you need to
do next.

   "The death was black, the hatred bronzed. The happiness golden, the
    solitude silver. Yet the one lie was white."

These passages refer to the colors of the five leaves you picked up earlier.

Heading back toward the Broken Door, notice the glowing Ceiling Hatch above
you. You cannot reach it yet. In the room with the puddle you will find two
more paintings have appeared. You need to place leaves on all five paintings
based on the passage on the wall.

First, begin with the rightmost painting in the Main Room. This painting
depicts a girl running through the woods being chased with pitchforks and
torches. Place the [BRONZE LEAF] here.

The second painting in the middle depicts a group of happy people. Place the
[GOLDEN LEAF] here.

The third painting on the left depicts an angry mob of people watching as the
girl tends to a man lying on the ground. Place the [WHITE LEAF] here.

The fourth painting is to the left of the Puddle, which shows the girl being
burned at the stake. Place the [BLACK LEAF] here. This will unlock the third
Intuition, "Stake", which gives some insight into the meaning behind the
paintings.

The fifth and final painting is to the right of the Puddle, showing the girl
walking toward a house that looks much like the sawmill, as hands reach out
toward her. Place the [SILVER LEAF] here. Upon doing so, you will hear a
voice tell you to leave this place and also the sound of a door unlocking.
You will receive another Intuition, "Anna doesn't want that".


  -------------------------------------------------------------------------
 | TROPHY                                                                  |
 |-------------------------------------------------------------------------|
 |                                                                         |
 | If you place all five leaves on the correct paintings the first time,   |
 | the "First Take" trophy will be unlocked.                               |
 |                                                                         |
  -------------------------------------------------------------------------


_______________________________
5. Accessing the Second Floor  \_____________________________________________



Return to the Stockroom Door to find the seals are gone. Go inside to find a
Woman-shaped Mannequin and a Dark Barrier that will not allow you to proceed
further into the room. Notice the Ring on one of the Mannequin's hands. Use
the [HUNTING KNIFE] to cut it off. The [RING] is now in your inventory, and
you also received another Intuition.

Now turn to the left and pick up the [PESTLE] and [MORTAR] from the table.
Walk further into the room and you will find a can of [OIL] on the floor.
Take it.

Hanging from the ceiling near the Mannequin is an Oil Lamp. Examine it to
learn it has no oil. Use the [OIL] on it, then light it with the [LIGHTER].
The Dark Barrier remains, as the light is not strong enough... or perhaps not
"pure" enough.

You need some more Electrum. You learned from "Alchemy and Thaumaturgy" that
Electrum is a combination of gold and silver. Return to the paintings and
retrieve the [GOLDEN and SILVER LEAF]. Now combine each with the [MORTAR] in
your inventory, then use the [PESTLE] to grind them to dust. Use your newly-
created [ELECTRUM DUST] on the already lit Oil Lamp, and the Dark Barrier
will dissipate.


  -------------------------------------------------------------------------
 | BRANCH / ENDING TRIGGER: "Fade to Black [Downstairs]" Event             |
 |-------------------------------------------------------------------------|
 |                                                                         |
 | You can not progress past this point in the game if you have not yet    |
 | seen the "Fade to Black [Downstairs]" event, Kill time walking around   |
 | the Main Room interacting with/examining items until the event occurs.  |
 | See section VI for details.                                             |
 |                                                                         |
 | Alternatively, you can use the Door on the left side of the room to     |
 | leave the sawmill and end the game. See section IV for details.         |
 |                                                                         |
  -------------------------------------------------------------------------


Walk to the far end of the room to find another mannequin. As you approach
it, you will hear the sound of a heartbeat. Examine the Heart to find it is
throbbing as if alive. Take the [PULSATING HEART], and also the [IRON BAR]
in the wall next to the mannequin.

Your new goal is to destroy the heart. Return to the Warehouse door in the
floor of the Main Room. Use the [IRON BAR] to smash the Padlock. The door
will open, allowing you to remove the [SPARE PARTS FOR THE STOVE]. Use them
on the Broken Stove to repair it. Place both the [PULSATING HEART] and the
[SOFT ROOTS] in the Stove, then use the [LIGHTER] to set them on fire.

A cutscene will play in which a woman screams as the sawmill trembles and
glows with a purple light. The Ceiling Hatch will cave in and a ladder falls
to the ground. Use it to go upstairs.


___________________________
6. The Sabot Maker's Room  \_________________________________________________



You now find yourself in the Attic. Turn around and look at the floor to see
a Trapdoor, which you can use to return to the first floor at any time. On
the table next to you is a book, "Rituals of Our Lady". Turn around to find a
Chair. If you examine it, you will find it is meant for clothing. Examine the
Symbol of the Goddess on the wall beyond the Chair.


  -------------------------------------------------------------------------
 | ENDING TRIGGER                                                          |
 |-------------------------------------------------------------------------|
 |                                                                         |
 | You can leave the sawmill through the Door to the right of the Symbol   |
 | of the Goddess. If you do, the game will end. See section IV for more   |
 | details.                                                                |
 |                                                                         |
  -------------------------------------------------------------------------


As you move around the attic, you will hear flashbacks from the protagonist's
past. Upon hearing one regarding the theft of a statue from a church, another
Intuition is unlocked. You will also notice the Woman-shaped Mannequin from
the Stockroom appears in various spots around the attic.

* Note: If you spend time in close proximity to the Woman-shaped Mannequin,
you may incur damage to your Sanity level.

There are two masks hanging on the wall directly across from where you began
the level. Take the [MASK OF THE ASSASSIN] and [FACE OF TRUTH] from the wall.
Keep walking around until you come to a door with a chair on the ground in
front of it. Turn to the left. You will notice a bookcase against the far
wall and a dirty Mirror hanging near it. Open the bookcase to find another
book, "About Masks".

Now you need to wait for a second event to trigger. After you have heard Anna
tell you she can not "save you" anymore, walk around until the "Fade to Black
[Upstairs]" event occurs. A good way to trigger this event is to either see
one of the other two supernatural events that can occur in the Attic (Pile of
Rocks or Floating Mask), or to have your sanity drained by the Woman-shaped
Mannequin.

Once this event has triggered, the appearance of the second floor changes.
You can now proceed through the door near the bookcase, which leads to the
Living Quarters.

Go forward past the chained bookcase and into the bedroom. You will find a
mannequin with a mask on its head. Examine it to learn it is stuck, so use
the [AXE] to chop the head off. Pick it up from the floor. On the floor next
to where the head lands are a [BASIN] you need to pick up and some [CINDERS]
you can also grab but do not need. On the bed is another book, "Of Love and
Connected Rituals". Pick it up and read it, and take note of the shape in the
illustration on the second page. The last thing you need in this room is a
[HANGER] inside the wardrobe. After picking it up, go into your inventory and
interact with it by pressing X. This will unbend it into an iron wire.

Exit the bedroom and go down the hallway. There is another locked door to the
left. Your goal is to enter this room. If you examine the door, you will find
a key stuck in the keyhole. Attempt to pull it out by using the [HANGER] on
the Lock. The protagonist mentions that he may lose the key if he does this
now. You need to find something to catch it.

Move into the Greatroom at the end of the hallway. Look at the cradle to the
right. Examine the [MAPLE LEAVES] on the floor to receive an Intuition. Look
closely inside the cradle and you will find a [CHILD'S BONNET]. Take it, then
go into the inventory to examine it to find [CHILD'S HAIR]. Pick up the [RED
[CANDLE] on the shelves against the wall.

Go to the table in the center of the room. Take the [LETTER], and read it
from the inventory (it does not go into the Documents folder). You will learn
some backstory about the Sabot Maker, and receive another Intuition. On the
floor in front of the fireplace is a Rug. Interact with it to reveal a Hatch.
Open the Hatch to reveal a symbol you may recognize from the Notebook. There
is also a fire in the fireplace that you will need to return to later.

You have what you need to enter the locked room now. Return to the door and
use the [LETTER] on it. Now use the [HANGER] on the Lock. Look down at the
floor and pull the [LETTER] out from under the door. You will acquire the
[2ND ROOM KEY], which you can use on the Lock to open the door.


________________________
7. Entering the Temple  \____________________________________________________



Go inside the Sabot Maker's Room and look inside the chest at the foot of the
bed. Take the [SEED BAG] lying in the center, and then pick up the book "The
Beauty She Shines Of". Reading it will unlock two more Intuitions. On the
table to the left is a [WHETSTONE] to be picked up. There is a [JUG] on the
end table next to the bed, but you do not need it. Open the wardrobe and take
the [BLACK DRESS]. Take the book "The Invisible World" from the bookcase, and
note the glowing door in the corner of the room. It is locked, and you need a
key.

You now need to return to the first floor. Go back to the Attic and proceed
through the Trapdoor near the chair.

The Main Room has changed dramatically since you were previously here. The
first thing you need to do is return to the Puddle and throw the [SEED BAG]
into the water. A giant tree will sprout out of it and crash through the
ceiling. Notice there are hands sticking out of the walls where each of the
five paintings were earlier in the game. Each of these hands holds a [TABLET]
with a different shape. You only need one of these, the one that matches the
shape found in the book "Of Love and Connected Rituals". This particular one
is found in the hand right next to the door to the Workshop. You can also 
take [ASHES OF THE HEART] from the Stove, but this item has no purpose.

Next, go into the Stockroom. There is a bookcase to the right with two items
of interest, a book titled "History of Pagan Religions" and a [PREHISTORIC
VENUS] item. Take both. If you look to the left you will see a glowing symbol
on the floor surrounded by outstretched hands, but there is something else
you need to do before interacting with it.


  -------------------------------------------------------------------------
 | TROPHY                                                                  |
 |-------------------------------------------------------------------------|
 |                                                                         |
 | If you have read "Rituals of Our Lady", "The Beauty She Shines Of",     |
 | "Of Love and Connected Rituals", and "History of Pagan Religions" in    |
 | the same playthrough, the "Anna Fhtagn" trophy will be unlocked.        |
 |                                                                         |
  -------------------------------------------------------------------------


Enter the Workshop and return to the Clamp on the table that was mentioned
earlier. First, interact with it to open the vise. Now place the [PREHISTORIC
VENUS] inside. Use the [TOOL] on the [VENUS] to break it open and reveal a
[PEARL]. Take it, then use the [WHETSTONE] on the Clamp. Use the [HOOKED
BLADE] on the stone to sharpen it. Go back to the wood block where you first
found the [HOOKED BLADE] and return it, then use the [MASK ON WOODEN HEAD].
The blade will send it flying off and onto the floor. Pick up the [MASK OF
THE DIVINE]. You can attempt to put it on, but you will not be able to wear
it.

Return to the glowing white symbol on the floor in the Stockroom. Place the
[RED CANDLE] in the center and use the [LIGHTER] to light it. After a moment,
red wax will cover the floor around the candle. Once you can interact with
it, use the [PEARL] on it to cover it in wax.

There are two more steps to complete before you can enter the Temple. Return
to the Attic, to the bookcase near the mirror. There is a Deformed Sapling
where the top of the tree from the Puddle below has come through the ceiling.
There are [LEAVES] on it. Take them, and then go to the Mirror. There are two
Hooks underneath. Place the [BASIN] on the Hooks, then place the [OIL],
[CHILD'S HAIR] and the [LEAVES] inside. Use the [LIGHTER] to light it and
view an eerie cutscene. An Intuition is unlocked. Take the [CINDERS] from the
basin.

Next, return to the fireplace in the Living Quarters. Pick up the [CHIMNEY
SHOVEL] in the corner to the left. Combine the [TABLET] and [RING] in your
inventory, and place the [TABLET] in the Fire. Once the ring has melted, use
the [CHIMNEY SHOVEL] to remove it. It will land on the floor and is still too
hot to pick up. Use the [FULL CANTEEN] to cool it off, then take it. You will
have a newly-shaped [RING] in your inventory. Make sure the shape matches the
symbol found in "Of Love and Connected Rituals".

Return to the Workshop downstairs. Once inside, put on the [FACE OF TRUTH].
You will see an odd growth coming out of the far wall with two hands and a
face. Place the [RED PEARL] in the right hand. Place the [RING] in the left
hand. Place the [CINDERS] on the stone head. Flames will erupt from the wall
and a door will appear. You have discovered the entrance to the Temple!


_________________
8. Finding Anna  \___________________________________________________________



Once inside the Temple, remove the [FACE OF TRUTH] for better visibility. Go
forward and examine the Maple Leaves on the ground for another Intuition. To
your right is a wooden bench with a book on it titled "Legends". Read it for
a second Intuition.

On the altar in the center of the room is a [GROLLA], but it is entwined in
roots. Turn around and look to the right of the stairs that lead back to the
Workshop. There is a Lever on the wall that will open a hatch above the tree
and altar. Go back to the altar and use the [FACE OF TRUTH] again. The roots
around the [GROLLA] will release their grip so you can take it.

Before leaving the Temple, go to the stone marker in the back left corner.
There is a "Priest's Letter" that you can take and read from the Documents
folder. Doing so will unlock an Intuition.

Now you have everything you need to "resurrect" Anna. Return to the Attic. Go
to the Chair, and combine the [BLACK DRESS] and [MASK OF THE DIVINE] in your
inventory. Place the newly combined [MOURNING DRESS] on the Chair and an
Intuition is unlocked. Interact with the dress to find you need "holy sap".
Go to the sapling in the corner. Find the [RITUAL DAGGER] from early in the
game and use the [LIGHTER] on it again. Use the heated dagger on the sapling.
Now put on the [MASK OF THE ASSASSIN] and you will see blood pouring out of
the top. Collect some in the [GROLLA], then take it to the Chair and use it
on the dress.

The Symbol of the Goddess on the wall behind the chair will begin to glow
red and the room will tremble. Interact with it, and then turn around. The
Woman-shaped Mannequin will be standing behind you holding out a key. Take
[ANNA'S KEY] from its hand.


  -------------------------------------------------------------------------
 | BRANCH: "Way of the Sabot Maker"                                        |
 |-------------------------------------------------------------------------|
 |                                                                         |
 | There are two ways to access the next area of the game. If you wish to  |
 | complete the steps for the "Way of the Sabot Maker" Trophy, return to   |
 | the Living Quarters.                                                    |
 | See Section VII for more details.                                       |
 |                                                                         |
  -------------------------------------------------------------------------


Go to the glowing Door in the floor and use [ANNA'S KEY] to unlock it. You
will find yourself in an underground grotto surrounded by mannequins. Your
goal is to make the three mannequins facing the "Celebrant" all bow to the
floor. You can manipulate their positions by pressing the buttons on the
three mannequins standing against the wall. To progress forward, press the
buttons in this order: Center, Left, Center, Right, Right, Right.

You will hear a loud cracking sound as the [MASK OF THE GODDESS] falls off
the head of the center mannequin. Take it, and place it on the Celebrant. A
light bridge will appear, allowing you to walk across the chasm. Proceed
forward and watch a quick cutscene.

Move down the winding stone path to a fork. On the floor are three candles
surrounding a note titled "Contract". Pick it up and read it. Turn to the
left and walk until you can split again. Go to the left. Walk past the stove
similar to the one in the sawmill and approach the mannequins. Interact with
the "Assassin" mannequin to see that it needs a weapon. Use the [AXE]. Go
back the way you came, listening to Anna's comments as you walk. Now go to
the left where a large boulder rests. A brief cutscene will play. The rock
will disappear, leaving a shelf of Venus statues.

Now return back to the original fork where you found the "Contract". Go past
the candles toward the light. As you go around the bend and "Anna" finally
comes into view, look to the ground. There is a "Newspaper Page" on the floor
that you can pick up and read.


  -------------------------------------------------------------------------
 | TROPHY                                                                  |
 |-------------------------------------------------------------------------|
 |                                                                         |
 | If you have read every book listed in this walkthrough (14 total), as   |
 | well as the Notebook and the Letter found in the Living Quarters, in    |
 | the same playthrough, the "Bookworm" trophy will be unlocked.           |
 |                                                                         |
  -------------------------------------------------------------------------


Walk toward Anna, and the final cutscenes will play. Congratulations, you
have completed the game... and found one very disturbing ending.


  -------------------------------------------------------------------------
 | TROPHY                                                                  |
 |-------------------------------------------------------------------------|
 |                                                                         |
 | If you have followed this walkthrough exactly as described, the "Anna,  |
 | My Love" trophy will be unlocked.                                       |
 |                                                                         |
  -------------------------------------------------------------------------



=============================================================================

                                 IV. ENDINGS                            [END]
                                 -----------

=============================================================================


____________________
1. "Good Decision"  \________________________________________________________



In this ending, the protagonist gives in to cowardice and flees the Sawmill
without investigating at all.

To receive this ending, leave the Sawmill through the Front Door in the Main
Room. Select "Yes" when the game prompts you, and the ending dialogue will
play.

You must complete this ending before you acquire the [PULSATING HEART] from
the Stockroom. Once you have this item, the Front Door becomes inaccessible
for the rest of the game.


_____________________
2. "Just a Scratch"  \_______________________________________________________



In this ending, the protagonist has viewed the paintings of the girl being
killed but has had little exposure to any other supernatural occurrences. He
regards the paintings as a depiction of the murder of a young girl suspected
of witchcraft. He flees the sawmill, believing he has no ties to anything
there.

To receive this ending, leave the Sawmill through the Door to the left side
of the Stockroom after removing the Dark Barrier. Select "Yes" when the game
prompts you, and the ending dialogue will play.

You must complete this ending before the "Fade to Black [Downstairs]" event
is triggered. This ending can be tricky to receive because you do not have a
lot of time to progress through all the steps needed to unlock the Stockroom
and remove the Dark Barrier. Do everything as quickly as you can, without
reading notes or stopping to pick up unnecessary items.


_______________
3. "So Soon?"  \_____________________________________________________________



In this creepy ending, the protagonist flees the house after believing the
evil within has contaminated him. Night has fallen outside and the woods are
alive with distant chanting and an eerie red glow.

To receive this ending, leave the Sawmill through the door in the far corner
of the Attic, near the Symbol of the Goddess. Select "Yes" when prompted, and
the ending dialogue will play.

You can access this ending at any point until you enter Anna's Room, which
you can not return from.

* Note: There are two slight variations on this ending. I do not know what
causes each version to trigger. In one scenario the woods will erupt into
flames during the ending dialogue. In the other, you just see the fires and
red glow on the trees. I am fairly certain this is not triggered by any item
or book, so it is likely based on either seeing/not seeing a specific event.


________________
4. "The Truth"  \____________________________________________________________



In this ending, our fears about the nature of the protagonist are confirmed,
and we learn just who and what "Anna" is.

To receive this ending, follow the steps outlined in Section II to complete
the game.


______________________
5. "The Whole Truth"  \______________________________________________________



In this ending, our fears about the nature of the protagonist are confirmed,
and we learn just who and what "Anna" is. There is also an additional scene
after the credits where we learn what is hidden inside the chained wardrobe.

To receive this ending, you must follow the steps outlined in Section II, but
you also need to unlock every Intuition. See Section VI for more details.


_______________
6. "Expelled"  \_____________________________________________________________



In this ending, the protagonist is overwhelmed by fear and falls unconscious.
He wakes up outside the sawmill, believing someone has brought him outside.
He chooses to flee rather than to further investigate.

To receive this ending, your "Sanity" gauge must fully deplete. The screen
will fade to black and the ending dialogue will play.

This ending can happen at any point in the game.

* Note: If your sanity level is low, you should save regularly. There are
events that will cause your sanity to decrease without warning.

* Note: If you are aiming to receive this ending, spending a lot of time
near the Woman-shaped Mannequin that makes its way around the sawmill is a
effective way to lower your sanity gauge.


_________________
7. "Inadequate"  \___________________________________________________________



In this ending, the protagonist arrives at Anna's Room but he has not seen
enough to remember his past. Anna stops him from reaching her and tells him
his mind is lost.

To receive this ending, play through the game with minimal exploration. Only
read the one necessary book ("Alchemy and Thaumaturgy"). Do not unlock any
extra Intuitions and do not combine any of the ones you do find.

* Note: You will know you are on track to receive this ending if the game
prompts you to confirm you want to proceed before entering Anna's Room. 


________________________
8. "Sabot Maker's Way"  \____________________________________________________



In this ending, in his hopes to find Anna, the protagonist follows the same
path as the tragic Sabot Maker... only to find a fate much worse than he ever
imagined.

To receive this ending, after you acquire the [MASK OF THE GODDESS] in Anna's
Room, put it on yourself instead of the Celebrant.



=============================================================================

                                V. INTUITIONS                           [INT]
                                -------------

=============================================================================



The following is a list of all 33 Intuitions that can be unlocked in the game
with instructions on how/where to acquire them.


 -----------------
| 1. Maple Leaves |
 -----------------

  - Location: Outside the sawmill
  - Examine the Maple Leaves on the ground near the pile of rocks

 ----------
| 2. Woods |
 ----------

  - Location: Main Room
  - Unlocked automatically after performing the blood ritual

 ----------
| 3. Stake |
 ----------

  - Location: Main Room
  - Place the [BLACK LEAF] on the painting of a girl being burned alive

 ---------------------------
| 4. Anna doesn't want that |
 ---------------------------

  - Location: Main Room
  - Place the [SILVER LEAF] on the painting of a girl running toward the
    sawmill

 -----------------
| 5. Wedding ring |
 -----------------

  - Location: Main Room
  - Remove the [RING] from the Woman-shaped Mannequin in the Stockroom

 -------------------------
| 6. Name on Wedding Ring |
 -------------------------

  - Location: Anywhere
  - Examine the [RING] after acquiring it

 -----------
| 7. Statue |
 -----------

  - Location: Attic
  - Unlocked automatically after hearing a flashback about a statue stolen
    from a church

 -----------------
| 8. Maple Leaves |
 -----------------

  - Location: Living Quarters
  - Examine the Maple Leaves on the floor near either of the two cradles

 ---------------------
| 9. Cradles and Tomb |
 ---------------------

  - Location: Anywhere
  - Combine "Maple Leaves" (#1) and "Maple Leaves" (#8)

 ---------------------------
| 10. Homicidal Sabot Maker |
 ---------------------------

  - Location: Living Quarters
  - Read the [LETTER] found on the table in the great room

 -----------------------
| 11. Hate towards Anna |
 -----------------------

  - Location: Living Quarters
  - Read "The Beauty She Shines Of"

 ----------------
| 12. Copper Age |
 ----------------

  - Location: Living Quarters
  - Read "The Beauty She Shines Of"

 -----------------------------
| 13. Paintings in the niches |
 -----------------------------

  - Location: Anywhere
  - Combine "Stake" and "Hate towards Anna"

 ---------------------------
| 14. Me as the sabot maker |
 ---------------------------

  - Location: Living Quarters
  - Wear the [MASK OF THE ASSASSIN] in the Sabot Maker's Room

 ----------------------
| 15. Am I a murderer? |
 ----------------------

  - Location: Anywhere
  - Combine "Homicidal Sabot Maker" and "Me as the sabot maker"

 ------------------
| 16. Black Figure |
 ------------------

  - Location: Main Room
  - Examine the shadow on the Front Door after returning to the Main Room
    from the Attic

 -------------------------
| 17. It wants me to stay |
 -------------------------

  - Location: Anywhere
  - Combine "Anna doesn't want that" and "Black Figure"

 ----------------
| 18. Reflection |
 ----------------

  - Location: Attic
  - Unlocked automatically after burning the items underneath the mirror

 -----------------
| 19. The Dark Me |
 -----------------

  - Location: Anywhere
  - Combine "Black Figure" and "Reflection"

 --------------------
| 20. I want to stay |
 --------------------

  - Location: Anywhere
  - Combine "It wants me to stay" and "The Dark Me"

 -------------
| 21. Married |
 -------------

  - Location: Anywhere
  - Combine "Name on Wedding Ring" and "I want to stay"

 ------------------------
| 22. What does it mean? |
 ------------------------

  - Location: Anywhere
  - Combine "Wedding ring" and "Married"

 ------------------
| 23. I removed it |
 ------------------

  - Location: Anywhere
  - Combine "Am I a murderer?" and "I want to stay"

 ------------------
| 24. Maple Leaves |
 ------------------

  - Location: Temple
  - Examine the Maple Leaves on the ground near the altar

 -----------------------
| 25. Anna and the tomb |
 -----------------------

  - Location: Anywhere
  - Combine "Cradles and Tomb" and "Maple Leaves" (#24)

 ---------------------
| 26. Sculptor's Tale |
 ---------------------

  - Location: Temple
  - Read "Legends"

 ---------------------
| 27. Priest's Letter |
 ---------------------

  - Location: Temple
  - Read "Priest's Letter"

 --------------------------
| 28. Letter and storybook |
 --------------------------

  - Location: Anywhere
  - Combine "Sculptor's Tale" and "Priest's Letter"

 ----------------------
| 29. The statue and I |
 ----------------------

  - Location: Anywhere
  - Combine "Statue" and "Sculptor's Tale"

 ----------------------------
| 30. Encounter in the woods |
 ----------------------------

  - Location: Anywhere
  - Combine "Woods" and "Sculptor's Tale"

 -----------------
| 31. Threatening |
 -----------------

  - Location: Attic
  - Unlocked automatically after awakening the Goddess

 --------------
| 32. Medieval |
 --------------

  - Location: Anywhere
  - Combine "Hate towards Anna" and "Threatening"

 ------------------------
| 33. Thousands of years |
 ------------------------

  - Location: Anywhere
  - Combine "Copper Age" and "Medieval"



=============================================================================

                                 VI. EVENTS                             [EVE]
                                 ----------

=============================================================================



The following is a list of all 16 supernatural events that occur during the
game, and also two more which trigger progress but do not count toward the
total number. I have provided a brief description of each, and a location and
timeframe in which they can be viewed.

Whenever a supernatural event is about to occur, you will hear a rumbling
sound. If you press the Start button, you will usually see that the "Save
Game" function is grayed-out and unavailable. Some events only involve sounds
you will hear in the background. These do not count toward this list.

*Note: Some of these events will cause damage to your Sanity level.


 --------------------
| 1. Pillar of Smoke |
 --------------------

  - Location: Main Room
  - Time: Before unlocking the Stockroom

  A pillar of gray smoke will make its way toward you. When it reaches you,
  the protagonist will gasp for air.

 -------------------------
| 2. Knocking on the Door |
 -------------------------

  - Location: Main Room
  - Time: Before unlocking the Stockroom

  You will hear the sound of someone knocking on a door. Move toward the door
  to the Stockroom. After a short wait you will see a cloud of dust burst
  from its edges.

 ------------------
| 3. Flaming Torso |
 ------------------

  - Location: Main Room
  - Time: Before unlocking the Stockroom

  A mannequin torso on a stand will appear near the stove. When you approach
  it, chanting will be heard in the background and it will erupt into flames
  with the sounds of a woman screaming.

 -----------------------
| 4. Praying Mannequins |
 -----------------------

  - Location: Workshop
  - Time: Before revealing the Temple door

  After you hear the rumbling sound, face the woodworking table or the wall.
  Turn around and you will find two mannequins knelt over on the floor in
  prayer. Turn around again, and one of them has disappeared. Keep waiting
  for a creepy surprise...

 --------------------------------
| 5. Fade to Black [Downstairs]* |
 --------------------------------

  - Location: Main Room
  - Time: Before acquiring the [PULSATING HEART]
  *This event does not count toward the "Ghostbuster!" trophy.

  Everything will fade to black and the words "I feel strange..." will flash
  on the screen. When you can see the room again, you will notice there are
  glowing red symbols adorning the walls of the sawmill, and the light from
  your flashlight has turned red.

 ------------------
| 6. Pile of Rocks |
 ------------------

  - Location: Attic, near the Symbol of the Goddess
  - Time: Before entering the Living Quarters

  A pile of rocks identical to the one outside the sawmill will appear on
  the ground. Four black hands will reach up from the floor around it.

 ------------------------------
| 7. Fade to Black [Upstairs]* |
 ------------------------------

  - Location: Attic
  - Time: Before entering the Living Quarters
  *This event does not count toward the "Ghostbuster!" trophy.

  Everything will fade to black and the words "I can see myself..." will
  flash on the screen. When you can see the room again, you will notice more
  glowing symbols and eerie flames, and the light from your flashlight has
  turned blue. This even makes the Door on the Floor accessible.

 ---------------
| 8. Angry Mask |
 ---------------

  - Location: Attic
  - Time: After Event #7

  You will hear what sounds like heavy breathing nearby. Turn around to see a
  glowing, floating mask staring at you. The protagonist gasps as it falls to
  the ground.

 ---------------------
| 9. Bedroom Massacre |
 ---------------------

  - Location: Living Quarters
  - Time: Before returning to the first floor

  You will hear an odd gurgling sound, and the first bedroom will be lit up.
  As you walk in, you will notice blood all over the floor and bed. The door
  will shut behind you. Turn around to look at it, then turn around again
  for another surprise...

 -------------------
| 10. Black Shadows |
 -------------------

  - Location: Living Quarters
  - Time: Before returning to the first floor

  You will hear the sound of flies buzzing. Return to the door to the Attic,
  and look left to a small alcove. You will see a black figure with glowing
  white eyes. You will become stuck and unable to move. Turn around to find
  more shadows staring at you, then turn around again and the first shadow
  has come closer.

  * Note: If you immediately turn around again and start walking away from
  the original shadow, you can usually avoid taking any sanity damage.

 --------------------
| 11. Room in Flames |
 --------------------

  - Location: Living Quarters
  - Time: Before returning to the first floor

  You will hear a clicking sound like someone using a cigarette lighter, and
  flames will begin to spread across the Living Quarters. The protagonist
  will scream in pain.

 ------------------
| 12. Tree of Arms |
 ------------------

  - Location: Main Room
  - Time: After returning from the Attic and before accessing the Temple

  You will hear a sound like wind blowing. Enter the Stockroom and you will
  find an odd mass of tree limbs and human limbs. Approach it and it will
  begin to draw nearer to you as well, then disappear in a flash of light.

 ---------------------
| 13. Glowing Pillars |
 ---------------------

  - Location: Main Room
  - Time: After returning from the Attic and before accessing the Temple

  In front of the Front Door, four glowing white pillars will appear with a
  large black mass in the center. If you approach it, the screen will become
  blurry and you will see visions of the seal from the locked Stockroom door
  and the black figure.

  * Note: This event does a large amount of damage to your sanity level.

 ---------------------
| 14. Screaming Stove |
 ---------------------

  - Location: Main Room
  - Time: After returning from the Attic and before accessing the Temple

  You will hear a squealing sound, and see arms reaching out from the door of
  the stove. As you approach it, flames will shoot out and the arms will
  stretch toward you.

  * Note: This event does a large amount of damage to your sanity level.

 ---------------------
| 15. Message on Wall |
 ---------------------

  - Location: Main Room
  - Time: After returning from the Attic and before accessing the Temple

  On the wall next to the entrance to the room with the Puddle, a message
  from Anna will appear that says "You should have left, I won't save you
  again".

 -----------------------
| 16. Circle of Shadows |
 -----------------------

  - Location: Main Room (Stockroom)
  - Time: After returning from the Attic and before accessing the Temple

  The screen will flash white, and then a circle of black figures will
  appear and make a ring around you as you walk through the Stockroom.

 ---------------------
| 17. Screaming Faces |
 ---------------------

  - Location: Workshop
  - Time: After returning from the Attic and before accessing the Temple

  You must be wearing the [FACE OF TRUTH] to see this event. Blue faces with
  glowing eyes will bulge out of the walls of the Workshop and scream at you.

 ------------------------
| 18. Lynched Mannequins |
 ------------------------

  - Location: Temple
  - Time: Before returning to the Workshop

  Eerie music will begin to play, and if you look up you will see mannequins
  hanging from chains above you and numerous eyes have emerged from the tree
  in the center of the Temple. Chains will drop down around you and lift you
  up, and the protagonist will struggle to breathe.



=============================================================================

                                VII. TROPHIES                           [TRO]
                                -------------

=============================================================================



There are several trophies that are unlocked through normal progression of
the game. These were covered in the Walkthrough, so they will not be detailed
here. This is a list of the "missable" trophies to be collected.


________________
1. Black Night  \____________________________________________________________



- To collect this trophy, achieve the "So Soon?" ending. See Section IV for
more details.


_________
2. Safe  \___________________________________________________________________



- To collect this trophy, achieve the "Just a Scratch" ending. See Section IV
for more details.


_______________
3. Ghostbuster!\_____________________________________________________________



- To collect this trophy, you must view all 16 supernatural events in one
playthrough. See Section VI for more information.


_____________
4. Sherlock  \_______________________________________________________________



- To collect this trophy, examine 100 items in a single playthrough. If you
examine everything you come across before picking it up or interacting, you
will likely unlock this before you reach the second floor of the sawmill.


_________________________
5. Straight to the Goal  \___________________________________________________



- To collect this trophy, you must finish the game without using the Help
feature (activated with the Select button). Be aware there are two additional
requirements for this trophy that are not detailed in its description:

   1. You must have the Help feature turned on (by default, it is turned off)
   2. You must play through the entire game to receive either "The Truth" or
      "The Whole Truth" ending.


______________________
6. Jump in the House  \______________________________________________________



- To collect this trophy, complete the first stage of the game where you are
outside the Sawmill in under 5 minutes. This is relatively easy to do if you
jam X to quickly skip through dialogue and do not bother reading the Notebook
or inspecting items. Grabbing the [WOODEN BRANCH] before doing anything else
is helpful to avoid backtracking. You also do not need to fill the [EMPTY
CANTEEN], as it can be filled in the Puddle inside the sawmill.


___________________________
7. Way of the Sabot Maker  \_________________________________________________



- To collect this trophy, you must follow these steps through your journey:

   1. Read "Lucien and Margherita" (Step one: "Curious")
   2. Wait until you have seen the "Fade to Black [Upstairs]" event before
      entering the Living Quarters.
   3. Read the [LETTER] found on the table in the Living Quarters.
   4. Place a [MAPLE LEAF] in the offering bowl at the altar in the Temple,
      then interact with the altar to pray. (Step two: "Prayer")
   5. Once you have [ANNA'S KEY], return to the Sabot Maker's Room. Close the
      door behind you and use the [2ND ROOM KEY] to lock it. (Step three:
      "Alone")
   6. Now use [ANNA'S KEY] to go through the locked door in the corner of the
      room and enter Anna's Room. (Step four: "Through")
   7. After acquiring the [MASK OF THE GODDESS], put it on yourself instead
      of the Celebrant. (Step five: "Trapped")


______________________
8. Scientific Method  \______________________________________________________



- To collect this trophy, you must unlock all 33 Intuitions in a single
playthrough. See Section V for more information.


_____________________
9. That's All Folks  \_______________________________________________________



- To collect this trophy, you must finish a playthrough with 100% completion.
To achieve 100%, the following stats are required at endgame:

   1. Intuitions found: 33/33

      - See section V for more information

   2. Notes found: 21/21

      - Many of the notes are received during normal progression in the game.
        If you also read every book, you will unlock most of the others. Here
        is a list of the few "missable" notes:

         - Examine the Woman-shaped Mannequin in the Stockroom
         - Examine both cradles in the greatroom of the Living Quarters
         - Also in the greatroom, put on the Face of Truth mask and look at
           the ceiling
         - Examine the cradles in Anna's Room after giving the Axe to the
           "Assassin" mannequin

   3. Books read: 16/16

      - This includes the fourteen items that appear in the Documents section
        of the Inventory, the Sabot Maker's Letter found on the table in the
        Living Quarters, and the Notebook.

   4. Events witnessed: 16/16

      - See section VI for more information

   5. Endings unlocked: 8/8

      - Endings are the only thing that carries over from one playthrough to
        the next. Once you have unlocked an ending, it will always reflect in
        your endgame stats.

   6. The Sabot Maker's Way: 4/5

      - See section VII.7 to learn each step in the Sabot Maker's Way. You
        cannot perform Step 5 as it will prematurely end the game before you
        can acquire the final two books.

      - Also note that this means you MUST enter Anna's Room through the door
        in the Sabot Maker's Room and not through the door in the floor of
        the Attic.



=============================================================================

                      VIII. FREQUENTLY ASKED QUESTIONS                  [FAQ]
                      --------------------------------

=============================================================================




Q: What is the difference between the two endings "The Truth" and "The Whole
   Truth"?

A: There is an extra cutscene after the credits and endgame stats that you
   can only view if you have unlocked all 33 Intuitions.



Q: I used the lever in the Temple to open the hatch in the ceiling. When I
   put on the Face of Truth, the roots will not release the Grolla. What did
   I do wrong?

A: You forgot to open the hatch under the rug in the greatroom of the Living
   Quarters (the room with the fireplace and cradles).



Q: Why are their several items (Jug, Ashes of the Heart, etc) that can be
   obtained but have no use?

A: These are leftovers from the original 2012 PC/Mac/Steam version of the
   game, which differs extensively from the Extended Edition PS3 port.



Q: Why did I finish the game with more than 21 notes found?

A: It is possible to find up to 23 notes in the game. The 22nd is a note that
   can populate twice. If you examine both cradles in the Living Quarters, a
   note will appear in the Notebook that reads:

      "I found two blood-soaked cradles upstairs. I'm short of breath."

   This note will also appear in the Notebook again if you examine either of
   the two cradles next to the stove in Anna's Room after giving the Axe to
   the "Assassin" mannequin.

   I suspect the 23rd note is the one you receive from putting on the Face of
   Truth in the Living Quarters and looking up at the ceiling, but this is a
   guess.



Q: I cannot seem to get the "Screaming Faces" event to trigger. What am I
   doing wrong?

A: I have had trouble with this one at times. I find it is easier to trigger
   it while NOT wearing the Face of Truth. Then, wait several seconds after
   you hear the rumbling noise before you put the mask on. You will know the
   event is coming if you press the Start button and the "Save Game" function
   is grayed-out.



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                        IX. CREDITS/THANKS/DONATIONS                   [CRED]
                        ----------------------------

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I hope that you have found this guide informative and helpful. If you would
like to contribute to the cause, donations in support of the time and work
that were put into this FAQ can be made via Paypal to my account:

                         daniel.kingsland@gmail.com


I also want to give credit and thanks to the Steam community for this game,
as several hints on how to find specific events were found on their message
boards as well as information on the third step in the "Way of the Sabot
Maker".


Last, I'd like to thank you, the readers and users of this guide. I'm glad
that my work will be able to answer questions about this game, which can be
very confusing at times. I hope you enjoy Anna - Extended Edition, and that
my guide has contributed to that in some small fashion. Thank you!


This document Copyright 2017 by Daniel Kingsland
Anna - Extended Edition Copyright 2012-2013 Kalypso Media

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