Where: Tokyo and the mountain above it. Jetlag is in Tokyo, the next four missions around Shinjuku — the Kabukicho streets, arcades and bars, the rooftops between them, and Harada Garden Tower — and the last three at Mount Haku, a compound and a shrine. Shiro's penthouse is the one address the region keeps coming back to.
Missions: 13. Jetlag, 14. Get Angry, 15. Bad Blood, 16. In the Shadows, 17. Death Comes to Death, 18. We Were Wrong, 19. Hell Followed With Him, 20. Death's Match, 21. Sinister Tidings.
Watch for: this is the biggest region in the game for collecting. 29 of the 68 Material Crates (#25 to #53), seven of the 20 Whisky Bottles (#9 to #15) and four of the 14 Nightmare Doors (#7 Death By 1000 Cuts, #8 Shinjuku Shuffle, #9 Rockbottom Blues, #10 Crucible of Tears). Two missions hold nothing at all, Jetlag and Death's Match, which are set pieces; Sinister Tidings has a crate and a door but no bottle. In the Shadows alone holds seven crates and two bottles and is the single heaviest mission in the game. Nothing is missable — you can still get everything through chapter select after the story by interacting with the bed in the Nightmare Cabin. Nine trophies are tied to these missions by name: Crash Course and Ground Control (Jetlag), Poseidon's Kiss (Get Angry), That's Cheating and Careful What You Wish For (In the Shadows), The Monster In Me (Death Comes to Death), Saturn Slam (We Were Wrong), Blindsided (farmable in Hell Followed With Him) and the silver Struck Dead for the boss of Death's Match. One keypad code to keep: 1924, for the hidden room in Bad Blood, which the region opens again in its last mission.
13. Jetlag
No crates, no bottles, no door. It is a two-part set piece, and it carries two of the region's bronze trophies, so it is worth knowing what they want before it starts rather than after.
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1
On the plane: Ground Control, then Crash Course
The opening is a fight against The Hand aboard a plane. Both trophies are here. Ground Control (bronze) is the one that needs deliberate play: push three enemies out of the plane, through the holes in the fuselage, in the second fight inside it, after you are thrown outside and climb back in. Crash Course (bronze) is simply for surviving the crash, so it arrives on its own. Do the throws while there are still enemies left to throw.
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2
The bike run into Kabukicho
The second half is a bike section — much the same mechanics as the driving you have already done, and that the job is to reach Kabukicho while fighting off The Hand and keeping out of the traffic. Nothing is collectible along it.
14. Get Angry
Kabukicho on foot, and the region's first real collecting mission: five crates, a bottle and a Nightmare Door. The shape of it: follow a blue trail in from the entrance to Kabukicho, track Jean by scent, work through arcades, and then break illusions by destroying incense burners; R3 pulls up the next markers, and impaling strikes work on the ninjas during the illusion. The seven pickups come in the order below, so one clean pass gets everything.
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1
The arcade alley
This is the stretch where you have three arcades to check for Jean, with an alleyway to the right of one of them. The turns: from the streets opposite a fire truck, take a left where the Smash.Compete! advert is on the wall, then the next right; the crate is around the corner.
- Material Crate #25. In the alleyway beside one of the three arcades.
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2
The bathroom, the kissing toilet and Poseidon's Kiss
Downstairs in the bar, go right rather than left, into the bathroom. There is a face on the wall, and interacting with it sets off the kissing toilet. That interaction is the whole of the bronze trophy Poseidon's Kiss: activate the kissing toilet in the Tokyo bar bathroom. The bottle comes with it: the toilet moves back out of the way and the bottle is behind it, or just along the corridor on the right-hand side. Set the toilet off and look both places.
- Trophy: Poseidon's Kiss (bronze). Interact with the face on the bathroom wall.
- Whisky Bottle #9: Patch. Behind the toilet once it moves, or just along the corridor past it.
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3
At the bottom of the bar's elevator
The elevator in the bar goes down into The Hand's hideout. Look right the moment you step out: the crate is straight there on the right, at the end of a small side path.
- Material Crate #26. Right at the bottom of the elevator, at the end of the short path.
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4
After the first three incense burners
Break the first three burners, leave the room, and the crate is down a short corridor on your right, hidden behind a pile of boxes, before you head into the cave. It is the one crate in the mission that is deliberately camouflaged.
- Material Crate #27. Down the short corridor on the right, behind the stacked boxes, before the cave.
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5
Turn around at the top
After a cutscene, there is a traversal stretch along a blue scent path: swing across several poles in a row and climb to a bridge at the top, which you are ushered off through a doorway. Do not take the doorway yet, turn around, and the crate is at the far end of what you just crossed.
- Material Crate #28. At the opposite end of the bridge, behind you at the top of the climb.
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6
Nightmare Door #7: Death By 1000 Cuts
This is the one Nightmare Trial in the region whose challenge the sources actually state. The door is in the cave room where you get control of Logan back after the hallucination sequence with The Hand, with the objective on screen "Look for signs of Walter". The trial asks you to defeat three enemies with Critical Strikes, which you trigger with L2 and R2 together or by reaching Rage Tier 3. So go in with rage to spend, and do not waste the enemies the trial gives you on ordinary combos.
- Nightmare Door #7: Death By 1000 Cuts. In the room you regain control in after the hallucination.
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7
The storage room on the way back up
An elevator brings you up out of the caves into a storage room. The last crate is on the right side of it, towards the back. Sweep both before you leave, because leaving the room ends the mission's collectible run.
- Material Crate #29. In the storage room at the top of the elevator.
15. Bad Blood
Rooftops, a construction site and a penthouse: parkour across the buildings chasing a ninja, then an investigation at the penthouse that ends with a hidden room behind a keypad. The collecting is all vertical: four crates, a bottle and a Nightmare Door, in the order below. Dayngls counts three crates here (and two in Hell Followed With Him); PowerPyx and Push Square describe all four in each.
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1
The first crate, off the route up
PowerPyx: shortly after the start, a rope lift up a building, then a zipline, and the crate is on the next building behind breakable boxes; Push Square: behind the boxes to the right of the blue elevator in a construction site with a crane. Boxes are the constant; break them.
- Material Crate #30. Behind breakable boxes on the rooftops near the start, off the lift or zipline that carries you on.
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2
Nightmare Door #8: Shinjuku Shuffle
Back at street level after a fight, roots appear directly in front of you and climb the building; follow them up. The moment comes while getting the peace offering for Shiro, with the objective standing at the time of meeting Jean outside the building. No source says what the trial asks, so this page does not guess — but discovering the door already counts toward Pathways of the Mind (silver, all 14) and the trial pays Adaptation XP.
- Nightmare Door #8: Shinjuku Shuffle. Up the roots that appear in the street after the fight.
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3
The scaffolding beside the front door
You are turned away at the objective marker where Jean is waiting, so the way up is the construction site next door. Climb straight onto the scaffolding in front of you, the start of the climb to the penthouse: the crate is at the top of it.
- Material Crate #31. At the top of the scaffolding in the construction site next to the building.
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4
Drop instead of following Jean, then climb back up
These two come as a pair, one below the other. Inside the building you open a set of doors with your claws; on the far side, keep going forward indoors instead of following Jean out on the blue lift, and drop down to the right: the crate is on the floor below you. From there, follow the scent trail around the corner and climb the wall back up a floor for the bottle. One drop and one climb.
- Material Crate #32. On the floor below, straight on inside the building instead of following Jean out.
- Whisky Bottle #10: Fatal Attractions. Around the corner from that crate and back up a level, at the end of the scent.
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5
Turn back after the moving scaffold
The last stretch to the penthouse has you step onto a blue piece of scaffolding that Jean moves across to a new area. Once you are there, turn around and drop back down into the construction site; the crate is through a doorway on the building you have just reached.
- Material Crate #33. In the room in the new part of the construction site, after dropping back down from the moved scaffold.
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6
The penthouse keypad: 1924
The code for the keypad at Shiro's penthouse that opens the hidden room: 1924. There is nothing to collect behind it here — but the room matters twice, since the single Material Crate of Sinister Tidings later sits in it.
16. In the Shadows
The heaviest collecting mission in the game: seven Material Crates and two Whisky Bottles, and no Nightmare Door to break them up. The mission: investigate the arcade — blood vials, a mutant detector, a picture on the wall and a map — then hunt down the detectors around Kabukicho by following their wires to the power sources, and finally get into The Hand's hideout behind a psychic disguise that lets you walk through it without fighting. There is a first Hand mini-boss to be handled like a brute, by concentrating on dodging. Two bronze trophies are in here as well.
One caution before you start. Across the rooftop run between the third and fourth detectors, PowerPyx takes Whisky Bottle #11 first and Push Square and Vandal take Crates #36 and #37 first, and the guides mark two of the crates by different landmarks; both routes are in that step. Count to seven and two before you leave the mission and you cannot go wrong either way.
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1
The arcade: downstairs first, then the claw machines
At the arcade building, take the stairs down rather than going through the main doors into the arcade itself; the crate is at the bottom. Then, in the back room, interacting with one of the machines starts a fight — and once it does, That's Cheating (bronze) is for destroying all the claw machines, freeing the stuffed animals from them. Do it while the fight is happening; there is no reason to come back.
- Material Crate #34. At the bottom of the stairs as you enter the arcade building.
- Trophy: That's Cheating (bronze). Destroy every claw machine in the arcade itself, during or after the fight that the back room starts.
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2
Off the third detector: the crate on the next roof
With the third of the detectors destroyed, do not go into the control-panel room the objective points at. Turn left from the third detector and jump across to the next roof.
- Material Crate #35. On the next roof along from the third detector.
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3
The rooftop run to the fourth detector: two crates and a bottle, in two orders
Everything between the third and fourth detectors happens on the roofs. PowerPyx's order: take Whisky Bottle #11 first, following the blue scent line that runs beneath a swing pole on the roof by the third detector; then a crate in the corner of a roof reached off a ramp, below the zipline, before you ride it; then climb a large pipe and ride the zipline to the next roof, where a crate sits beside the fourth detector. Push Square's order: both crates first — one by staying on the roofs, climbing the blue building and crossing a plank to a pipe on a white building, with the crate around to the right; then down to street level, left down an alley, and up two crane cables to a roof for the other — and only then the bottle, dropping back to an earlier roof by the advertising boards and landing on the roof to the right, where it sits on a table. The bottle is on the rooftops between the third and fourth detectors either way, so sweep that whole stretch and take all three before you touch the fourth detector.
- Whisky Bottle #11: Best There Is. On a table on one of the roofs between the third and fourth detectors, at the end of a blue scent line.
- Material Crate #36. In the corner of a roof off the ramp, by the zipline.
- Material Crate #37. On the next roof, reached by climbing the large pipe and riding the zipline, beside the fourth detector.
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4
The construction site, hard left
When the mission drops you at the construction site, run left around the corner before doing anything else. The crate is by a digger.
- Material Crate #38. Around the corner to the left at the construction site, next to the digger.
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5
Into the hideout: the back corner of the first room
You reunite with Jean and go into the hideout. The first room is the red-lit one where the story objectives run, and the bottle is on a table in its back left corner. Take it on the way in, while the room is still just a room.
- Whisky Bottle #12: Berserker Brew. On the table in the back left corner of the hideout's first room.
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6
Left at the first chance past the secret door
A secret door in a wall opens into the caves. Take the first left: the crate is in the corner down that corridor, sitting in the dark.
- Material Crate #39. First left past the secret door, in the corner of the corridor.
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7
Let go of the zipline halfway
Back out on the Tokyo streets, just before you head back to Shiro's apartment. Ride the zipline and drop off it partway across onto the roof below; the crate is on the left.
- Material Crate #40. On the roof under the zipline, reached by letting go halfway across.
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8
Trophy: Careful What You Wish For
Bronze, in this mission, with a requirement of one word in quotation marks: save "Walter". It is a story trophy, not a collectible, and there are zero missable trophies in the game.
17. Death Comes to Death
Harada Garden Tower, and the mission that changes how you fight. The route: reach the tower, check the security footage, work down through a bathhouse, chase Deathstrike across Kabukicho and end in a dream sequence, with the final fight using the Helix Claws you have just unlocked; the mission is finding the Helix Engine and surviving its effects, which is exactly what the bronze trophy The Monster In Me is for. Three crates, a bottle and the region's one timed trial.
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1
Look left before you drop
You start on a rooftop. Before taking the drop the mission wants, look to the left-hand part of the roof: the crate is behind some metal vents.
- Material Crate #41. Left along the roof at the very start, behind the metal vents.
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2
Through the kitchen door after the ambush
This bottle is impossible to miss: it is in your direct path after the fight in the restaurant near the start. The enemies come out of a kitchen door that was locked until then, and you follow the objective through that same door; the bottle is on the level above.
- Whisky Bottle #13: Hand of God. Through the kitchen door the ambush opens, on the floor above.
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3
Under the pipe, where the roots start
This crate and the Nightmare Door share a corridor, which is the easiest thing to remember about both. After you review the security footage, the roots for the door come up through the floor of the next corridor; from where they appear, in a room full of pipes, duck right and under a pipe as soon as you enter.
- Material Crate #42. Right and under the pipe, from where the roots break the floor.
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4
Nightmare Door #9: Rockbottom Blues — 47 seconds
Follow those roots to the door. The trial in one line: reach the exit in 47 seconds. It is the only timed trial in the region, so treat it as a traversal run rather than a fight and do not stop to clear anything you can go past. The mission objective standing when it appears is locating the Helix Engine. Difficulty has no bearing on any trophy, so for a trial that will not fall you can drop the setting to The Man, where death is not possible, and put it back afterwards.
- Nightmare Door #9: Rockbottom Blues. At the end of the roots in the corridor after the security footage.
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5
Right at the elevator shaft
Follow the drag marks out of the steam room to the elevator shaft, then turn right: the crate is at the end, just to the right before the elevator.
- Material Crate #43. Right of the elevator shaft at the end of the drag marks.
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6
What the Helix Claws are worth afterwards
Once they are yours, one of the game's grind trophies starts counting: Cut Just As Deep (bronze) wants 100 enemies killed with the Helix Claws. The remaining Japan missions are full of them, so use the claws by default from here rather than saving them.
18. We Were Wrong
Five crates and a bottle, spread along a street-level chase with no Nightmare Door in it: tracking and recovering the Helix Engine through a restaurant and a warehouse. Two things matter in the fights — the yellow ropes you can cut to drop heavy objects onto enemies, and a brute you damage only after clearing the grunts it keeps spawning. The trophy here is one of the most specific in the game, and it comes early.
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1
Behind the truck at the drag marks
The mission opens on drag marks to follow, and there is a white Alchemax truck early on, and the crate is hidden among boxes on the other side of it. Look behind whichever truck you meet first.
- Material Crate #44. Behind the truck at the start, among the boxes.
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2
The room with the planets: Saturn Slam, then the ledge
One room does two jobs. It has planets hanging from the ceiling and archers up on a ledge. Saturn Slam (bronze) is dropping Saturn onto The Hand in Japan: stealth-kill an enemy first and then attack the yellow rope on the left holding the Saturn model, to drop the planet onto the enemies below. Once the room is clear, climb to where the archers were — the crate is on the ledge to your right as you come in.
- Trophy: Saturn Slam (bronze). Cut the rope holding Saturn so it falls on the enemies below.
- Material Crate #45. Up on the archers' ledge in the same room, once the fight is over.
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3
Left at the split, behind the truck
Outside again and on footprints now. The path splits; the marked route is not the one you want first. The split comes just after a cutscene with Essex. Go left and look behind the white truck.
- Whisky Bottle #14: Revolto. Left at the split in the path, behind the truck.
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4
The overturned car at the end of the road
An ambush comes before this one, by ghost people, and then a street with a flipped vehicle in it; take the left-hand street and the crate is in an alleyway on your right, to the right of the overturned car at the road's end.
- Material Crate #46. By the overturned car at the end of the road, in the alley on the right.
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5
Through the broken wall, among the containers
While tracking a Hand mutant, go through a broken wall into a courtyard of shipping containers, with a tower carrying yellow Japanese writing over it; the crate is behind the truck on the left-hand side.
- Material Crate #47. Behind the truck in the shipping-container yard, through the broken wall.
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6
Down the stairs, immediately left
The last crate is at the foot of a staircase, on the left: tear open the warehouse gate after a fight, and Jean talks about going down into the basement.
- Material Crate #48. At the bottom of the stairs into the basement, immediately to the left.
19. Hell Followed With Him
Up on Mount Haku: a compound with a memorial in it, a mountainside to climb and a shrine at the top. Jean holds rocks in place to make platforms for the parkour and helps through the stealth sections; that help is also a trophy, because Blindsided — stealth-kill ten enemies blinded by Jean — is farmable in this mission. Four crates and the last Whisky Bottle of the region; no Nightmare Door.
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1
Left, twice, at the start
Go forward into the compound and find Jean, kneeling at a weapons rack. From there, go left and round the corner — the crate is behind the house on your left.
- Material Crate #49. Left of Jean at the start, around the corner behind the house.
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2
Up the stairs to the training ground
Still in the starting area. From the memorial statue, stairs in the back right lead up to a training area; the crate is in its left corner, by the archery targets.
- Material Crate #50. Left at the top of the stairs, behind the bow-and-arrow targets.
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3
The right-hand edge of the forest fight
Past the memorial and over the chasm is a field full of enemies — the best place in the mission to work on Blindsided. Keep to the right side of the area as you push up through it: clear the field first and then search the back-right corner by the water, where the crate sits on a piece of earth just before it.
- Material Crate #51. Back-right of the forest area, on the ground just short of the water.
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4
Below the hut on the climb
Jean suspends two rocks so you can climb the mountainside. At the top of that climb is a small hut; from it, look over the balcony below you for the blue scent and drop down onto the rocks. Nothing is lost by taking it before or after the shrine crate below, because the hut is passed before the shrine doors.
- Whisky Bottle #15: The Itsu Single Malt. Down on the rocks below the hut at the top of the climb, at the end of the scent.
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5
Inside the shrine doors, on the left
The huge shrine doors open after the area with the heaviest fighting. The crate is immediately inside on your left.
- Material Crate #52. Immediately left as you step through the shrine's doors.
20. Death’s Match
A boss fight and nothing else: no crates, no bottles, no door. It is at Mount Haku and it carries a silver trophy.
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1
Boss: Lady Deathstrike, in two phases
Deathstrike is the third of the game's five named boss fights, and extremely fast, with a sword and ranged projectiles in the first phase and claws in the second. The advice for both phases is the same: parry rather than trade, keep a finger on L1, and react the moment she commits to a close-range stab or slash rather than trying to interrupt her; the projectiles are parried too, which is how you close the distance. The attacks to parry are the ones glowing blue, the end of a claw combo is the opening to punish, and Rage is for those openings. In the second phase parrying is extremely effective and also the hardest thing to do, because her combos are fast; Knee Breaker and Overwhelm are the two abilities that make the fight much easier. Beating her is Struck Dead (silver).
21. Sinister Tidings
The region's quiet last mission: one crate, one Nightmare Door, no whisky and no fighting that any source describes: waking, a couple of interactions, and a conversation to finish the chapter. Everything collectible here is gated behind one interaction, so it is worth knowing which one.
One disagreement to flag: KeenGamer places this mission at Mount Haku; PowerPyx, Push Square and Into Indie Games at Shiro's apartment, with the crate in the same hidden room as in Bad Blood. This page follows the three.
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1
The bathroom, first
Nothing appears until you trigger the cutscene in the bathroom, with the sink (or the alcohol). That trigger is what puts the crate and the roots into the world, so if you are sweeping the apartment and finding nothing, this is why. Note also that the whisky bottle you can interact with at the start of the mission is a story prompt and not a collectible: there is no Whisky Bottle in Sinister Tidings at all.
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2
The hidden room upstairs
With the cutscene done, the crate is upstairs. It is in Shiro's hidden room — the one the story took you into during Bad Blood, behind the 1924 keypad — the room with the Hand memorabilia. The objective standing at the time is that there might be something in the kitchen.
- Material Crate #53. In the hidden room upstairs, once the bathroom cutscene has played. The last crate of the region.
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3
Nightmare Door #10: Crucible of Tears
Same trigger, same floor. The roots appear in the bedroom and the door itself is outside on the balcony upstairs: follow the roots out of the bedroom and onto the balcony. No source says what the trial asks you to do, so this page does not. It is the fourth and last door of Japan, and the tenth of fourteen.
- Nightmare Door #10: Crucible of Tears. Out on the upstairs balcony, at the end of the roots from the bedroom.
Japan Completion
✅ Before Moving On...
Cross-checked
Cross-checked on 22 September 2026 and re-checked on 1 October 2026 against the guides of PowerPyx, Push Square, Dayngls' Guides, KeenGamer, Into Indie Games, Vandal and EliteGuias. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.