Another Code: Recollection combines two cult-classic Adventure games into one, freshly-updated package for the Nintendo Switch. Enjoy a heart-touching journey full of mystery and personal growth with Ashley Robins. However, the nature of adventure games, with their focus on puzzles and exploration, can progress gate certain players. Use our Another Code Recollection Walkthrough Guides to assist you through the story. Don’t worry, as they are specifically designed to be Spoiler-Free! Check out the game and its demo on the Nintendo eshop!
Tips
The goal of this guide is to provide players with assistance, but I also have some tips to share so that prospective players can have as full of an experience as possible.
- Feel free to examine things and chat up characters to your heart’s content! This will give you a fuller experience with added details.
- If you are still having some issues, feel free to turn on ‘Assist Mode’ and ‘Puzzle Hints’. These options guide you toward your next objective and help you out if a puzzle stumps you. However, using this guide will provide you with an experience of the game that allows you to witness the story unfold without any intrusive UI. Plus you don’t have to fiddle with the options if you do get stuck.
- The DAS and your Inventory chronicle your journey. Check them out for details or to jog your memory. Need to further jog your memory? Use your ‘Backlog’ by pressing ‘R’. It contains ALL of the game’s dialogue via a script. You can even play the voice clips, too!
- It is possible to skip clue-gathering segments with only the knowledge of the puzzle solution.
Another Code: Recollection -Two Memories- Chapter 2: Lawrence’s Mansion
The game opens up quite a bit here, so feel free to explore some. That is if you wanna find a bunch of locked doors. Head upstairs and view the ‘Large Painting’. View the scene and head downstairs and go through the only unlocked door to the right of the entrance (as if you had walked in, perspective-wise).
Speak with D. Begin to leave the Drawing Room to trigger a scene where you discover an ‘origami crane’. These are things you can collect to expand the story. Keep an eye out! Scan these with your camera to unlock notes. These are in the ‘Messages’ section of your DAS. Check the table in the Drawing Room to find the ‘E Key’ and a ‘Lighter’. Head to the Foyer.
Head upstairs to the door directly above the Drawing Room. Open your inventory and use the ‘E Key’ and proceed. Head to the door to the middle of the hallway to trigger a scene. Take note of the birds and clovers of the doors in this hallway. Go down the stairs at the end of this hallway down into another hallway. You can enter the first door on the left. Speak with D. Go to the window to the right of the painting and press ‘A’ at the ‘Ocean for a scene. Check the ‘Top of the Dresser’ to find a ‘Notepad’ and check out the ‘Round Table’ to find ‘Scribbles’. Exit the ‘Art Studio’.
Continue down the hallway and enter the next door on the left. View the hanging painting for a scene. Check out the Desk and open the drawer. Examine the Photo Album for a scene. Examine the ‘Tea Set’ on the center table for a scene. Examine the ‘Shelf’. You must put the platters where they belong.
Check out the desk in the Butler’s Room. Examine the Desk and open the drawer to get the ‘Small Dish with Chirping Bird’. The other is back in the Art Studio on the Round Table under the chocolate. It’s the ‘Small Dish with Pecking Bird’. There is a scene after picking up this platter. Go to the end of the hallway and advance through the door. You unlock the door and can loop back to the Drawing Room. Examine the table in the Drawing Room and take the ‘Platter with Flying Bird’ which was formerly an ashtray. Return to the Butler’s Room and place the platters on the display shelf. Use the painting to give you a hint for the order.
Examine the ‘Secret Safe’. Take the ‘Rolled Paper’ from within it. Press ‘L’ to access the Mansion Map. Examine the ‘Safe’ and input the code found on the Mansion Map (Butler’s Room section). Use the ‘L’ and ‘R’ buttons to turn the knob and land on the current numbers. In the safe, you will find a ‘Flower Key’, a ‘Three-Leaf Clover Key’, and ‘Well’s Diary’. This triggers the next story scene.
Head back upstairs and use the ‘Flower Key’ to unlock Frannie’s Room. Examining the items and furniture in the room will reward you with more story scenes. Examine the ‘Building Blocks’ to the left of the door. Move the blocks to find a ‘Wooden Doll’. Examine the ‘Teddy Bear’ next to the short table. Examine the ‘Bed’. Examine the ‘Bookshelf’ next to the bed, then remove the book on the top-right shelf to find another Origami Crane. Look at it with your Camera to get a new message. Examine the Dolls on the top of the bookshelf. There are indentations for dolls and a locked drawer. We need the missing doll!
Use the ‘Three-Leaf Clover Key’ on the door with the Hummingbird carrying a clover. Examine the ‘Letter’ on the table in front of the ‘Love Seat’. Go up the small set of stairs in the room to where the beds are. Examine the ‘Dresser’ next to the right bed. Give further inspection to the ‘Drawer’ on the ‘Dresser’. Retrieve the ‘Woman Doll’ and the ‘Letter’ beneath it.
Return to ‘Frannie’s Room’. Go over to the bookshelf again and place the dolls to no avail. Pick them back up and rearrange them to where the child doll can hold both parents’ hands. Open the drawer to get the ‘Sprout Key’. Exit ‘Frannie’s Room’ and turn right to find the door with a hummingbird carrying a sprout. Unlock it with the ‘Sprout Key’.
After entering the room, head left to the fireplace and examine the painting hanging above it. Doing this will earn you some ‘Sheet Music’ along with starting another puzzle/clue phase. Another Origami Crane is resting on the table by the bed. Re-examine the painting and check out the musical staff at the top. You can snap a pic if you need. Return to the piano in the ‘Drawing Room’.
Place the ‘Sheet Music’ on the piano’s music stand. Play the piano by examining the ‘Keyboard’ and pressing the correct button prompts. Take a picture of the sheet music after examining the blank staff. Go to your camera and overlay the pictures of the painting and ‘sheet music’, using the hummingbirds as your guide. Doing this will reveal the real tune. Re-examine the sheet music on the piano to correct the score. Now, play the current song by following the button prompts. This time some notes will require two, simultaneous button presses. Examine the ‘Box’ that fell beneath the ‘Piano’. A ‘Small Card’ is within the box. Enjoy the next story sequence.