Cory chase man of the house

Cory in the House - Nintendo DS

Walkthrough by Jacky Swallia - 2014


Contents (control+f to find something specific)
Introduction (INT)
Controls (CTR)
Characters (CHR)
Walkthrough (WLK)
  Episode 1: American Businessman (EP1)
     Morning: The White House (E1M)
     Afternoon: The Mall (E1A)
  Episode 2: School Daze (EP2)
     Morning: The White House (E2M)
     Late Morning: Washington Prep (E2L) 
     Afternoon: Casa de Newt (E2A)
  Episode 3: These Streets Are Made for Walking (EP3)
     Morning: Casa de Newt (E3M)
     Afternoon: Downtown DC (E3A) 
     Late Afternoon: Downtown Mall (E3L) 
  Episode 4: The Library of Lessons (EP4)
     Morning: Casa de Newt (E4M)
     Early Afternoon: Library of Congress (E4E) 
  Episode 5: Capitol Confrontation (EP5)
     Late Afternoon: Casa de Newt & Capitol Building (E5L)
Secrets (SCT)

Introduction (INT)

Version History: 
V 1.1 1/2/14 - Well, there's always a few things that get through the first
edit. Made some corrections.
V 1.0 1/1/14 - First complete version. This guide covers the
story mode on normal difficulty and all episodes are complete. I have 
included as many of the secrets as I could find.

This guide is my original work and is copyrighted by me, Jacky Swallia.  
The most current version will be at www.gamefaqs.com but you are welcome to
re-post it on another site as long as you don't remove my name or alter 
the content in any way.  My guides are meant to be freely shared but they
may not be sold for profit by anyone other than myself. 

If you have any questions, comments or corrections feel free to drop me an
e-mail.  Please include the game in the subject line so I don't accidentally
delete it, thinking it's spam.

Now as I understand it, this game is based on the show that aired in the 
early 2000's on the Disney channel. I have to admit I have never seen an
episode so this guide is based purely on actual gameplay. Hopefully this will
give the guide some objectivity. That being said, I did get some of my 
information on the characters and premise from Wikipedia because the game is 
pretty vague on descriptions. I guess they assume you know the show before 
playing.

Characters (CHR)

Cory Baxter - The main character and game namesake. You will play as him for
most of the game. Lives in the White House because his father is the head
chef. Plays drums in his band DC3.

Newt Livingston - One of Cory's best friends and guitar player in Cory's
band. A bit of an airhead.

Meena Paroom - Cory's other best friend and lead vocals in their band. Was
a love interest of Cory, but they have settled on being friends.

Jason Stickler - He is helpful to Cory in the game, but he's a bit of a
douche about it. He has a lot of good advice and cool gadgets, though.

Other minor characters:
President Martinez - The President
Sophie Martinez - President's daughter
Victor Baxter - Cory's father, head chef of the white house
Samantha Samuels - President's assistant
Various agents and other random people here and there

Controls (CTR)
You will notice that in the beginning of the game there is a "ghost Cory" 
that will often show you what needs to be done. When in doubt, follow his
lead.

D-pad - Moves the characters around the game screen
A - Select
X - Enter/exit sneak mode
Y - Fire weapon
R - Cycle through available weapons

This game also uses the touchpad/stylus and microphone for different things.

After the first cut scene, the bottom screen will be the interface for the
characters. You'll see character information and how much money they have
along with 5 information tabs.

-The first tab is the inspect tab. This is where you will interact with the
touch pad when searching.
-The next tab is notes. This can give you an idea of what to do if you're
stuck and to keep track of objectives.
-The third tab is the character's inventory.
-The fourth tab is the map.
-And the last tab is game settings.

Walkthrough (WLK)

(EP1) Episode 1: American Businessman
(E1M) Morning: The White House 

This scene begins with some background information and setting up the premise
of the game. Cory tells his dad that his presidential bobble head won an
award and he is going to be able to sell them to tourists. Well that is,
until Sophie comes in and tells Cory that she sold a bunch of his bobble
heads for a phone. AND to top it off, she doesn't even want the phone so she
gives it to Cory and challenges him to find the rest of his bobble heads.

Now Cory is on a mission to find his bobble heads and the first one is in
this very room. Follow ghost Cory to the couch and you will see a blue bubble
above Cory. Press A to inspect and then ouch the pillows with the stylus and
you will find your first bobble head. Touch it to pick it up (S1). There is 
nothing else to do here so head right into the kitchen.

Cory meets Samantha who tells him how to talk to other characters. Cory then
talks to his dad again and his dad asks him to get rid of some nuclear
nakishkas from the refrigerator. Open the fridge, tap the nakishkas to take
them. You're done here so head up the stairs to the left.

Ghost Cory shows you that you need to sneak past the guards. Press X to enter
sneak mode and walk left. Grab the money and then inspect the food cart. Take
the lemon sauce to make the nakishkas into a weapon. Equip them from the
backpack tab and now you can throw them with Y.

Go to the right and stun the guard. If you get caught you get sent back to
the kitchen. At the end of the hall are some boxes. Push the one on the right
down and you will be able to grab some more cash. Backtrack to the left a bit
and you will come to a door. Go in and Sophie is there. She found some of 
your bobble heads but wants some fries in return.

Cory can't leave right now or he will get caught in the tour group. Sophie
tells him there is a secret passage in the corner. Inspect it and you will
have to crack the code. This one is easy. Watch the numbers that appear at
the bottom of the top screen and pay attention because they will disappear.
Input the code you see twice and the passage will be open for Cory. The
passage is actually at the bottom corner of the room.

In this next room there is a circle on the floor. Step on it to reveal
another passage, a ladder in the bottom corner. Before you go there, go to
the top corner for a box of bobble heads! Go back to the ladder (the tour
group has mysteriously made its way to the door in this room now).

In this room you can save at the President's seal and you can also access the
store from here. You can buy stuff with your hard found money such as
nakishka upgrades and so on. After you save, inspect the desk and find
another box of bobble heads.

Well, the tour is outside THIS door now so head back the way you came via the
ladder and secret passage. Back in the main hall, go all the way left,
stunning any agents in your way. At the end go down and into the dining room.
There are several guards in here. Sneak and stun your way to the left and up
the stage for another box of bobble heads.

Backtrack to the main hallway and back to the kitchen. Or just let an agent
catch you if you want a free trip. Talk to your dad for some Fries that
Sophie wanted. Head back to the main hallway and to the room on the right
where Sophie is waiting. Trade the fries for the bobble heads and Cory heads
to the living room.

Cory heads to the mall to sell his bobble heads and you face a mini-game,
Road Run. It's a simple matter of tapping the arrows to get Cory to his
destination.

(E1A) Afternoon: The Mall

Here is another save point and then you can talk to Stickler, who gives you
some crap about cheating to win the contest. You can talk to Sarah but she
doesn't have much to say. Same thing with Newt. Keep heading north into the
music store. Donna is just looking for a CD. Carl is the man you want to see.
He gives you a pretty sweet cheat:

At the profile select screen, press up 5 times and then press Y once before
choosing an empty profile. Gives you $50 and some health bonuses.

Candy likes your bobble heads. Yeah. Talk the owner who says she will be
happy to sell your bobble heads if you can tune her drums in another mini-
game, DC3 Beats.

Tap the center of each number as the red ring lines up with the center
circle. At first there is just one circle, but more will come so pay
attention to which circle is closing first.

Talk to the owner again and she will agree to sell some of your bobbles.

The next store to the right is A Little Gamey and the dude here won't sell
your bobble heads unless you can find him a copy of Kung Fu Kats 3. If you
talk to him again, he suggests you try Radiohut, which is up the escalator
and to the left.

Talk to the owner and ask him about Kung Fu Rats. He gave them to the music
shop owner. Talk to him again about the bobble heads and he's not interested
as long as his sign is broken. Luckily your PDA can repair signs somehow.
Walk to the keypad on the right and tap it for the next mini-game, Re-Wire.

Click all the wires to disconnect them. Then on the top screen it will tell
you which colors to re-connect. Watch the timer, though.

After you fix the sign, talk to the owner again about the bobble heads and
he will thank you and sell your bobble heads.

Head back to the music store and ask the owner about the box of Kung Fu Kats.
For some reason, she thought the perfume lady would want it. So head back
upstairs and to the right is the perfume cart. Ask her about the box and she
tells you that she just left it by a bench somewhere. Ask her next about
selling bobble heads and she says she needs some relaxing music.

Go left and inspect near the bush to finally get the box of games. Head back
down and you can inspect the bench here for some money. Talk to the game guy
again and he finally agrees to sell your bobble heads. Now head back to the
music store AGAIN. On the stage near Candy you can inspect and find a
relaxing CD. Talk to the owner and she says you can take it to the perfume
lady. She finally agrees to sell your bobble heads too.

After all the bobble heads are sold, Cory heads to his buddy Newt's house for
a much needed jam session.

(E1L) Late Afternoon: Casa de Newt
This is the drum mini-game again, but with the difficulty turned up a notch.
Also, after you finish Cory's part, you'll play Newt's part on guitar. Tap
and drag the down when the red circle closes. Last you will do Meena's vocal
part, which is pretty similar to Newt's in that you tap the numbered ball
before the red ring closes, then drag the stylus to the end. But be sure to
follow the ball, don't get ahead of it or behind. Pass the mini-game to end
the episode.

(EP2) Episode 2: School Daze
(E2M) Morning: The White House 

This day begins with a phone call from Stickler asking you to meet him at
school to talk about your bobble heads. Cory reluctantly agrees to go and you
must complete the Road Run mini-game again to get there

(E2L) Late Morning: Washington Prep

Plot twist! Your bobble heads are hypnotizing people! Aah! Meena may be a
victim so Stickler gives Cory a new gadget to go in and save her. Speaking of
saving, there is another seal here if you want to do that before you go in.

Follow the hallway all the way right, then down and then all the way left.
Avoid people as they will drain your energy, and pick up coins and cash as
you go. At the end you will come to the infirmary and find that Newt is
locked in there.

Head back to the hallway and back the way you came. At the classroom doors,
you will encounter another keypad mini-game Decode it same as the one in the
White House secret passage but this time you have to do it three times and
the last time will be a 4-digit code. Crack it to get in the classroom.

Inspect the wall near the flag and Cory will prompt you to call Stickler for
instructions on how to use Buzzy. Tap the backpack tab, then Stickler's
number, then the green phone in the middle to call him. After talking,
inspect the wall again to trigger the mini-game, Buzzy the Spy Fly.

Guide Buzzy with the stylus (dragging, not just tapping) through the halls.
You want to collect the stars and batteries while avoiding the webs, wires
and walls. You can also blow into the microphone to take out the webs if you
can't fly around them.

If you manage to get Buzzy to the end, Cory will say that he should go back
to the infirmary. Do it and it will be unlocked, allowing you to get to Newt
and play as him while Cory goes off to try and find Meena.

As Newt, your job is to find the gymnasium key. Head right in the hallway and
one of the doors going up will take you to the quad. The key is on the ground
by a bench. Exit the quad through the doors at the top of the screen and the
double doors to the gym are right to the left. Newt goes in and finds that
Candy is hypnotized.

To de-hypnotize her, you'll need to run around and hit the flashing red and
yellow buttons on the ground. When they are all blue, the speakers will
overload and stun Candy for a moment. Hit her with a nakishka. You have to do
this three times to de-hypnotize her. Newt then calls Cory to let him know
he's done and you switch back to playing Cory.

You appear on the second floor and Stickler tells you to find the library,
which is right to your left. But you don't have the key. Keep following the
hallway right, then down. You'll encounter a keypad that you can't unlock
yet. Keep moving, pushing the box out of the way. When the hallway splits, go
up and to the left is a keypad that you can crack. You'll need to decode 4
codes and the last two will be 4-digit.

This is the art room. At the front of the room, inspect the desk, open the
drawer, and take the key. Now, backtrack all the way to where you started on
this floor to the library.

There are a lot of hypnotized people in the library and it is easy to get
trapped with all the shelves, so be careful here. You want to get to the
right side of the library, but it is mostly blocked. Go down the center row
and push a box to the right. You'll now be able to push the box below it
down, which will give you access to the row below, which is open to the other
side.

Go to the top of the room on the other side and inspect the shelf for another
bobble head (S2). Now move to the bottom and Cory will say that Meena isn't
there and he should call Stickler. Probably best to head out and do this in
the hallway. Stickler now says Meena is on the roof and there is someone with
her so head up there and see what's doing.

To get to the stairs, head back to the other side of the hallway (right, down
then left) and up to the hallway you found the art classroom. Keep going up
and the hall will turn to the left again and the stairs are at the end.

On the roof you meet the Juicer. He is setting up a transmitter to make
everyone his friend. Poor guy. Stickler calls and says you have to wear him
down and then hit him with nakishkas six times. Wear him down by running
around. If you get caught in his hypnosis, grab one of the drinks laying
around. After you run around a bit, Juicer will stop to catch his breath.
That is your time to nail him. Six shots and he is out.

Juicer learns a valuable lesson about friendship and now Cory has to bypass
the wires in the transmitter just like with the store in the mall. Walk up
and inspect it to start the mini-game. Keep an eye on the timer after you
disconnect the wires and you will have the transmitter disabled in no time.

After a conversation with Juicer, Stickler and Meena, you have the Road Run
mini-game again. Completing it takes you to Newt's house again.

(E2A)Afternoon: Casa de Newt

Complete the DC3 Beats mini-game again to end the day. This one is much
longer and you can't end the day until you pass it, so good luck. I had a lot
of trouble on the vocal parts and so to compensate, I made sure to rock the
drum and guitar parts and I finally passed.

(EP3) Episode 3: These Streets Are Made for Walking
(E3M) Morning: Casa de Newt

During a meeting with the crew, Stickler announces that he has found two more
transmitters that need to be taken out. Meena's father may be hypnotized so
this is now a priority for Cory. Stickler sends Cory to the cafe and Newt to
the mall. You start as Cory. Exit and complete the Road Run mini-game. This
one has a split at the beginning. Go left and you'll get to your destination.

(E3A) Afternoon: Downtown DC

You arrive on the mean streets of DC, which are swarming with hypnotized
people. Walk left and you will find a bobble head, but Stickler warns that it
is emitting hypnotic rays so just bypass it. Head up, avoiding people and
grabbing drinks when you need it. You'll reach a save seal and head up to the
next area.

Keep heading up here and you'll come to the Liberry Cafe, but the door is
locked. Stickler tells you to disable the transmitter first because there are
hypnotized people inside. Go right to the gate, but it's locked too. Cory
ponders the possibility of a spare key, so that's what you're looking for
now. Go back to the Cafe and inspect the lockbox near the door for another
keypad mini-game.

Take the key back to the gate and go to the right. You'll find some trash
cans (not the dumpster). Inspect and find another secret bobble head (S3).
Now head back left and up to the ladder.

On the roof head right and up to the transmitter. Get out your PDA and get
ready to do the wires mini-game. Watch the time as you re-wire the
transmitter. This will de-hypnotize the people in the area, making it safer
to walk around. But once you go back down the ladder they will be hypnotized
still, so be careful as you head back to the Liberry Cafe.

It's safe to go in and talk to people here. Daniella wants some food. Ryan
wants a newspaper and for you to mail something for him. Robert left his
phone in his car and dropped his keys outside. The cafe owner thanks you and
gives you the pen Stickler is looking for.

When you go to leave the owner makes it seem like you're stuck, but just try
to leave again and you'll be outside. Time to take care of all that stuff
the people inside asked you to do. People out here are still hypnotized so be
careful.

First, inspect the curb right outside the cafe for Robert's car key. Go left
and then down at the intersection and there is a mailbox for Ryan's letter.
Go back up and right and you'll find Robert's car. Unlock it and grab his
phone. Keep going right and you'll come to some stands. One of them is a
fruit stand that you can investigate. Take one of each of the fruits. And
finally at the bottom of fruit stand square is a newspaper machine. Get one
for Ryan.

Backtrack to the Cafe and talk to each of the people. Stickler tells you to
stay there for now while Newt takes care of the mall. You now switch to him.

Head out of the casa and hit the streets. Head left and push some boxes out
of the way to continue to the next area. Go left and up and you'll eventually
enter the mall.

(E3L) Late Afternoon: Downtown Mall

Go right to the escalator and up to the second floor. Go left here and you'll
find the red door to the roof, but it's locked. Stickler tells you to find a
vent to send a Buzzy into. The vent is a little to the right, behind a plant.
Inspect it to start another Buzzy mini-game. Buzzy has a longer way to go, so
watch the walls and wires and pick up any batteries you see so he can make it
to the end.

Buzzy unlocks the door so head up to the roof. The agents here are hypnotized
so avoid them as you head up to the transmitter on the roof here. Newt
discovers a WW symbol and Stickler says it is from Wacky Wild Toys. Hmmm...
another piece of the puzzle. Investigate the transmitter to trigger the re-
wire mini-game again. Reconnect the wires to disable the transmitter.

Stickler tells you to go back to the perfume cart to get some memory spray he
has hidden there. With the transmitter disabled it is safer to walk on the
roof now, but when you get back to the door it is locked. Stickler sends
Meena to help you, so you play as her now.

Follow the same path that Newt took to the Mall. It's safe to walk around and
talk to people now. The video game guy gives you another cheat (hold R and X
and a direction at the title screen for extra stunning power). Head up the
escalator and to the perfume cart. Talk to the vendor and she gives you the
memory spray since nobody wants to buy it from her anyway. Inspect the cart
and take the spray.

Go left and unlock the door for Newt with a keypad mini-game. Head back down
and exit the mall. The crew will meet back at the Liberry Cafe and Stickler
will debrief them. One of the workers at the toy company was recently fired
for experimenting with hypno-technology, so he seems a likely suspect.

What better way to end the day than with yet another jam session. They keep
getting harder, so just persevere because you can't move forward until you
pass.

(EP4) Episode 4: The Library of Lessons
(E4M) Morning: Casa de Newt

After a brief meeting, head out and complete the Road Run mini-game to get to
the Library of Congress. Stay to the right of the intersections as there is
an agent on the left side.

(E4E) Early Afternoon: Library of Congress

Cory and Meena split up and you start as Meena. She is tackling the east side
of the library so head that way. You'll encounter some suspicious looking
teddy bears that will come after you, so run from them and keep going east.

In the next room, push the boxes onto the round switches in the floor to
unlock the door. Go through it to the north and in the new room you have
hypnotized people and crazy teddy bears to escape. And all the furniture does
not make this easy. But there are drinks along the way so keep grabbing them
as you head up to the next door.

In this room, push the three boxes onto the switches to unlock the next door.
Stickler tells Meena that her father is in the Rare Books room so head left
and work through the next room. Exit left here too.

In this area, avoid the teddy bears and go through the big doors at the top.
You are in the Rare Books Room. Meena's father is here and a heartwarming
reunion  ensues. They head back to Newt's house and you switch to Cory.

Go left and in the next area move the boxes onto the switches to unlock the
door. Go north and in the next area avoid bears and people, grabbing drinks
when you can, and go north through the next door. Inspect the shelf by the
ladder and tap the suspicious looking green book to unlock the door. Inspect
the shelf again for another bobble head (S4).

In the new area, go right and up from the save seal for another keypad door.
Crack the code and unlock the security room. Inspect the plant at the bottom
left for another bobble head (S5).

Now go to the top right of the room and use a Buzzy. Be careful of actual
spiders in the webs now. After you make it to the end, Stickler tells you to
head back to the main entrance. So get going back the way you came and go
through the double doors at the bottom of the stairs.

Before you do, save at the seal and you might want to consider upgrading some
weapons before this next boss fight. Maybe the Nakishkas and memory spray if
you have the money.

Sophie's agent is here but he is hypnotized. To de-hypnotize him, nail him
with a few nakishkas and he will chase you. It is important that he running
after you. If he is just walking, it won't work. Once he runs after you for
a while, he will stop and catch his breath. Cycle through your weapons with
R until you get to the memory spray and blast him. You have to hold down the
button to spray. Be careful as you run around because there are also hypnotic
bobble heads and there are only a couple of energy drinks.

After he snaps out of his trance, talk to him and Sophie to find the
President has been moved. Cory starts to give in to despair, but a
heartwarming moment from Meena brings him back. You actually get to end the
day without a jam session. Nice.

(EP5) Episode 5: Capitol Confrontation
(E5L) Late Afternoon: Casa de Newt & Capitol Building

Well, I guess since we didn't end the last day with a jam, it stands to
reason that we have to start the next day with one. Jam on through it to
advance the game.

The crew meets at the capitol building after the jam session. The crew makes
a plan and splits up. Cory will cover the north, Newt the west and Meena the
east. You start as Newt. And you've got penguins chasing you now too. Save at
the seal and head right.

Go up the hallway and around to the right. Down this hallway and right again
and you will come to a door (west room 5 on your map). In this room is
another transmitter. Take it out with your PDA.

Go left to west room 8. The bobble heads in here will drain your energy
quickly so be careful. Go left to west room 7 and walk to the left desk.
Newt will see a picture of a penguin and Stickler tells him it's a blueprint
and to take it. He doesn't do it automatically, inspect the desk and pick it
up.

Now head right to the exclamation point on the map. There is a keypad on the
door. Disarm it to unlock the door. It's 5 codes and the last one is 5
digits. Once the door is unlocked, go into the security room. Stickler tells
you to inspect the panel and this triggers a re-wire of the security cameras.

Stickler tells you to head north and then right to get back to Cory, but the
area is blocked. So Newt suggests the door, which is also a dead end and Newt
gets locked inside. Again.

You switch to Meena here in the east wing and your goal is to find a vent for
Buzzy. There are a few other things to do also. First, go left and then down
to east room 7. Walk to the desk and you will find another blueprint. Inspect
the desk and take it.

From here go left and up to east room 5. Inspect the desk and drawer for a
bobble head (S6). Continue up the hall and then right. The first door should
be east room 1 and the bottom desk has another blueprint.

Now go left and down and then up the hallway to east room 3. Disable the
transmitter here. You're done with the extras so work left and down to the
exclamation mark on the map. This takes you to the next part of the wing.
Keep going left to the next exclamation mark. It's a door with a keypad.
Unlock it with your PDA and go inside. There is a vent for Buzzy here, so
send him in.

Buzzy has a long trip here. Lots of webs and spiders. And now vertical wires
too. But there are a lot of batteries to get them as you go and Buzzy should
be able to make it. After an uncomfortable conversation with Stickler, you
switch to Cory.

Go down and Samantha will be here, but she is hypnotized. Fixing her is
similar to what you did with Agent Allen. But she will start off chasing you
and you have to stun her with the nakishkas. When she is stunned, spray her
with the memory spray. Repeat until she snaps back to reality. She is less
than grateful for being rescued so just move on.

Exit the room north and Stickler tells you to head to the Rotunda upstairs.
Before you do, go right and into the first door. Inspect the desk for a
bobble head (S7). Now go left and down to the exclamation mark on the map for
the stairs. Head up.

Save at the seal if you want. Go right past the penguins and then up and
into the big doors. Time for the final fight with Wisley Wazzlestoff. You've
got to use all of your resources for this one.

Wisley skates around, but it's not random. Park yourself by the two boxes and
spray oil in the path between the other two boxes and wait. Keep spraying if
your oil disappears. Wisley will skate up this path and when he does, he will
slip. This is your chance to switch to nakishkas and stun him. Then switch to
the memory spray and hit him with that. He will get up and skate away, so
repeat until he is done. Do not try and chase him. Just stay by the boxes and
keep at this strategy and Wisley will be down in no time and you will likely
take no damage. If he does tag you, there are drinks around though.

Once Wisley is out, go to the transmitter and re-wire it to disable it.

Back in the white house, talk to the crew and make plans to jam (ugh) later.
But first the President wants to see you. Go through the kitchen (you can
talk to Samantha and dad here if you want) and then go through the door to
the left. You can also talk to the agents and Stickler in this hallway before
you go through the door at the end.

The President congratulates you and tells you all about the dinner they're
having in your honor. Sophie invites you to her tea party and it is a happy
ending after all.

Oh yeah. The President also tells you that he upgraded your PDA, so now you
can open those other doors throughout the game...on your second playthrough.
Thanks, Obama. I mean Martinez.

Secrets (SCT)

There are 12 secrets in the game and they are hidden throughout the levels.
Some can only be obtained by certain characters and for most of them, if you
miss it, you won't be able to go back for it later. I've included them in the
guide so hopefully you don't miss any along the way.

I haven't found all 12 because some are only available after you beat the
game and play it again a second time. If I get around to that before the end
of vacation, I'll try to fill in the rest. If not, then maybe this summer.

Anyway, here's the secrets I did find.

S1 - Episode 1 in the White house - inspect the couch and find the first
     bobble head.
S2 - Episode 2 in the Library - inspect the shelves way in the back and up.
S3 - Episode 3 behind the Liberry Cafe - after unlocking the gate, find and
     inspect the trash cans south of the dumpster.
S4 - Episode 4 in the Library of Congress - after Cory inspects the shelf and
     triggers the green book to unlock the door, inspect the shelf again.
S5 - Episode 4 in the Library of Congress - inspect the bottom left plant in
     the security room.
S6 - Episode 5 in the capitol building - as Meena, inspect the desk and
     drawer in east room 5.
S7 - Episode 5 in the capitol building - as Cory after defeating Samantha, go
     to main room 2 (before going upstairs) and inspect the desk.
S8 - ?
S9 - ?
S10 - ?
S11 - ?
S12 - ?

-The End-
Copyright Jacky Swallia - 2014