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 |