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City of Lost Children cheats PlayStation 1

General hints
Miette must face an item before it can be found. Just being in the general vicinity isn't sufficient. Turn her in each direction and watch for a new object to appear on the screen. A chime will also be heard when a new object can be obtained.

To save time, press Run to move Miette through the city. She won't fall off ledges or jump into the water.

To use a key, open the inventory and select the item by pressing Pick up. Press Action to unlock the door. Press Inventory to put the key away. Press Action again to open the unlocked door.

Miette must be directly in front of a person when using pressing Talk.

Press Switch Camera when the camera icon appears in the top right corner of the screen. At times, this will reveal items or persons that were not visible from the previous perspective.

Introduction
Watch the introduction sequence to witness One's little brother Denrée being kidnapped by the Cyclops. Note that the Cyclops has very sensitive hearing and can not bear loud sounds. As the introduction sequence continues, note the various locations in the city as the developer's names are displayed. The last location shown is the door to the orphanage, where game play will begin.

Orphanage school
Approach and speak to Pieuvre, the Siamese-twin headmistress. They will instruct Miette to rob the cashier's hut. Miette can not waste any time in any of the scenes in which she is in the orphanage. If she lingers too long, Pelade will appear and throw her into the cellar.

Speak to Pieuvre again to learn that Pelade has a key to the hut. Quickly leave the orphanage school by opening the door to the left of Pieuvre.

Orphanage courtyard
Walk forward towards the short sloping roof on the left side of the courtyard. The view will shift to reveal Pelade sitting on a chair next to a flight of stairs. Talk to him to obtain the key to the cashier's hut. Turn left and leave the courtyard by walking past the dog and through the half opened gate.

En route to the Alcove
As the scene shifts, move Miette forward between the buildings, then move to the right over the walkway and down the long ramp.

Walk past the room with the flashing light. Note the alcove in the wall directly below this room. This is Miette's current destination.

As the scene shifts again, walk down both flights of stairs to reach street level. Move towards the wooden walkway that runs next to the greenish water. Use the walkway to move to the left and enter the alcove.

Alcove
Take the brush that is hidden in this location.

En route to the Cashier's hut
Use the wooden walkway to return to the right to street level. Turn left at the corner next to the barrel.

The scene will shift to a side view of small alley with several small boxes and barrels. Move to the right side of the alley and climb up the stairs that approach the screen. Move forward along the side of the building to reach the walkway to the cashier's hut.

Cashier's hut
Speak to the Watchman to learn that he will not allow Miette near this location. The Watchman must be drawn away from the hut before it may be robbed.

En route to the Pier
Leave the hut and follow the walkway as it curves around the building to the right and walk down the short flight of stairs to reach the pier.

Pier
The pier consists of two parts, a stone walkway and lower wooden dock that runs alongside. Note the barrel and bales at the beginning of the pier. Climb on the small bale behind the barrel from the stone walkway. From here, climb on the larger bale that is at the very beginning of the pier. Look around on this bale to find a metal bar. Take the bar and return to the stone walkway.

Run along the stone walkway to reach the lighthouse at the end of the pier.

Lighthouse
Locate the open electric panel to the left of the lighthouse door. Use the metal bar at this location to throw it on the panel and short out the lighthouse beacon.

The Watchman will leave his post to investigate the problem. Immediately move Miette behind the large wooden spools to the right of the lighthouse door. Adjust her position so only the very top of her head is exposed when she ducks down. Do not switch to the wider view while hiding, as this will result in her capture and entrapment in the warehouse. To hide successfully, position Miette quickly and carefully.

The Watchman will examine the electric panel before entering the lighthouse. Run back to the beginning of the pier and return to the walkway that leads to the cashier's hut.

Cashier's hut
Approach the door on the right side of the hut's exterior. Use the key obtained from Pelade to unlock the door. Enter the darkened hut and turn left. Turn on the light switch located just to left of the door. Note that the safe on the left side of the screen is protected by an electric charge.

Face the cash register that is in the alcove to the right of the door. The cash register drawer must remain opened to disable to electric charge. Take the brush out inventory and press Action to open the drawer. Press Drop to place the brush in the drawer to keep it open. Approach the safe and press Action to take the contents.

An alarm will sound as Miette scrambles to take the gold that has fallen to the floor. Watch her capture by the Watchman and her subsequent rescue by One. He will ask Miette's assistance in finding his little brother, Denrée. However, Miette has to return to Pieuvre at the Orphanage school.

Orphanage school
Pieuvre will sent Miette on another robbery. The next target is the loan shark's safe. Turn around and run to the rear of the classroom. Take the bag of marbles from the top of the bookshelf. Quickly exit the classroom before Miette is thrown into the cellar.

Orphanage courtyard
Enter the kitchen through the door that is next to the classroom door in the courtyard.

Orphanage kitchen
Talk to Boule, the boy sitting at the table, to learn that he is making a strong potion for Pieuvre's headache. He'll also tell Miette how to reach the loan shark. Try to take the potion from Boule to learn that he wants his marbles. Press Drop to trade the bag of marbles for the potion.

Switch views and approach the tall cabinet that is holding the plates and utensils. Take the piece of chicken from the cabinet. Return to the courtyard.

Orphanage courtyard
Walk to the dog kennel located in the middle of the courtyard. Take the empty bottles are in between the kennel and the steps leading to the cellar.

Walk to the half open gate at far end of the courtyard. After the view shifts, approach the garbage cans that are to the right of the gate. Take the marrow bone that is next to the cans. Leave the courtyard through the half opened gate.

En route to the Tramp
Follow the route that Miette used to reach the alcove that contained the brush. As Miette walks toward this location, the Tramp will begin babbling about his hunger and hatred of the Watchman. Approach the Tramp and speak with him.

Tramp
Give the piece of chicken to the Tramp. Move in front of the wine barrel to the left of the Tramp. Use an empty bottle to fill it with wine. Return to the orphanage courtyard.

Orphanage courtyard
Approach Pelade and give him the potion. He'll fall asleep after drinking it. Look closely at the stairs next to Pelade to find a rope and crank. Use the crank to lower the basket. Take the sausage and door handle from the basket. Climb the stairs and follow the balcony to Pelade's room.

Pelade's room
Use the door handle from the inventory to enter Pelade's room. Turn to the left immediately upon entering the room and turn on the light. Walk to the bed at the opposite end of the room. Take the key to the courtyard door from the floor in front of the bed. Turn off the light and return to the orphanage courtyard.

Orphanage courtyard
Approach the kennel and give the dog the marrow bone. Go to the door that is just to right of the kennel. Unlock it with the key from Pelade's room. Enter the door and walk down the long stairway to the waterfront.

Waterfront
Walk to the left of the delicatessen. Try to walk up the stairway next to the Cyclops. After being pushed away, walk to the right along the waterfront. Keep walking until finding the Worker and his truck inside a yard. Approach the Worker and talk to him. Miette will discover a pair of pincers (pliers). Wait until the Worker reaches inside the engine before taking them.

Switch views so the truck and Worker are in the lower left portion of the screen. Note the light shining down from the far wall. The object below the light on that wall is a small bell. Approach this location. Use the pincers to remove the bell from the wall. Return to the Cyclops that is guarding the stairway.

Position Miette between the Cyclops and the stairs. Turn towards the Cyclops and ring the bell twice. Then, turn towards the stairs and use the bell. If Miette is positioned correctly, she will hit the bell against the bottom of the staircase, sending the Cyclops into the water in agony. Climb up the stairs and enter the loan shark's home.

Loan shark's home
Walk to the chess board across the room from the desk. Take the little safe from the chess board. Approach the small table located on the right side of the safe. Use the little safe to place it on the scale at this location. The safe's door will swing open. Take the jewel from the safe and exit the loan shark's home.

Two Cyclops will be waiting as Miette leaves. As she struggles with one of them, she will fall off the walkway into the water. Fortunately, she is rescued by the Diver, who happens to be in the vicinity.

Diver's home
Miette will awaken without any possessions the Diver's underwater room. From Miette's initial position, there is a barrel and what appears to be a fireplace to the rear of her location. Take the piece of wood from the front of the fireplace. Approach the large throw switches on the opposite wall. Use the piece of wood to keep the left switch from moving. Flip the switch on the right. A loud buzzer will sound and disturb the sleeping Diver.

Walk to the opposite end of the room towards the Diver's bed. Take the key from the shelf above the bed as the Diver murmurs while in a nightmare. Listen as he speaks about the kidnapped children and how Krank is stealing their dreams for his own use.

Move to the location that was displayed when Miette awoke in the room. Climb on the crate and look in the periscope that is hanging down from the ceiling. Miette will witness children being loaded onto a boat from the city. Walk to the opposite side of the room to the airlock door. Use the key to unlock the door and leave the Diver's home.

En route to the bar
Walk up the three steps to the left of the of the airlock and move forward along the walkway. The scene will change to show Miette walking towards the camera with water on the left. Note the platform next to a semi-circular rail. Take the lighter hidden behind the platform. Continue moving forward.

Climb up the stairs, and cross the two wooden boards to the other side of the water. Climb down the opposite set of stairs and follow the walkway to a series of two more staircases. Climb up both sets of stairs and follow the walkway to find a yard with an enclosed fence.

Climb on top of the crates that are stacked on both sides of the fence to enter the yard at the back of the bar.

Bar
From the overhead view of the yard, find the candle in the lower corner next to the barrels. Approach the workbench under the awning. Take the pair of scissors from the workbench. Place the candle under the rope that is holding up the suspended crate. Use the lighter to light the candle. Miette will run to the back door of the bar.

Watch as the Lune opens the door to investigate the sound of the crate falling. Miette will use this opportunity to enter the bar. Miette will tell One that the are being taken from the city to an oil rig. Miette will run out of the bar after Lune returns.

En route to the Sailor
Miette will return to the streets of the city. Move toward the camera, then walk to the left. Continue moving to the left when the scene shifts to display two garage doors next to each other. The scene will shift again to show the Sailor painting a boat in the foreground with Miette in the far background. Approach the Sailor.

Sailor
Speak to the Sailor to learn that the Fisherman may be able to help Miette reach the oil rig. Walk up the long flight of stairs to the rear of the boat.

The view will shift to show Miette on a long arched walkway that is above the two garage doors and next to a lit window. Move next to the lit window and take the empty tin can from the window sill. Return to the Sailor.

Position Miette to the left of the sailor and face the boat. Take the paintbrush from this location. Use the paintbrush to coat it with some paint. Walk back up the long flight of stairs to the rear of the boat.

Walk to the end of the walkway to find a small alley with the Tatooist's booth.

Tatooist
Walk to the opposite end of the alley and take the atomizer that is next to the closed gate. Talk to the Tatooist to see that he has a piece of paper that may be important. Miette can not obtain the paper at this time.

En route to the Fisherman
Return to street level and move to the scene with the two garage doors. Walk to the left side towards the rear of the scene. The scene will change to show a top view of Miette walking between two street lights. Continue moving forward.

The scene will change to show Miette approaching a twin stair case leading to two parallel docks. Continue following the street as it leads to the left.

Fisherman
Approach the Cyclops that is guarding the entrance to the far dock. Use the coated paintbrush to blind him. Watch as he slips off the dock and falls into the water.

Run to the end of the dock. Place the tin can in Miette's hand from the inventory and speak to the Fisherman. Miette will learn that he is fishing for his can, which fell into the water. Give the tin can to him. The Fisherman will tell Miette that the Tatooist has a map to the oil rig. He also will tell her how to knock out the Tatooist so the map may be obtained.

Walk to the twin stair case that leads to two parallel docks. Walk down the stairs on the right side and move to the end of the dock. Take the stick from this location. One will be sitting in a boat at this location.

Return to street level next to the twin stair case. Note the group of barrels and crates at the rear of the scene. Move to the left of this group and keep moving forward to find Marcello's home.

Marcello
Talk to Marcello to learn about his fleas. Approach the jar of fleas sitting on the small table next to Marcello. Use the stick to push the jar off the table and release the fleas. Turn to the left and turn the crank on the music box. The fleas will attack Marcello. Use the atomizer to blow the fleas off Marcello. Take Marcello's watch, which also functions as a compass. Return to the Tatooist's booth.

Tatooist
Position Miette on the left side of the booth and press Action. She will unscrew the board that is hanging over the Tatooist and knock him out. Take the map from the booth. Return to the pier where One was waiting in the boat.

One
Give the map and the compass to One to complete the Miette's quest. Watch the ending sequence as she and One row out to the oil rig. Miette will climb up into the rig and find Irwin. Irwin will tell Miette that the Diver has killed Krank and is planning on destroying the oil rig. Miette will rescue the children as the Diver destroys the rig.

 

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