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Connecting with Bug
Twin Mirror

Connecting with Bug

Follow our step-by-step guide to navigate the 'Connecting with Bug' section of Twin Mirror, including finding all mementos and unlocking achievements.

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Connecting with Bug

Follow our step-by-step guide to navigate the 'Connecting with Bug' section of Twin Mirror, including finding all mementos and unlocking achievements.

Walkthrough
  1. 1
    After the opening cutscene, find the moss-covered tree near your car to clean it and unlock the Lost and Found achievement.
  2. 2
    Follow the path to a telescope and examine it to trigger your first Mind Palace memory, unlocking the A blast from the past achievement.
  3. 3
    After a cutscene and phone call, finish the chapter to unlock Way back home.
  4. 4
    In Chapter 2, after talking to Joan, choose "Promise to look into it" for the Analytical path.
  5. 5
    Find the Coal Miner's Haven sign to the left of the bar for a memento.
  6. 6
    Inside the bar, go to the photo board, examine the photo from your back pocket to trigger a Mind Palace memory.
  7. 7
    Collect the next memory from the jukebox.
  8. 8
    Examine the guitar near the photoboard for another memento.
  9. 9
    Talk to Anna, then go to the bar to drink. The chapter ends, unlocking Raise a glass.
  10. 10
    In Chapter 3, after finding the bloody shirt in the bathtub, navigate the Mind Palace sequence by choosing "steady yourself", "take control", and "focus" on the correct doors. Choose the left mirror to end the sequence and unlock A foot in the door.
  11. 11
    Finish the chapter to unlock Things could be worse.
  12. 12
    In Chapter 4, enter the back room of the bar and find the exotic bottle on the shelf for a memento.
  13. 13
    Play the Pac-Man arcade machine for at least twenty seconds to unlock the Waka waka achievement.
  14. 14
    Examine the spilled glasses, broken clock, upturned furniture, Joel's hat, scratched seat, DG's bracelet, and broken glasses (finding Hugh's business card) at the bar to gather clues.
  15. 15
    Enter the Mind Palace (RB) and choose DG's bracelet as the attacker, the pillar as the fight location, and the stage as the end location.
  16. 16
    After the cutscene, find another memento on the back of the white car in the parking lot.
  17. 17
    Talk to Declan in the alley and examine the graffiti on the wall for a memento.
  18. 18
    Enter the red drug store, talk to the person inside, and look at Kathy's glass jar for a memento.
  19. 19
    Ask Hugh and Kathy about Dennis at the pharmacy counter.
  20. 20
    Talk to Joan and Joe about Dennis.
  21. 21
    Meet Anna at the coffee shop. Help her pick up cards to trigger a Mind Palace memory.
  22. 22
    Look at the cork board by the door and find the cowboy boots keychain for a memento.
  23. 23
    Talk to Anna and choose "Hide It" for the Analytical decision.
  24. 24
    Enter the Basswood Jungle through the employee entrance.
  25. 25
    Find Dennis' dead body in the cubicle and enter the Mind Palace.
  26. 26
    Scan the crowd of Dennis' to find HIM and press the focus button quickly. Repeat three times.
  27. 27
    Investigate Dennis' body by examining: Dennis' injury, Exit wound, Bullet impact, Holster, Dennis' gun, Traces of blood, and Dennis' corpse in order to unlock Super sleuth.
  28. 28
    Read Dennis' emails on his computer.
  29. 29
    Examine the nameplate on your old desk for another memento.
  30. 30
    Attempt to use Walter's computer in the large office and note his password hint.
Tips
  • Dialogue choices rarely matter except when explicitly noted for the Analytical or Social path.
  • The game requires two playthroughs to get all achievements, but the Scene Select option after completion allows for revisiting specific moments.
  • Collectibles are called mementos and memories.
  • The Mind Palace sequences, especially the auto-running one in Chapter 3, require careful navigation.
  • The 'Super sleuth' achievement requires quick examination of specific items in Dennis' investigation.

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