===============================================================================
ObsCure
- Walkthru/Faq -
System: Playstation 2
Version: 1.5
Written By: Darque
Developer: Hydravision
Publisher: Europe - Microids
Publisher: North America - Dreamcatcher Interactive
===============================================================================
===============================================================================
0.0 ~ Table of Contents
===============================================================================
0.0 - Table of Contents
0.1 - Controls
0.2 - Characters
- Main Walkthru -
1.0 - Part One ~ Prologue
2.0 - Part Two ~ Administration
3.0 - Part Three ~ Classrooms
4.0 - Part Four ~ Library
5.0 - Part Five ~ Dining Hall/Sick Bay
6.0 - Part Six ~ Administration Revisited
7.0 - Part Seven ~ Amphitheater
8.0 - Part Eight ~ Basement
9.0 - Part Nine ~ Loose Ends
10.0 - Part Ten ~ Dormitory
11.0 - Part Eleven ~ Library Revisited
12.0 - Part Twelve ~ Garden
13.0 - Part Thirteen ~ End Game
- End Main Walkthru -
0.3 - Items/Weapons
0.4 - Enemies/Bosses
0.5 - Clues Transcript/Flair Transcript
0.6 - Reported Bugs
0.7 - Version History
0.8 - Legal info, Credits, Contact Info, and Everything else
===============================================================================
0.1 - Controls
===============================================================================
Left Analog Stick - Moves your character and is used to manipulate your
Items menu
Right Analog Stick - Used to manipulate your Weapons Menu
Control Pad - Used to give instructions to your Teammate
X Button - Used to Attack with an Aimed Weapon or to activate items or to
interact with things on screen
Square Button - Use your character's Special Aptitude
Circle Button - Switch between your active character and your Teammate
Triangle Button - Switch between targets when Aiming and to cancel menus
L 1 Button - Activate your Flashlights "Boost" mode
R 1 Button - Aims your weapon and forces you into "walk" mode
L 2 Button - Activates your Item Inventory
R 2 Button - Activates your Weapon Inventory
Start - Brings up Pause/Load Menu
Select - Brings up Documents menu (Use L 1 and R 1 to cycle between your
Character screen, Map and Clues screen)
Control Pad: Left (makes your Teammate wait)
Control Pad: Right (makes your Teammate follow you)
Control Pad: Up (asks for help - Teammate will help in combat or look for
nearby items and/or use special aptitudes)
Control Pad: Down (change your Teammates weapon, pressing down repeatedly will
cycle thru their weapons)
===============================================================================
0.2 - Characters
===============================================================================
- The Main Five (Taken From the ObsCure game Manual - with some notes added) -
Kenny Matthews
==============
Kenny is an accomplished athelete who spends most of his time playing
basketball with his friends and hanging out with Ashley. Albiet just an
average student he is considered a cool pal because of his status as the
captain of the school's basketball team. He is the bullying type who acts
a bit quicker than he thinks. Had he known what they were exposing themselves
to, he would have probably thought twice before throwing himself into such
a dangerous situation...
Special Aptitude: Kenny has a great physical strength, which allows him
to run faster, hit harder, and be more resilient. When you press the
- Square - Button, Kenny will start sprinting for a period of time.
[note: After a short while using Kenny's Sprint ability he will slow
down considerably and will need to "catch his breath" before he can use
this ability again.]
Shannon Matthews
================
Shannon is Kenny's younger sister but isn't anything like him. A clever
and brilliant student, she dresses in a slightly provocative and rebellious
fashion to downplay her brains and to look older... She has an answer to
every question and a huge heart to help people out.
Special Aptitude: Shannon can take care of her companions better than
the others. More over by pressing the - Square - button, Shannon will give
you precious information about the current riddle. If she is your teammate,
you can call on her to help you by pressing the up directional button.
[note: When the manual says she "cares for her companions better" it
really means she gets a +25% bonus when using healing items on them. This
bonus also seems to affect herself]
Ashley Thompson
===============
In spite of her beautiful looks and her salon membership, she is not
easily impressed. Ashley can also turn quite tough on her opponents when
necessary. Smug and even slightly cheeky, she tries to act mature while
playing it cool in all situations. She is Kenny's girlfriend and therefore
is the first one to worry about his disappearance.
Special Aptitide: When playing Ashley you certainly have an edge in
most fights. She is the only one double shooting with a fire weapon. She
has a remarkable bat swing! During combat, once you have aimed using the
R 1 Buttone, fire or hit using the - Square - button instead of the - X -
button.
[note: This will cause Ashley to take 2 attacks at once. Rather affective.
one other thing of note, Ashley seems to do more damage with all weapons]
Stanley Jones
=============
Stanley Jones prefers spending his time dragging himself through life
and playing around rather than studying. He is often involved in mischief and
has an eye for good deals. Laid back and quite cunning, he is Kenny's best
friend.
Special Aptitude: By playing Stanley, certain doors or cubboard locks
are no longer obstacles. Standing next to them, Stanley picks them by pressing
on the - Square - button. Whenever you press the - Square - button he will
tell you if there is something to pick up in the room
[note: That last part is a typo on their part - what he really will do
is tell you if there are any locks around]
Josh Carter
===========
Josh Carter is the typical small reporter who spends his leisure time
reading science fiction novels and working on his movies. Curious as a
student he is always searching for various scoops and tends to get carried
away a little too easily. He always thinks that he is onto the greatest
and hottest scoop of the century. This time he may well be right!
Special Aptitude: By playing Josh, you will see objects and clues
blinking immediately every time you enter a room (whereas for the other
characters, the objects only blink when you pass them by). At any point, by
pressing the - Square - Button, Josh tells you if there are any objects
left for you to pick up in the room.
- Other Important characters -
Mr Friedman
===========
The principal of Leafmore.
Ms. Wickson
===========
The school nurse
Mr. Garrison
============
The school Janitor
Mr. Walden
==========
One of the teachers
===============================================================================
- MAIN WALKTHRU -
===============================================================================
Before you begin there are a few things I should explain about the following
walkthru.
First off, when I refer to compass directions I mean that quite litterally.
If you're unsure which direction you are facing, press the - Select - button
and bring up your map. You can see which direction your character is facing
from there if you are unsure.
When I refer to top, bottom, left and right I am refering to a direction on
your screen.
Items and Enemies lists: These are lists of items and enemies found in a
- NORMAL - game. Their exact locations are listed within the walkthru
description for the area.
A note on game difficulty: As you progess to more difficult games Easy ->
Normal -> Hard you will find far fewer items and the enemies you encounter
will become gradually tougher.
A Note on Enemies Lists: I ONLY list enemies that are already in each area
when you first enter or appear as you move around. There may be ADDITIONAL
enemies that appear when you perform actions, come close to specific
locations in an area or take items. "These" enemies will be described within
the walkthru, but they will not appear on the lists.
A Note on difficulty setting differences.
-----------------------------------------------------------
Easy: If there are additional items in an area that |
can be found in an EASY difficulty setting |
game; they will be listed in boxed in text at |
the end of each area description for easy |
reference. |
Hard: If an item is not present in a HARD difficulty |
game it will be listed here as well. |
Special: Items found in a SPECIAL game will be |
Likewise be added here. |
-----------------------------------------------------------
The differences between Normal and Hard, and the bonus items you get in
Special Mode will be added at a later date.
===============================================================================
1.0 ~ Part One ~ Prologue
===============================================================================
=======
== Gym ==
=======
====================
= Basketball court =
====================
- Characters:
Kenny
After the opening movie you find yourself in control of - Kenny -
There's not much to do here other than shoot a few baskets with the Basketball
in front of him. Walk up to it and Press - X - if you want and he will shoot
a basket.
Once that gets boring you can either explore the room some or head toward the
door you see in the background. As you near the door Kenny will make a few
comments about his cell phone ringing.
Enter the door.
===============
= Locker Room =
===============
There's not much to do in this room either.
Walk up to the cellphone on the bag and press - X - to trigger a - cutscene -
After the scene you can either explore the Locker Room, Bathroom and Showers
or exit and track down the thief.
============
= Bathroom =
============
There nothing here, but you'll get a few comments if you go up to things and
press - X -
===========
= Showers =
===========
There isn't anything here either.
====================
= Basketball court =
====================
- Cutscene -
After the cutscene follow the thief outside.
You will get a prompt telling you to activate Kenny's special apptitude by
pressing - square -
Do so and he'll run faster, but after a while he will need to stop and catch
his breath.
Exit the building.
================
== EAST WALKWAY ==
================
There's not much to do here, so continue following the thief.
==========
== Garden ==
==========
================
= Mansion Area =
================
Kenny will make a comment as you go down the path.
There's not much to do here so head to the right side of the building and
enter the celler doors.
==========
= Celler =
==========
- Items:
Sticky Tape
Flashlight
Pistol
-Demo: Taping a flashlight to a weapon
Enter the room and walk into the light, you'll notice a ladder but you can't
use it yet. There are some items on the barrel to your right.
Pick up the - Sticky tape - and a popup will appear telling you how to use it.
Pick up the - Flashlight - and a - Cutscene - Will activate.
After the Cutscene you'll find you now have a - Pistol - as well.
After the Cutscene a - Demonstration - of how to Tape a Flashlight to your
Weapon will occur. Do so to continue, and now you will be able to use the
ladder.
Decend.
============
== Basement ==
============
===========================
= North/South Hallway (a) =
===========================
-Demo: Aiming a weapon and Boosting your Flashlight
Kenny will make a comment as you enter the hallway, there's not much to do
so just follow it and enjoy the strangeness of it.
At the end he'll encounter something and you'll get a - Demonstration - on
how to - Aim - your weapon and - Boost - your Flashlight.
As Boosting can weaken the enemies you encounter this is a good thing to
take note of. Just be careful of overheating your Flashlights.
After the Demonstration enter the door.
=============
= Cage Room =
=============
There's not much to do, but lots to see.
This room is filled with cages and a large lighted chamber to one side.
Other than Kenny's comment on it, there's nothing else you can do here at
this time.
There are two doors leading out of this room, but only one is unlocked. Use
the door on the other side of the lit chamber to go to the next area.
=============
= Hole Room =
=============
Not much to do here, there's a big hole in one corner of the room, a cabinet
you can't use and two doors. Take the unlocked one.
========
= Cell =
========
- Characters:
Dan
- Demo: Switching teammembers and 2 player mode
Wow, not the best place to live.
Approach the person in the corner and a - Cutscene - will occur.
After the Cutscene you'll now have - Dan - as a teammate, and a popup will
appear telling you how to switch between characters and how to activate
2 Player mode.
Press - Circle - to switch between Kenny and Dan.
Press - Start - on a controller in Port 2 to activate 2 player mode.
Exit the room.
=============
= Hole Room =
=============
Once you enter, Dan will comment about the cabinet and will find a gun within.
Once he's armed continue onto the Cage Room again.
=============
= Cage Room =
=============
- Enemies:
2 Biters
1 Stage 3 Mutant
As you move thru the room the door that was locked earlier will be thrown off
it's hinges and a huge monster will appear. Stand and fight this - Stage 3
Mutant - or run, if you choose to fight make sure to Boost your flashlight or
it will be far harder to kill.
As you continue to the exit - 2 Biters - will appear in your way. Avoid them
or kill them.
With Dan's help you can clear the room, but it may be easier to just avoid
combat for now.
Near the exit you will find someone has placed a cage in front of the door.
Using Kenny push against it and he will shove it out of his way. Once
the way is clear use the exit and head back to the Hallway.
===================
= N/S Hallway (a) =
===================
- Enemies:
2 Biters
1 Stage 3 Mutant
Once in the Hallway another Mutant will force it's way in, and will Kill poor
Dan.
Fight or Run, but the end result will be the same.
Once you've made it to the ladder - or - have been defeated a - Cutscene -
will occur and the Prologue will come to an end.
===============================================================================
2.0 ~ Part Two ~ Administration
===============================================================================
===========================
== ADMINISTRATION BUILDING ==
===========================
==============
= Break Room =
==============
- GATHERING POINT -
- Characters:
Shannon
Ashley
Josh
- Items:
Disc
Baseball Bat
Energy Drink
- Flair: School Newspaper
After the - Cutscene - you will find yourself in control of - Josh - and you
will see - Shannon - sitting on a couch at the bottom of your screen and
- Ashley - standing on the left side.
Pick a teammate and and a Popup will appear, and a small - Demonstration - on
how to use a Teammate will occur. If you picked Shannon she'll give you some
advice that you should pick the lock of the room.
Press - Circle - to switch between teammate and a prompt to press the
- Select - button will appear. Do so and you can access your Map screen,
Characters screen and Clues screen. Check them out and then once you're ready
it's time to explore the room.
There is a - Baseball Bat - on one of the tables behind Ashley, and a - Disc -
on a table on the left side of your screen. Smashing the vending machines
will allow you to gain an - Energy Drink - from them as well.
On a table below Shannon's starting point is a "School Newspaper". It's a piece
of flair that adds to the game's atmosphere but doesn't have any real affect.
You'll see three doors in this room, all three are locked but one happens to
have a glass window in it. Doors with Glass Windows are breakable if you
attack them.
Break the glass and then use the door to enter the storage room.
------------------------------------------------------------------
SPECIAL MODE: You will find the - Morgenstern Bat - on the |
table instead of the Baseball Bat. |
This is THE most powerful melee weapon you |
can find. One hit from this is about as |
powerful as a Revolver shot. |
------------------------------------------------------------------
================
= Storage Room =
================
- Items:
Reel of Wire
Grab the - Reel of Wire - off the shelves and exit the room.
==============
= Break Room =
==============
- GATHERING POINT -
Make sure the Reel of Wire is in your "active item slot" using the - L2 -
button and - Left Analog Stick - and then go up to the door on the left side
of the screen. Next press the - X - button and your character will now pick
the lock of the door.
If a lock is pickable your character will usually say so. Locks you can't
pick either need to be broken (as with Glass Doors) or require a Key. Though
there are many doors that cannot be unlocked.
Pick the lock and exit.
================
= East Hallway =
================
Now that you're able to roam around you'll find yourself in a hallway with
lockers on both sides. There will be a door at the end of the hall and one on
the south wall, but both are locked so just ignore them.
Heading west will take you to the Main Hall.
=========================
= Main Hall - 1st Floor =
=========================
- Map: Administration Building
- Flair: "Just Say No" poster
When you first enter the camera will pan backwards and you'll see a large
angled view of the Main Hall.
There will be a map of the Administration Building next to your characters on
the wall, grab it and a prompt will flash telling you to press your - Select -
button. Do so and your map screen will appear.
Pressing - Square - will bring up a small Help Popup
Pressing - Triangle - will exit out of this screen.
Pressing - Circle - will allow you to warp back to your current GATHERING
POINT. A very hand feature.
Note: While you can use the Map's "warp" feature to get back to your current
GATHERING POINT quickly, for this walkthru it will be assumed you walk
everywhere without "warping". If you feel the need to "warp" by all means do
so.
Other than the "Just Say No" poster pinned to one of the noteboards, there's
nothing else of intrest here. All of the doors in this section (you can see
them on your map - 1 to the south, 1 to the north, 1 to the north west and
1 to the north east) are currently locked.
There are stairs leading to the second floor, but for now continue exploring
the rest of the ground floor.
Cross the room and enter the West Hallway.
================
= West Hallway =
================
- Flair: Basketball Game Schedule
On your map you can see there are 6 doors here, and other than the Basketball
Schedule on the noteboard there's not much to look at either.
The door on the West End is locked so ignore it, starting from the right you
can check each door in turn.
=====================================
= Meeting Room (Door 1: South side) =
=====================================
- Items:
Sticky Tape
Here we find ourselves in some sort of meeting room. There isn't much of
intrest here so just grab the - Sticky Tape - on the first table and then
leave the way you came.
====================================
= Locked Door (Door 2: South side) =
====================================
This door is locked so just keep moving.
=======================================
= Boy's Bathroom (Door 1: North side) =
=======================================
- Items:
Energy Drink
- Flair: Graffiti
When you enter your character will comment on the smell and you'll see a
shadowy blackness on the walls that will slowly go away. A little disturbing
but harmless.
There's an - Energy Drink - in the second stall, and some "Grafiti" on the
walls.
------------------------------------------------------------------
Hard: There are no items here. |
------------------------------------------------------------------
========================================
= Girl's Bathroom (Door 2: North Side) =
========================================
- Flair: Poster
When you enter the camera will focus on an airvent, and your character will
mention there is a draft.
There is a "Poster" on the wall, but the main point of intrest is the vent.
Using your teammate you can climb up to it, but at the moment you can't do
anything with it.
Keep this vent in mind though as you'll need to come back here later.
------------------------------------------------------------------
Easy: There is a - Disc - in the stall nearest to the vent. |
------------------------------------------------------------------
====================================
= Locked Door (Door 3: North side) =
====================================
This door is currently locked so just ignore it.
Time to go to the second floor.
=========================
= Main Hall - 1st Floor =
=========================
Head up the stairs.
=========================
= Main Hall - 2nd Floor =
=========================
Climbing the stairs will bring you to the second floor. This area is "n" shaped
with doors on either side.
=============
= West Side =
=============
- Door 1: Locked
- Door 2: Locked
=============
= East Side =
=============
- Flair: Beauty Club Poster
- Door 1: Locked
- Door 2: Locked
- Door 3: Glass Door
There is a "Beauty Club Poster" on the noteboard between Door 1 and 2, looking
at it will give us some small insight into Ashley's character.
The 3rd door on this side has a glass window you can break, do so and enter.
=============
= Classroom =
=============
- Flair: Note on desk
- Items:
Screwdriver
This is a dimly lit classroom, on the desk is a "note" that indicates that
a screwdriver was lost in this room. As that screwdriver is something you
need to continue move over to the bookshelf that's on the same wall as the
door you came in thru.
Stand to one side of the bookshelf and you will find you can push it. Once
it has been moved, check the area under it and you will find a - Screwdriver -
If you can't find it, keep pushing the Bookshelf and you will free it
eventually.
Once you have it in hand, it's time to go back to the Girl's Bathroom.
=========================
= Main Hall - 2nd Floor =
=========================
When you exit the Classroom an event will take place where the building starts
to shake. Your characters will comment, but nothing else will occur.
=========================
= Main Hall - 1st Floor =
=========================
We're just passing thru.
================
= West Hallway =
================
Enter the Girl's Bathroom.
========================================
= Girl's Bathroom (Door 2: North Side) =
========================================
Make sure the Screwdriver is your active item and then press the - X - button
in front of the vent. Josh will lift his companion up and you can now use
the Screwdriver to open the vent.
Once you have opened the vent, press the - X - button and your characters will
automatically go to the next area. On the way, if Josh is one of your
characters he will comment on the fact it's so dark, at which point whichever
girl is with him will put him in his place.
If you are using Shannon and Ashley, no event will occur.
======================
= Teacher's Bathroom =
======================
- Items:
Energy Drink
You now find yourself in yet another Restroom, this time one for the teachers.
There is an - Energy Drink - on top of the lockers directly in front of you,
grab it and use the door.
------------------------------------------------------------------
Hard: There are NO items here. |
------------------------------------------------------------------
================================
= Teacher's Lounge - 1st Floor =
================================
- Items:
Rusted Key
- Flair:
"Teacher's" Magazine
Note from the Ministry of Health
You now find yourself in an L-Shaped room. Just above your starting postion
is a "Teacher's Magazine" on the counter. To the right side of your screen
you can see a table next to the wall, on it is a flashing object. Grab it
and you will gain the a - Rusted Key - which will come in handy later.
Across from the table is a noteboard where a "Note from the Ministry of Health"
about the use of Energy Drinks is tacked to it.
There's not much else to see, and the two doors out of this room are locked,
so head up the stairs.
================================
= Teacher's Lounge - 2nd Floor =
================================
- Items:
Key to the teachers' room
Disc
- Flair:
Notebook with Grades
Stan's Grades
Picture of Mr. Friedman
Go down a little and you'll find a - Disc - on the table across from the
locked door. On the table next to it you'll find a "notebook" with your
character's attendence records and grades. It seems someone else has noticed
Kenny's disappearance.
Up from this is a round table with "Stan's Grades", which your character will
comment on. It would seem Stan's in bad shape. On the wall above the couches
you can see a "Picture of Mr. Friedman", the school's principle, when he
was younger.
Past the tables and the glass partition you'll find another door leading out,
between this door and the filing cabinets you can see a keyholder with the
- Key to the teachers' room -
Grab it and enter the door next to your character.
------------------------------------------------------------------
Hard: There is no Disc here in Hard mode. |
------------------------------------------------------------------
======================
= Contraband Storage =
======================
- Clue: Documents about the building of the school
After a few moments in this room your character will tell his or her companion
not to make so much noise, but it would seem your teammate isn't too blame.
You can see 3 large filing cabinets in the middle of the room, 2 of which have
a wheel you can turn to move their postion in the room. Moving the right-most
one will reveal a door at the far end, but without the wheel for the middle
one you can't access it at this point.
On the far right shelf you can find the - Clue: Documents about the building
of the school -
Grab it and read it now, or grab it and read it later. If you want to look
at Clues you've collected you can press the - Select - Button and re-read
them on the Clues page.
There's another locked door in here, so ignore it and go back the way you came.
------------------------------------------------------------------
Easy: There is a - Disc - on the shelf on the left side of |
your screen. |
------------------------------------------------------------------
================================
= Teacher's Lounge - 2nd Floor =
================================
Now that you have the Door to the Teachers' room, you can now unlock and use
the doors to this room on the 1st and 2nd floor.
We still have to check out the 3rd floor, so exit using the 2nd floor exit
near the stairs.
=========================
= Main Hall - 2nd Floor =
=========================
You'll find yourself on the west side. Head toward the center and take the
stairs leading up.
=============
= 3rd Floor =
=============
Now that you have the Rusted Key you can open the door here, unlock it and
enter.
------------------------------------------------------------------
Easy: There is a - First Aid Kit - in the small lit area at |
top of your screen. It is laying on the floor. |
------------------------------------------------------------------
=========
= Attic =
=========
- Items:
Metal Bar
Note the ominous music when you enter, something is not right. Go up the
stairs and into the Attic and you will get attacked by some strange creatures.
You can either stand and fight or run for the exit. Fighting will just waste
your health as you will not be able to defeat the - 3 Biters - before they can
overwhelm you. Though keep in mind you can't die in this encounter, but to
fight it out at this point would be a waste.
Either way, if you try to escape back to the 3rd floor or are injured to near
death a - Cutscene - will occur.
After the Cutscene you will be prompted to press the - Select - Button, do
so and look at your map, your next goal will be marked in red. Also you will
find that the north, east and west doors leading out of the Administration
Building are now unlocked.
Grab the - Metal Bar - off the ground from it's place near the window
Mr. Walden broke and then leave the Attic.
------------------------------------------------------------------
Easy: There is an - Energy Drink - in the bottom right |
corner of the room. On a paint can below the ladder. |
------------------------------------------------------------------
=============
= 3rd Floor =
=============
Nothing new
=========================
= Main Hall - 2nd Floor =
=========================
Head down the stairs.
=========================
= Main Hall - 1st Floor =
=========================
Head north and you will find the exit is now unlocked. Use it to access the
Courtyard.
=============
== Courtyard ==
=============
- GATHERING POINT -
- Scene
- Items:
Disc
Entering the Courtyard will activate a - Cutscene -
After the Scene grab the - Disc - off of the bench just south of your starting
point. This is also your new GATHERING POINT should you use your map to
return.
Now head West toward the Classrooms.
===============================================================================
3.0 ~ Part Three ~ Classrooms
===============================================================================
==============
== CLASSROOMS ==
==============
==============================
= Main Hallway - First Floor =
==============================
- Enemies:
3 Biters
1 N Mutant
- Items:
Aluminum Bat
Energy Drink
Energy Drink
- MAP: Classrooms
When you first enter you'll see some more biters eating what appears to be
the remains of a student. Almost immediately these - 3 Biters - will attack
you. Kill them and begin your exploration of the Classrooms.
Before entering any rooms, we'll collect all the items you can find here
first.
You'll see a door right above your character's, but don't enter it yet.
Instead go forward and near the lockers on the right side you'll find your
next weapon the - Aluminum Bat - This is the best melee weapon you can get
in a normal game so you may get a lot of use out of it.
Next, continue down the hall to the Vending Machine on the left side of your
screen. Break it and you will find an - Energy Drink - inside.
Continue past the trophy cabinets and you'll see a map flashing on the left
wall. Grab it and take a look. Just beyond this you will see 3 more vending
machines, you can break the 2 upright ones but nothing will be inside. The
vending machine on it's side however contains an - Energy Drink - for you
to take.
Now that you have all the items, go back to the entrance and look at your
map. Starting from the east, try each door and work your way westward.
------------------------------------------------------------------
Hard: The Energy Drink you find in the tipped over Vending |
Machine in Normal mode is not here. |
------------------------------------------------------------------
===================
= Office (Door 1) =
===================
- Character:
Stan
- Items:
Paper Cups (3 max)
- Clue: Censored Newspaper
Entering the room will activate a - Cutscene -
After the Cutscene you can now add - Stan - to your group. To the right side
of your screen is a watercooler in the corner of the room, on it you can
collect up to 3 - Paper Cups - You'll need them, so grab them.
In the opposite corner is a locked cabinet you can pick, inside is the - Clue:
Censored Newspaper -
Once you have that you'll be ready to move on. whoever you didn't take with
you will go back to the GATHERING POINT.
------------------------------------------------------------------
Easy: There is a - Disc - on the desk near the bottom of |
your screen. |
------------------------------------------------------------------
========================
= Locked Door (Door 2) =
========================
======================
= Storeroom (Door 3) =
======================
- Items:
Old Pistol
Pistol Ammo: 15
Low Powered Flashlight
- Demo: Handguns Aiming and Firing
Inside this storeroom you will see some items flashing on the shelves to
your left. Grabbing them will get you - Old Pistol -
Once you have the Pistol you will get a - Demonstration - on how to use it
and how to Aim and Switch between targets.
Also on the shelves you will find some - Ammo - for your Pistol and a
- Low Powered Flashlight -
Take a moment to tape your Flashlight to your Pistol before moving on.
------------------------------------------------------------------
Hard: The Old Pistol and Pistol Ammo are not present in |
Hard Difficulty. |
------------------------------------------------------------------
==========================
= Boys Bathroom (Door 4) =
==========================
- Items:
First Aid Kit
Unlike the last locked door, you can actually pick this one. Attempt to and a
- Biter - will attack you. Kill it and then finish picking the lock on the
door.
Inside you will find yourself in a very dark room, using your flashlight go
to the right of the door and you'll find a - First Aid Kit - in the corner
between two urinals.
Time to move on.
------------------------------------------------------------------
Hard: There is no First Aid Kit in Hard mode. Don't waste |
your time or health on this door. |
------------------------------------------------------------------
============================
= Stairwell - Double Doors =
============================
- Items:
Sticky Tape
The set of double doors next to the bathroom will take you to a stairwell.
At the top you will find two things, some - Sticky Tape - on the shelves next
to the second floor entrance and the chained 2nd Floor Entrance.
You will need to find some way to get rid of the lock and chain, so for now
head back to the first floor.
==============================
= Locked Door - Lab (Door 5) =
==============================
- Items:
Energy Drink
Sticky Tape
Disc
The door is locked, but as you pass the lockers on the way to the last door
on this level something will be more than happy to make an entrance for you.
An - N Mutant - will break thru the wall and attack you. This creature, which
looks like a person shaped like a lower case N is tougher than any creature
you've come across so far so be careful. You will probably need to kill it
to continue so use your handgun and make sure to Boost your flashlight.
Once it is dead enter the hole it made to access the Science lab.
Note: The N Mutant will not make an entrance until after you have added Stan
to your group.
On the lab table near the chalkboard you will find an - Energy Drink - and
on the lab tables at the rear of the room you will find a - Disc - and
- Sticky Tape - respecively.
Exit and head to the last door.
------------------------------------------------------------------
Easy: You will not find a Disc here, instead you will find |
15 rounds of - Pistol Ammo - in it's place |
|
Hard: While there are no changes in the items you find here |
in Hard Mode, you will have to change your strategy |
for dealing with the N Mutant as it is almost |
impossible to kill the thing in a non-special game |
using only melee weapons. |
|
Instead, - Boost - your flashlight at it and the N |
Mutant will move away from you. Once it moves away |
from the opening it made in the wall, quickly run |
inside the hole. |
|
This won't deal with the fact you will have to go |
around it to use the Acid you get in the Science Lab |
on the entrance to the 2nd floor. |
|
Once you exit this room you will find that the N |
Mutant is now between the opening in the wall and |
the Stairwell doors. And your way to (Door 6) is |
clear. |
|
Once you are done with Science Lab (Door 6) you can |
either use your flashlight to chase the N Mutant |
down the hall and past the Stairwell doors (thus |
giving you access to the stairwell) - OR - you |
can simply run around it (if you are lucky) |
|
You can use this strategy on Normal and Easy as well |
but you will have more than enough ammo, so it might |
be easier to just kill the thing in Easy/Normal. |
------------------------------------------------------------------
========================
= Science Lab (Door 6) =
========================
- Enemies:
5 Biters
- Items:
Disc
- Clues: The Mortifilia
- Key Item: Sulfuric Acid
When you first walk into the room - 5 Biters - will appear and attack you,
your companion will tell you that you'll need to use light against them.
Run around the single work counter at the bottom of your screen and rush to
the windows. Break them using your gun or a melee weapon and any Biter caught
in the light will die almost instantly.
Once they are dead, go back to the single workstation and grab the - Clue:
The Mortifilia - and then the - Disc - off the middle workstation beyond this.
At the back of the room you will find a large bottle of Acid on the counter
under the chalkboards. This will allow you access the 2nd level. Use the
Paper Cups on the Acid and then you will have 35 Seconds to run back out into
the main hallway, thru the double doors and then up the stairwell.
When you are ready, use the Cups on the Acid and then run to the stairs.
------------------------------------------------------------------
Hard: There is NO Disc here in Hard Mode. |
|
Also you only have 30 seconds to get to the 2nd |
floor stairwell entrance with the Acid before your |
Cup is ruined. |
------------------------------------------------------------------
============================
= Stairwell - Double Doors =
============================
- Items:
Sticky Tape
Use the Cup with Acid on the 2nd Floor Door and you'll get a scene of the
chain melting off. If you fail to do it in time your cup will be ruined, but
you still have 2 more to work with.
Grab the - Sticky Tape - if you didn't get it earlier and enter the 2nd
Floor.
===========================
= Main Hallway - 2nd Floor=
===========================
- Enemies:
1 Stage 1 Mutant
- Items:
Energy Drink
Low Powered Flashlight
In the distance you can see what appears to be a student messing with a
vending machine.
You can leave him alone or approach him, if you Boost your light at him,
you will see a black smoke come off of him. If you get too close
- 2 Biters - will appear and both they and this - Stage 1 Mutant - will
attack you. After they are dead you can break the Vending Machine and get
an - Energy Drink - for yourself.
I'd advise ignoring him for now and heading to the far East side of the
Hallway.
Near the Exit there is a locker you can pick open that will give you a
- Low Powered Flashlight -
Once you have this, work your way east and check each door in order.
------------------------------------------------------------------
Easy: There is a - Disc - near the left wall - right above |
where you entered from the stairwell. |
|
Hard: The Low Powered Flashlight is missing in Hard. |
|
Instead you can find an - Old Pistol - in a locker |
you will have to unlock. The locker is between |
Door 1 and Door 2 on the North wall (right side of |
your screen) |
------------------------------------------------------------------
======================
= Classroom (Door 1) =
======================
- Items:
Compass Needle
- Flair: Walden's Satchel
When you first enter you will see a flashing item on the tables in the
middle of the room. Avoid the temptation to grab it and instead move
over to the windows and break the only one that's not shuttered... just to
be safe.
Once you've added some light to the room, go grab Walden's Satchel, inside
you will find the - Compass Needle -
After you get the needle run to the light coming in from the broken window
as - 2 Biters - and - 1 Stage 1 Mutant - will appear and attack you. Fend
them off as needed, but with luck the light will kill them.
Exit the room and you will now find a much more dangerous - Stage 2 Mutant -
waiting for you in the hall (and the Stage 1 mutant you saw earlier is now
gone... keep in mind this mutant will appear even if you killed the Stage
1 Mutant Earlier)
Kill it, heal as needed and continue.
====================================
= Locked Door - Classroom (Door 2) =
====================================
- Items:
Pistol Ammo (30)
Energy Drink
When you attempt to pick the lock of this door - 2 Biters - will appear and
attack you. Kill them, finish unlocking the door and enter.
Inside you will find - Ammo - for your pistol in a vent near the window as
well as an - Energy Drink - in one of the booths at the bottom of your
screen (The East wall on your map)
To get the Ammo you will need have a teammate to reach it.
------------------------------------------------------------------
Hard: You will only find 15 rounds of Pistol Ammo and the |
Energy Drink is not here in Hard Mode. |
------------------------------------------------------------------
========================
= Locked Door (Door 3) =
========================
==============================
= Friedman's Office (Door 4) =
==============================
- Items:
Disc
Compass Needle
Library Key
Videocasette: Subject 37
Pistol Ammo (15)
Gun with a light
- Clues:
Photo of the Twins
Letter from Wickson to Herbert
- Notes:
Note From Friedman
- Flair: Phone Message from Ms Wickson
Break the glass and enter the room, to your character's left is a - Disc -
on a filing cabinet. In the foreground you can see a desk with a computer on
it, go up to it and press the - X - Button to start a scene where you play
back the messages Ms Wickson left for Mr. Friedman.
Sounds like trouble.
Once that's done, go into the lit doorway and into Friedman's office. He's
not around but he's left lots of things for you.
Pick up the - Compass Needle - and - Clue: Photo of the Twins - off his
desk. You can also find a - Note - informing you that he's at the Library.
Sadly you don't have the key... yet.
On his wall you will see an old map above a low bookshelf, with two places
on it that look like Compass Needle's should go.
Use the two Compass Needles you've collected and you can now activate this
Puzzle.
You don't currently have the solution to this puzzle so you have 3 choices
1) Keep moving dials until you figure it out.
2) Keep searching this level (Door 5 is all that's left)
3) Keep reading.
To solve this you must point the Compass needles so that they point at the
spot where Longitude 330* and Latitude 20* intersect. A spot off the North
West coast of Africa on the map. Use the Left Analog Stick to manipulate
the Left Compass Needle and the Right Analog Stick to manipulate the
Right Compass Needle. Do so and a safe will be revealed.
Inside the Safe you will find the following items
- Library Key - Grabbing this item will prompt you to look at your map.
- Videocasette: Subject 37 -
- Gun with a Light -
- Pistol Ammo -
- Clue: Letter from Wickson to Herbert -
------------------------------------------------------------------
Hard: There is no Pistol Ammo in Friedman's Safe in Hard |
Mode. |
|
SPECIAL: Instead of a Gun with a Light you will find the |
Extremely Powerful - Laser Gun - |
|
This is a 6 shot Revolver with a built in Laser |
you can use by - Boosting - the weapon. Unlike |
the Laser you find later in the game, the laser |
on this weapon will recharge like a flashlight |
and can be used time and time again. |
|
You can't tape a Flashlight to this weapon, but |
with the built in laser you really won't miss it. |
------------------------------------------------------------------
=======================
= Glass Door - Office =
=======================
- Enemies:
1 Biter
When you approach this door - 2 Biters - will attack you in the hall (if you
didn't encounter them earlier in an encounter with the Stage 1 Mutant near
the vending Machine)
As soon as you enter another - Biter - will attack you, kill it and search
the room.
There's nothing of note in this room except for one item: A plaque near the
window that holds an important Clue.
---------------------------------------------------
Plaque near Window |
A commemorative Plaque |
for a scientific expedition. |
You can see the coordinates on it.|
Longitude 330* - Latitude 20* |
---------------------------------------------------
------------------------------------------------------------------
Easy: There are 15 rounds of - Pistol Ammo - on the |
leftmost desk in this room |
------------------------------------------------------------------
=====================================
= Main Hallway - 2nd Floor - Part 2 =
=====================================
Once you feel you're done with the Classrooms, it's time to move to the
next area. Exit the building and head back to the courtyard.
Unlock and exit the 2nd floor.
===========
== Walkway ==
===========
Outside the whole foundation will be shaking, but nothing else happens.
Run forward and pass the entrance to the Sick Bay, just past this is a door
leading to a staircase that will take you back to the courtyard.
=============
== Courtyard ==
=============
- GATHERING POINT -
On your map you will find the Library is directly East of the COurtyard.
===============================================================================
4.0 ~ Part Four ~ Library
===============================================================================
===========
== LIBRARY ==
===========
==============================
= Main Hallway - First Floor =
==============================
- Map: Library
When you first enter the camera will pan and you'll see someone alot like
Dan sitting on some steps in the foreground and the black shadowy mist moving
over the walls.
To one side of the door is a - Map: Library - grab it and take a look.
This hall is L-Shaped, avoid the temptation to head toward the student and
instead move along the North/South Portion of the hallway and a - Cutscene -
will occur as the Stage 1 Mutant transforms rather painfully into a Stage 2
Mutant. Run toward the glass door at the far north and stand your ground
against the - 2 Stage 2 Mutants - that will now attack you.
Once they are dead you can freely explore the place.
Go back toward the entrance and take the first door up from it.
One word of caution: The black mist on the walls means there is another enemy
lurking about. After a certain number of rooms have been explored another
- Stage 2 Mutant - will appear in the Main Hallway (I don't know if it's
random or after a specific Room has been explored)
------------------------------------------------------------------
Easy: At the far East end of the East/West part of this |
hall you will find a - Disc - on a bench to the left |
of the door. |
------------------------------------------------------------------
================================================
= Classroom - Door 1: Left side of N/S Hallway =
================================================
- Items:
Disc
There's a Disc on a desk near a breakable window.
------------------------------------------------------------------
Hard: No Disc will be found here in Hard. |
------------------------------------------------------------------
================================================
= Classroom - Door 2: Left side of N/S Hallway =
================================================
- Enemies:
1 Biter
- Items:
Sticky Tape
Kill the - Biter - and grab the - Sticky Tape - off of the table near the
windows. There's an Overhead Projector you can use a bit later, but you
won't be needing it.
===========================================================
= Glass Door - Offices - Door 3: North end of N/S Hallway =
===========================================================
- Items:
Scrap of Paper
Library Key
- Clue:
Letter from Walt Kerridan
- Flair: Scrap of Paper
Go to the far West side of the room and pick up the - Scrap of Paper - off
of the counter. Now you need a light source to be able to make use of it.
You can either go back and use the overhead projector you saw earlier, or
better yet break a window and use the Scrap of Paper in front of it. You will
see a series of Number: 2432
Head back toward the door you came in and go thru the open doorway next to
it. At the far end of this side room you will find a safe, enter the code
you just discovered and hit the green [ENT] button and you will open it.
Inside you will find the - Library Key - and a - Clue: Letter from Walt
Kerridan -
===============================================================
= Locked Door - Classroom - Door 4: Right side of N/S Hallway =
===============================================================
- Enemies:
Black Mist
- Items:
Good Quality Flashlight
Unlock the door and inside you will find a strange black mist floating
around the room. Unlike the other enemies you've encountered, there's nothing
inside it to shoot. Getting caught in it will slowly drain your health so
lure it near a window. Once you have it where you want it, break the window
and it should die, though more likely it'll just back off.
Or optionally just shoot out all the windows and catch it in a "light
crossfire".
Once it's been disposed of, Pick the lock on the cabinet in here to get a
- Good Quality Flashlight - This one is far better than the ones you've found
so far and weakens enemies faster AND lasts longer.
Tape it to your gun if you want, or save it for later.
============================
= Double Doors - Stairwell =
============================
These doors are currently locked, so pass on by.
Now it's time to head town the East/West part of the Hallway
==================
= Boy's Bathroom =
==================
- Items:
Pistol Ammo (15)
Inside this room is a vent you can unscrew, and as before you will need 2
characters to do it. Do so and you will be rewarded with - Pistol Ammo - for
your efforts.
------------------------------------------------------------------
Hard: An - Energy Drink - replaces the Pistol Ammo. |
------------------------------------------------------------------
===================
= Girl's Bathroom =
===================
- Items:
Energy Drink
Other than the - Energy Drink - in the 3rd stall, there's nothing much
to spend time on.
==============================================
= Main Library - First Floor - Far East Door =
==============================================
- Items:
Disc
- Clues:
Necrology
Expedition Notes
Unlock and enter the Library, and then make your way down the stairs. when the
camera angle shifts, move to the cardboard box between the bookshelves and get
the - Clue: Necrology -
Past this is a table with a - Disc - on it.
Once you've done this, go behind the bookshelf you see on the right side of
your screen and a - Cutscene - will take place. After the Cutscene check your
map and you will see your next stop.
Grab the - Clue: Expedition Notes - off of Friedman's desk and exit the
library.
Note: There's a door to the right of the desk Friedman was sitting at, but
it's currently locked. But do remember it for later.
==============================
= Main Hallway - First Floor =
==============================
Keep moving.
=============
== Courtyard ==
=============
- GATHERING POINT -
Once you exit the Library Building something will crash offscreen, though
what remains a mystery.
===============================================================================
5.0 ~ Part Five ~ Dining Hall/Sick Bay
===============================================================================
========================
== DINING HALL/SICK BAY ==
========================
==================
= Janitor's Room =
==================
- Items:
Semi Auto Shotgun
Shotgun Ammo (7)
Pistol Ammo (15 x 2)
Good Quality Flashlight
The Janitor's Room is to the right of the Dining Hall entrance. As you
approach, you hear the Janitor encounter... something. Enter the room and
you will see that something climb up into the ceiling.
Check the open shelves to find:
- Semi Auto Shotgun -
- Shotgun Ammo -
- Pistol Ammo -
- Pistol Ammo -
Go around the overturned table to find the Poor Mr. Garrison. Near his body
is a - Good Quality Flashlight -
Now would be a good time to tape that Good Quality Flashlight to your brand
new Shotgun. Ammo is scares for it at the moment, so stick to your Pistol.
Past Mr. Garrison is another door, take it.
------------------------------------------------------------------
Hard: The Shotgun Ammo is missing and you will only find 1 |
pack of Handgun Ammo in the cabinet. |
------------------------------------------------------------------
=====================
= Surveillance Room =
=====================
- Items:
Surveillance Videotape
Key to Dining Hall (ground floor)
Inside this room are a panel of 6 monitors and a vcr, in effect the school's
surveillance system. There's a - Surveillance Videotape - on the right side
of the counter and a - Key to Dining Hall (ground floor) - near the
monitors.
Grabbing the key will cause a - Cutscene - to occur. After the cutscene
check your map and your next goal will be marked on it.
Before you go use the VCR next to the monitors to look at the two Video
Cassettes in your Inventory.
The Surveillance Video Tape will give you a - Cutscene - showing Kenny
getting captured, as well as showing that it was Mr. Walden that let the
creatures loose on the school.
The Videocassette "subject 37" will show a - Cutscene - of Kenny in a cell
somewhere.
Now it's time to tackle the Dining Hall and Sickbay, head back to the
Courtyard.
==================
= Janitor's Room =
==================
Poor Mr. Garrison.
=============
== Courtyard ==
=============
- GATHERING POINT -
Now before you enter the Dining Hall you have to decide how you want to
approach it.
You can either:
1) Explore it fully, room to room.
2) Rush to the end and explore it later.
While you can explore it now, keep in mind that in this section enemies
RESPAWN so you will use a lot of ammo if you take the slow approach we've
done so far.
Later you can clear all the enemies out and can search the place in safety.
Once you've decided, enter the Dining Hall
===========================
= Dining Room - 1st Floor =
===========================
- Enemies:
1 Hanger
1 Biter
- Items:
Pistol Ammo (15)
- Map: Dining Hall/Sickbay
In the foreground you will see someone hanging from what looks like a noose.
As you move forward you will find that it's in fact the victim of a new
kind of enemy "The Hanger". Kill the - Hanger - and move around the partitions,
a single - Biter - will appear and attack you. Kill it and move on.
You can either grab the items now, or leave them til later. There is a
- Map: Dining Hall/Sickbay - near the doors leading into the Kitchen and
some - Pistol Ammo - on a table near the body of the victim you saw when
you first entered this area.
From here you can either take the stairs to the 2nd Floor - or - you can
take the double doors and enter the kitchen. If you want to brave the kitchen
now, go to the next section. If you want to skip it and go to the 2nd floor
drop down 2 sections.
------------------------------------------------------------------
Hard: The Pistol Ammo will not be available in Hard. |
------------------------------------------------------------------
=======================
= Kitchen - 1st Floor =
=======================
- Enemies:
2 Biters
- Items:
Energy Drink
Automatic Pistol
This room is a dead end, and - 2 Biters - will greet you. Kill them and grab
the - Energy Drink - off of one of the counters and an - Automatic Pistol -
off the counter in the S/E corner of the room (use your map if needbe)
Other than this the place is clean, and all the doors are locked, head back
to the dining hall. But note that if the lights are off, new enemies will
have appeared in there.
------------------------------------------------------------------
Easy: There is a - Disc - near the spot you find the Energy |
Drink on the counter. |
|
Hard: The Automatic Pistol will not be found in here in |
Hard Mode. |
------------------------------------------------------------------
===============================
= Dining Room (a) - 2nd Floor =
===============================
- Enemies:
1 Hanger
2 Biters
- Items:
Energy Drink
Energy Drink
Ammo: Shotgun (7)
Kill the - 2 Biters - and - Hanger - that greet you.
You will see a a Large Box with a Triange on it attatched to the East Wall.
You will need to pick the lock to open it, and inside you will find your next
Puzzle, but you don't have all the pieces you need for it yet, so ignore it
for now.
Items you can find are an - Energy Drink - in a vending machine close to the
fuse box, another - Energy Drink - is on one of the south side tables and
finally there is some - Shotgun Ammo - near the knocked over dining cart in
the South West corner of the room.
Once you're ready take the double doors and enter the next area.
------------------------------------------------------------------
Easy: A - First Aid Kit - replaces the Energy Drink on the |
table. |
|
Hard: The Energy Drink on the table in Normal will not be |
here in Hard. |
------------------------------------------------------------------
=======================
= Kitchen - 2nd Floor =
=======================
- Items:
Disc
First Aid Kit
There are no monsters here, so feel free to loot the - Disc - and - First
Aid Kit - off the counters. One is in one corner and one is in the other.
------------------------------------------------------------------
Hard: Instead of a Disc and First Aid Kit you will instead |
find an - Automatic Pistol - and an - Energy Drink - |
------------------------------------------------------------------
===============================
= Dining Room (b) - 2nd Floor =
===============================
- Enemies:
1 Hanger
1 N Mutant
- Key Item: Toolbox
- Items:
Shotgun Ammo (7)
Box of Fuses
Once you're inside, move forward a little bit until you're next to a table
with some glass racks on it and grab the - Shotgun Ammo - from it. And just
to be safe, switch to your Shotgun.
Move forward slowly and you will get attacked by a - Hanger -
Once it's dead, move forward slowly until the camera angle changes, you will
see "something" laying on the ground and a dark blotch in the far left
corner of the room.
You will also see another door leading out and a box of some kind highlighted
by a spotlight.
As you move forward the "something" will get up: It's an - N Mutant -
Kill it quick and move toward the door, Ms Wickson will freak out and say
that she will NOT open the door until the lights are on.
Note: Sometimes an additional - Hanger - will spawn and assist the N Mutant.
Move into the light and unlock the Toolbox you find next to the wall (it's
under the dark cracks). But be careful as another - Hanger - will appear in
the dark spot in the corner either during or after you've unlocked the box.
Once it's dead, finish unlocking the toolbox (if you need to) and get
the - Box of Fuses -
Now it's time to head back to the Fuse box you passed earlier.
------------------------------------------------------------------
Hard: There will be no Shotgun Ammo to be found. |
------------------------------------------------------------------
=======================
= Kitchen - 2nd Floor =
=======================
This place is still clean, so grab the items if you passed them earlier.
===============================
= Dining Room (a) - 2nd Floor =
===============================
- Enemies:
2 Biters
1 Hanger
When you enter, you will find that more enemies have appeared. Kill the
- 2 Biters - and the new - Hanger - and approach the Fuse Box.
Attempt to unlock it and a - Hanger - will appear from your left and
a - Biter - will come running up the stairs. Once these are delt with
finish opening the Fuse Box and use the Box of Fuses on it.
Now you will start the next puzzle. Be quick though, as more enemies may
appear.
-Puzzle: Fuse Box
1-2-3
4-X-5
6-7-8
Each Number represents a switch on the pannel, with the X being a damaged
spot you can't work with.
Quickly flip fuses 1-2-3-4-6-7 (the order doesn't matter) and the lights
should come on and a - Cutscene - will occur.
Now the Dining Hall is free of monsters. If you rushed to get this point
without getting items or exploring rooms on your way you can now go back
to them without any problems.
Refer to the above sections to loot the Dining Hall. Any items will still
be where they are supposed to be, but NO enemies will appear in the rooms.
Once you're ready, head to the Infirmary.
=============
= Infirmary =
=============
- Items:
Wheel
First Aid Kit
First Aid Kit
Disc
- Clue: Letter from Friedman to Wickson
Enter the Infrimary to trigger a - Cutscene -
As Ms Wickson is of no help, loot the place.
You can find a - Clue: Letter from Friedman to Wickson - on the reception
counter. Behind the counter, on a chest of drawers is a - First Aid Kit -
Behind the glass partition is a glass cabinet you can break that contains
another - First Aid Kit - and on the desk to the left of the cabinet is a
- Disc -
Finally, on the double doors leading to the 2nd floor walkway is a - Wheel -
Ms Wickson was using to keep the doors locked. This wheel is very much like
the ones in the Contraband Storage room back in the Administration Building.
Grab it and check your map, it's time to head back to the Administration
Building. Exit the room using the now "unlocked" door.
------------------------------------------------------------------
Hard: The First Aid Kit on the chest of drawers will not |
be there. |
------------------------------------------------------------------
===========
== Walkway ==
===========
Find some stairs and head down to the courtyard.
=============
== Courtyard ==
=============
- GATHERING POINT -
Make sure you're prepared and then head to the Administration Building
===============================================================================
6.0 ~ Part Six ~ Administration Revisited
===============================================================================
===========================
== ADMINISTRATION BUILDING ==
===========================
Important note: TAKE THE WEST SIDE DOOR
=============
= West Hall =
=============
When you enter you'll see a - Cutscene - of the Main Hall which is now in
shambles and filled with Mutants.
You can either take the safe route, or you can take the dangerous route.
For the safe route: Head to the Girl's Bathroom
For the dangerous route: Head to the Main Hall.
===============================
= Main Hall - Dangerous Route =
===============================
- Enemies:
3 Stage 2 Mutants
- Items:
Shotgun Ammo (7)
When you enter - 3 Stage 2 Mutants - will attack you in a group, if you're not
prepared for this you will likely get slaughtered. If you kill them enter the
ruins of the Main hall and find some - Shotgun Ammo - on top of a fallen
Noteboard.
Once you're ready head into the Teacher's Lounge (skip to that section).
================================
= Girl's Bathroom - Safe Route =
================================
Use the vent like before - This takes 2 characters if you didn't brave the Main
Hall - and enter the Teacher's Bathroom
======================
= Teacher's Bathroom =
======================
Exit into the Teacher's Lounge.
================================
= Teacher's Lounge (1st Floor) =
================================
No matter which route you took to get here, head up to the 2nd floor.
=================================
= Teacher's Lounge (2nd Floor ) =
=================================
Nothing has changed, head to the next room.
======================
= Contraband Storage =
======================
- Clue: Documents about the building of the school
Get the - Clue: Documents about the building of the school - off the shelf if
you didn't get it earlier. Next use the Wheel on the middle set of storage
shelves. You can now move the shelves out of your way.
Move the Left and Middle one all the way to the left, and the Right one all
the way to the right. You can now access the door at the far end of the room.
=========================
= Storeroom (2nd Floor) =
=========================
- Clue: Photos of the Basement
- Items:
Reel of Film 22
Pistol Ammo (30)
Shotgun Ammo (14)
Disc
Nothing much in here, on one shelf you can find a - Clue: Photos of the
Basement - on the other you can find some - Pistol Ammo - some - Shotgun
Ammo - a - Disc - and a - Reel of Film 22 -
Head back the way you came.
------------------------------------------------------------------
Hard: You will not find a Disc, Shotgun Ammo or Pistol |
Ammo in this room in a Hard Game. |
------------------------------------------------------------------
======================
= Contraband Storage =
======================
Keep moving.
================================
= Teacher's Lounge - 2nd Floor =
================================
- Items:
Amphitheater Key
Enter the Teacher's Lounge and you will get another - Cutscene - after the
scene you will find you now have the - Amphitheater Key -
Press - Start - and look at your map, time to head to the Amphitheater.
================================
= Teacher's Lounge - 1st Floor =
================================
You can only open one door, now it's time to brave the Main Hall
=============
= Main Hall =
=============
- Enemies:
3 Stage 2 Mutants - if you didn't kill them already
- Items:
Shotgun Ammo (7) - If you didn't get it already
You can either stand and fight, or run for the North Exit.
Fortunately the mutants seem to have moved deeper into the room and you can
make it if you run for the front door. If you choose to flee you will likely
take no damage.
If you choose to fight, the - Shotgun Ammo - is on the fallen message board
in East side of the Main hall.
=============
== Courtyard ==
=============
- GATHERING POINT -
Head east and enter the parking lot.
===============
== Parking Lot ==
===============
- Items:
First Aid Kit
If you came here earlier in the game, you will now find that someone has
parked a van in the Parking lot. (actually this van appear right after you
finish with the Dining Hall)
The rear of the Van is locked but you can pick it, if you do
- 2 Stage 2 Mutants - will appear and attack. Once they are dead you can
claim your prize from the rear of the van a - First Aid Kit -
NOTE: If you pick the lock on the van (causing the Mutants to appear) more
mutants will spawn here later even if you kill the two that appear now. If
you do not unlock the van no Mutants will be here when you have to return
this way later in the game. So you might wait until you have to return this
way to claim the First Aid Kit for yourself.
So judge the risk based on your need.
Now head for the Amphitheater.
===============================================================================
7.0 ~ Part Seven ~ Amphitheater
===============================================================================
================
== AMPHITHEATER ==
================
=========
= Lobby =
=========
- Items:
Disc
Sticky Tape
- Map: Amphitheater
Not much to do here, grab the - Map: Amphitheater - that's next to the door
and the - Sticky Tape - on the desk next to the Map. On the counter in front
of the entrance is a - Disc -
Head deeper into the room to activate a - Cutscene -
Wow, Friedman looks good for being about 150.
There's a door to your right, take it.
==============
= Auditorium =
==============
- Items:
Wooden Plank
First Aid Kit
Sticky Tape
- Key Item: Screen/Screen controls
- Flair: Characters can do a mic-test
When you enter your character will mention that's it's too quiet, though
nothing seems to be lurking for you. Head onstage and grab the - Wooden
Plank - it will come in handy in a bit.
Just for fun use the Mic on the podium if you want.
After that get off the stage and head up the middle isle until you reach
the control panel. Use it and a screen will come down.
Keep going up the middle isle and on the right side top row seat is a
- First Aid Kit - Behind the seats are some speakers, and one in the left
hand corner holds some - Sticky Tape - for you to take.
There are two doors, one on each side of the stage. But since we have to come
back this way later ignore them for now and head back into the Lobby.
=========
= Lobby =
=========
Head north past the photos and the statue and take the stairs to the
2nd floor.
===========
= Catwalk =
===========
- Enemies:
2 Biters
- 2 Biters - are here and you can't avoid them on this narrow space, kill
them quick and keep going.
===================
= Projection Room =
===================
- Items:
Shotgun Ammo (7)
- Key Item: Projector
In this red-lit room there will be a shelf full of film reels, on it you will
find some - Shotgun Ammo -
Climb the stairs and use the Reel of Film 23 on the Projector to get a
- Cutscene -
Once you're done, head back to the Auditorium.
------------------------------------------------------------------
Easy: You will find a second pack of - Shotgun Ammo - next |
to the first one on the shelf. This one also has 7 |
rounds. |
------------------------------------------------------------------
===========
= Catwalk =
===========
Head to the stairs.
=========
= Lobby =
=========
Down the stairs and into the...
==============
= Auditorium =
==============
You have 2 doors to choose from, but take the one on the right side of the
stage near the door you just entered from.
=================
= Dressing Room =
=================
- Items:
Shotgun Ammo (7)
There's some - Shotgun Ammo - on the dressing table right in front of you.
Grab it and then take the door to your left.
------------------------------------------------------------------
Easy: There is also a - Disc - laying next to the Shotgun |
Ammo. |
------------------------------------------------------------------
=============
= Backstage =
=============
- Items:
Pistol Ammo (15)
- Flair: Safety Warning
There is some - Pistol Ammo - next to the large pillar in the middle of the
room. The door on your right leads back to the Auditorium, and the Ladder
is useless currently.
Make a special note of the "Safety Warning" next to the ladder, it is
important.
Your only real choice is to use the Elevator.
First: Use the Safety Switch next to the Elevator.
Second: Call the elevator and get in, but don't use it yet.
Third: Use the Wooden Plank inside the Elevator - this will prove useful
later.
Finally use the Elevator to go to the second floor.
------------------------------------------------------------------
Easy: To the right of the Pillar you will also find a |
- First Aid Kit - on the floor. |
------------------------------------------------------------------
=======================
= Storage - 2nd Floor =
=======================
- Enemies:
Blobwoman
- Items:
Energy Drink
When you enter you will get a - Cutscene - showing off your newest enemy: The
Blobwoman!
She looks mean but is actually kinda weak, just stay back and shoot her as
needed. She's only really vulnerable when she's releasing her "spawn". If you
get too close she will slap you down - so stay back.
Once she's dead grab the - Energy Drink - off the crate near the Blobwoman's
"feet".
You can now use the ladder to go back to the Backstage area, but before
you do there is One VERY IMPORTANT thing to do first.
USE THE SAFETY LEVER NEXT TO THE ELEVATOR... or bad things will happen.
------------------------------------------------------------------
Easy: A - First Aid Kit - replaces the Energy Drink in this |
room. |
------------------------------------------------------------------
=============
= Backstage =
=============
Decend the Elevator Shaft to go to the next area and to activate a
- Cutscene -
===============================================================================
8.0 ~ Part Eight ~ Basement
===============================================================================
============
== BASEMENT ==
============
===============
= Boiler Room =
===============
- GATHERING POINT -
- Items:
Disc
First Aid Kit
Pistol Ammo (30)
Good Quality Flashlight
Depending on if you used the SAFETY in the 2nd Floor Storeroom or not you may
now be one kid short.
Once everyone is safe, or after your character cries over your lost comrade,
you're now ready to search your new GATHERING POINT.
And keep in mind, the Elevator is now useless (in case it wasn't obvious),
and there is no map of this area for you to access.
This is the Boiler Room and there are a lot of items to acquire here.
There is a - Disc - and a - First Aid Kit - directly in front of the
Elevator on a pallet. On the table to the right side of the exit is a
- Good Quality Flashlight - And finally on a pallet right next to the
now ruined Elevator is some - Pistol Ammo -
Reorganize your group as needed and head thru the door.
------------------------------------------------------------------
Easy: You will not find a Good Quality Flashlight in this |
room, instead you will find a much more powerful |
- Very Powerful Flashlight - in its place |
|
Hard: You will not find a First Aid Kit, there will only |
be 15 rounds of Pistol Ammo and the Good Quality |
Flashlight will be missing. |
------------------------------------------------------------------
=========================
= East/West Hallway (a) =
=========================
- Enemies:
2 Stage 2 mutants
- Items:
Energy Drink
Follow the hallway and eventually you'll come to a T-Juntion where
- 2 Stage 2 Mutants - will attack you. Once they are dead, search the dead
end to the west for an - Energy Drink -
Head north and enter the door.
=========================
= East/West Hallway (b) =
=========================
There's nothing in this hallway except for 4 exits (not including the door
you just came thru)
Head to the Right of the door you just came in first and take the door at the
end of the hallway. (East)
------------------------------------------------------------------
Easy: Head East and you will find 7 rounds of - Shotgun |
Ammo - under some vines coming down from the ceiling |
------------------------------------------------------------------
===================================
= Door 1: North/South Hallway (b) =
===================================
- Enemies:
1 Stage 1 Mutant (Now)
1 Stage 2 mutant (Later)
- Items:
Shotgun Ammo (7)
In the foreground you will see a - Stage 1 Mutant - Kill him and then head
south to the dead end, there you will find some - Shotgun Ammo -
UPDATE: You do not have to kill the Stage 1 Mutant. If you leave him alone
(which includes NOT BOOSTING your light at him) he will leave you alone.
Just walk past him and get the Ammo.
Note: If you come back later (after a certain Cutscene) a Stage 2 Mutant
will replace him even if you kill him now.
Head back into the East/West Hallway you came from.
------------------------------------------------------------------
Easy: There is a - First Aid Kit - next to the Shotgun Ammo |
------------------------------------------------------------------
==================
= Door 2: Locked =
==================
The second door is currently locked so pass it and keep moving West, also
passing the door you first used to enter this area. Eventually you will come
to a path that splits off to the North. Take it and enter the door at the
end.
=================================
= Door 3: Cages and Prison Cell =
=================================
- Clue: Prisoner's Letter
- Items:
Pump Action Shotgun
Lever
Light Grenade
Inside this room you will see a lot of cages, including 2 very tall ones.
Just in front of the Right Cage you will find a - Clue: Prisoner's Letter -
Grab it and go over to the Left Cage. Push the cage and eventually you will
reveal a - Semi-Auto Shotgun -
Take a moment to tape a good flashlight to it and then hand it to your
teammate, or use it yourself if your teammate already has the Shotgun you
found earlier.
If you haven't saved recently, now might be a good time.
Now go back to the Right cage and push it to reveal a side room. Inside there
is a - Lever - on the table you will need in a bit. Grabbing the Lever will
activate a - Cutscene - showing yet another level of mutation these mutants
can attain. When the scene is finished you will find you are now in close
quarters with a massive - Stage 3 Mutant -
Boost your lights and kill that sucker quick!
Once it's dead, heal as needed and go into the cell it came out of to find
a - Light Grenade -
Now that this room is done head back to the East/West Hallway.
Before leaving, if you haven't saved recently, now is also a good time to do
so.
==================================
= East/West Hallway (b) - Part 2 =
==================================
- Enemies:
2 Stage 3 Mutants
Now we have a problem, - 2 Stage 3 Mutants - have parked themselves in the
hallway south of your position. It will take them a moment to move in on you
and that's all the time you need to prepare.
You can either toss your brand new Light Grenade at them (toss it as soon as
you hear them as it takes a moment for it to detonate) to kill them both
instantly - or - you can fight it out.
If you decide to shoot it out, after one drops go back into the room you
came out of to reload and heal if needed.
Once you're ready go back into the hallway and finish the last one. After
it's dead move on to the last door in this area.
============================
= Door 4: Examination Room =
============================
- Enemies:
1 Stage 1 Mutant (before stage 3 mutant scene)
1 Stage 3 Mutant (after stage 3 Mutant scene)
- Clue: Leonard: Development
- Items:
First Aid Kit
If you came in here earlier you would have found a single - Stage 1 mutant -
in here, now you will find a - Stage 3 Mutant - ready to greet you instead.
Note: Killing the Stage 1 Mutant will not prevent the Stage 3 from appearing.
Run down the stairs so it doesn't corner you and then shoot it until it drops.
Once it's dead be sure to grab the - First Aid Kit - off the exam table, and
the - Clue: Leonard: Development - off the counter on the right side of the
room (in the darkend area)
Between the counter you found the Clue and the counter with the lab
equipment there is a place on the wall where you can use the Lever you found
earlier.
Use it and a cubbyhole with a ladder will open up.
Use the Ladder to decend into the Subbasement area.
------------------------------------------------------------------
Easy: There is a - Disc - on the counter to the right of |
the Examination Table. |
|
Hard: The First Aid Kit is missing here. |
------------------------------------------------------------------
================
== Sub-Basement ==
================
========================
= L-Shaped Passage (b) =
========================
- Enemies:
1 Stage 2 Mutant
- Items:
Pistol Ammo (15)
Just in front of the ladder is a small area with some - Pistol Ammo -
Grab it and go south on the passage and you will see a door to your left,
you can either take it or continue down the passage.
If you continue down the passage you will run across a - Stage 2 Mutant -
Past this enemy you will eventually come to a ladder that is too high for
you to reach currently, so your only choice is to go back the way you came
and enter the door.
========================
= Prison Area (Part 1) =
========================
Kenny!
Watch the - Cutscene - and when you wake up...
========================
= Prison Area (Part 2) =
========================
- GATHERING POINT -
- Characters:
Kenny
- Items:
Metal Bar with Hook
Pliers
ALL OF YOUR ITEMS
You wake up to find yourself in a cell and without weapons or items. - Kenny -
is alive but injured in the cell next to you, and is now your Teammate. The
rest of the characters will be in the other cells in this room.
Search the bed for a - Metal Bar with Hook -
Switch to Kenny and go to the left side of the cell, he'll mention he sees
some Pliers, but that's not important at the moment. Instead USE the Metal
Bar with Hook for a - Cutscene - of you gaining your freedom and your new
"problem".
It seems you now need the help of the previously comatose Ms. Wickson, but
first you will have to find a way out of here.
Grab the - Pliers - between the door and a desk, and then use them on the
flashing chest next to Kenny's cell to get - ALL OF YOUR ITEMS - back.
There are two doors out of this area, but only one is unlocked so your options
are limited.
Choose a teammate (you will need one) then heal and reequip as needed. If you
choose to have Kenny in your team you WILL need to heal him as he is seriously
injured.
========================
= L-Shaped Passage (b) =
========================
- Enemies:
1 Stage 3 Mutant
If you cleared the Stage 2 Mutant out earlier you will find you still have
a - Stage 3 Mutant - to deal with. Kill it and run to the end of the passage
and you will find a ladder that is out of your reach.
Using your Teammate climb the wall and use the Metal Bar with Hook to bring
the ladder down.
It's now time to go back to the school.
===============================================================================
9.0 ~ Part Nine ~ Loose Ends
===============================================================================
================
== West Walkway ==
================
- Items:
Disc
Head south on your map, and then west to the front of the unnamed building
on your map. In front of this building on a bench is a - Disc - so make sure
to grab it. The unnamed building is locked so ignore it.
Now head east and you will come to a door that's barred with a lock, use the
Pliers to open it so you can access the Courtyard again.
Note: There is a gate to the North, but you don't have the code yet so
ignore it for now, but you will be coming back here later.
------------------------------------------------------------------
Easy: There is a - First Aid Kit - on a bench at the South |
end of this walkway. At this camera angle it will be |
at the top of your screen. |
------------------------------------------------------------------
=============
== Courtyard ==
=============
- GATHERING POINT -
Enter the Courtyard for a - Cutscene - and a new GATHERING POINT. Once you're
ready find a set of stair to the 2nd floor Walkway and then head for the
Infirmary.
===========
== Walkway ==
===========
Head for the Infirmary.
========================
== Dining Hall/Sick Bay ==
========================
=============
= Infirmary =
=============
- Items:
First Aid Kit
Enter the Infirmary for a - Cutscene - Poor Ms Wickson, we hardly knew you.
Grab the - First Aid Kit - in the chair Ms Wickson used to be sitting in and
now exit.
She mentioned the garden and an entrance to it is near the Gym so go back to
the Courtyard and head toward the locked gate to the East Walkway.
===========
== Walkway ==
===========
Find some stairs and head down.
=============
== Courtyard ==
=============
- GATHERING POINT -
Use the Pliers on the door and enter the East Walkway
===============
== East Walkway ==
===============
You can enter the Gymnasium, but there's nothing in there.
You can try the door to the gardens, but it's locked.
You can cut the lock on the Dormitory... let's try that.
===============================================================================
10.0 ~ Part Ten ~ Dormitory
===============================================================================
=============
== DORMITORY ==
=============
=========================
= Main Hall - 1st Floor =
=========================
- Enemies:
1 N Mutant
1 Stage 2 Mutant
- Items:
Pistol Ammo (15)
Energy Drink
- Map: Dormitory
Grab the - Map: Dormitory - off the wall next to the entrance and prepare
for battle. There's an - N Mutant - in the middle of this room and chances
are good it's already seen you.
After it's dead cautiously head toward the North end of the Main Hall as there
is a - Stage 2 Mutant - hiding in the shadows that is just waiting to play
with you.
Once they're dead, get the - Pistol Ammo - from the junk at the rear of the
room and an - Energy Drink - from a locked locker close to where you fought
the N Mutant.
Check your map and then enter the door on the west side closest to the
entrance.
------------------------------------------------------------------
Easy: 7 rounds of - Shotgun Ammo - lay on the ground under |
the area you pick up the MAP to this building. |
|
Hard: The Pistol Ammo is no longer here. |
------------------------------------------------------------------
===================================
= Door 1 - West Side: Living Room =
===================================
- Items:
Shotgun Ammo (14)
- Key Items: Chimeny Flue
There are only two things that you should worry about in this room.
One is some - Shotgun Ammo - on a table near the door, and a "Chimeny Flue"
on west wall (you can now see it on your map)
Note: Make sure to get the Shotgun Ammo
Exit the room and keep searching the First Floor, the next two doors on the
West side are locked so enter the East side door directly across from the
door to this room.
------------------------------------------------------------------
Easy: There is a - First Aid Kit - in a chair directly |
across from the door to this room. |
|
Hard: Only 7 rounds of Shotgun Ammo will be found. |
------------------------------------------------------------------
==============================
= Door 2 - West Side: Locked =
==============================
==============================
= Door 3 - West Side: Locked =
==============================
===================================
= Door 4 - East Side: Gaming Room =
===================================
- Enemies:
1 Biter
2 Hangers
- Items:
Disc
Pistol Ammo (15)
- Clues: Newspaper Articles
As soon as you enter you will be attacked by - 2 Hangers - and a single
- Biter -
Kill them and then grab the - Pistol Ammo - off of the chair to the left
of the door. Then go to the middle of the room and grab the - Disc - off the
floor, it's in the middle of the room near two boards that have fallen and
formed an X pattern.
On the table next to this you can find a - Clue: Newspaper Articles -
------------------------------------------------------------------
Hard: The Disc is missing. |
------------------------------------------------------------------
=======================================
= Door 5 - East Side: Girl's Bathroom =
=======================================
- Items:
First Aid Kit
This room is pretty bleak, run to the back of this room to find a
- First Aid Kit - for you to collect.
Behind the broken toilet is a hole in the wall that leads into the next
room.
------------------------------------------------------------------
Hard: The First Aid Kit is unfortunately gone in Hard. |
------------------------------------------------------------------
====================================================
= Door 6 - East Side: Locked Door - Boy's Bathroom =
====================================================
- Items:
Energy Drink
Just as bleak at the last room you were in, but there is an - Energy
Drink - in one of the sinks, might as well grab it.
Since the door is locked, head back into the Girl's Bathroom and then back
to the main hall.
Pass the open doorway for now and head into the last room on this level.
===============================
= Door 7 - West Side: Bedroom =
===============================
- Enemies:
2 Hangers
1 Stage 2 Mutant
- Items:
Pistol Ammo (15)
Light Grenade
As soon as you enter - 2 Hangers - and a single - Stage 2 Mutant - will rush
you. Kill them and your prize within this room is some - Pistol Ammo - on
the bookshelf in the South-West Corner of the room.
In the middle of the room is a single bunkbead that holds an ever useful
- Light Grenade - on it.
Grab everything and leave, it's time to head to the 2nd floor.
=============
= Stairwell =
=============
- Items:
Statue
Halfway between the 1st and 2nd floors you will find a - Statue - on a desk.
Make sure to grab it.
========================
= 2nd Floor: Main Hall =
========================
When you first enter your character will comment that he or she doesn't feel
too well and needs the antidote quickly.
If you approach the middle of the room, the camera will pan backwards and
your character will inform you that the floor is weak.
It is.
To cross this floor you can either do it the hard way or the easy way.
For a challenge, look at the floor and you will see some areas are different
than the rest of the floor, these are the weak spots. Walk carefully and try
to avoid them.
Save first.
The easy way is to - Aim - your weapon so you are in walk mode and just walk
carefully across them.
- Use the easy way -
There are 5 doors on this floor, but only 2 you can use. There's one in
the north wall that you can unlock, and the one in the south wall that leads
to your destination.
------------------------------------------------------------------
Easy: There are two items here, both near the West-most |
door on the NORTH WALL. One is a - Disc - across from |
the door. The other is 7 rounds of - Shotgun Ammo - |
around the area under the boarded up window. |
------------------------------------------------------------------
================================
= Door 1 - North Side: Bedroom =
================================
- Enemies:
2 Stage 2 Mutants
1 Biter
- Items:
First Aid Kit
Shotgun Ammo (7)
Pick the lock on this door and enter.
Inside you will be attacked by - 2 Stage 2 Mutants - and a - Biter -
Near the boarded up windows is a cardboard box with some - Shotgun Ammo -
inside and one of the Northmost Bunkbeds holds a - First Aid Kit -
===============================
= Door 2 - North Side: Locked =
===============================
==============================
= Door 3 - West Side: Locked =
==============================
==============================
= Door 4 - East Side: Locked =
==============================
Make sure to - Aim - your weapon and walk from here on in until you reach the
South Door.
========================================
= Door 5 - South Side: Living Quarters =
========================================
- Enemies:
1 weak Stage 1 mutant (east side)
1 weak Stage 1 mutant (west side)
- Items:
Pistol Ammo (15)
This room is divided into two sections.
On the west side you will find several beds and a - WEAK Stage 1 Mutant -
sitting in a chair. A single bullet from your pistol will kill it, but you
can also ignore it as he won't attack you. If you go up to him you can even
talk to him. (though his dialogue is pretty limited)
There's a door on the north wall, but ignore it for now.
On the east side is a large chest of drawers, some more ruined furniture and
a - WEAK Stage 1 Mutant - in a chair with it's back to you. Kill it or ignore
it.
Beyond the Mutant is a Cabinet you can unlock, inside is some - Pistol Ammo -
Once you're ready, go to the chest of drawers and you will find you can push
it. Do so and it will collapse into the bricked over wall you can see behind
it.
This leads to...
------------------------------------------------------------------
Easy: There are 2 Energy Drinks in this room. The first |
- Energy Drink - is on the bed directly in front of |
door you used to enter this area from the Main Hall. |
The second - Energy Drink - is in the east section |
on a table near the seated mutant. |
|
Hard: The Pistol Ammo is missing. |
------------------------------------------------------------------
===============
= Hidden Room =
===============
- Clue: Expulsion from the Scientific Community
- Key Item: Safe
On the desk in this small room is the - Clue: Expulsion from the Scientific
Community -
Grab it and then move over to the bed.
Next to the bed is a pile of junk containing a large - Safe - (remember the
Prisoner's Letter). Walk up to it and press the - X - button to pick it up.
Exit the room and head back to the door we passed earlier.
========================================
= Door 5 - South Side: Living Quarters =
========================================
Go to the West side of the room and then into the north door.
===============
= Small Study =
===============
- Items:
Disc
- Key Items: Chimeny Chute
This room is pretty dismal, but what it holds is important. Walk over to the
"Chimeny Chute" to the right of the door with the character holding the safe
and press the - X - button, your character will drop the safe down the chute.
Take a moment to - RE-ARM YOUR CHARACTER -
Now it's time to head back to the 1st floor, but first grab the - Disc - off
of the small nightstand standing on the left side of the door.
Exit the room and prepare for combat.
------------------------------------------------------------------
Easy: There are 15 rounds of - Pistol Ammo - on a desk on |
the left side of this room. |
|
Hard: Nothing is missing, but I would like to give an |
important safety tip. |
|
Once done with this room, if you haven't been using |
the MAP to warp back to the current Gathering Point, |
- NOW - would be a good time to try it out. |
|
Then return to the Dormitory and once inside enter |
the (Door 1 - West Side: Living Room) by way of the |
1st Floor Main Hall. Otherwise you may run out of |
ammo if you haven't been avoiding combat to this |
point. |
------------------------------------------------------------------
=================================================
= Door 5 - South Side: Living Quarters (Part 2) =
=================================================
- Enemies:
1 Stage 1 Mutant
1 Stage 3 Mutant
Run to the left side of your screen and get ready for battle as a - Stage 3
Mutant - and a - Stage 1 Mutant - will approach and attack you.
Note: These appear even if you killed the WEAK Stage 1 Mutants earlier. Also
the WEAK Stage 1 Mutants will now be gone if you left them alone.
------------------------------------------------------------------
Hard: Instead of a Stage 1 Mutant, a Stage 2 Mutant will |
take its place. |
------------------------------------------------------------------
=========================
= Main Hall - 2nd Floor =
=========================
- AIM - your weapon and WALK across the floor and take the stairs.
=========================
= Main Hall - 1st Floor =
=========================
- Enemies:
1 Stage 3 Mutant
A - Stage 3 Mutant - has made the Hall it's lair. Kill it and head toward the
West side room with the Chimeny Flue you checked out earlier.
============================================
= Door 1 - West Side: Living Room (Part 2) =
============================================
- Enemies:
Blobwoman
- Items:
Shotgun Ammo (14) (RESPAWN)
Key to secret Library Office
- Clues:
Map Of Basement
An Old Manuscript
when you enter a Blobwoman (who has seemingly teleported into the room
somehow) will attack you. Kill it the same way you did the last one.
Once it's dead make sure to get the - Shotgun Ammo - off of the table near
the door. This ammo is a RESPAWN which is why it was so important to grab
the Shotgun ammo the last time you were in this room.
Next go to the Chimeny Flue and collect your prizes from the Safe. You will
gain a - Clue: Map of Basement - - Clue: An Old Manuscript - and a - Key
to Secret Library Office -
When you get the - Clue: Old Manuscript - You also activate a - Cutscene -
that fills in a lot of details.
Looks like the next stop is the Library.
=========================
= Main Hall - 1st Floor =
=========================
Head Outside
================
== East Walkway ==
================
Continue to the COurtyard
=============
== Courtyard ==
=============
- Gathering Point -
Restock, heal and choose your teammate and then head toward the Library.
===============================================================================
11.0 ~ Part Eleven ~ Library Revisited
===============================================================================
====================
== LIBRARY (PART 2) =
====================
=========================
= Main Hall - 1st Floor =
=========================
Nothing really new here, but if you didn't kill the kinda random - Stage 2
Mutant - earlier it'll now want to fight you. Kill it and head for the
far east door.
=======================
= Library - 1st Floor =
=======================
Go to the door you couldn't open earlier. With the key now in your possession
you can access Friedman's secret office.
=================
= Secret Office =
=================
- Items:
Reel of Film 24
Very Powerful Flashlight
Statue
Wow, this place is almost a museum full of African artifacts. At the far
end of the room is a chair with a - Reel of Film 24 - on it. When you grab it
you will be prompted to look at your map. It would seem the Amphitheater is
your next target.
Make sure to grab the - Very Powerful Flashlight - off the desk.
This is the best Flashlight you can find, strong and long lasting. You might
resist the urge to tape it to one of your weapons now, save it for later.
Finally grab the - Statue - off a table near the West Wall on your way out.
=======================
= Library - 1st Floor =
=======================
Head up the stairs and use the door.
=========================
= Main Hall - 1st Floor =
=========================
when you enter you will meet Mr. Walden again in a - Cutscene -
He's not looking to good is he? He also steals your - Clue: Map of Basement -
You will no longer be able to look at this Clue in your Clues section.
And to add insult to injury it also would seem that Walden has locked you in
the Library. But in his haste he was nice enough to unlock the stairwell for
you. Go to the double doors and enter the stairwell.
=============
= Stairwell =
=============
- Items:
First Aid Kit
At the first landing is a door, take it before going to the 2nd Floor. On the
floor near the door to the second floor is a - First Aid Kit - make sure to
grab it when you come back this way.
------------------------------------------------------------------
Hard: The First Aid Kit is missing. |
------------------------------------------------------------------
=======================
= Library - 2nd Floor =
=======================
- Item:
Statue
You're now in the area that was overhanging the ground floor of the main
library. Go to the far end and you will find the 3rd - Statue -
Grab it and head back to the door, re-enter the Stairwell and continue
to the 2nd Floor. Make sure to grab the First Aid Kit near the door.
------------------------------------------------------------------
Easy: There is a - First Aid Kit - on the ground between |
a pair of bookshelves near the East end of this area. |
------------------------------------------------------------------
=========================
= Main Hall - 2nd Floor =
=========================
- Enemies:
2 Hangers
- Items:
Disc
After the - Cutscene - dispose of the - 2 Hangers - and then grab the
- Disc - off of the lockers directly in front of the Stairwell doors.
Looking at your map you can see there are 4 doors in this section: 2 on the
West Wall, 1 on the north and 1 on the east.
Head south of the stairs and take the West door closest to the still LOCKED
exit and then work your way north and then east.
=================================
= Door 1 - West Side: Classroom =
=================================
- Items:
Energy Drink
Energy Drink
Energy Drink
There's not much in this classroom, but what is in here is more than useful.
First there are no enemies, so take your time. There are 3 Energy Drinks in
here, the first - Energy Drink - is on the right side of the Teacher's desk
in front of the chalkboard. The second - Energy drink is on the left most
desk on the front row, and the final - Energy Drink - is on the counters to
the left.
Make sure you're healed and reloaded before moving to the next door. And if
you're still using Pistols, this would be a good time to switch to a shotgun.
------------------------------------------------------------------
Easy: There is a - Disc - on the right side of the room |
near the windows. |
------------------------------------------------------------------
========================================
= Door 2 - West Side: Unused Classroom =
========================================
- Enemies:
1 Stage 3 Mutant
- Items:
Revolver!
Shotgun Ammo (7)
There are three things you should note when first entering this room.
1) It's small
2) It's pitch dark
3) There's an angry - Stage 3 Mutant - wanting to eat you.
As soon as you enter, - Aim - - Boost - and when you hear the whine: fire.
After it's dead you will find some - Shotgun Ammo - on a set of stacked
up desks near the west wall (it'll be at the bottom-ish area of your screen)
Before you leave make sure to grab the - REVOLVER - from the stacked desks
near the boarded up windows (This will be on the right side of your screen)
This is THE best Pistol in the game, and possibly better than any Shotgun
you've found as well.
Take a moment to tape the Powerful Flashlight you found in Friedman's secret
office to it.
At this point, let your Teammate use the Shotgun, and keep the Revolver
for yourself.
------------------------------------------------------------------
Easy: There is another pack of 7 rounds of - Shotgun Ammo - |
in this room. It lays in the same area as the first |
pack, but closer to the door to this room. |
------------------------------------------------------------------
===============================
= Door 3 - North Side: Locked =
===============================
=================================
= Door 4 - East Side: Classroom =
=================================
- Enemies:
3 Hangers
- Items:
Sticky Tape
Pistol Ammo (15)
Pistol Ammo (15)
Almost instantly - 3 Hangers - will attack you when you enter this classroom.
Dispose of them and head down the center aisle, grab the - Pistol Ammo -
off of one of the desk to the left and some - Sticky Tape - off of the single
desk sitting in front of the right window.
In the top left corner of your screen you'll also see some more - Pistol
Ammo -
Still no key, and no more doors to go into.
But if you look at the large bookshelf you will notices part of a white door
peeking out from the left side.
Get beside the Bookshelf and shove it out of the way to expose a door.
You can now enter the room behind Door 3.
------------------------------------------------------------------
Hard: The Pistol Ammo on the desk is gone. |
------------------------------------------------------------------
====================
= Locked Classroom =
====================
- Enemies:
2 Hangers
1 Biter
- Items:
Key
Sticky Tape
Disc
Light Grenade
- 2 Hangers - and a single - Biter - will attack you as you enter.
Once they are dead head to the left and get between the space between the
desks and the windows. On one of the desks is a - Key -
You can now leave the Library if you want.
But before you do, continue around the room. One of the desks right of where
you found the Key will hold some - Sticky Tape - and a - Disc -
There is also a Locked Cabinet under the TV. Open it to find a - Light
Grenade -
You're now finished with the Library, time to head to the Amphitheater again.
------------------------------------------------------------------
Easy: There is NO Disc here, but a - First Aid Kit - sits |
on a table between the two doors to this room. |
------------------------------------------------------------------
=================================
= Door 4 - East Side: Classroom =
=================================
Return to the Main Hall
=========================
= Main Hall - 2nd Floor =
=========================
Head to the exit and unlock it.
===========
== Walkway ==
===========
- Items:
Disc
As you leave the Library from the 2nd floor, take a moment to search the
bench to the right side of the door. You will find a - Disc -
Now find some stairs and head to the ground floor.
=============
== Courtyard ==
=============
- GATHERING POINT -
===============
== Parking Lot ==
===============
The Van will still be here, grab the - First Aid Kit - now if you didn't
earlier. But be prepared for the - 2 Stage 2 Mutants - that will appear.
Sometimes - 2 Stage 2 Mutants - will be here waiting for you and sometimes
they will not. I'm not sure what triggers this, but it may depend on if you
got the First Aid Kit earlier or not.
================
== Amphitheater ==
================
=========
= Lobby =
=========
Head up the stairs.
===========
= Catwalk =
===========
==================
= Projector Room =
==================
Use the Reel of Film 24 on the Projector for a - Cutscene - and a code: 0582
If you're using Shannon, she'll point out that there is a door that that code
could possibly be used in. A door at the North West part of the school.
If you're not using Shannon, head there anyway.
Remember that Gate you couldn't enter when you exited the Basement earlier?
It's now time to return to it.
Head back to the Courtyard
===========
= Catwalk =
===========
=========
= Lobby =
=========
===============
== Parking Lot ==
===============
Fortunately nothing new has appeared here. Exit into the courtyard.
=============
== Courtyard ==
=============
- GATHERING POINT -
Head West and enter the door leading to the West Walkway.
================
== West Walkway ==
================
Head west and then North. Keep moving past the manhole you came out of to
escape the Basement and approach the Gate to the north.
To the right of the gate is a place to Input a code.
Unlike the safe in the library, there is no "feedback" here so you kinda have
to pay attention to what you're doing here.
You will note that one button is pushed in, and depending on how you move the
control pad or Left Analog Stick a different button becomes pressed.
Press the buttons 0 and hit - X - now do the same with buttons 5, 8 and 2
Finally press the green button.
The Gate will now open.
Once you're ready enter the Gardens.
===============================================================================
12.0 ~ Part Twelve ~ Garden
===============================================================================
==========
== GARDEN =
==========
=================
= Garden Area 1 =
=================
- Items:
A Pump Action Shotgun
Shotgun Ammo (14)
There are a couple ways to handle this area, and depending on the order you
do things different challenges will appear.
The First way has more enemies, but they are easier to deal with. The
Second way has fewer enemies but the combat is a bit trickier because of
how they appear.
=== The First Way ===
The first way is to run down the path until you reach an open area and then
enter the shack in the left corner of your screen. If you do so the camera
angle will pan over the roof and you will see that there is a weapon on top
of this small building.
Once the camera focuses on your character again, you will see a Stage 2
Mutant coming around the side of the building. Don't worry about it for
now as it will not attack you while you're in the shed so go ahead and get
the - Shotgun Ammo - off the ground.
To get the weapon off the roof, equip a melee weapon and attack the inside
wall of the shed. It should fall down through the hole in the ceiling.
Pick up the - Pump Action Shotgun -
It only holds 2 shots at a time, but this is the best Shotgun in the game.
In fact it may be the best weapon in the game.
Tape a Flashlight to it and exit the shack and then kill the - Stage 2
Mutant - and the - 3 Biters - that appear with it.
Once they are dead make your way to the right side of your screen and take
the path you find there. After you pass what appears to be 2 dead bodies
- 2 Stage 2 Mutants - will attack you.
Kill them and move on. Eventually you will reach a gate to the next area.
=== The Second Way ===
Head down the path to the small clearing, but instead of entering the
shack take the right hand path.
As you pass the 2 dead bodies you will get caught in a crossfire between
- 2 Stage 2 Mutants - and - 2 Biters -
Once they are dead head back to the shed and enter it.
The camera angle will pan as above, but this time no Stage 2 mutant will
appear. After you get the - Shotgun Ammo - and the - Pump Action Shotgun -
(Hit the inside wall with a melee weapon as above) head back outside.
Unlike in the first way, no enemies will attack you.
Head back down the right hand path until you reach a gate.
Enter it.
------------------------------------------------------------------
Easy: Close to the area the 2 Stage 2 Mutants (and 2 Biters |
depending on which way you handled this area) ambush |
you is a pack of 15 rounds of - Pistol Ammo - sitting |
on the ground. |
------------------------------------------------------------------
=================
= Garden Area 2 =
=================
- Enemies:
1 Stage 3 Mutant
- Items:
Pistol Ammo (15)
Almost as soon as you enter this area a - Stage 3 Mutant - will attack you.
Kill it quickly and head toward the bottom of your screen on the path. This
path will turn to the right side of your screen and will take you to a bridge.
Cross the bridge and you will find the path splits off to the left and right.
Take the right path and grab the - Pistol Ammo - at the dead end.
Now head back and take the left hand path, a - Stage 3 Mutant - will appear
on the right hand path and begin to chase you.
At this point you have two options.
You can either stand and fight - OR - rush to the end of the left path and
force your way into the next area.
To do this, attack the wall at the end of the path and eventually it will
break allowing you access into the next section.
Note: There is a good chance the Stage 3 Mutant will corner you if you don't
kill it so you might as well stand your ground and fight first. Then when
it's safe, break the wall and move to the next section.
------------------------------------------------------------------
Easy: Next to the Pistol Ammo you find in Normal, you will |
also find an additional pack of 15 rounds of |
- Pistol Ammo - and a - First Aid Kit - |
------------------------------------------------------------------
=================
= Garden Area 3 =
=================
- Items:
Statue
Follow the path and eventually it'll split to the left and right.
Take the right path and you will reach a small gazebo, you will also hear
the roar of a mutant as a - Stage 3 Mutant - appears and begins coming down
the path you just came from.
Kill it and then enter the gazebo. Grab the 4th - Statue - and - 4 Biters -
will appear. Once they are dead make your way back to where the path split and
this time take the left hand path.
Eventually you will arrive at a gate, but - 2 Biters - will appear to
harrass you. Either kill them or just go thru the gate.
------------------------------------------------------------------
Easy: On a bench to the LEFT of the Gazebo you will find a |
- Disc - and a - First Aid Kit - |
------------------------------------------------------------------
===========
= Mansion =
===========
- Items:
First Aid Kit
Shotgun Ammo (7)
Energy Drink
Energy Drink
Lever
This place should look familiar to you, it's the Mansion you came to at the
begining of the game. This time however there are some items you can aquire.
There is a - First Aid Kit - on the left side of the house, between the
Mansion and the wall. Go around the house and climb the stairs to the
back door and you will find some - Shotgun Ammo -
Decend the stairs and now instead of continuing your exploration of the
backside of the mansion, head down the path back toward the school (this
is the way Kenny used to get here in the Prologue) On your way back you will
see an item flashing on the ground on the left side of your screen.
Grab this - Lever - as you will need it.
Head back to the mansion and either climb the stairs onto the terrace - OR -
move toward the celler entrance and - 2 Stage 2 Mutants - will appear and
attempt to catch you in a crossfire. (one comes out of the celler and one
from the left side of your screen)
Once they are dead climb the terrace (if you aren't there already) and
grab the - 2 Energy Drinks - off the railing.
Now it's time to go back to the celler.
------------------------------------------------------------------
Hard: There is only 1 Energy Drink on the railing |
------------------------------------------------------------------
==========
= Celler =
==========
- Items:
Pistol Ammo (15)
Disc
Note: If you avoided the Stage 2 Mutants in the Mansion area they will
follow you into the Cellar.
As soon as you enter, head into the darkened area above your character and
grab the - Pistol Ammo - off the shelf.
Now head into the room and you will find a - Disc - on top of the barrel
to your character's right.
Finally use the Lever on the mechanism between the 3 large barrels and the
shelf against the right hand wall. This will reveal a ladder leading to
the basement.
------------------------------------------------------------------
Hard: The Pistol Ammo is not here in Hard. |
------------------------------------------------------------------
===============================================================================
13.0 ~ Part Thirteen ~ End Game
===============================================================================
============
== Basement ==
============
===========================
= North/South Hallway (a) =
===========================
- Enemies:
2 Hangers
- Items:
Shotgun Ammo (7)
Shotgun Ammo (7)
There is a - Hanger - close to where you enter this area so be careful. There
is also some - Shotgun Ammo - on the ground on some sort of metal square
toward the bottom of your screen. Grab it and then head down the tunnel.
Toward the end you will see a hole in the wall with some more - Shotgun
Ammo - in it, and just past this is another - Hanger - just waiting for you
to shoot it.
------------------------------------------------------------------
Hard: There is no Ammo of any kind in this room now. |
------------------------------------------------------------------
=============
= Cage Room =
=============
- Items:
First Aid Kit
Energy Drink
- Clue: Observed Mutations
There is a table under a light that holds a - Clue: Observed Mutations -
Grab it and begin making your way thru the room. Once you get close to the
lit chamber - 2 Stage 2 Mutants - will appear. One directly in front of you
and one will begin moving around the room from behind you.
Kill them quickly so they don't overwhelm you.
Once they are dead move around the lit chamber toward the door, but don't
enter it yet. There is an - Energy Drink - on a small table on the right side
of your screen and a - First Aid Kit - on a table further down and on the left
side of your screen.
Once you have these go ahead an use the door.
------------------------------------------------------------------
Hard: The First Aid Kit is no longer available. |
------------------------------------------------------------------
=============
= Hole Room =
=============
Nothing really new here, but the door that was locked earlier is now unlocked.
Take it or check out the Cell.
========
= Cell =
========
- Enemies: "Dan" Stage 1 Mutant
Poor Dan, looks like he's back in his cell. But it also seems he's succumbed
to the Mortifilia in his system, and has become violent.
Either put him out of his misery or go back the way you came and take the
other door.
------------------------------------------------------------------
Easy: There are 7 rounds of - Shotgun Ammo - on the ground. |
------------------------------------------------------------------
====================
= Observation Room =
====================
- Items:
Energy Drink
Disc
Sticky Tape
- Flair: Notes on Test Subjects
This is a room with a lot of vines in one corner and a raised elevation.
Go up onto the elevation and grab the - Disc - sitting in the corner (right in
front of the stairs) There is also an - Energy Drink - on the chair.
There are some papers on the floor, check them and you will be able to read
the "Notes on Test Subjects" which seem kinda grim. Beside the notes is some
- Sticky tape - on the floor.
Now there are three doors in this room.
The one you came in from.
A door on the same wall (left sid