===============================================================================

                                   ObsCure
                                The Aftermath

                               - Walkthru/Faq -

                            System: Playstation 2

                                 Version: 1.5

                             Written By: Darque


Developer: Hydravision
Publisher: Europe - Playlogic
Publisher: North America - Ignition Entertainment
===============================================================================

===============================================================================

0.0 - Table of Contents

===============================================================================

0.0 - Table of Contents
0.1 - Controls
0.2 - Characters

- Main Walkthru -

1.0 - Fallcreek University
      --------------------------------------------
      |//////////////////////////////////////////|
      --------------------------------------------
2.0 - Delta Theta Gamma
      --------------------------------------------
      | Savepoint 1 - Panic at the Brotherhood   |
      | Savepoint 2 - Where are Amy and Kenny?   |
      | Savepoint 3 - Reunion                    |
      | Savepoint 4 - Finally outside            |
      | Savepoint 5 - Corey's car                |
      --------------------------------------------
3.0 - Fallcreek University - Revisited
      --------------------------------------------
      | Savepoint 6 - Looking for Jun            |
      | Savepoint 7 - In Jun's room              |
      --------------------------------------------
4.0 - Hospital
      --------------------------------------------
      | Savepoint 8 - Mourning in the hospital   |
      | Savepoint 9 - Patients' room             |
      | Savepoint 10 - The hospital laboratory   |
      | Savepoint 11 - The hospital warehouse    |
      --------------------------------------------
5.0 - The Dam
      --------------------------------------------
      | Savepoint 12 - Entering the dam          |
      | Savepoint 13 - Electrical cabinet room   |
      | Savepoint 14 - Amy needs help            |
      | Savepoint 15 - Leaving the dam           |
      --------------------------------------------
6.0 - Turtle Stone Island
      --------------------------------------------
      | Savepoint 16 - Pontoon snack bar         |
      --------------------------------------------
7.0 - The Creepy Old House
      --------------------------------------------
      | Savepoint 17 - The mausoleum             |
      | Savepoint 18 - In the house's basement   |
      --------------------------------------------
8.0 - Leafmore
      --------------------------------------------
      | Savepoint 19 - Toilets in ruins          |
      | Savepoint 20 - Leafmore, Central yard    |
      | Savepoint 21 - A desk perched high       |
      | Savepoint 22 - Depths of Leafmore        |
      --------------------------------------------
9.0 - Delta Theta Gamma - Revisited
      --------------------------------------------
      | Savepoint 23 - Return to the Brotherhood |
      | Savepoint 24 - The enthroning room       |
      | Savepoint 25 - The stadium               |
      --------------------------------------------

- End Main Walkthru -

0.3 - Items/Weapons                              
0.4 - Enemies/Bosses                             
0.5 - Document Transcripts/Flair Transcripts
0.6 - Bugs
0.7 - Version History
0.8 - Legal Info, Credits, Contact Info, and Everything Else

===============================================================================

0.1 - Controls

===============================================================================

Left Analog Stick - Moves your active character

Right Analog Stick - Moves the camera angle

Control Pad - Switches between your equipped weapons

X Button - Use/Activate button

Square Button - Walk Button (running is the default movement mode)

Circle Button - Uses a character's aptitude when presented with an opportunity

Triangle Button - Cancels an action
                  Skips most Cutscenes (but not end credits or normal scenes)

L 1 Button - Aim a weapon

R 1 Button - Shoot/Swing your active weapon while aiming

L 2 Button - Quick Item Select menu

R 2 Button - Changes your active character

Start - Load game Menu

Select - Inventory screen

-------------------------------------------------------------------------------
Inventory Screen                                                              |
                                                                              |
L 1 Button/R 1 Button - allows you to cycle through the various pages         |
                                                                              |
X Button - allows you to select items/weapons/documents within their various  |
           menu pages and use them as needed                                  |
-------------------------------------------------------------------------------

===============================================================================

0.2 - Characters

===============================================================================
 - Character descriptions are taken from the ObsCure: The Aftermath manual -

= Returning Characters (from ObsCure: Learn about Fear) =

Shannon Matthews
================
Shannon Matthews is the sister of Kenny Matthews.
Her experiences at Leafmore High have left her with a dark personality.
She is able to control black auras, sucking these into herself. Shannon 
succeded at adapting herself to what Friedman changed in her and arguably is
the strongest of the original group of survivors from Leafmore.

Stan Jones
==========
Stan Jones is the only one in the cast who didn't enter Fallcreek University
after the events at Leafmore High. He's a pizza delivery boy now, but with a 
talent for picking locks - something he learned during a short stay in prison.
Stan uses daily medication to suppress the effects of being contaminated by
Friedman's biological experiments at Leafmore.

Kenny Matthews
==============
Kenny Matthews is the brother of Shannon. He suffered as much as his sister,
and like Stan Jones, he needs to use daily medication for what Herbert Friedman
did to him. Outwardly, Kenny appears to be the strongest of the group, as he 
can push and move heavy objects like no other. However, mentally, he is weaker 
than his sister, and needs more medication than Stan.

= New Characters (Introduced in ObsCure: The Aftermath) =

Corey Wilde
===========
A skater who's no stranger to pain, Corey Wilde specializes in climbing on top
of things. He also used to fall a lot and break his bones, but as time went
by and he got more acrobatic this happened less and less. He's a real car 
aficionado, and is equally in love with his car as he is with his girlfriend 
Mei.

Mei Wang
========
Mei Wang is Jun's twin sister. She's beautiful, but sweet as sour candy. She is
also a hardcore gamer, and her only rival is her sister. Mei has a bad habit
of hacking all communication and security devices that pass within range of her
PDA. She is dating Corey.

Jun Wang
========
Jun Wang is a young female video game enthusiast - a real gamer chick. She
spends disproporionate amounts of her free time playing video games and 
partying. She has a very strong bond with her sister Mei, who is the dominant 
one of their relationship.

Amy Brookes
===========
Genuine blond and Miss Wet T-shirt on campus, Amy Brookes has a phenomenal
skill at deciphering and breaking near-impossible codes and puzzles. She is 
aware that both Kenny and Sven are interested in her, and is excited by Kenny's
bad-boy demeanor, but is also thrilled by the way Sven looks at her.

Sven Hansen
===========
Sven Hansen was born in Norway but moved to the US soon after his birth. He
is obsessed with his birth country and their customs. An avid hockey player,
Sven is a real brawler and is very strong. He is able to push and move heavy
obstacles like Kenny can. Sven is interested in dating Amy, the appeal of which
he shares with Kenny as well. As of yet, Amy has not shown her preference for
either.

= NPCs (Non-player characters you encounter in game) =

Professor Richard James
=======================
A professor in biology on the Fallcreek campus, Richard James is not easily
impressed. Having been forced to tame the rowdy student populace of Fallcreek
University, there are now few things that scare or excite him. His scientific
knowledge is a precious tool for inquisitive minds. A man to consult 
regularly...

Jedidiah
========
[No description or reference in the manual, added for completeness.      ]
[Jedidiah is an odd character you'll encounter several times in the game.]

===============================================================================

                               - Main Walkthru -

===============================================================================

Before you begin, there are a few things I should explain about the following
walkthru.

First off, when I refer to top, bottom, left and right I am refering to a
direction on your screen unless I state a direction in relation to your
active character or a direction in relation to a feature within the area.

Area Lists: Below are descriptions of the various lists I use throughout the
==========  walkthru and any important notes about them.

Enemies List
============
These are enemies that are present in the area as you first enter it. They
are also listed in the walkthru text - LIKE THIS -

Enemies that spawn after certain events or actions are not in the enemy list,
but they - ARE - listed in the walkthru text.

Items List
==========
These are the items that are present in each area. They are listed like 
- THIS - in the walkthru text.

One VERY important note: This game seems to SPAWN items as you enter
each area, rather than having them present every playthrough.

The only thing I can figure is that the game keeps track of how many of each
item you currently have as you enter the area, and if the game feels you need 
it, it will spawn the item listed.

This means that when you play you may or may not find the items listed below.

It also means you may come across items that are not listed here, as they
haven't spawned in my own games of ObsCure: The Aftermath.

One final note, sometimes an item on these lists will spawn "after" you've 
left the area and returned... so if you need a specific item, it might be wise
to return to those areas to see if it's spawned.

Flair/Documents List
====================
These are lists of Documents you can find (they go into your document
inventory) and general "flair" texts that are scattered throughout parts of the 
game.

Other than a few that provide codes and solutions to puzzles, these items
are generally there to build mood and backstory and can be avoided if that
isn't your kind of thing.

[POWERBOX]
==========
Throughout the game are various POWERBOXES that you can use to charge your 
character's BATTERY PACK. These are VERY important as two of the best weapons
(The Stun Gun and the Electric Chainsaw) run on battery power.

Feel free to use these boxes to keep your power topped off at all times, as 
there seems to be an unlimited amount of power in this game.

[BONUS CHEST]
=============
Inside ObsCure: The Aftermath, you'll find various BONUS CHESTS scattered
throughout the levels. Within these you'll find some really good items.

Two things of note though:

 - To open the chests you'll need to find 3 - SMALL KEY - items.

   Any area that contains a Bonus Chest will also have 3 Small Keys scattered
   around. Make sure to find them.

 - All Bonus Chest items come off a special list of items, which you must get
   IN ORDER.

   Say you miss chest one but unlock chest two, you'll get the "first" item
   on the list. The only way to get ALL of the bonus chest items is to make
   sure you open up ALL of the bonus chests... of course, with this walkthru
   that will be easy.

Each Bonus Chest is listed in the main walkthru text, and a complete list of
chests and items found in them can be found in section 0.3 - Items/Weapons.

[SAVEPOINT] 
===========
Unlike ObsCure: Learn About Fear, this game uses a number of set SAVEPOINTS
that are scattered throughout the game - there are 25 of these in total.

Use them as you find them as you typically can't get back to them after
you leave the area that contains them; but keep one thing in mind, each 
savepoint can ONLY be used ONCE.

For easy reference, the name of each save (as seen on your load game screen)
is listed above under each location heading in the order they are found in 
game, along with the word "Savepoint" and a numerical designation for the save.

Using Control+F you can easily jump to a specific savepoint in the main 
walkthru text: merely compare your savegame name to the savepoint in the 
table of contents, then jump to the correct "savepoint" below.

For example: The save "Panic at the brotherhood" is referenced as Savepoint 1
             above, and that part of the game can be directly jumped to 
             by using Control+F to jump to Savepoint 1 below.

===============================================================================
1.0 - Fallcreek University
===============================================================================

The game starts with an - OPENING MOVIE - that presents some basic info about
the events of ObsCure: Learn About Fear.

After the movie, you'll find yourself in:

 ==============
= Corey's Room =
 ==============

- Characters: 
              Corey
              Mei

Not much to do here, check the bed for a character comment and then exit the
room.

 ==========================
= Male Dorm - Second Floor =
 ==========================

- Flair:
         On the wall, near the Bathrooms 
         On the wall, just past Corey's room
         On the wall, near the NPC trying to get through the first set of 
                      double doors.
         On the wall, just past room 206
         On the wall, just past room 205

Not much to do here, as you exit Corey's room you can either head toward the
top or bottom of your screen.

The bottom path leads to the [Bathrooms - Male Dorm] and the top path will lead
to a pair of double doors at the end; these lead to the [Male Dorm - Second 
Floor - Hall 2] Area. Go that way to continue.

As you move through this area, you'll notice an NPC trying to go through
a pair of Double Doors about mid-way through this area. Make a note of these 
for later.

 =======================
= Bathrooms - Male Dorm =
 =======================

(USE) the sink to see a [MESSAGE] from Sven on the mirror.

This tells you which room to look for.
No real big deal, as this part is pretty linear.

 ===================================
= Male Dorm - Second Floor - Hall 2 =
 ===================================

- Flair: 
         On the wall as you first enter this area
         On the right wall near the soda machine
         On the left wall near the soda machine

Go through the open doors to the right of your characters as you first enter
this area, and then head for the couple at the end. 

Just short of them is Room 200. Enter.

 =============
= Sven's room =
 =============

A - CUTSCENE - will play as you enter, introducing Sven, Jun, Amy, Kenny and 
Shannon and leading to...

 ================
= Dream Sequence =
 ================

- Weapons: 
           Baseball Bat

Head forward, grab the - BASEBALL BAT - and keep moving. Soon Mei will join 
you.

Enter the Graveyard, break any [DUMMIES] that bar your path.

Near the large statue are two graves, feel free to examine them for a 
character comment; one is for Corey and the other, Mei.

Keep moving, eventually you'll see Jedidiah dragging "something" behind him and
he'll enter a hole in the ground. Break through any dummy barricades and follow
him down.

 ===========================
= Dream Sequence - Basement =
 ===========================

Just keep moving, you'll see manifestations of both Jun and Sven.

Eventually you'll come to the end of this area.

 ==============================
= Dream Sequence - Flower Room =
 ==============================

Enter the room, and notice you're holding a Shotgun (Corey) and a Handgun (Mei)

Approach the large flower and you'll hear Amy talk as her corpse lies 
exposed on the giant open flower.

(EXAMINE) Amy's remains and - 2 STAGE 3 MUTANTS - and some - PARASITES - will 
break in and attack.

You can't really beat them... and when Mei dies...

 =======================
= Bathrooms - Male Dorm =
 =======================

Corey wakes up and is really hurting.
Leave the room.

 ==========================
= Male Dorm - Second Floor =
 ==========================

Head down the hall, this time going right at the first set of double doors.
The NPC is now gone and you can use the doors. Do so.

 =======================
= Male Dorm - Stairwell =
 =======================

- Flair: 
         Near the entrance to the Second Floor
         Near the payphones
         Near the blocked entrance to the First Floor
         Near the entrance to the Third Floor
         Near the open window

Head into the room and Corey will automatically grab an - ENERGY DRINK - and
use it, healing fully.

Head upstairs and exit via the open window.

 ===================
= Between the dorms =
 ===================

Now it's time to see monkeyboy in action.

(JUMP) onto the ledge and move over to the open window leading to the 
Female Dorms.

Enter.

 =========================
= Female Dorm - Stairwell =
 =========================

- Flair:
         Near the open window
         Between the two locked doors on the third floor
         Second Floor, behind a sofa
         On the wall, as you head down the stairs between the 2nd and 1st
                floors

Head down the stairs to the second floor, enter the only door that's open to
you.

 ============================
= Female Dorm - Second floor =
 ============================

- Flair:
         On the wall, between rooms 119 and 118
         On the wall, just past room 118
         On the wall, on the right side of the payphones

Head down the hall, hang a left, and enter the door near the snack machines.

 ============
= Jun's room =
 ============

As you enter, a - SCENE - will play.

===============================================================================
2.0 - Delta Theta Gamma
===============================================================================

 ===========================
= Road to Delta Theta Gamma =
 ===========================

- Characters: 
              Kenny
              Amy

NOTE: You can now access the Inventory Menu using the Select Button.

Just go forward until you're outside the fraternity building.

 ============================
= Delta Theta Gamma Building =
 ============================

Head for the front door and open it; the Bouncer will blow you off, forcing
you to find some other way into the building.

Head for the LEFT side of the building and you'll see a metal door. Enter it.

 =======================================
= Behind the Delta Theta Gamma Building =
 =======================================

- Weapons: 
           Hockey Stick

The goal here is to climb onto the roof.

Head for the far end of this area, grabbing the - HOCKEY STICK - on the way.

Have Kenny (SIEZE) the crate sitting in the top left corner of this area and
drag it to the low hanging roof.

Climbing onto the crate will allow you to access the roof. 

Do so and you'll find a locked door and a closed window.

Have Kenny (OPEN) the window and you'll enter the building; doing so will also
trigger a - CUTSCENE -

...and on that note the Prologue is now over, be on your guard.

 ========
= Office =
 ========

- Weapons: 
           Golf Club

- Items: 
         Small Key

Wow, sounds like the fun has already started.

Three very important things to do in this room:

First, go between the bookshelves and you can have Kenny boost Amy up, where
she will find a - SMALL KEY -

MAKE SURE TO GET ANY SMALL KEYS as these are needed to open the various BONUS
CHESTS in the game. 3 Keys are needed to open each chest, so if you find one, 
you'll know there are 2 more sitting somewhere in the area.

Second, grab the - GOLF CLUB - and give it to whichever character lacks a
weapon.

Finally, have Amy (INSPECT) the desk to find a code (CODE: 1873), you'll need
this shortly.

Time to move on.

 ======================
= Second Floor Hallway =
 ======================

- Flair:
         On the wall, across from where you first enter this area

- Items:
         Small Key

As you exit the Office, a woman will enter the hallway and lock the door behind 
her. She'll then tell you to get the handgun from the [Billards Room], so head 
there next.

You're looking for a door with a glass window, break the glass and you can 
open the door, allowing access to the Billards room.

As you pass down the hall, break the glass case in the middle of the hallway to 
gain access to the second - SMALL KEY - for this area.

Finally, note the [ELECTRONICALLY LOCKED DOOR] across from the glass case, 
we'll be coming back to that a bit later.

 ===============
= Billards Room =
 ===============

- Weapons:
           Handgun

- SAVEPOINT

Head to the safe (top left corner of the room) and enter the code from before
(1873) to open it; inside is a - HANDGUN -

On the wall, close to the safe, is a [SAVEPOINT]. Use it now.

=======================
===== SAVEPOINT 1 =====
=======================

Exit the room.

 ======================
= Second Floor Hallway =
 ======================

- Enemies: 
           Bloated Mutant

- Items: 
         Key

A - BLOATED MUTANT - now guards this hallway. Unless you're feeling brave, just
shoot the monster, as Bloated Mutants tend to hit really really hard.

Once it's dead, grab the - KEY - from the remains and head for the door the
Young Woman had locked earlier.... kinda odd that this creature had the key she
probably had used, eh?

(USE) the Key on the door and you'll unlock it, passing through automatically.

 ========
= Stairs =
 ========

Follow them to the end.

 =====================
= First Floor Hallway = 
 =====================

- Items: 
         Handgun Ammo

- Flair: 
         On the wall next to the entrance to the stairs.

Grab the - HANDGUN AMMO - off of couch, directly across from the stairs.

There are only two exits in this area, one near the bloody corpse and another
down a hall that opens up to the right of the stairs.

Ignore the side hall for now and enter the door next to the corpse.

 =============
= Dining Hall =
 =============

- Enemies: 
           2 Brutes

- Items:
         Small Key
         First Aid Kit

- BONUS CHEST

As you enter, - TWO BRUTES - will attack. They're fast and tend to jump away
from you, so you might want to rely on your Handgun and just shoot them. They 
tend to drop fairly easily.

After they are dead, go to the glass covered shelf near the door you used
to enter this area. Break it and you'll be able to grab the - SMALL KEY -
inside.

This is your third small key, so head over to the [BONUS CHEST] and open it.
Inside you will find the - STUN GUN -

The Stun Gun is a pretty cool weapon, it's only requirement is electricity, 
which you can recharge it with using the various POWERBOXES you find throughout
the game. The weapon does little damage, but CAN stun enemies, allowing you to 
bash them with a melee weapon and saving your more precious ammo for harder 
enemies.

Give this weapon to your partner character, and they will put it to good use.

Near the Bonus Chest and against the wall is a - FIRST AID KIT -; as you head
for it, a - BLOATED MUTANT - will break through the wall, forcing you to either 
attack it or evade it.

Either way, your next stop is through the hole the Bloated Mutant made.

 ===================
= Kitchen Storeroom =
 ===================

- POWERBOX

The only thing of note here is the [POWERBOX] on the wall; recharge your 
battery and then use the door to enter the Kitchens.

 ==========
= Kitchens =
 ==========

- Items: 
         First Aid Kit

- Documents: 
             Reconstituted Document

Not much to do here, NOTE the locked door for later, and have Amy (INSPECT)
the torn paper littering one of the counters for a - RECONSTITUTED DOCUMENT -

This Document gives you the answer to your next puzzle.

Make sure to grab the - FIRST AID KIT - off of one of the counters before you
leave this area.

 ===============================
= Kitchen Storeroom/Dining Hall =
 ===============================

- Enemies: 
           2 Brutes

- TWO BRUTES - now wait for you inside the Dining Hall.
Stay inside the Kitchen Storeroom, and let them come to you, using the narrow
opening to your advantage.

Once they're dead, head back into the First Floor Hallway.

 =====================
= First Floor Hallway =
 =====================

Take the side hall next to the Stairs and follow it to the end; use the door
you find to gain access to the Library.

 =========
= Library =
 =========

- Enemies: 
           Parasites

- Flair:
         On the wall, as you first enter the area.

As you move into the room, several - PARASITES - will attack you.

These aren't dangerous enemies, but very annoying. Smack them with Melee
weapons and once they're dead, get ready for the next puzzle.

This puzzle is an easy one, you might already know the answer to it if you
studied the Reconstituted Document from earlier. If not, read on.

Have Kenny (SIEZE) each shelf and move it into place so the symbol on the top
of each shelf matches the symbols on the Reconstituted Document.

  - Delta (pyramid) in the top left slot
  - Theta (the circle) in the lower middle slot 
  - Gamma (the upside down L) in the lower right slot

A - SCENE - will play showing the stairs to the second floor lowering. Take
them up and follow the path to the exit.

 ======== 
= Bridge =
 ========

Cross to the end for a - CUTSCENE -

 ===========================
= Road to Delta Theta Gamma =
 ===========================

- Characters: 
              Corey
              Mei

- Weapons: 
           Hockey Stick
           Baseball Bat

Head for the Delta Theta Gamma building, making sure to grab the
 - HOCKEY STICK- and - BASEBALL BAT - on the way.

 ============================
= Delta Theta Gamma Building =
 ============================

- SAVEPOINT

Before doing anything, head to the right of the front entrance and use the 
[SAVEPOINT] you find against the wall of the building.

=======================
===== SAVEPOINT 2 =====
=======================

Head for the front doors. They're now locked, but you can have Mei (HACK) the
electronic lock sitting next to the doors. Do so (CODE: MOZART) and you'll 
unlock the door.

Enter.

 =====================
= First Floor Hallway =
 =====================

You're inside, but a [BLACK AURA] blocks the entrance, so you're trapped.

Note: Another Black Aura blocks the window on the second floor, so you can't
      exit that way either.

Head up the stairs.

 ========
= Stairs =
 ========

Up to the second floor.

 ======================
= Second Floor Hallway =
 ======================

Go back to the Electronically Locked door you saw earlier and have Mei (HACK)
the door. (CODE: PICASSO)

Enter.
 
 =========
= Storage =
 =========

- Items: 
         Handgun Ammo
         First Aid Kit

- POWERBOX

Easy room; recharge your Battery, grab the items and leave.

 ======================
= Second Floor Hallway =
 ======================

Head for the Stairs.

 ========
= Stairs =
 ========

Back down...

 =====================
= First Floor Hallway =
 =====================

Off to the Library.

 =========
= Library =
 =========

The stairs are now broken.

Have Corey (JUMP) up to the second level, and then pull Mei up.

While Corey is helping Mei up, a - BRUTE - will appear. It isn't a problem...
yet.

Once Mei is on the second floor, head for the exit. The Brute will jump to the
second level and you'll be forced to kill it. Do so and then exit.

 ========
= Bridge =
 ========

Head across and enter the next area.

A - BRUTE - will try to leap across from the adjacent bridge as you make your
way, but it doesn't make it, falling to its death.

 =======
= Study =
 =======

- Items:
         Handgun Ammo

No one is here, but you may find some - HANDGUN AMMO - on the desk.

Exit using the only other door in this room, but be ready for the 
- PARASITES -  that will spawn as you near the exit. 

Fight or flee.

 ======================
= Cobbled Sitting Area =
 ======================

- Characters:
              Corey
              Mei
              Amy
              Kenny

- Flair: 
         Next to the stairs leading to the Dance Hall

- SAVEPOINT

Head down the stairs for a - CUTSCENE -

...oh, so that's what happened to that Brute.

After the Cutscene, Professor James will give you a [SYRINGE] that you can use
to extract proteins from the enemies you kill, as well as explaining how to use
it.

Despite the fact you can have any two of the four characters above, for the 
next area you'll need both Kenny and Corey, so add them both to your group.

To switch out a character, go to the character you want to add and press
the button as prompted. Your partner character will be removed from your
group and the new character added in his or her place.

Now is a good time to use the [SAVEPOINT]. Also, make note of the Double Doors,
but don't worry about them for now.

=======================
===== SAVEPOINT 3 =====
=======================

Head up the stairs leading to the Dance Hall and have Kenny (SIEZE) the large
[VASE] blocking the way. Move it, and then head across the bridge to the door.

 ============
= Dance Hall =
 ============

- Items: 
         First Aid Kit
         Handgun Ammo

You arrive on the top level of the Dance Hall; a large table sits in
the middle of this section. In one corner is a smaller table with a 
- FIRST AID KIT - resting on it.

Head for the [SPOTLIGHT] and pan it around, noting the layout of the lower
level of this room. Things to note:

  - A Large [SPEAKER] covered with a [BLACK AURA].
  - A Tall Bar with another [SPOTLIGHT] on it.
  - Another [BLACK AURA] in the lower right corner of the room.

Have Corey use the spotlight, and then take control of Kenny. Send Kenny down
to the lower level, taking him all the way over to the SPEAKER.

Switch back to Corey, and (FOCUS) the spotlight on the speaker, the Black Aura
will vanish.

Switch back to Kenny, (SIEZE) the speaker and move it away from the wall and 
then over to the couches in one corner of the room, leaving enough room for 
Kenny to get BETWEEN the speaker and the couches.

By now Corey should shout a warning as - 3 BRUTES - spawn in the room to attack
you.... 

...but if you did what I told you to do, send Kenny between the speaker and 
the couches... the Brutes will get close to you but cannot get close enough to
attack you. On the OTHER hand, you CAN attack them using a long reach weapon
like the Hockey Stick... Give it to Kenny if he doesn't have it already and 
start swinging. Use the speaker to your advantage and this will be a very easy
fight.

Also note: Corey will use the spotlight on the brutes during this fight; when
           he focuses on them, they will run off, giving you time to regroup.

Once the brutes are dead, harvest their hearts with the syringe by (USING) it 
while standing over them.

Once that's done, (SIEZE) the speaker again, and drag it to the Tall Bar, right
under the opening at the top. 

Switch back to Corey, drop down to the lower level, climb the speaker and then 
(JUMP) to the top of the bar. (USE) the spotlight there to dispel the Black 
Aura on the door. Also, makes sure to take the - HANDGUN AMMO - near the 
spotlight.

Once this is accomplished you are free to leave this room. Do so.

 =======================================
= Behind the Delta Theta Gamma Building =
 =======================================

- Items:
         Handgun Ammo

- SAVEPOINT

You exit into a small fenced-in area you may have noticed earlier.

On the wall is a [SAVEPOINT] and on a table some - HANDGUN AMMO -

=======================
===== SAVEPOINT 4 =====
=======================

Unlock the door to the fence and exit, then head for the door leading to the
front of Delta Theta Gamma; open it to trigger a - CUTSCENE -

 ======================
= Nature Trail to Hell =
 ======================

- Characters: 
              Corey
              Amy

- Enemies: 
           Bloated Mutant
           Two Brutes

- Weapons: 
           Electric Chainsaw
           Shotgun

- Items: 
         Energy Drink
         First Aid Kit
         Handgun Ammo

- Flair:
         Old newspaper on the ground, just past the fallen tree

- POWERBOX

Now your group consists of Corey and Amy. Nothing you can do about it so just
head down the path.

Eventually you'll come to a road; both ends are blocked so just cross over and
pass through the broken guardrail, taking you into the woods.

Only two paths lie before you:
  - Ahead lies a dead end with a - BLOATED MUTANT - and an - ENERGY DRINK -
  - To the right leads further into the area.

The Bloated Mutant will be alerted to your presence almost immediately, so
head forward and take it out, making sure to collect the Energy Drink hidden
in the underbrush.

Now take the other path and soon - TWO BRUTES - will charge you. 
Dispose of them and keep moving. 

You'll eventually come to a broken wall, pass through the opening and keep 
going, soon you'll trigger a - CUTSCENE -

....wow, Corey really loved that car.

Right after the scene, a - BRUTE - and - BLOATED MUTANT - will start heading 
toward you. Kill 'em.

If it presents itself, grab the - HANDGUN AMMO - off of the ground, it'll
be near the place Corey freaked out in the cutscene.

Take the path the enemies arrived from and you'll eventually come to a small
area with a [POWERBOX]. There are two ways to go from here, but the left one
is currently blocked by a [FALLEN TREE].

Take the right path a short ways and you'll come across an 
- ELECTRIC CHAINSAW - resting on some cut wood. Take it, head back to the 
Powerbox and recharge as needed.

Now you're ready to keep moving. Head to the [FALLEN TREE], equip the Electric
Chainsaw and attack the tree. You'll saw through it, allowing you access to the
path beyond. But first, recharge your battery before following the path.

Follow the path and you'll eventually come to a wooden bridge; along the way
you'll stumble across an Old Newspaper on the ground. Have Amy (INSPECT) the
newspaper and you'll get a little bit of "flair".

A - FIRST AID KIT - rests beside the bridge, take it and then cross over.

On the other side, a small - SCENE - will play. Head over to the car and pick 
up the - SHOTGUN -, but beware as the seemingly "dead" - BLOATED MUTANT - will
stand up and want to fight. A second - BLOATED MUTANT - will appear and attack 
from a different direction. Take 'em out.

Once the battle is done, you'll find the bridge is no longer useable, so follow
the only path from here until you reach a broken down building. Use the crack
in the wall to leave this area.

 =================================
= Nature Trail to Hell - Part Two =
 =================================

- SAVEPOINT

- POWERBOX

Head down the path a short ways and you'll find a [SAVEPOINT].

=======================
===== SAVEPOINT 5 =====
=======================

Keep moving and eventually you'll trigger a - CUTSCENE -, after which 
- 2 DRYADS - will appear and attack you.

Dryads are easy enemies, but because they fly, they are sometimes difficult
to kill with melee weapons. Dispose of them quickly as their quick attacks will
grind on your health.

Once these two annoyances are dead you can safely head on.
Eventually the path will fork at the base of a large tree.

The left fork leads to a dead end with a [POWERBOX], but a small group of 
- PARASITES - will attack you.

As you take the right fork, - 4 DRYADS - will appear and attack you. Kill them
or evade them. At the end of this path is another [FALLEN TREE]. Cut it and
pass through the breach in the wall at the end of the trail. This will take you 
to the next area.

NOTE: If you "just" take the right fork (avoiding the left one), the 4 Dryads
will NOT spawn.

 ==========================
= Hospital - Rear Entrance =
 ==========================

- Items: 
         Handgun ammo
         First Aid Kit

Not much here, head over to the dumpster (the one near the ambulance blocking
the exit) and break the crates you find there to give you access to some 
- HANDGUN AMMO - and a - FIRST AID KIT -

From there, head for the ambulance with the running headlights, there you'll 
find an area Corey can (JUMP) up to. Do so.

Have Corey climb up and head for the window, then from there (JUMP) up again.
Make your way across the wallface and - 5 DRYADS - will appear... joy.

Have Corey drop down to the ground (otherwise the Dryads WILL knock you off)
and prepare to kill these annoyances.

NOTE: If you're feeling lucky, feel free to switch over to Amy and have her
      kill the Dryads before they can knock Corey down. It is possible to do,
      but if Corey is knocked down he'll take a fair amount of damage.

Once the Dryads are dead, have Corey climb up again, following the same path as
before. Eventually you'll come to the roof of a small enclosure. You'll want
to use the window you find there, but first you'll need to help Amy up.

Head for the hole in the roof, drop down, and then unlock the door to the 
enclosure. Amy will join you.

Climb back to the roof, then switch to Amy. Have her climb onto the large box,
then switch back to Corey and have him help her onto the roof.

From there, head for the window you saw above the enclosure and use it to enter
the hospital. 

A - SCENE - will play, followed by a - CUTSCENE -

===============================================================================
3.0 - Fallcreek University - Revisited
===============================================================================
 
 ===========
= Courtyard =
 ===========

- Characters: 
              Sven
              Mei

- SAVEPOINT

Take a moment to equip Sven.

From your starting point, head to the left and forward toward the front 
entrance of Fallcreek University. There you will find a [SAVEPOINT].

=======================
===== SAVEPOINT 6 =====
=======================

From here, continue forward until you come to a wall; there should be two 
different openings in it, but both lead to the same area.

Pass through, and head to the left to find a closed gate with a [SWITCH] next
to it. (USE) the switch and you'll open the gate. 

Enter this new area.

Once your characters are on the other side, the gate will automatically close,
trapping you. No big deal.

Head forward and you should come to a place where the ground slopes downward to
a dumpster and a blocked door. Head into this area to activate [THE JUN TIMER].

Yep, Jun's in trouble. Better make haste.

Have Sven climb up behind the large crate that blocks the door, then have him
(SIEZE) it and push it foward until he can climb up on top of it. Do so.

From there, climb onto the overhang and break the window just above where you
climb up. Enter the university.

 ========
= Lounge =
 ========

- Items: 
         Handgun Ammo 

- Flair:
         Behind the seats
         On a wall near the lounge entrance

- POWERBOX

Welcome to the dorms. Grab the - HANDGUN AMMO - off of the bar and head out.

Feel free to use the [POWERBOX] next to the window you used to enter this area
should you be low on power.

 =======
= Lobby =
 =======

- Enemies:
           4 Dryads

- Items:
         Energy Drink

- Flair: 
         On a wall near the snack machines
         On a wall near the stairs
         On a wall near the monitors

As you enter, - 4 Dryads - will attack you. By now you should be able to deal
with them easily.

From the lobby, there are only three places to go, the front entrance (which is
locked), the security station (note this for later) and the Stairs.

Break open the Soda Machine near the security station for an - ENERGY DRINK -,
then head up the stairs.

 ========
= Stairs =
 ========

Head up the stairs and have Mei try to hack the electronically locked door. 
Doing so will cause - 4 DRYADS - to spawn in the lobby, they'll see your
characters and engage. Deal with them.

Once the coast is clear, have Mei (HACK) the door. (CODE: FREUD)

Enter.

Note: If you're fast enough, you can hack the door and escape before the
      Dryads can reach you.

 =========================
= Female Dorm - Stairwell =
 =========================

- Items: 
         Handgun Ammo

Before doing anything, grab the - HANDGUN AMMO - from under the payphones.

Now head up the stairs. On the second floor you'll see an overturned Soda 
Machine. Have Sven (SIEZE) this and pull it away from the door.

Once clear, enter that door.

 =======================================
= Female Dorm - Second Floor - Hall Two =
 =======================================

- Items: 
         Energy Drink

- Flair:
         On the wall, near the stairwell entrance
         On the wall, near the soda machine
         On the wall, as you head for the Girl's Bathroom
         On the wall, as you head for the Girl's Bathroom
         On the wall, on the way to the entrance to Female Dorm - Second Floor

Only two ways to go:

  - To the right of where you first enter leads to the [Girl's Bathroom].
  - To the left leads to the [Female Dorm - Second Floor] area.

The Female Dorm - Second Floor is where you want to head next, but feel free
to explore if you wish.

Note: Across from the door you first enter this area from is a soda machine,
      break it to find an - ENERGY DRINK -

 =================
= Female Bathroom =
 =================

Nothing of intrest here, though Sven will make a comment when you examine the
corpse spread across the sinks.

 ============================ 
= Female Dorm - Second Floor =
 ============================

This place should be familiar.

Two things can happen here...

  - If the Jun Timer has expired you'll find a - BLOATED MUTANT - in the hall
    that will need immediate disposal.

    After the mutant is dead, feel free to loot the Soda Machine for an 
    - ENERGY DRINK - then enter Jun's Room if you want to.

    Once you're ready, head for Jun's remains to activate a sad - CUTSCENE - 
    after which you'll be sent directly to [4.0 - Hospital].

    Skip down to that section.

  - If the Jun Timer is still active, you'll find a - BLOATED MUTANT - choking 
    the life out of Jun. Shoot the mutant and it will throw Jun out of a
    window. Now you have to deal with the monster.
   
    Once it's dead, you'll discover that Jun is still very much alive and
    you'll need to check the security cameras to find her.

    Before doing that, head for Jun's Room; it's the door near the soda 
    machines.

    On the way, feel free to loot the Soda Machine for an - ENERGY DRINK -

    NOTE: If you choose to allow the Bloated Mutant to finish with Jun, it
          will kill her and then attack your characters.

          If you let Jun die, you can approach her corpse after the Mutant is
          dead to trigger the - CUTSCENE - you would have seen had you arrived
          too late and will then be sent to [4.0 - Hospital] as above.

 ============
= Jun's Room =
 ============

- SAVEPOINT

Not much here but the [SAVEPOINT], so go ahead and use it.

=======================
===== SAVEPOINT 7 =====
=======================

Time to go back to the lobby.

 ============================
= Female Dorm - Second Floor =
 ============================

Nothing new here, so keep going.

 =======================================
= Female Dorm - Second Floor - Hall Two =
 =======================================

Head for the stairs.

 =========================
= Female Dorm - Stairwell =
 =========================

Back the way you came.

 ========
= Stairs =
 ========

Keep going.

 =======
= Lobby =
 =======

Head for the Monitors you saw earlier, and (USE) them.

Note: If you ran from any of the Dryads earlier, they will NOT be here.

 ==========
= Monitors =
 ==========

- Characters:
              Jun

- Weapons:
           Spiked Club

Your vantage point is one of looking through the monitor at Jun, while you are
able to control Jun directly.

One thing of note: You have NO WEAPONS and cannot use any of your ITEMS in this
area.

Also, as you move through this level the monitor will get a little snow...
rotate the RIGHT STICK to tune the picture.

Now, your goal is to lead Jun to safety... not as hard as it sounds.

Move Jun forward and you'll find a - SPIKED CLUB - against the wall, grab it.

Keep following the path and you'll come to an electronic door, you can see the 
locking mechanism at the top. These are the doors you'll need to pass through 
in this level. (so keep that in mind)

Head through the door.

On the other side, a - BLOATED MUTANT - will attack you. Kill or evade it,
either way keep moving until you come across a wire fence with a boarded up 
entrance.

NOTE: If you want to evade it, IMMEDIATELY run to Jun's left (the right side of
the screen) as you pass through the the first door, otherwise the Mutant will 
corner you.

Break the boards and pass through, a - DRYAD - will appear and try to kill you.
Evade or kill it.

Pass through the next door, keep moving and you'll come to another barricade.
Break it to continue.

Keep moving forward, there's only one real path, so keep going until
the camera "mini-game" comes to an end.

 ==========
= Basement =
 ==========

Now you're in direct control of Jun, still no items, but at least the monitor
is gone.

Go forward, noting the chained crates blocking one path, enter the door just
past them.

In the next area, hang a right and take the door you find.

On the other side, head forward until you find a breaker box. (USE) it to
trigger a - CUTSCENE -

 =======
= Lobby =
 =======

- Characters: 
              Sven
              Mei

The door next to the monitors is now unlocked. Enter it.

 =================
= Basement Stairs =
 =================

Head on down.
 
 ==========
= Basement =
 ==========

- Enemies:
           Brute

- Weapons:
           Spiked Club

You'll find yourself near the breaker box; a - BRUTE - will appear almost
immediately and need to be put down. Make sure to grab the - SPIKED CLUB -
Jun dropped, it's on the floor near the breaker box.

The Spiked Club seems to be one of the best melee weapons in the game, so
don't miss it.

Head in the direction the Brute came from, go up to the chained crates and have
Sven (SIEZE) them, pushing them out of the way.

On the other side, a - BRUTE - will break out of one of the rooms. Kill it.

Take the door near where the mutant broke free, follow this path until you see
Jun's corpse; approach it and a - CUTSCENE - will trigger.

- NOTE: If you wander around you can also find Jun's severed arm elsewhere in 
  this level.


===============================================================================
4.0 - Hospital
===============================================================================

 =========================
= Hospital - Second Floor =
 =========================

- Characters: 
              Corey
              Amy

- SAVEPOINT

Use the [SAVEPOINT] on the wall before progressing.

=======================
===== SAVEPOINT 8 =====
=======================

Not much in this room, except 3 exits. 

- The Glass Windowed door leads to the [MRI Room].
- The Sliding door leads to a [Locker Room].
- The electronically locked door leads to the [Hospital - Second Floor Hallway]

Hit the MRI Room first, then the Locker Room.

 ==========
= MRI Room =
 ==========

- Items:
         Keycard HERBERT WEST
         Small Key

A - CUTSCENE - will play as you enter.

After the scene, head to the computer and (USE) it to "somehow" open
the locking mechanism, allowing access to the MRI machine.... but this also
causes - 2 DRYADS - and a - BRUTE - to spawn when you try and enter the area
with the MRI.

The Dryads will appear over the MRI machine and the Brute will break in through
a wall.

Kill the critters and then enter the area with the MRI machine, grabbing the
- KEYCARD (HERBERT WEST) - you find in there.

On the way out of this room, head into the area revealed by the Brute to find a
- SMALL KEY - on one of the shelves.

Exit.

 =============
= Locker Room =
 =============

- Items:
         Small Key
         Handgun Ammo

- Documents: 
             Generic Report
             Hospital Floor plan

- BONUS CHEST

Other than the items, documents and [BONUS CHEST], this area holds nothing of 
value.

The - SMALL KEY - is on one of the lockers.
The - GENERIC REPORT - is on a desk near the lockers.
The - HANDGUN AMMO - is in an open locker that faces the Television.

Under the television is a table holding a torn map Amy will have to 
(INVESTIGATE). Careful though, as she examines it several - PARASITES - will 
appear and attack you.

Once they're dead, finish investigating the scraps to get a 
- HOSPITAL FLOORPLAN - with a code on it (0108).

Head back to the electronically locked door and use the code (0108) to unlock
it.

 =================================
= Hospital - Second Floor Hallway =
 =================================

- Enemies:
           2 Brutes

- Items: 
         Shotgun Shells

- Documents:
             Generic Report

- POWERBOX

As you enter, you'll see a lit area to the top of your screen; head for it and
prepare for combat as this area contains - 2 BRUTES -, one at either end of the
hall.

The lit area marks the place where the hallway branches off toward a 
magnetically locked door, it also gives you a place to fight where the Brutes 
can't surround you easily.

Once they are dealt with you can explore this area fully.

Now, back to the door you entered from... from there you will find:

  - Some - SHOTGUN SHELLS - directly across from the door.
  - A - GENERIC REPORT - is just to the right of the door.
  - Heading away from the lit area, you'll find a [POWERBOX] and a jammed 
    elevator.
  - In the Lit Hall you'll find TWO DOORS you can enter and a [LOCKED DOOR]
    requiring 2 Keycards to open... and we only have one.

Enter the door under the lights (G137).

 ======
= G137 =
 ======

- Items:
         Small Key

The only thing of note here is the - SMALL KEY -

To get it, head for the bed and push it to one side. This will give you access
to the key. (note: in this case you must "walk" into the bed from the right
side to push it off of the Small Key, no button actions required)

Head back into the Hallway.

 =================================
= Hospital - Second Floor Hallway =
 =================================

Head back to the Locker Room.

 =========================
= Hospital - Second Floor =
 =========================

Enter the Locker Room.

 =============
= Locker Room =
 =============

Time to open the BONUS CHEST.

Do so and you'll receive the - CROSSBOW -

The crossbow is a pretty good weapon that fires explosive bolts. Save this for
boss battles.

Back to the second floor hallway.

 =========================
= Hospital - Second Floor =
 =========================

Moving right along.

 =================================
= Hospital - Second Floor Hallway =
 =================================

Head past the lit area and go to the door to the right of the magnetically
locked door.

 ======
= G136 =
 ======

- Items: 
         Handgun Ammo

Grab some - HANDGUN AMMO - after you enter, it should be right next to the 
door.

Head into the room, note the corpse and go to the closed window. Break the 
window and use it to head outside.

 =================
= Hospital - Roof =
 =================

- Items:
         Shotgun Shells

Easy area. 

Break any crates you find and you may find some - SHOTGUN SHELLS -

Next, have Corey (JUMP) up, crawl around and jump sideways until you reach 
the fire escape. Drop down and then open the grate so Amy can follow.

Switch to Amy, head down the ladder and then climb the fire escape, you'll need
to switch to Corey and have him lift her up.

Enter the window.

 ==============
= Patient room =
 ==============

- Enemies: 
           Breeder
           Parasites

- Items: 
         Key Card WILLIAM KLINGEMANN 
         First Aid Kit

- SAVEPOINT

As you enter, a - BREEDER - and it's - PARASITES - will attack you.

Breeders are annoying as they have powerful closeup attacks and a long tentacle
that can grab your character at long range. They also seem to spawn PARASITES. 
Finally, after the breeder is killed it will release yet another HORDE OF
PARASITES. Think of it as a "mini-boss".

My advice, equip the shotgun and blow it to hell.

Once it's dead, loot the room for a - FIRST AID KIT - under a chair near 
the only door in this room. 

To the left of the door you will find a [SAVEPOINT] on the wall and the
- KEY CARD (WILLIAM KLINGEMANN) - on a nightstand next to a patient's bed.

Use the savepoint now and exit.

=======================
===== SAVEPOINT 9 =====
=======================

 =================================
= Hospital - Second floor hallway =
 =================================

You'll find youself near the elevator, use the POWERBOX if needed and then
head for the magnetically locked door.

(USE) each Keycard on the door once to open it.. then head through to trigger
a - CUTSCENE -

Yay! Shannon is back! ^_^

After the Cutscene, your characters will automatically run back into the 
hallway on their own, and then into the elevator.

To get the elevator working, you'll need to do a puzzle where you rotate the 
power leads in such a way to restore power to the elevator.

This is actually pretty easy, but if you take too long your characters WILL
DIE!

To complete this puzzle, rotate each dial so the colors match as shown below.
As you connect the corners, the colored lights will turn on.

  Left top corner:     [Green] to the right
                       [Red] to the Bottom

  Left Bottom Corner:  [Green] to the right
                       [Red] to the Top

  Right top corner:    [Green] to the left
                       [Yellow] to the Bottom

  Right bottom corner: [Green] to the left
                       [Yellow] to the Top

After you complete this, a - CUTSCENE - will play.

 ========================
= Hospital - Parking Lot =
 ========================

- Characters: 
              Sven
              Mei

- Enemies: 
           4 Dryads

- POWERBOX

Head for the Hospital's front entrance and - 4 DRYADS - will attack you.
Make sure to kill them before doing the next part.

Next, head into the front entrance and break the glass covering a metal wheel.
Switch to Sven and have him (TURN) the wheel; do so quickly, as a 
- BLOATED MUTANT - will appear and try to get under the gate you're lowering.

Make sure to get that gate closed. Should you fail to do so, Mei will be killed
automatically and you'll be forced to reload your last save. You cannot fight
this one out.

Once the front entrance is sealed, head through the front doors and up the 
hallway. Feel free to use the [POWERBOX] if you need to, and then enter the
doors at the end.

 ====================
= Hospital Reception =
 ====================

- Characters: 
              Sven
              Mei
              Corey
              Amy

- Items: 
         Shotgun Shells
         Energy Drink

- BONUS CHEST

After the - CUTSCENE -, talk to Professor James for a [BATTERY PACK UPGRADE].

Now loot the room, taking - SHOTGUN SHELLS - from the reception counter and
breaking a vending machine for an - ENERGY DRINK -

Your next set of goals lay behind the two doors close to the elevator, one
is barred by a set of shelves and the other is open.

  - The Blocked Door leads to the [Demolished Corridor].
  - The Unblocked Door leads to [Chemical Storage].

Use Sven to (SIEZE) the shelves and move them away.

Keep Mei in your group (the other character doesn't matter) and head for 
Chemical Storage.

 ==================
= Chemical Storage =
 ==================

- Enemies: 
           Two Brutes

- Items: 
         First Aid Kit 
         Small Key 
         Ascorbic Acid
         Handgun Ammo

- Documents: 
             Recipe for explosive

The room isn't that small, but in close quarters the - 2 BRUTES - can do a lot
of damage. Kill them quick.

Once they're dead, you will be able to search the room for a - FIRST AID KIT -
that sits behind glass on a shelf near the exit.

Note the computer, but head into the other part of the room.

Some - HANDGUN AMMO - sits on a shelf under a light.

A - SMALL KEY - sits at the far end of the room on a small table, between a
set of shelves and the wall, and across the room from the locked cabinet.

Note the locked cabinet, we'll need a code to open it.

Take Mei to the computer and (HACK) into it (CODE: EINSTEIN) and you'll be able
to get a printout from the printer called - RECIPE FOR EXPLOSIVE - that also
contains the code for the locked cabinet (CODE: 1634)

Use the code on the locked cabinet and you'll be rewarded with some
- ASCORBIC ACID - 

Head back to reception.

 ====================
= Hospital Reception =
 ====================

Take the door Sven had to unblock.

 =====================
= Demolished corridor =
 =====================

Across from the doors you enter this area from is the entrance to the [Morgue].

Just short of the morgue entrance is a blocked corridor; inside this you can
use a broken window to enter the [Lab].

Hit the Morgue first.

 ========
= Morgue =
 ========

- Enemies: 
           Parasites

- Items:
         Small Key
         Block of Ice
         Glycerine
         Handgun Ammo

- Documents:
             Autopsy Report

Parasites, joy. Kill them and look around.

On a small freezer to the left of the entrance is a - SMALL KEY - 
Make sure to get it.

Near the open entrance to the freezers, sitting on a shelf, is some 
- GLYCERINE - that you'll need shortly.

On the right side of the room, you'll find some - HANDGUN AMMO - on a counter.
Nearby you'll also find an - AUTOPSY REPORT -

Inside the freezer area, on the back wall, is a glass cabinet with a 
- BLOCK OF ICE - inside, break the glass and take it.

Time to go, but be wary of any - PARASITES - that choose to spawn and bother
you.

 =====================
= Demolished Corridor = 
 =====================

Enter the Lab using the broken window.

 =====
= Lab =
 =====

- Weapons:
           Dynamite

- Items:
         Small Key
         First Aid Kit
         Caustic Soda
         Bleach

- Documents: 
             Generic Report
             Generic Report

- SAVEPOINT

As you first enter this area, head to your character's right (left side of
your screen) to find a - SMALL KEY -

Head into the room, pausing to grab - GENERIC REPORT - off of one shelf and
another - GENERIC REPORT - just past it.

Grab the - CAUSTIC SODA - off of a shelf just past the reports.

You'll note a lit lab station you can (USE), but don't use it yet, follow the 
wall past it to find a - FIRST AID KIT - just before a [SAVEPOINT] on your
character's right, followed by some - FLASHBALL AMMO - on their left and 
finally at the end of this section of the room is a cabinet with some 
- BLEACH - inside.

Head back to the lit lab station and (USE) it. Place the ingrediants in the
following order:

  -> Bleach
  -> Ascorbic Acid
  -> Ice
  -> Glycerine
  -> Soda

You'll get - 2 STICKS OF DYNAMITE - for your efforts.

Time to save.

========================
===== SAVEPOINT 10 =====
========================

Head back to the demolished corridor.

 =====================
= Demolished Corridor =
 =====================

Back to reception.

 ====================
= Hospital Reception =
 ====================

Before doing anything else: OPEN THE BONUS CHEST for the - FLASHBALL -

The flashball is an... interesting weapon. It shoots fast and seems to do 
light damage, but it also seems to stun enemies it hits for a very short time.
Experiment with it.

Next, ready the Dynamite, head past the reception desk and note the 
bricked up wall near the entrance to this level (as you entered from the
parking lot).

Toss a stick of Dynamite at the bricked area (make sure NOT to stand too close)
and when the Dynamite detonates a new path will be opened.

Now it's time to switch up your characters, take SVEN and COREY into the next
level... you've no real choice in this. >_<

 ============== 
= Storage Area =
 ==============

- Items: 
         Shotgun Shells
         Energy Drink
         First Aid Kit
         Crossbow Bolts
         First Aid Kit
         Handgun Ammo

This area requires a lot of switching between characters, so I'll break each
set of actions down by character.

Corey: - Leave him on the steps.

Sven:  - Take him to the ground floor, drop down and head for the stack of 
         crates under the stairs. 
       - (SIEZE) the crates and move them forward slightly. 
       - Also, smash the breakable crates nearby for a possible 
         - FIRST AID KIT -

Corey: - Step down onto the stack of crates.

Sven:  - Move the crates forward until they're touching the shelves. (refered
         to here as Shelf 1)

Corey: - (JUMP) onto Shelf 1, head to the right and (JUMP SIDEWAYS) to Shelf 2
       - On Shelf 2, head sideways and then (DROP DOWN) to the lower part of 
         Shelf 2.
       - Continue sideways to Shelf 3, then (JUMP SIDEWAYS) to Shelf 4.
       - Pull yourself up and then activate the lever next to the ladder to 
         lower it. (This will allow you easier access should you need to come
         back up here)
       - Climb up and grab the - SHOTGUN SHELLS -
       - Climb up one more level.

Sven:  - Move past Shelf 4 and grab the second stack of crates, move it in 
         front of Shelf 4.

Corey: - Drop down onto the stack of crates.

Sven:  - Take the crates all the way to the other end of the room to shelf 5.

Corey: - (JUMP) onto Shelf 5, move past the [SAVEPOINT] and head
         for and enter the freight-elevator. 
       - (USE) the freight-elevator.
       - Make sure to grab the - HANDGUN AMMO - off of the ground (it'll be
         between the savepoint and the door) if it presents itself.

Sven:  - Grab the - ENERGY DRINK - from in front of the forklift.
       - Head around the room to the freight-elevator.
       - Near the base of the Elevator, you may find some - CROSSBOW BOLTS - 
         and a - FIRST AID KIT - in the breakable crates.

Corey: - Help Sven up onto the freight-elevator.

Now head for the savepoint (you may need "both" characters on the same level
to use it)....

========================
===== SAVEPOINT 11 =====
========================

...and then exit... whew...

- CUTSCENE -

 ================
= Storage Area B =
 ================

- Characters: 
              Mei
              Corey

Kenny's not looking to good now.

Boss Fight: Kenny
-----------------

Equip your characters for a boss fight and start shooting. No real trick here,
avoid getting hit and keep blasting.

Kenny has three main attacks:
  - If you're close, he'll lunge at you.
  - If you're far away, he'll throw a cloud of black spores at you.
  - Sometimes Kenny will also leap across the room at you.

Do enough damage and another - CUTSCENE - will play.

Poor Mei. ;_;

Now the second part of the battle will take place.

- Characters: 
              Shannon 
              Stan

Kick Kenny's sorry butt (as in do enough damage) and yet another - CUTSCENE - 
will play as our characters head for the next area.

===============================================================================
5.0 - The Dam
===============================================================================

 =================
= Outside the Dam =
 =================

- Characters: 
              Shannon
              Stan

Check your inventory, heal your wounds and head for the entrance to the dam.

Inside, have Stan (PICK) the lock on the door so you can enter.

 ==============
= Dam Entrance =
 ==============

- Weapons:
           Flashbang

- Items: 
         Handgun Ammo

- SAVEPOINT

Grab the - FLASHBANG - off of one of the breaker boxes as you first enter
this area. Make sure to break the crates sitting around for some 
- HANDGUN AMMO - as well.

Only three things of note here:

  - A small elevation with a pair of large crates (remember this for later)
  - A fenced in area with a locked gate
  - A set of stairs leading to a [SAVEPOINT] and a door covered with a
    [BLACK AURA]

Climb the stairs, dispel the aura using Shannon's power and then use the 
savepoint before entering the now uncovered door.

========================
===== SAVEPOINT 12 =====
========================

 ==============
= Old Corridor =
 ==============

- Items: 
         Small Key
         Skeleton Key
         First Aid Kit

- POWERBOX

- BONUS CHEST

Head down the hallway and you'll eventually come to a boarded up door with a 
locked door beside it. As you advance, - PARASITES - will show up to annoy
you, kill them and continue to the boarded up door.

Break the barricade to gain access to a small room with a [POWERBOX] and a
[BONUS CHEST].

Exit the boarded up room, and continue to the end of the hall. 
The path will T, with dead ends at either end. 

At one end you may find a - FIRST AID KIT -

The other path is blocked by live electrical wires in a pool of water. Trying
to cross this obstacle will only do damage to you. Ignore it for now, but plan
on coming back later.

Note: At various times, small hordes of - PARASITES - may spawn to attack you.

Head back the way you came and a - BLOATED MUTANT - will break through the
wall. Kill the creature and then enter the room it opened up for you. Inside 
you'll find a - SKELETON KEY - on a shelf.

Have Stan (PICK) open one of the lockers within the room for a - SMALL KEY -

Head back to the locked door (it's right by the barricaded door) and use the 
Skeleton Key on it. Enter.

 ==============
= Storage Area =
 ==============

Not much to do here now, pass the trash bins and enter the Steam Room.

 ============
= Steam Room =
 ============

- Items:
         First Aid Kit

You'll find yourself in a room with several pipes venting steam.

Just inside the opening to this room, you may find a - FIRST AID KIT - against
the wall, grab it if it presents itself.

Now for the puzzle part of this room.

To pass this area, have one character (USE) the control panel.

The goal here is to turn the levers, creating a path between the pipes by 
shutting off the steam within the narrow corridor.

One small problem, you can't turn off "all" of the vents, one will always
be on. 

So, with that in mind, keep turning levers until you make a small path through,
then switch to your partner character and pass between the pipes.

Switch back and forth, moving forward and turning steam on and off until the
partner character is all the way through.

The best way to handle this is to turn levers until vents 2 and 3 are off and
you are able to alternate between 1 and 4... then you can turn off 1, walk 
your partner character to the area 2 and 3 cover and then turn 4 off, allowing
your partner to pass to the other side.

Fiddle with the puzzle, it's not that challenging... only tedious.

-------------------------------------------------------------------------
Update 1.4:                                                             |
  - Apparently this puzzle is more tedious than I thought, so I'll add  |
    a quick and dirty solution to this.                                 |
                                                                        |
  - Handles                                                             |
    -------------                                                       |
    1         2 | Vent 4 (on)                                           |
       3   4    | Vent 3 (on)                                           |
     5          | Vent 2 (off)                                          |
       6        | Vent 1 (on)                                           |
                                                                        |
  - Instructions: (note: all handles start off pointing to the right)   |
                                                                        |
    Handle 1 - Leave this one alone (it'll be pointing to the right)    |
    Handle 2 - Leave this one alone (it'll be pointing to the right)    |
    Handle 3 - Flip this one (it'll be pointing up)                     |
               Vent 3 will turn off                                     |
    Handle 4 - Flip this one (it'll be pointing up)                     |
    Handle 5 - Flip this one (it'll be pointing up)                     |
    Handle 6 - Flip this one (it'll be pointing down)                   |
               Vent 1 will turn off                                     |
                                                                        |
  - Send your partner through, stopping just shy of vent 4              |
                                                                        |
  - Handle 1 - Flip this one (it'll be pointing up)                     |
               Vent 4 will turn off                                     |
               Vent 1 will turn on                                      |
                                                                        |
  - Head on to the main control wheel                                   |
-------------------------------------------------------------------------

On the other side, you'll see a ladder blocked by a steam vent, and across from
it at the far side of the room is a single metal wheel. 

(TURN) the wheel to shut off all of the steam in this room. This will also
allow your other character to join you.

Now you can climb the ladder. Do so, follow the catwalk, and enter the door you
find.

 ==============
= Control room =
 ==============

- Items: 
         Handgun Ammo

- POWERBOX

Collect the - HANDGUN AMMO - off of one of the control panels (it's a bit
hard to find, check the area where the panel meets the glass window), then head
for the main control panel. (USE) it to trigger a - CUTSCENE -

Note: Feel free to use the [POWERBOX] before triggering the cutscene if you
      need to.

 =================  
= Outside the Dam =
 =================

- Characters: 
              Sven
              Corey

Head inside the dam.

 ==============
= Dam Entrance =
 ==============

The Black Aura is back, so you have to take a different route.

Send Sven into the small area with the crates and (SIEZE) the first one.

Push it forward and then (LIFT) it onto the one at the rear of this small area.
Press the Circle button as prompted.

Switch to Corey, and have him (JUMP) onto the crates. From there (JUMP) onto
the pipe, slide over and then drop down into the area behind the locked gate.

Flip the switch to unlock the door, and Sven should join you. 

Enter the open doorway.

 ============
= Power Room =
 ============

- Items: 
         Shotgun Shells
         Small Key

- POWERBOX

- SAVEPOINT

Grab the - SMALL KEY - off of a box near the open doorway and some 
- SHOTGUN SHELLS - off of the ground near the descending stairs.

Use the [POWERBOX] if you're low on power and then the [SAVEPOINT].

========================
===== SAVEPOINT 13 =====
========================

Take the steps down and enter the door.

 ========
= Sewers =
 ========

- Enemies:
           2 Stage 2 Mutants

- Items:
         Crossbow Bolts
         Shotgun Shells

Drop into the water, and then have Sven climb up onto the ledge opposite
the door you entered from. Have him (USE) the valve handle you find there to
open a small panel in the wall. Inside you'll find some - CROSSBOW BOLTS -

Continue down the sewers and - 2 STAGE 2 MUTANTS - (from ObsCure 1) will 
charge forward and attack you.

You can't avoid them, so take them out and continue following the sewers until
the path turns to the left.

Keep going forward and - 2 BRUTES - will appear (one ahead of you and one 
behind). You'll be forced to kill these as well.

In the area the Brutes appear you'll find a ledge with a door. Ignore this
door, but be on the lookout for some - SHOTGUN SHELLS - on a ledge just past it 
(on your character's left as you advance)

Keep going and the path will head to the right and lead to a door, enter it.

 ==============
= Turbine Room =
 ==============

- Items:
         Shotgun Shells
         First Aid Kit

When you enter, grab the - FIRST AID KIT - if it presents itself. (It will
be next to the wall, to the left of where your characters first enter this
room)

Take Corey down and use a moment to watch the blades; you'll need to time this
right as the turbines can autokill your characters.

Wait for the TWO FAST BLADES on the right turbine to pass and then IMMEDIATELY
RUN FORWARD past the turbines, stopping in the area before the next turbine.

You'll have a ledge on either side of Corey. (JUMP) onto the LEFT one and 
climb up, follow the catwalk to the end for some - SHOTGUN SHELLS -

Head back to the ledge and drop down, then (JUMP) onto the RIGHT one. Head to
the wall, (JUMP) onto the pipe above where you're standing and then slide over 
as far as you can go and then (DROP) down.

Head to the ladder and (USE) the switch to lower it, now change over to Sven.

Climb down and AVOID the first TWO TURBINES as above.... now watch the next
Turbine as it's kinda tricky. It alternates between several fast rotations and
then a single slow rotation.

When you notice it slowing down, RUN FORWARD IMMEDIATELY AFTER THE BLADES PASS
where Sven is standing, if you wait too long Sven will be killed.

On the other side, climb up the ladder and then use the open vent to enter the
Storage area.

 ==============
= Storage area =
 ==============

- Weapons:
           Flashbang

- Items:
         Soldering Tools

This place should seem familiar.

Have Sven (SIEZE) the garbage containers and move them out of the way, clearing
a path through this area.

Move the crates in this order: 

  - Crate directly in front of your characters as you enter: Move it to the 
    right.
  - Crate to the left of the double stacked crates: Move it to the bottom and
    then left to clear a path to the place Shannon and Stan entered this area.
  - First crate you moved in this area: Move this BACK in front of the vent
    to gain access to the lockers behind it.

Open the lockers to find a - SOLDERING TOOLS - and a - FLASHBANG -

You can now enter the Steam Room... but BEFORE YOU GET INTO A HURRY.. head for 
the Old Corridor.

 ==============
= Old Corridor =
 ==============

- Enemies:
           Parasites

- Items:
         Small Key
         First Aid Kit

Head toward the end of the T and to the place the wires were, kill any 
- PARASITES - that bar your path.

Just short of the wires, have Corey (JUMP) onto a pipe high on the wall. Make 
your way over the electrified wires and drop down. At the end of this hall
you'll find a - SMALL KEY - and a - FIRST AID KIT -

Head back the way you came, bypassing the live wires and then head for the
boarded up room to unlock the [BONUS CHEST] for a - FLAREGUN -

The Flaregun is actually pretty cool, it's VERY SLOW to use, holding 1 round
at a time, but it does set enemies on fire. While on fire, enemies can't 
effectively attack and only dance around, allowing you an easy kill.

Head back to the Storage Area.

 ==============
= Storage area =
 ==============

Head for the steam room.

 ============
= Steam Room =
 ============

Climb the ladder and enter the Control Room.

 ==============
= Control Room =
 ==============

- SAVEPOINT

Head inside and you'll get a [SYRINGE UPGRADE] automatically.

(USE) the Soldering Tools on the control panel to fix the elevator, but before
taking it down, use the newly formed [SAVEPOINT].

========================
===== SAVEPOINT 14 =====
========================

Take the elevator down.

 =========
= The Dam =
 =========

- Characters: 
              Shannon
              Corey

After the - CUTSCENE - you'll find yourself in a boss fight.

Boss Fight: Kenny
-----------------

This one is a bit trickier than last time, the goal is the same, shoot Kenny
until he drops, but there are a few changes.

First, Kenny can and will leap around the room.

Second, there are three LARGE crates around the room that WILL block your line
of fire with ranged weapons. Make sure to have a clear line of fire before
shooting Kenny.

For his part, Kenny has several attacks he can and will use against you.
- Kenny will spit a black cloud of spores at you. Not too damaging, but
  it will disrupt your attacks.
- If you get too close, Kenny will take a swing at you. This attack will knock
  you down and is quite annoying.
- If you stay in one place too long, and are close to one of the large crates,
  Kenny will make a leap attack, which again will slap you around if it 
  connects.
- He also seems to have a kind of "shockwave" attack he'll use if you get too
  close.

Finally, be wary of standing on the metal grates... sometimes steam will blast
out of it, disrupting your attacks.

Once Kenny goes down, run IMMEDIATELY to the [WALL PANEL] nearest to him and 
(USE) it (you'll need to rotate the left stick quickly). Do this and you'll 
drop a huge metal pendulum looking thing on him.

Now the fun part, do this THREE times to trigger a - CUTSCENE - showing Kenny's
defeat.

NOTE: Energy Drinks will sometimes spawn out from under the large crates, but
only Kenny can destroy them, he will do this if you're standing near them as he
attacks.

 ============
= Dam - Roof =
 ============

- Items:
         Flaregun Ammo
         First Aid Kit
         Handgun Ammo

- SAVEPOINT

Look around, notice the bridge but don't take it yet. There's a [SAVEPOINT] on
a wall, but loot the area before using it.

To the left side of the bridge you'll find a - FIRST AID KIT - on the ground
as well as an open fence, pass through and you'll find some - FLAREGUN AMMO -
on the other side.

Now use the Savepoint.

========================
===== SAVEPOINT 15 =====
========================

Now it's time to take the bridge. As you do, - 2 DRYADS - will appear, damaging
the bridge as they attack you.

Once they are dead, switch to Corey and then (DROP) through the broken railing.
Creep across the bridge, past the hole and then (CLIMB) up on the other side.

Note the ruins of a small building and head for it, inside the ruins you'll
find some - HANDGUN AMMO - and some - BOARDS - you'll need to fix the bridge.

Collecting the boards will cause the bridge to be fixed automatically, allowing
Shannon to join you.

Follow the path past the bridge and you'll soon come upon - 2 BLOATED MUTANTS -
you'll need to dispose of. Once they are dead, keep moving and you'll soon
come to a door.

Use the door.

 ===========
= Old Shack =
 ===========

- Items:
         Flashball Ammo
         Shotgun Shells
         First Aid Kit

After the - SCENE -, head down the path and you'll come upon an old shack
next to a lake.

Just before the house, you'll find a large rock to the right of the steps,
next to that is a breakable crate that might have a - FIRST AID KIT - inside.

Climb onto the porch and smash any crates you find for some - FLASHBALL AMMO -
and grab some - SHOTGUN SHELLS - off of the railing, then head into the 
boathouse.

(USE) the lever you find there to lower the rowboat into the water.

Head onto the pier and (USE) the boat to enter it.

===============================================================================
6.0 - Turtle Stone Island
===============================================================================

 ======
= Lake =
 ======

This part is either annoying and hard or very easy depending on how well
you can navigate the boat.

Give Shannon the Handgun and Shotgun and then switch to Corey, rowing the boat
across the lake.

UPDATE 1.2: It's possible to get through this without wasting ammo or taking 
            much damage if you're quick with the boat, and feel like taking
            a chance.

            First, take ALL ranged weapons AWAY from Shannon and give her
            a decent melee weapons.

            While you're making your way across, she'll swat at the Dryads,
            knocking them away from you, rather than killing them.
            Doing this, you'll take few hits, and waste no ammo.

The goal here is to find the [COVERED DOCK] on the other side.

While you travel, a seemingly endless horde of - DRYADS - will attack, how many
depends on how quickly you get across.

No real trick here, just keep rowing, and head for the Covered Dock... approach
it to dock the rowboat automatically.

 =====================
= Turtle Stone Island =
 =====================

- Enemies:
           Breeder
           Parasites

- Items:
         Flaregun Ammo
         Flashbang

- POWERBOX

This area is completely linear.

Use the [POWERBOX] on the dock and head inland. 

Just follow the path, killing any - PARASITES - that trouble you.

Eventually you'll come to a fork in the path:

  - The left fork leads to a dead end with a - FLASHBANG -
  - The right fork leads to a [FALLEN TREE] with some  - FLAREGUN AMMO -
    nearby.

Cut through the Fallen Tree to continue, eventually you'll come to a clearing
with a large opening in the wall face.

Unfortunately this area also holds a  - BREEDER - and - PARASITES -

Once the enemies are dead, send Corey up into the opening and have him pull 
Shannon up. There you'll find a cave entrance that's covered with a 
[BLACK AURA].

Have Shannon deal with the Black Aura, and then enter the opening.

UPDATE 1.2: It's possible to get through this without (much of) a fight.

            First, unequip all of your ranged weapons and switch to Corey.

            With Corey, beeline to the opening and jump up.
            Once there, switch to Shannon and have her run to the wall below
            Corey. Quickly switch to Corey and have him help Shannon up.

            You're now safe from the enemies, and will most likely have taken
            few hits.

            The reason it's important to unequip your ranged weapons is that
            your characters may waste ammo while you're switching back and
            forth, or worse, engage the Breeder.

            Finally, sometimes the Parasites will jump up with you, forcing
            you to deal with them. But the Breeder will stay on the lower
            level, freeing you from that fight.

 ===================
= Pontoon snack bar =
 ===================

- Items:
         Energy Drink
         Crossbow Bolts
         Flashball Ammo

- SAVEPOINT

Head forward and you'll see the Pontoon Snack Bar ahead of you.

Approach the building and head under it; you'll see a small ledge under an 
opening in the floor. Climb up and enter the building.

Note the [SAVEPOINT] on the wall, but loot the area before using it.

Crack open the Soda Machine for an - ENERGY DRINK -

Near the Savepoint are some crates, inside one you'll find some 
- CROSSBOW BOLTS -

Near the breakable crates you'll also find some - FLASHBALL AMMO -

========================
===== SAVEPOINT 16 =====
========================

Only one way to go, and it's pretty obvious, follow it until you trigger a 
- CUTSCENE -

===============================================================================
7.0 - The Creepy Old House
===============================================================================

 ======
= Lake =
 ======

- Characters: 
              Sven
              Amy

Ah, back to the lake. Fortunately, this time it's enemy free.

Head across the lake to the [COVERED DOCK] and you'll automatically enter
the next area.

 =================
= Wilderness Area =
 =================

- Enemies:
           Parasites
           Brute

- Items:
         Shotgun Shells
         Energy Drink

- POWERBOX

There's a [POWERBOX] on the docks and some - SHOTGUN SHELLS - where the docks 
give way to land.

Within a few moments, a - BRUTE - and a small horde of - PARASITES -
will rush to your position and attack you, so be prepared.

Kill them and then head along the shore, you'll come to a boat containing an
- ENERGY DRINK -

Head back toward the docks and take the path away from it, this will lead
you to the Graveyard.

 ===========
= Graveyard =
 ===========

- Documents:
             Reconstituted Stele

Annoying puzzle time.

Have Amy (INSPECT) the debris just inside the entrance. Put the puzzle together
and you'll get the solution to your next puzzle as well as a
- RECONSTITUTED STELE -

To complete this puzzle you must match the pictures on the gravestones so they
form a picture like the one on the document. 

To do this you must (USE) the various gravestones, lowering any that do NOT
match the picture.

First off, take your active character to a tall stone gravemarker to the far
right of the graveyard (it's the one with the hole it in) and (USE) it.

You'll now have a view very similar to the "Monitor View" from the university.

Since you now control your partner character, use him/her to (USE) the graves
until the picture matches the one on the stele.

This can be a pain, so just lower the ones on the diagram below.

  X = Standing grave
  O = Push this one down
  + = Grave Marker with the hole in it

       O
   X   X   X   O
   X   X   X   O    + 
   X   X   X   O

This will cause the door to the Mausoleum to open, so pass through it.

Note: you don't have to use the holed gravemarker to complete the puzzle, but
      it may make it easier to complete the picture. But, if you merely use the
      marked graves above, the mausoleum will open regardless.

 ==================
= Creepy Old House =
 ==================

- SAVEPOINT

There is a [SAVEPOINT] right next to where you enter this area, now is a good
time to use it.

========================
===== SAVEPOINT 17 =====
========================

Head for the house, ignore the porch and head for the area to the right and
under it.

As you near this area, a single - STAGE 3 MUTANT - (from ObsCure 1) and 
- 2 STAGE 2 MUTANTS - will appear and attack you. (The Stage 3 appears from
the graveyard and the Stage 2s from around the porch)

Fight them, or (SIEZE) the washing machine blocking the basement entrance and 
move it, allowing you to use that door to escape.

IF you fight it out, be aware that - 2 MORE STAGE 2 MUTANTS - will appear (from
the graveyard) and join the fight a few seconds into the battle.

After they are dead, go ahead and enter the house.

Note: Unless you really want the Serum from these enemies, it's best just to
      flee.

 ============
= Greenhouse =
 ============

- Items:
         Energy Drink
         Handgun Ammo

There is an - ENERGY DRINK - on one of the tables and some - HANDGUN AMMO -
inside a breakable crate.

Once you have these, head for the only other door in this room and open it for
a - CUTSCENE -

 =================
= Wilderness Area =
 =================

- Characters: 
              Shannon
              Stan

Use the Powerbox if needed, and then head for shore to trigger a - CUTSCENE -

After the scene, head for the graveyard: - 2 STAGE 3 MUTANTS - will appear and
engage you. Kill or evade them.

 ===========
= Graveyard =
 ===========

Head for the Creepy Old House.

 ==================
= Creepy Old House =
 ==================

- Enemies: 
           3 Brutes

- Items:
         Shotgun Shells

FIGHT!

- 3 BRUTES - now fill this area, kill them as you can't easily escape from 
them in this area.

Once they are dead, grab the - SHOTGUN SHELLS - off of the ground near the 
Graveyard Entrance.

Head for the front porch and have Stan (PICK) open the front door.

Enter.

NOTE: If you try and take the door Sven and Amy used, a - BRUTE - will break
      through the door and attack, also blocking that entrance to the house.

NOTE: IF YOU FLED with Sven and Amy, a - STAGE 3 MUTANT - will be with the 
      Brutes... making this a very challenging fight. Feel free to use a 
      Flashbang to clear the area if this occurs.

 ============
= Front Room =
 ============

- Enemies: 
           Parasites

- Items:
         Small Key
         Energy Drink

Grab the - SMALL KEY - off of a crate near the windows and an - ENERGY DRINK - 
from the dining table. Kill any - PARASITES - that annoy you.

You can break the barricade over the fireplace, but you can't do anything
with it yet so head over to the door with the [BLACK AURA] and have Shannon
deal with it.

Enter that door.

 ==============
= Sitting Room =
 ==============

- Characters: 
              Shannon
              Stan
              Corey
              Amy

- Items:
         Small Key

- Documents:
             Written Note: Page 1

- BONUS CHEST

A - CUTSCENE - will play as you enter. You now have access to 4 characters
again, not that it really matters.

Talk to Professor James for a [SYRINGE UPGRADE] and a [BATTERY PACK UPGRADE].

Look around the room, noting what's around:

  - The door to the right of the stairs leads to the [Storeroom].
  - The door to the left of where Corey sits leads to the [Basement].
  - The stairs lead to the [Second Floor].

Check the cabinet near the Professor for a - SMALL KEY - and the couch
Corey sits on for - WRITTEN NOTE: PAGE 1 -

Go ahead and grab Corey, we'll head back to the fireplace in the Front Room 
first.

 ============
= Front Room =
 ============

- Items:
         Cross

Take Corey into the Fireplace, have him (JUMP) up to the high area and pick up
the - CROSS -

Head back to the Sitting Room.

 ==============
= Sitting Room =
 ==============

Head for the Storeroom.

 ===========
= Storeroom =
 ===========

- Items:
         Small Key
         Flaregun Ammo
         Crossbow Bolts

There's a - SMALL KEY - on a shelf as you first enter this room. Past that,
you'll find a breakable crate with some - FLAREGUN AMMO -

Around the room, and on the other side of the shelf you found the Small Key on
are some - CROSSBOW BOLTS - in a breakable crate.

The door to the Greenhouse is also in here, head to that room and collect any
items you missed earlier. Then head back to the Sitting Room.

 ==============
= Sitting Room =
 ==============

Put Stan and Amy into your group, and then head upstairs.

Also make sure to open the [BONUS CHEST] for the - UBER FLASHLIGHT -

 ==============
= Second Floor =
 ==============

- Weapons:
           Flashbang

The end of the stairs Ts to the left and right.

  - On the right side is a locked door leading to the [Second Floor Hallway].
    Have Stan (PICK) the lock.
  - On the left side is a - FLASHBANG - near the end of the hall.

 ======================
= Second Floor Hallway =
 ======================

Only two useable doors here.

To the right is a door leading to the [Bathroom].

To the left is a glass windowed door leading to the [Child's Bedroom]. 
Break the glass to enter.

Enter the Bathroom first.

 ==========
= Bathroom =
 ==========

- Items:
         First Aid Kit

- Documents: 
             Child's Photo

Under the sink is a - FIRST AID KIT - and near the sink is a picture Amy can
(INSPECT) - Doing so will give you the - CHILD'S PHOTO -

This is a clue to a puzzle you'll soon have to deal with.

Leave the room.

 ======================
= Second floor hallway =
 ======================

Break the glass windowed door and enter the Child's Bedroom.

 =================
= Child's Bedroom =
 =================

- Items:
         Cross

- Documents:
             Written Note, Page 2


After the - SCENE -, head for the bed and take the - WRITTEN NOTE: PAGE 2 -
off of the night stand. 

On the other side of the bed is a cabinet; open it to find the second - CROSS -

Leave.

 ======================
= Second Floor Hallway =
 ======================

Time to go.

 ==============
= Second Floor =
 ==============

Down the stairs.

 ==============
= Sitting Room =
 ==============

Time to hit the basement.

 ==========
= Basement =
 ==========

- Weapons: 
           Flashbang

- Items: 
         First Aid Kit
         First Aid Kit

- Documents:
             Written Note, Page 3

- SAVEPOINT

There's a [SAVEPOINT] next to the stairs, but don't use it yet. Explore first.

In the middle of the room, you'll find 3 grave markers on a grid of squares.
This is your next puzzle.

But first, loot the room. On a shelf to the left of the grid is a 
- FIRST AID KIT - and a - WRITTEN NOTE, PAGE 3 -

Past the shelf are some breakable crates, one contains another 
- FIRST AID KIT -

Finally, there may be a - FLASHBANG - next to the puzzle controls.

Now to the puzzle:

You can look at the photo and puzzle it out, or you can just look at the
diagram below. NOTE: The Photo was taken FACING THE STAIRS.

First off, (USE) the Crosses on the two pillars that lack them.  

Next, head to the control panel on the wall between the grid and the stairs.
(USE) the panel and then you'll control a hook and chain, the goal here is to 
place the pillars so they match the photo. Doing this will unlock the door
just past the puzzle.

  # = Cross Pillar
  O = Empty square

  O O O O O 
  O # O O O
  O O # O O
  O O O O O
  O O O # O

     STAIRS

- USE THE SAVEPOINT NOW

========================
===== SAVEPOINT 18 =====
========================

Use the door you unlocked to activate a - CUTSCENE -

 ===========
= Mineshaft =
 ===========

- Characters: 
              Shannon
              Stan

- Enemies:
           2 Brutes

- Items:
         Door Wheel
         Energy Drink

- POWERBOX

This area is pretty straightforward.

Follow the path and you'll eventually see a boarded up area with - 2 BRUTES -
behind it. They'll break through the barricade and attack you, so kill them.

A [POWERBOX] is just past the now open barricade; beyond this you'll find
a - DOOR WHEEL - on a barrel. Make sure to grab it.

NOTE: If you come back here after leaving the area, a - FIRST AID KIT - may be
      resting on the ground just shy of the Powerbox.

Just keep moving and eventually you find the shaft has collapsed next to a
barricaded opening in a brick wall. Break the crates blocking the dead end for
an - ENERGY DRINK - then break the barricaded opening.

Enter.

 =============
= Old Tunnels =
 =============

- Enemies:
           Stage 3 Mutant

- Items:
         Shotgun Shells

Follow the path, this section MAY look familiar to you if you've played the
first ObsCure.

Eventually you'll come to a barricade, break it and continue, taking note of
the heavy breathing.

As you approach the T Junction, a - STAGE 3 MUTANT - will appear and attack.
Kill the sucker and then grab the - SHOTGUN SHELLS - from the area near the 
collapsed section of the tunnel.

Take the path the Mutant came from, break the barricade and head for the door
at the end.

(USE) the Door Wheel on the door and you'll now be able to open it.

 ==============================
= Old Tunnels - Second Section =
 ==============================

- Enemies: 
           2 Brutes

- Items:
         First Aid Kit
         Flashball Ammo

Welcome back, it's been a while.

From the door you enter, you can only go two ways.

  - One path leads to a tangle of roots... Leonard's roots from the first game.
    You can't cut them with the chainsaw, but you can break the crates
    for some - FLASHBALL AMMO -

  - The other path leads to a dead end and a side path. As you near the side
    path, - 2 BRUTES - will rush out and attack you. Kill them.

    Once they are dead, head into the sidepath and use the lever on the wall.
    This will open a section of the wall, giving access to a - FIRST AID KIT -

    Head back to the dead end and note the single [SUPPORT BEAM].
    Break the beam with a melee weapon and get WELL AWAY FROM IT as the 
    ceiling will collapse.

    NOTE: If your character is under this while it's collapsing you will get
          an automatic game over.

    Once the ceiling has stopped falling, climb the debris to the next area.

===============================================================================
8.0 - Leafmore
===============================================================================

 ==================
= Teacher's Lounge =
 ==================

Welcome back to Leafmore. If you've played the first game, the layout of this
place will be very familiar to you... Even if the place is in ruins.

Check the wall next to the hole you entered from for some comments from 
Stan and Shannon.

- 2 DRYADS - will spawn and attack you, so go ahead and kill them. Once 
that's done, enter the open door to the Teacher's Bathroom.

 ====================
= Teacher's Bathroom =
 ====================

There's an open vent you can climb up to, do so and enter the opening.

 =================
= Girl's Bathroom =
 =================

- Items: 
         Energy Drink

- SAVEPOINT

Grab the - ENERGY DRINK - out of one of the stalls (yuck) and use the 
[SAVEPOINT].

========================
===== SAVEPOINT 19 =====
========================

Exit.
 
 ==============================
= Administration - First Floor =
 ==============================

- Enemies: 
           3 Stage 2 Mutants

- Items: 
         Shotgun Shells
         Handgun Ammo
         Energy Drink
         Shotgun Shells

Across from the bathroom entrance you may find some - SHOTGUN SHELLS -

You will also find a glass windowed door leading to a Classroom. Head there if
you wish... but it's not really worth the effort depending on your inventory,
unless you're looking for Serum.

Enter the main lobby area and - 3 STAGE 2 MUTANTS - will attack. Dispose of
them and head toward the front entrance, where you will find an 
- ENERGY DRINK -

Near the entrance is a breakable crate, bash it to collect some 
- HANDGUN AMMO -

Climb up the debris to the second floor, break the crate you find there for 
some possible - SHOTGUN SHELLS - and then follow the walkway to a barricade. 
Bash that open and then drop back down to the first floor.

Exit the double doors to trigger a - CUTSCENE -

Note: If you really want to hit the Classroom, check the next heading,
otherwise skip down to the [Courtyard] Heading.

 ===========
= Classroom =
 ===========

- Enemies: 
           Brute
           Parasites

- Items:
         Flashball Ammo

- POWERBOX

Nothing in here except the - BRUTE -, - PARASITES - and the [POWERBOX].

Depending on your inventory, some - FLASHBALL AMMO - may be under the powerbox.

 ===========
= Courtyard =
 ===========

- Characters: 
              Shannon
              Stan
              Amy
              Corey

- Items:
         Small Key
         Shotgun Shells

- POWERBOX

- SAVEPOINT

Talk to the Professor for a [BATTERY PACK UPGRADE].

Lots to do here. Stand next to the Professor and use the camera to look around.
There are buildings on three sides and a fence on the fourth.

  - Building A [ADMINISTRATION] lies ahead of you, across from the fence.
  - Building B [CLASSROOMS] lies to your right, beyond the path made by the
    flowers.
  - Building C [LIBRARY] lies to your left, but it is blocked off.

Grab the - SHOTGUN SHELLS - off of a barrel resting near the fence, then head
for building C. Alternately you can head for Building B if you want to use the
[SAVEPOINT].

But hold off for now and loot this area.

Head for Building C, and then a wall adjacent to building A, you'll see a 
barricaded stairwell. Break the barricade to find a - SMALL KEY - inside.

Just past the stairwell is a [POWERBOX] against the wall.

Past the Powerbox is a door leading to the [Parking Lot], this is our next 
target area. But first...

Head over to Building B if you want and use the Savepoint, make note of the 
[CHAINED DOOR] for later. Before heading on, make sure to have Corey in the
group, you'll need him.

Note: Do not return to Building A [ADMINISTRATION] as the place will now
      be crawling with parasites.

========================
===== SAVEPOINT 20 =====
========================

 =============
= Parking Lot =
 =============

- Enemies:
           Breeder
           Parasites

- Weapons:
           Flashbang

- Items:
         Small Key
         Energy Drink
         Handgun Ammo
         Flashball Ammo

As you enter, a - BREEDER - and a small horde of - PARASITES - will attack you.
Dispose of them and loot the area.

You'll find a - SMALL KEY - sitting on a box between Building A and a metal
railing. On the other side of the railing, and at the opposite end of Building
A is some - HANDGUN AMMO -

Finally, there may be a - FLASHBANG - on one of Building A's windowsills
depending on your inventory.

There is also an - ENERGY DRINK - near the door you used to enter this area.

Across from Building A is a barricaded fence, break the barricade and pass
through. You'll find yourself next to the Library, but there is no opening.

Instead, you'll find a parked wrecker. (USE) the wrecker, and then use it to 
hook the [WRECKING BALL] that rests beside it. Next, swing the ball against the
Library Wall three times to make an opening.

If it presents itself, grab the - FLASHBALL AMMO - off of the wrecker.

 =========
= Library =
 =========

- Enemies:
           2 Stage Three Mutants

- Items:
         Cutting Pliers
         Energy Drink

Inside you'll find - 2 STAGE 3 MUTANTS - in a fairly close area. Use a
flashbang (if you have one) to kill them both easily or fight it out.. but you 
will have to fight no matter what.

Once the coast is clear, climb the stairs and have Corey (JUMP) up to the 
second level. Take him around and to the end and you'll be rewarded with a pair
of - CUTTING PLIERS -

You may find an - ENERGY DRINK - near a bookshelf on the top level as well.

Time to go.
 
 =============
= Parking Lot =
 =============

Nothing to see here, move along.

 ===========
= Courtyard =
 ===========

Take Shannon and Stan to Building B [CLASSROOMS] and use the Cutting Pliers on
the chained door.

Enter.

 =========
= Walkway =
 =========

- Weapons:
           Flashbang

- Items:
         Flaregun Ammo
         First Aid Kit
         Small Key

You'll find some - FLAREGUN AMMO - just inside this area, grab it.

When you enter the main section of this area you'll notice two things, another
[WRECKER] and a [LIFT] against the wall of Building B.

Head around the Wrecker and you'll find a - FIRST AID KIT -. Grab that and then
head for the lift, but head past it to the very end of the path. There you will
find a - FLASHBANG - sitting on a barrel.

Back to the lift.

(USE) the Lift to access a huge hole in the roof of Building B. At the top,
enter the demolished classroom, making sure to grab the - SMALL KEY - next to 
the door.

Now use the door.

 ========
= Lounge =
 ========

- Items:
         Handgun Ammo

- Documents:
             Leafmore Newspaper

As you first enter the room, you'll find a - LEAFMORE NEWSPAPER - resting next 
to the wall.

Looks like Leafmore won't be coming back.

Just past the newspaper, on a shelf, you may find some - HANDGUN AMMO -
It'll be directly across from the open doorway.

Head for the open door and pass through.

 =============
= Classroom 2 =
 =============

- Items:
         Energy Drink

- SAVEPOINT

As soon as you enter, a really pissed off - STAGE 3 MUTANT - will bash its way
through the wall. Kill this thing quick as you're in really close quarters.

Once it's dead, use the [SAVEPOINT] on the wall.

There may be an - ENERGY DRINK - next to the cabinet, close to the breakable
crates.

Exit using the hole the Mutant created.

========================
===== SAVEPOINT 21 =====
========================

 =============
= Classroom 3 =
 =============

- Enemies:
           3 Dryads

- Weapons: 
           Dynamite

You'll need to deal with - 3 DRYADS - almost immediately, do so.

You'll notice you're trapped, but the wall is severely damaged. Step back and
toss a stick of dynamite at it.

If you lack one, break the glass case in one corner of the room to find a
single stick of - DYNAMITE - (sometimes 2)

Once the way is open, head on through the opening.

 =========
= Hallway =
 =========

- Enemies:
           3 Stage 2 Mutants

- Weapons:
           Flashbang

- Items:
         Shotgun Shells
         Crossbow Bolts

As soon as you exit, - 3 STAGE 2 MUTANTS - will charge at you. You know the 
drill, make 'em dead.

Once the coast is clear, break the crate near the classroom entrance for some
- SHOTGUN SHELLS -

Down the hall you'll see some construction equipment, but you can't use it
yet. You can, on the other hand, have Stan (PICK) the lock on one of the
nearby lockers. Inside is a - FLASHBANG -

Head past the construction equipment and you'll see a barricaded door at the 
end of the hall, with a single door covered with a [BLACK AURA].

Also, next to the locker to the left of the barricaded double doors you may
find some - CROSSBOW BOLTS - in a breakable crate.

Have Shannon dispel the Black Aura, break the glass and enter the door.

 =============
= Classroom 4 =
 =============

- Items:
         Shotgun Shells
         Jerrycan Full of Gasoline

- BONUS CHEST

Not much to do here but loot.

Grab the - SHOTGUN SHELLS - off of the table, open the [BONUS CHEST] for a 
- MINI SMG - and then use the Cutting Pliers on the locked Cabinet for a 
- JERRYCAN FULL OF GASOLINE -

Leave this room.

 =========
= Hallway =
 =========

Head back to the Construction Equipment and use the Jerrycan full of Gasoline 
on it. You can now (USE) the Construction equipment. Do so.

Manuever the bucket so it's on the other side of the wall and then drop the 
[WRECKING BALL] it holds.

With that done, head for the barricaded door, smash the chairs and then exit.

 ===========
= Courtyard =
 ===========

Time to change up your group.

Place Stan and Corey in your group, then head back to the walkway. (follow the
flowers if you get lost)

Make sure to recharge your Battery Pack before leaving this area.

 =========
= Walkway =
 =========

(USE) the Wrecker to get the Wrecking Ball, then bash the heck out of the
nearby wall. (three whacks should do it)

Enter this new opening.

 =================
= Into the Depths =
 =================

- Items:
         First Aid Kit
         Shotgun Shells
         First Aid Kit (unreachable)

- Documents: 
             Jedidiah's Letter

- SAVEPOINT

Drop down and take Corey to the end, grabbing the - FIRST AID KIT - and 
- JEDIDIAH'S LETTER - off of the ground. Climb up the hole at the 
end, drag Stan up, grab the - SHOTGUN SHELLS - off of the ground and then
take a moment.

Do the following things before doing ANYTHING ELSE:
1) Make sure your inventory is prepped for a boss fight.
2) USE THE [SAVEPOINT].

========================
===== SAVEPOINT 22 =====
========================

Now, have Stan (PICK) the lock on the door.

NOTE: There is also another - FIRST AID KIT - that will appear. It'll be high
      up on the wall, sitting on a pipe. For some odd reason you can't have
      Corey (JUMP) up to it, nor can you (BOOST) someone up to it... so it
      seems unreachable.

 ================
= Leonard's Tomb =
 ================

- POWERBOX

After the - CUTSCENE - you'll find yourself in the middle of a...

Boss Fight: Stan and Corey vs Jedidiah and Leonard (or what's left of him)
--------------------------------------------------

This fight is actually fairly easy.

Jedidiah will lumber toward your characters and attack with a chainsaw for
an unimpressive amount of damage.

For his part, while Leonard is protecting Jedidiah, he will attack with his
remaining tentacles. He can also entangle your characters, forcing you to mash
the X button to free yourself.

As said, the strategy here is fairly simple.

Shoot Jedidiah until he runs to Leonard. (the big plant) 
Leonard will wrap his tentacles around Jedidiah, this exposes a big 
bullseye above Jedidiah's head.

Shoot THIS point and eventually Leonard will drop one of his tentacles to the
ground.

Quickly run over to this tentacle and attack it using the Electric Chainsaw to
cut it completely off.

NOTE: There is a [POWERBOX] in this room if you need to recharge your battery.

Whether you cut a tentacle off or not, Leonard will then release Jedidiah 
after a short amount of time for another round of "Shooting the mutant".

Repeat this cycle, and cut off ALL THREE TENTACLES to activate a - CUTSCENE -

Once the cutscene ends you'll find yourself in a mini-boss battle:

Boss Fight: Corey vs Jedidiah
-----------------------------

Not much strategy here: Mash that X Button, Mash it good... or it's game over.

After this you'll get: - A CUTSCENE - followed by - THE CREDITS -

NOTE: DO NOT TURN OFF YOUR GAME YET... let the credits finish and you'll get...
      - ANOTHER CUTSCENE -

And the game continues....

===============================================================================
9.0 - Delta Theta Gamma - Revisited
===============================================================================

This isn't a bonus level... the game really continues from this point... so 
keep going.

 ========
= Tunnel =
 ========

- Characters: 
              Shannon
              Stan

- Items:
         Medallion

- SAVEPOINT

You'll get a - MEDALLION - automatically after the cutscene.

Take a moment to note that this is the ONLY item you have. All of your other
weapons and items are now gone. You still have your documents... but big whoop.

Also, your characters will be set to about 80% health; there is nothing you 
can do to prevent this.

Follow the tunnel a short ways to reach a [SAVEPOINT].

You should really use it.

========================
===== SAVEPOINT 23 =====
========================

Head down the tunnel, and as you near the end a - SCENE - will play. After
the scene you can exit the tunnel. Do so.

 ======================
= Nature Trail to Hell =
 ======================

You'll find yourself in the place Corey's car smashed the guardrail... waaaaay
back when.

Don't explore, as - 2 BRUTES - will appear after a small - SCENE - and want to 
fight.

Unfortunately, you have no weapons... so run up the path to the Delta Theta
Gamma building.

 ============================
= Delta Theta Gamma Building =
 ============================

- Items:
         First Aid Kit
         Energy Drink

Head for the ambulance across from the front doors, nearby you'll find a
- FIRST AID KIT - and an - ENERGY DRINK -; grab 'em as you'll need 'em.

Head for the front doors.

 =====================
= First Floor Hallway =
 =====================

Head for the Dining Hall (door near the corpse).

 =============
= Dining Hall =
 =============

- Enemies:
           Bloated Mutant 

A - BLOATED MUTANT - has made it's lair here; as you're still weaponless you'll
want to avoid it.

Run to the LEFT SIDE of the room (as you enter) and follow the wall toward
the old Bonus Chest, then rush for the opening in the wall.

Doing this should allow you to easily avoid this creature.

 ===================
= Kitchen Storeroom =
 ===================

Don't wait around, enter the kitchens.

 ==========
= Kitchens =
 ==========

A - SCENE - will play as you enter this room.

After the scene, head for the locked door you passed way back at the start of
the game. With Stan you can now (PICK) this lock.

Do so and enter.

 ============
= Dance Hall =
 ============

- Enemies:
           Breeder
           Parasites

- Items: 
         First Aid Kit

And things were going so well....

The - BREEDER - and - PARASITES - are right in the middle of the room... and
you're still weaponless.

Forget your partner and use your active character to run to the elevated area
you used to CLIMB DOWN into this area at the start of the game.

Climb up to the area with the spotlight you used to dispel the Black Aura from
the speaker and immediately use the door to exit this area.

Don't worry about your partner, if you do this quick enough they'll take little
damage and will exit the room as you do.

 ======================
= Cobbled Sitting Area =
 ======================

Now that the coast is clear, head back into the Dance Hall.

 ============
= Dance Hall =
 ============

Grab the - FIRST AID KIT - off of a table in one corner of this room, but don't
go back down, as the monsters are still there.

Head back to the Cobbled Sitting Area.

NOTE: I'm not sure if grabbing the First Aid Kit at the start of the game will
      affect it's spawning here, but it's very likely.

 ======================
= Cobbled Sitting Area =
 ======================

- Weapons:
           Baseball Bat
           Flaregun

- Items:
         Medallion

Head across the bridge and down the stairs.

Note the [HUGE DOORS] as you can now make use of them, but first you need to 
loot the corpse near the stairs on the opposite side of the room.

Around the corpse are a - MEDALLION -, a - BASEBALL BAT - and a - FLAREGUN -

Resist the urge to give your partner a weapon. Now head to the huge doors for
the last real puzzle in the game (one that's almost as annoying as the map 
puzzle from the first ObsCure).

- Door Puzzle:

  - Place the first medallion in the left slot and the second in the right

  - Use the left side:
    - First, turn the external medallion so the symbols are in this order:
      L O <
    - Second, turn the internal medallion so the L is at a 90 degree
      angle with the short end pointing to YOUR Right and the long end pointing
      toward the ground
    - You should get an OK after a few seconds

  - Use the right side:
    - First, turn the external medallion so the symbols are in this order from
      left to right: < O L
    - Second, turn the internal medallion so the L is at a 90 degree angle as
      above and the Pyramid's point is pointing straight up
    - The door should unlock and you should automatically go through it.

 ====================
= Outside the Museum =
 ====================

- Items:
         Disc
         Small Key

Have Shannon dispel the [BLACK AURA] but do NOT move forward, study the area
first.

- You'll notice a - DISC - at the base of the stairs leading to the next
  building and a latticework on either side of the opening in front of you.

- To get through this without a fight...

  - Go through the opening you uncovered using Shannon's ability.
    Run forward to the lattice on the right side of the next opening, but do 
    NOT cross through the opening yet. 
    
    You should be able to retrieve a - SMALL KEY - from this side
    of the latticework. This will ALSO spawn - TWO BRUTES -

  - Pass through the opening and run up to the - DISC -
    Take the disc and head up the stairs.

  - Enter the building.

If done fast enough, you might get through without a scratch... don't bother
fighting as you'll need all your ammo in a bit.

 ========
= Museum =
 ========

- Items:
         Small Key
         Small Key

- SAVEPOINT

A - SCENE - will play as you enter... this place is pretty big, but also 
simple.

Ok, from the entrance:

  - Stairs near the entrance: head up them to find a - SMALL KEY - on a window 
    between the first and second floor.

  - There is a [SAVEPOINT] between the first stairwell entrance and the Altar.

  - On the top level is a place where you can set two Discs, but note that you
    need one more. Place the first disc and head back to the bottom level.

  - The door to Museum - Leafmore Memorial is next to the stairs just past the
    Altar.

  - Throughout the main chamber are several pillars, each with a number. 
    Note this for later.

  - Near the double doors at the end of the room is a - SMALL KEY - on a stand 
    against the wall and a [3 DIAL LOCK] you will need the code for.

========================
===== SAVEPOINT 24 =====
========================

Once you've saved and have all three Small Keys, it's time to head for the
Leafmore Memorial.

 ============================
= Museum - Leafmore Memorial =
 ============================

- Items: 
         Disc
         First Aid Kit

- Documents:
             Old Reports from the Brotherhood
             Old Reports from the Brotherhood

- BONUS CHEST

Before doing anything, give your partner the weapon you do not want to use
(I'd suggest the Flaregun) and then head around the room. Ignore the items for
now, you're looking for a fight.

As you near the rear of the room - 2 STAGE 2 MUTANTS - and a small horde of
- PARASITES - will appear. Take 'em out.

Once the coast is clear, it's time to loot the room.

On a stand to the left of where you enter this room you'll find two seperate
documents, both are labled - OLD REPORTS FROM THE BROTHERHOOD -

If you want them, make sure to get both.

Past these is a [BONUS CHEST] - Open it to see a silent film showing the fates
of Josh and Ashley from ObsCure: Learn about Fear.

Jedidiah really had that chainsaw to the sternum coming after all.

Away and to the right of the Bonus Chest you'll find a glass case containing
the second - DISC -,so grab it. 

Also, in one corner of the room is a - FIRST AID KIT -; you'll probably need it 
at this point, so don't miss it.

Once this place has been looted, feel free to look around the room, Shannon and
Stan will have some commentary about the items in here, especially the mounted
mutants. (A Biter from Obscure 1 and a Stage Three Mutant... as well as the 
never before seen Mortifilia plant)

Once you're satisfied, leave the room.

 ========
= Museum =
 ========

Head up to the top level and place the second Disc. Rotate the three discs
until their back is facing you.

Note the red dot on each, and compare it to which pillar it points to below,
this will give you the code for the 3 Dial Lock. (POSSIBLE CODES: 246 - 416)

Note: The numbers on the pillars will change after you place and rotate the
      discs, so the door cannot be unlocked before you've gained the code,
      unlike some of the previous locked doors (the graveyard and hospital for 
      example).

      Update 1.5: You don't even have to rotate the discs, just place them and
                  the code will be set.

Pillar Note: There are 8 pillars, and while the numbers change, the order 
             used does not. (or at least hasn't for me)

O = Pillar
1 = First Code Number
2 = Second Code Number
3 = Third Code Number

  3  1  O

  2     O

  O  O  O

Head to the lower level, use the code on the lock and then pass through the 
now unlocked door.

 =====================
= Brotherhood Library =
 =====================

- Items:
         First Aid Kit
         Energy Drink

- Flair:
         Read the Altar Book at the end of the room
         On a desk near the Altar Book

Lots of fluff and a few items.

After the - SCENE -, check the room out, making sure to grab the
- FIRST AID KIT - off of one of the shelves.

There is also an - ENERGY DRINK - on a table near the stone plaque set into the
floor. Make sure to check the stone plaque for a character comment.

Clear the blocked doorway and exit the building.

 ================
= To the Stadium =
 ================

Head down the path, stop at the [DEAD BODY] and grab the 
[DUFFLEBAG FULL OF WEAPONS] next to it.

You'll find you now have the following additional weapons and items:

  - Hockey Stick
  - Golf Club
  - Spiked Club
  - Handgun with 50 Rounds
  - Flashball with 10 rounds
  - Crossbow with 2 rounds
  - Shotgun with 30 Rounds
  - Mini SMG with 120 Rounds
  - Dynamite 2
  - 5 FIRST AID KITS

Divide the weapons up as you see fit and head down the path. Eventually you'll
come to a door.

Enter.
 
 ==================
= Stadium Entrance =
 ==================

- SAVEPOINT

Head to the [SAVEPOINT] and use it. This is the last save in the game.

========================
===== SAVEPOINT 25 =====
========================

Enter the stadium.

 =========
= Stadium =
 =========

As you enter, a - CUTSCENE - will play... was that really necessary?

Nothing you can do about it, so get ready for a boss fight.

Boss fight: Kenny
-----------------

- Same situation as last time, shoot Kenny until he takes a moment to rest,
  head for the levers and use them to cause the place to fall down on him.
  Do this four times and it's over.
  Easy, eh?

...Not quite.

  First off, the levers are contained within special cabinets.

  ONE of the cabinets is open.
  One is closed.
  One is locked.
  One is covered with a [BLACK AURA].

  Joy.

  On the upside, Kenny will bash the closed box open as he attacks. I believe
  this will happen automatically.

  You'll have to open the other two while Kenny is resting. You can't do it
  during the fight as any attack from Kenny will disrupt your actions.

  One thing in your favor is if you're quick about dispelling or lockpicking 
  you can do this "and" activate the lever before Kenny rises again.

For Kenny's part, he has two attack patterns, one on the ground and one from up
high as he hangs from a wall.

In either case, his main attack is to spit a black cloud at you.
His secondary attack is to lunge at you, smacking you around if you're too
close.

So don't get too close.

A fairly easy way to deal with the combat portion of this fight is to give ALL
of your weapons to your partner and just run around. Kenny tends to focus on 
whoever you're currently using, while leaving your partner alone. Just run
around, avoiding Kenny's attacks.

When Kenny goes down, rush to the box of your choice and use it (or open it).

Finally, when Kenny is hanging from a wall he can't be hit. Rule of thumb, if 
your partner isn't shooting, you shouldn't be wasting ammo.

Anywho, after you activate the four levers, the battle is over and a final 
- CUTSCENE - will play.  

Congratulations, you've just beaten ObsCure: The Aftermath.

After the - CREDITS - roll... the game really is over.

===============================================================================

                             - End Main Walkthru -

===============================================================================

0.3 - Items/Weapons

===============================================================================

  ====================
==  Consumable Items  ==
  ====================

Energy Drink      - Heals a fair amount of health - 30% or so
First Aid Kit     - Heals a large amount of health - 70% or so

Serum             - Heals a fair amount of health - 40% or so
Improved Serum    - Heals a large amount of health - 80% or so
Powerful Serum    - Heals Fully

Handgun Ammo      - Used to reload the Handgun
Shotgun Shells    - Used to reload the Shotgun
Crosbow Bolts     - Used to reload the Crossbow
Flashball Ammo    - Used to reload the Flashball
Flaregun Ammo     - Used to reload the Flaregun

Small Key         - Used to open the various Bonus Chests in the game
                    3 Small Keys open a single Bonus Chest

  ================
==  Special Items ==
  ================

Battery Pack      - Stores Electricity for your use
Syringe           - Used to create Serum from dead enemies

  =================
==  Melee Weapons  ==
  =================

Hockey Stick      - Pathetic Damage - seems to have slightly longer reach than
                    other melee weapons
Golf Club         - Pathetic Damage - seems to have slightly longer reach than
                    other melee weapons
Baseball Bat      - Weak Damage
Spiked Club       - Light Damage
Electric Chainsaw - Light Damage - Uses Electricity from your battery pack

  ==================
==  Ranged Weapons  ==
  ================== 

Handgun           - Light Damage - Good Rate of Fire - Holds 7 rounds
Shotgun           - Moderate Damage - Holds 5 Rounds - can hit multiple 
                    enemies - may do less damage at longer range

Stun Gun          - Weak Damage - Can stun normal enemies and mini-bosses
                    Uses Electricity from your battery pack
Crossbow          - Heavy Damage - small area of effect - Ammo is rare
Flashball         - Light Damage - Can stun normal enemies - Fast attack rate
Flaregun          - High Damage - Sets enemies on fire -
                    Slow attack speed - Does damage over time
                    Causes distraction

Uber Flashlight   - If it has a use, I've yet to figure it out...
Mini SMG          - Light Damage - VERY fast attack speed... limited ammo 
                    in game.

  ==================
==  Thrown Weapons  ==
  ==================

Flashbang         - Heavy Damage - Can kill all normal enemies in a wide
                    area with one hit - Can do large amounts of damage to
                    mini-bosses
Dynamite          - Heavy Damage - CAN HURT YOUR OWN CHARACTERS if you get
                    caught in the blast.

  ==============
==  Plot Items  ==
  ==============

------------------------
+ Fallcreek University +
------------------------
NONE

---------------------
+ Delta Theta Gamma +
---------------------
Key to the Brotherhood's Shelf

------------------------------------
+ Fallcreek University - Revisited +
------------------------------------
NONE

------------
+ Hospital +
------------
Herbert WEST's magnetic pass
William KLINGEMANN's magnetic pass
Bleach
Ascorbic Acid
Block of Ice
Glycerine
Caustic Soda

-----------
+ The Dam +
-----------
Skeleton Key
Soldering Tools

-----------------------
+ Turtle Stone Island +
-----------------------
NONE

------------------------
+ The Creepy Old House +
------------------------
Cross
Cross
Door Wheel

------------
+ Leafmore +
------------
Cutting Pliers
Jerrycan full of Gasoline

---------------------------------
+ Delta Theta Gamma - Revisited +
---------------------------------
Medallion
Medallion
Disc with a symbol
Disc with a symbol

  ====================
==  BONUS CHEST LIST  ==
  ====================

This is the list of Bonus Chest items, in the order you unlock them.
Remember, to get all 7 items, you must unlock all 7 chests.

1) STUNGUN
2) CROSSBOW
3) FLASHBALL
4) FLAREGUN
5) UBER FLASHLIGHT
6) MINI SMG
7) BONUS MOVIE (The fate of Ashley and Josh from ObsCure: Learn about Fear)

The location of each chest is:

1) Delta Theta Gamma
2) Hospital
3) Hospital
4) The Dam
5) The Creepy Old House
6) Leafmore
7) Delta Theta Gamma - Revisited

-------------------------------------------------------------------------------

  ===================
==  Weapon Analysis  ==
  ===================

Below are descriptions of the various weapons in the game, as well as my
own observations from using them.

-----------
+ Handgun +
-----------
A Survival Horror staple, the handgun is the first ranged weapon you find.

The clip holds 7 rounds and ammo is commonplace throughout the game. The 
weapon itself has a good rate of fire, but it's damage is not that strong.

Enemies to use it on: Stage 2 Mutants, Brutes, Dryads

Enemies you can use it on: Bloated Mutants (eats a whole clip)

Enemies to avoid using it on: Stage 3 Mutants, Breeders

-----------
+ Shotgun +
-----------
The other standard Survival Horror weapon. The shotgun is a powerful weapon,
though ammo isn't as common as it is for the Handgun.

It only holds 5 rounds, and is slow to reload, but it is a very strong weapon
and it can hit multiple enemies if they're close together.

The weapon's damage also seems to diminish the further the target is from you,
but I haven't tested this enough to know for certain.

Enemies to use it on: Bloated Mutants, Stage 3 Mutants

Enemies you can use it on: Breeders, Brutes

Enemies to avoid using it on: Stage 2 Mutants, Dryads (waste of your ammo)

-----------
+ Stungun +
-----------
The Stungun is the first bonus weapon you find, and it's also a very useful 
one.

It's powered with Electricity, and using it will eat your battery quickly.

The damage is very light, but it can and will stun enemies it's used on. When
used by your partner character, you can easily kill single enemies with a melee
weapon, while your partner "stunlocks" the target with the stungun.

This isn't 100% effective though, and until your enemy is stunned (usually 
knocked to the ground) it can still fight back. So be careful.

Enemies to use it on: All solo enemies.

Enemies to avoid using it on: Groups of enemies.

------------
+ Crossbow +
------------
The crossbow, one of the best bossfight weapons in the game.

This weapon does excellent damage in a small area, capable of killing
groups of lesser enemies with one shot.

The downside... it holds 2 rounds in it's "clip", is slow to reload, and
ammo is painfully rare. 

A weapon best saved for bossfights.

Enemies you can use it on: Stage 3 Mutants

Enemies to avoid using it on: All others, even Breeders. (ammo is too scarce)

-------------
+ Flashball +
-------------
This weapon is very... odd.

First off, the ammo does virtually no damage. On the other hand, certain
enemies seem to be quite vulnerable to it.

Secondly, it has the ability to stun enemies, knocking them down for a short
time. I can't be certain, but stunned enemies also seem vulnerable to attacks
from other weapons.

The weapon holds 4 rounds at a time, and ammo is semi-common. Test it out.

On the upside, Kenny seems VERY vulnerable to this weapon.

Enemies to use it on: Brutes, Bloated Mutants

Enemies to avoid using it on: ALL OTHERS

-------------
+ Flare Gun +
-------------
The Flare Gun is my personal favorite; it also happens to be the most powerful
weapon in the game vs "normal" enemies.

First the downsides:
- 1 round in the chamber at a time
- Slow reload speed
- Slow attack speed
- Does its damage over time

Now the upsides:
- Does as much damage as the crossbow
- Enemies it hits are lit on fire, this causes them to become "distracted"
  (Distracted enemies can attack, but will not engage your characters -
   stay back from them and they will burn to the ground)
- Can kill most enemies with one shot, if you wait for the damage to take
  effect.

Ammo also seems to be semi-common.

Finally, this weapon is particularly effective in the Leonard/Jedidiah fight.

Enemies to avoid using it on: Dryads, Stage 2 Mutants (kind of a waste of ammo)

Enemies to use it on: All others.

-------------------
+ Uber Flashlight +
-------------------
I... have no data on this weapon.

As of yet, I've not figured out how to effectively use it.

All I know is that each use TOTALLY drains your battery pack.

It should do something... but damned if I know what.

------------
+ Mini SMG +
------------
This weapon is also a waste. By the time you find it, you're ready for 
the Leonard/Jedidiah fight.

The second time you come across it, you're ready for the final Kenny fight.

For what it's worth, when given to a partner character, they will avoid using
it in favor of the Shotgun, but will use it before moving onto the Handgun.

So it's probably fairly effective.

------------
+ Dynamite +
------------
Can almost be qualified as a plot item.

There are only 5-6 sticks in the game, and 2 are needed to open up walls. The
last 2 you get before the final battle, leaving you with 1-2 stick to play
with.

My advice, save it for a boss fight because if you're too close when it 
detonates, you'll take quite a bit of damage from it.

-------------
+ Flashbang +
-------------
Known as "Light Grenades" in ObsCure: Learn about Fear, the Flashbang is
probably the best weapon to use against groups of normal enemies.

It can and will clear entire rooms, being able to deliver an auto-kill attack
in a large area.

This weapon will kill "any" normal enemy in the game, and will do massive
damage to Breeders (though not outright kill them)

Semi-common, these weapons are best used in places with multiple enemies or
more than one powerful enemy. (Like Turtle Stone Island, the Creepy Old House,
and the Leafmore Library)

-----------------
+ Melee Weapons +
-----------------
Unlike the other weapons in the game, I won't bother describing each of the
melee weapons individually. They're more or less all the same.

Melee Weapons are a mixed bag, they use no ammo (except the Electric Chainsaw,
which uses Electricity), but do weak damage.

The best use for a melee weapons is vs single enemies or used in conjunction
with the stungun.

Enemies to use these on: Parasites, Dryads

===============================================================================

0.4 - Enemies/Bosses

===============================================================================

A note about the information presented below:

Creature Names
--------------
- As the creatures in this game are never referenced by name, (with the 
  exception of "Black Aura", "Parasites", Leonard/Jedidiah, and Kenny), 
  all names below are created by me as a means to reference the creatures
  you encounter.

  In the case of enemies returning from ObsCure: Learn about Fear, I used
  the names that I used in that Faq to remain consistant.

Combat Data
-----------
- Each enemy entry contains information telling you how many rounds of ammo
  you will need to kill each one. This should make it easier for you to decide
  how you want to deal with each enemy as you encounter them.

  Combined with the item/weapon locations in the main walkthru, you should be
  able to easily ration your ammo as you play through the game.

-------------------------------------------------------------------------------

  =====================
==  Returning Enemies  ==
  =====================

These are creatures that were in ObsCure: Learn about Fear.

-------------------
+ Stage 2 Mutants +
-------------------

Humanoid creature with tentacles sprouting from it's mouth.

Fairly fast and agile, can be deadly in groups. Somewhat fragile.

Handgun - 6 
Shotgun - 2
Crossbow Bolts - 1
Flashball - don't bother
Flaregun - 1

-------------------
+ Stage 3 Mutants +
-------------------

Large Humanoid Creatures with long tentacles growing from it's mouth.

VERY strong, with powerful attacks. Can kill your characters quickly with
its long reach melee attacks. Can knock your characters down, leaving them
vulnerable.

Handgun - 14
Shotgun - 5
Crossbow Bolts - 2
Flashball - Don't bother
Flaregun - 2

--------------
+ Black Aura +
--------------

The Black Aura is back, but now only an obstruction, rather than a real hazard.

This can be dispelled using powerful lights (in one place) or using Shannon's
power (in all others)

  ===============
==  New Enemies  ==
  ===============

These creatures are new, introduced in ObsCure: The Aftermath

----------
+ Brutes +
----------

Powerful looking humanoids with clawed tentacles starting to sprout from 
their face. Similar to the Stage 2 mutants, but faster and stronger... but 
not as durable.

These enemies can make quick lunge attacks and can dart from side to side, 
making them difficult to hit with melee and ranged weapons.

Handgun - 4-5
Shotgun - 2
Crossbow Bolts - 1
Flashball - 3 (1 to stun and 2 to kill)
Flaregun - 1

-------------
+ Parasites +
-------------

Weak enemies with weak attacks, similar to the Biters from ObsCure: Learn about
Fear. 

Tend to attack in groups, and are difficult to hit with ranged weapons. Smack
them around with melee weapons like the baseball bat or hockey stick.

Special attack: Parasites can climb onto your character and cover their
face, forcing you to fight it off. While it's on your character's face, they
are vulnerable to attack.

Note: If your partner has one on their face, take a swing at your partner
to nock the parasite loose.

-------------------
+ Bloated Mutants +
-------------------

Huge Humanoid creature, with massive arms.

These enemies have excellent reach and can lunge at your characters. If they
hit, they can knock you down and tend to do large amounts of damage.

In groups, these things can be deadly. Take them out with ranged weapons.

Single Bloated Mutants can be killed fairly easily with melee weapons... If
your partner is using the stungun on them.

Handgun - 9
Shotgun - 3
Crossbow Bolts - 1
Flashball - 6-7
Flaregun - 1

----------
+ Dryads +
----------

Armless, semi-humanoid creatures that fly. Very plant-like in appearance.

Personally, I think the developers put them in the game to be annoying.

Fast, with quick attacks, a Dryad can quickly grind away on your health. 
They aren't tough, and if you're good with melee weapons, you can kill them
easily without wasting ammo.

Handgun - 2-3
Shotgun - 1-2
Crossbow Bolts - 1
Flashball - 2
Flares - 1

------------
+ Breeders +
------------

Mini-boss (more mobile, but very similar to the Blobwoman/Queen from Obscure:
           Learn about Fear)

Deformed, four-legged monster, capable of creating parasites.

These enemies are very tough, so much so they are best defined as mini-bosses.

The Breeders are always accompanied by a small horde of parasites, and can
create them. Finally, when killed, the Breeder will release several parasites
that will need to be killed.

For it's attacks, the Breeder has powerful close up attacks with its limbs,
and a long tentacle attack that can hit and entangle your characters at 
long range.

Handgun - 25+
Shotgun - 7-8
Crossbow Bolts - 3
Flashball - Don't Bother
Flares - 3

  ==========
==  Bosses  ==
  ==========

These are the bosses in ObsCure: The Aftermath - more detailed info about each
battle is found in the main walkthru where the battle occurs.

=========
= Kenny =
=========

----------
- Part 1 -
----------
This is a two stage battle, and as such isn't that difficult.

Kenny will attack either with a fairly strong lunge attack of a fairly weak
cloud of black spores.

Not too tough, Kenny falls fairly easily.

----------
- Part 2 -
----------
This is a three stage battle, somewhat challenging on a first time playthrough.

Kenny's attacks at this point include the previous attacks from the first
battle as well as adding a lunge attack that will knock your characters down
and do a fair amount of damage.

----------
- Part 3 -
----------
Four part battle, and more of the same.

The only real difference is that Kenny can now climb the walls of the room,
placing him out of reach of any of your weapons (including guns)

He's also a bit tougher than in battle #2.

====================
= Leonard/Jedidiah =
====================
Three stage battle.

Shoot Jedidiah (who will attack you with a chainsaw for a fair amount of
damage) until he runs to Leonard.

Once Leonard wraps his tentacles around Jedidiah, shoot the white dot above
Jedidiah's head, while avoiding Leonard's tentacle attacks.

Leonard's attacks include a tentacle sweep, which will damage you and knock
you down, and a tentacle slam that causes a small shockwave that can knock
your characters around.

He can also entangle you with his roots, forcing you to mash the X button to
free yourself.

============
= Jedidiah =
============
Easy or hard depending on your X Button mashing skills.

-------------------------------------------------------------------------------

  ====================
==  Fighting Enemies  ==
  ====================

Unlike most games, ObsCure: The Aftermath's enemies can all be taken down
in just the same way, the only variable is how many hits it takes to bring 
them down.

Handgun, Shotgun, Melee Weapons, Special Weapons... it doesn't really matter.
Every enemy is vulnerable to just about every weapon, with the exception of
the lightball. Just start shooting/swinging and they'll go down fast enough.

As enemies tend to beeline toward your characters, just pick the weapon you
want to use and start shooting.

The trick is in avoiding "their" attacks.

If at all possible, never allow enemies to get close to you, and then if you
must, never get close to groups of enemies. Many of the creatures in this
game have attacks that can knock your characters down, allowing the creatures
to "stun-lock" you into position as it kills you.

If you have to get close to an enemy, do so vs solo creatures, and then make
sure your partner is using the stungun... this will make such fights far 
easier.

===============================================================================

0.5 - Document Transcripts/Flair Transcripts

===============================================================================

Notes about Documents and Flair:

      Documents are in-game memos, images and text you can pick up and read
      that add to the overall story of the game, fill in the plot and sometimes
      provide clues to in-game puzzles. These items are found in the game, 
      and once collected, can be found in your Inventory Menu.

      Flair are similar to Documents, but with a few exceptions, only add to
      the feel of the area they are found in, adding little to the story as
      a whole.

      Documents are listed in the order you will generally encounter them
      within the game. Flair are listed in the same way, but are divided into
      subsections based on which parts of the game they are found.

      Both are transcribed here for completeness.

-------------------------------------------------------------------------------

     ======================
===== Document Transcripts =====
     ======================

-------------------------------------------------------------------------------

==========================
= Reconstituted document =
==========================

[Image: Three vertical lines cut by a single horizontal line. The ]
[       Delta, Theta and Gamma symbols are spaced around the page.]

[Note: This is a clue to the Library Puzzle in Delta Theta Gamma. ]

-------------------------------------------------------------------------------

==================
= Generic Report =
==================

The viral infection has spread quickly
on campus. From 9 recorded patients
last month, the figure has increased
to 34 today. Everything points
to a general lack of moral standards
when considering how fast the contamination
has spread. The disease is developing
mainly among those who enjoy nights
of binge-drinking, and unprotected intercourse.
This new virus is easily transmitted
through bodily fluids. On the other hand,
"traditional" STD's are in regression.
It is like the new virus is killing off the competition[...]

-------------------------------------------------------------------------------

=======================
= Hospital floor plan =
=======================

[Image: A reconstructed map of the hospital floor plan.]
[       The numbers 0108 are on the picture in red ink.]

[Note: This is a code to a door in the Hospital.       ]

-------------------------------------------------------------------------------

==================
= Generic Report =
==================

[...] Fallcreek campus is plagued by
a collective psychosis. The mental affliction
is strangely contradictory: on the one hand
it causes a profound sexual anxiety and,
on the other, a hyperactive libido.

The students are disorientated, 
and are torn between their fears
and an insatiable sexual appetite.

Some have recurring nightmares
that reveal primitive and violent emotions
emerging from their subconciousness[...]

-------------------------------------------------------------------------------

========================
= Recipe for explosive =
========================

How to Make Nitroglycerine

Recipe summary:
Bleach
Ascorbic acid (code: 1634)
Ice
Glycerine
Soda

Make sure you follow the following order.

-------------------------------------------------------------------------------

==================
= Autopsy report =
==================

Male subject 22 years old. Rh factio 0 neg.
Cause of death: Victim bled to death
after having been cut and raked by 
an unknown weapon [...]

Remarks: The body contains traces
of an unknown black substance, concentrated
in the lungs and in the genital area.

The lungs are definitely the first area
that was exposed to the substance
(which seems parasitic in nature);
probably after taking some kind of narcotic
via the respiratory system.

This death is to be connected with that
of the girlfriend of the victim. Her lungs 
were completely clean, contrary 
to her reproductive organ. Contagion through
genital contact with any of the
bodies mucus membranes (through
intercourse for example) seems likely
at this point.

I recommend an epidemiological study
at Fallcreek Academic Hospital
to identify the viral agent.

-------------------------------------------------------------------------------

==================
= Generic report =
==================

The flower seems to be the product
of a cross between several parasitical plants.

It is able to relieve pain and act
as an anaesthetic, but causes extremely lucid
and frightening hallucinations as well.
There are indications that the flower
has enjoyed some popularity as a party drug
amongst the student population of Fallcreek.

As they opened their petals this evening,
the flowers released a massive cloud
of black spores that seemed to act independent
of each other during their dispersal.

At the same time that the flowers blossomed,
their parasitic spores activated themselves
in the bodies of those who had used them
for recreational purposes.

This process remains unexplained,
but it is certain that the metamorphosis
of the students took place at this point.

-------------------------------------------------------------------------------

==================
= Generic report =
==================

The flower is sensitive to light. Nevertheless
it has a very effecive defense system:
if exposed to a source of light it closes
its petals hermetically, protecting
it's photosensitive cells.

Sunlight was unable to prevent
its propagation throughout Fallcreek County.
The flowers feed and propagate from 
a supremely widespread root system which
- in order to destroy it - must be terminated
at the source.

Regrettably, because of the complex
root structure, we are unable to locate
it's origins at this time.

-------------------------------------------------------------------------------

=======================
= Reconstituted stele =
=======================

[Image: Several creatures in a row.                ]

[Note: This is the solution to the Cemetary Puzzle.]

-------------------------------------------------------------------------------

========================
= Written note, page 1 =
========================

mommy and daddy don't come any more
jedidiah is all alone
all alone
everybody else is mean
I must punish them

-------------------------------------------------------------------------------

=================
= Child's photo =
=================

[Image: Lil' Jedidiah in front of several pillars. ]

[Note: This is the solution to the Basement Puzzle.]

-------------------------------------------------------------------------------

========================
= Written note, page 2 =
========================

with the flowers, jedidiah doesn't
have bad dreams
when mommy was here other people came
they came to bother me
they will never leave

-------------------------------------------------------------------------------

========================
= Written note, page 3 =
========================

i found daddy
he was badly hurt
i'm taking care of him
he dreams with the flowers now
no one will touch him

-------------------------------------------------------------------------------

======================
= Leafmore newspaper =
======================

"Leafmore private school was voted
to be closed for demolition yesterday"
declared our mayor, Mr. Hazelhof.

The high school, built in 1902 by
the brothers Leonard and Herbert Friedman,
apparently has serious water drainage problems.
A team of experts was sent to the site and found
that the basement of the school was flooded
and that there was some kind of parasite infestation.

Parents took the opportunity to bring up the case
of the unexplained disappearance of students
from the boarding school. "It is unacceptable
to ignore the pain of the parents in this way",
declared Mr. Craig, the father of one of the
victims, who thinks that "the cover-up of this
matter seems to be convenient for a lot of
people in high places" [...]

-------------------------------------------------------------------------------

=====================
= Jedidiah's letter =
=====================

April 18, 1903

I'm stuck here, at Leafmore. My body can no longer
tolerate light after I injected myself with mortifilia cells.

It's changing... I can no longer move.
Undoubtedly, I won't be able to write anymore soon.
I failed. Instead of giving me eternity, mortifilia
is going to kill me. How ironic!

I leave behind me my young son, Jedidiah.
The genes I transmitted to him during conception
were already mutating. Even so, his mother
and I wanted him to live. He is strong, 
but his psychological state is troubling.
At times he can be very agressive.

Mortifilia has powers that exceed my predictions.
My emotions are changing. Anger rises
in me more and more frequently. [...]

-------------------------------------------------------------------------------

====================================
= Old reports from the Brotherhood =
====================================

April 16, 1903

I, Theodore Willidge, current President of
the United States of America, today pledge
allegiance before the High Brothers of Delta Theta Gamma.

As an honorary member of the Fraternity, I pledge
to open the doors of government to its members,
and to provide them with political, legislative, 
administrative and financial support.

By my blood, I pledge to ensure the perpetuity
of the bond of honor that unites Delta Theta Gamma
and the American States. Together, we will make sure
that any new president who comes to power will be
trained and enthroned. In this way, there will always be
a virtuous soul at the heart of our country [...]

-------------------------------------------------------------------------------

====================================
= Old reports from the Brotherhood =
====================================

May 6, 1904. 103rd Traditional Ceremony
of the Assembly of Lodges; Paris, in the
basement of 51 rue de Montmorency.

We thank each Head Lodge of our ninety-six
brother countries to have sent their Master
of Ceremonies on this occasion.

On the occasion of this celebration,
the High Brothers have unanimously
voted to enscribe the recent works
of Leonard and Herbert Friedman
in the Fraternity's codices.

Their discoveries concerning the possibility
of eternal life promise Delta Theta Gamma
a paramount place among the prominent powers
of this planet.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

     ===================
===== Flair Transcripts =====
     ===================

-------------------------------------------------------------------------------

=======================================================================
= The following Flair documents are found within Fallcreek University =
=======================================================================

-------------------------------------------------------------------------------

Looking for drummer to join rock group.
Good drumming skills required, as are long hair
and an excellent tolerance for alcohol. 555-785-645

-------------------------------------------------------------------------------

For Sale. LTD Wagon 1975 model, 300,000 km,
average condition but with large back seat
that allows for "creative excercises"
anywhere and anytime you want.
Some cleaning required.
Price negotiable. 555-364-452

-------------------------------------------------------------------------------

Seeking female models 18-25 yrs for filming
an amateur R'n'B clip by the dormitory pool.
The technical team is complete so no applicants
are accepted for those positions.
Also looking for 30 kilos of gold pendants and chains.
555-423-544

-------------------------------------------------------------------------------

As a fitting celebration of its 200 years
of existence, the Delta Theta Gamma
brotherhood will hold a huge party on its
premises on the night of the 23rd of February.

Limited Entry due to the quantity
of alcohol available. Selection at the door
based on the discretion of our doorman.

Come early or miss
the biggest party of the year.

-------------------------------------------------------------------------------

Following the accidental death of our coach during
the team's last match, the Fallcreek Pitbulls
are urgently looking for a new trainer so they
can crush the Cordell Helldogs next season.
Sensitive or easily-depressed types need not apply.
Details from the Sports Committee on campus.
555-482-752

-------------------------------------------------------------------------------

On the occasion of its 200th anniversary,
Delta Theta Gamma is organizing a huge rock concert
at the Lincoln Stadium. Free entry, free drinks.
Be there!

-------------------------------------------------------------------------------

Request to student couples: don't forget
that the soundproofing of the rooms
in this dormitory is almost non-existent
and that there are still some people who
want to wait until they are married and
don't want to be tempted by others.
Thank you

-------------------------------------------------------------------------------

I found a pink "toy" in my bed on the morning
of Thursday the 3rd. The person to whom
it belongs can come and collect it from room 206,
but must provide me with an explanation for
what happened on Wednesday evening!
Charly

-------------------------------------------------------------------------------

In the Fallcreek Gazette:
- Ways of gaining as much money as possible from
bursary allocation agencies.
- Cheating without getting caught: some professional advice.
- Missing a day's lectures. Are bomb scares effective?
- The most stupid challenges.
- Taking exams while drunk: our tips.
- Sex: exploring new techniques for the first night.
Price: 2$

-------------------------------------------------------------------------------

The Resident's Association recently agreed to buy
a TV and games console for the ground floor.
In spite of repeated requests, no beds
will be installed in the bar.

-------------------------------------------------------------------------------

Following a recent fire in my room I am looking
for psychology degree course books,
as well as psychopathology and clinical care.
I'm also looking for the idiot who threw
a cigarette in my waste basket.

-------------------------------------------------------------------------------

Come back Susie! I know I was wrong, 
but I didn't do it on purpose! I drank a lot
that night, and the bedroom lights were out!
I didn't know Ted was spending the night
in your room! He put in a complaint about me.
I feel so alone. Forgive me!
Billy

-------------------------------------------------------------------------------

The Geeks Club continues to condemn
the teasing and bullying by which its
members are regularly victimized.
We will be your bosses or managers one day
and we caution you that there isn't a
single geek on this campus who isn't
noting down the names of their tormentors
for future reference.

-------------------------------------------------------------------------------

MISSING: I lost my girlfriend
at the Mu Gamma Phi Evening
on Saturday the 2nd March. She's blonde,
has green eyes, a beautiful figure,
and sports black tortoiseshell-framed glasses.
Last time I saw her she was wearing
a red lace bra and matching panties.
I love her very much: a reward for 
anyone who can provide information
on her whereabouts - 555-357-951

-------------------------------------------------------------------------------

Number 4 of the Student's Notebook
of Jesus has just come out.
Headlines this month:
- How to please God every day?
- Be a popular student and evade the flames
of hell: it's possible!
- Special report: Lust.

PS: The campus chapel awaits
your generous donations.

-------------------------------------------------------------------------------

We would like to inform students that
we have apprehended the stalker who was
stealing panties from unlocked rooms
in the Dormitory. He has been identified
as Mr. Ward, Sociology Professor.
The pervert was trapped using expensive
underwear as bait - our thanks to all the sisters
on campus who made this possible.

-------------------------------------------------------------------------------

The Fallcreek Cheerleading team is recruiting!
To apply, bring your resume, a short skirt and small
skin-tight top. Selections will be made in three stages.
1) Interview with the senior members of the team.
2) A demonstration of physical aptitude
and improvised cheering for the Fallcreek Pitbulls.
3) A parade in front of a male jury.
(PLEASE TAKE NOTE: The jury is already 
full so please STOP WRITING to us!)

-------------------------------------------------------------------------------

A note from the Student's Association:
"It is expressly requested that couples who wish
to engage in sexual intercourse do so IN THEIR
OWN ROOMS with the door locked. Also, you
are asked to vomit in the toilet and not besides it
- or else to clean up after your accident."

-------------------------------------------------------------------------------

This issue of Campus Journal includes an early
selection of summer jobs! Available soon:
Telesales Agent for dental prostheses;
Sales Rep for a new diaper product;
Video Games Tester; Stress Tester
for the world's leading Vaseline producer!
Sign up for more offers!

-------------------------------------------------------------------------------

Because of a recent delivery of new samples,
the virology laboratory is looking for test
subjects (PAID) who are in excellent physical
condition. We are also looking for a male student
recently gone missing, who has been exposed
to cells from the Yellow Fever virus.
Calls to 555-678-156

-------------------------------------------------------------------------------

============================================
= The following are from Delta Theta Gamma =
============================================

-------------------------------------------------------------------------------

THE CODE OF HONOR
OF DELTA THETA GAMMA

The mission of the Delta Theta Gamma
fraternity is to offer future Science
graduates an experience of brotherhood,
mutual aid and absolute friendship.

It also has the aim of transmitting
to students the noble values that
come from the three pillars of the 
fraternity.

"Knowledge and excellence in the
service of humanity."

-------------------------------------------------------------------------------

1st pillar: Knowledge

"When you open up a school,
you close down a prison."
Victor Hugo

Obscurantism imprisons Man, 
knowledge frees him.

Our Brothers and Sisters must thirst for
knowledge. Their culture and their openness
will enlighten their choices and will guide
their steps.

-------------------------------------------------------------------------------

2nd Pillar: Excellence

"He who seeks perfection
obtains excellence."
Jori Cazilhac

Achievement of self is the key which will
allow you to overcome all obstacles.
Our Brothers must have tremendous will
to exceed their limits.

Perfection and excellence will
guide their steps.

-------------------------------------------------------------------------------

3rd pillar: Philanthropy

"A life spent making mistakes is not only
more honorable but more useful than a life
spent doing nothing."
George Bernard Shaw

Humanity is the first of the virtues.
Our Brothers and Sisters must always
reflect on the consequences of their
actions and place humanity at the forefront
of their priorities.

Altruism and philanthropy will guide
their steps.

-------------------------------------------------------------------------------

================================================
= This one is found on the way to the Hospital =
================================================

-------------------------------------------------------------------------------

The Stalker of Fallcreek Forest
has struck again!

A couple who was walking in the forest
claims to have been assaulted by
"a stocky man with a deformed face".

This is the 7th report of
such an incident in 1 year.

-------------------------------------------------------------------------------

============================================================
= These are from your second visit to Fallcreek University =
============================================================

-------------------------------------------------------------------------------

Seeking generous person studying Modern Languages
who can help me prepare for the exam on
Tuesday 8th March.
Open to any kind of favor in return.
555-451-693

-------------------------------------------------------------------------------

As a fitting celebration of its 200 years of
existence, the Delta Theta Gamma brotherhood
will hold a huge party on its premises on
the night of the 23rd of February.
Limited entry due to the quantity of
alcohol available.

Selection at the door based
on the discretion of our doorman.
Come early or miss the biggest party of the year!

-------------------------------------------------------------------------------

At Burger Wizz, for every pound of burger eaten,
the 2nd is free!!! Exclusive: the Mega-Soda-Tower,
1 gallon of fizz for just 1$!!!
[Surgeon General's Health Warning:
over-consumption of sugar is bad for your health]

-------------------------------------------------------------------------------

Death Matches for Orb 2 and Call of Weapons
organized every evening from 9.00 PM, room 201.
If you think you can beat me, bring your PDAs!

-------------------------------------------------------------------------------

Modern Student Magazine provides you with useful tips
to become a Grade A student. Headlines this month:
- Best vacation plans.
- Study while you sleep: it's possible!
- Taking over Daddy's business: opportunity or mistake?
6$

-------------------------------------------------------------------------------

The owner of the rusty car dumped in Car Park E
is asked to remove it immediately. The black pool of oil
that is steadily being released by the wreck has killed
the eco-system of the surrounding lawns.

-------------------------------------------------------------------------------

For the 21st time since the beginning
of the year, we would point out to students
that food is FOR EATING, not for throwing
at other students. Thank you for your cooperation.
(scratched on the side: "Then stop
serving us cockroach infested food!")

-------------------------------------------------------------------------------

Join our protest demonstration in the south courtyard
on the 10th March against the continued infestation
of the refectory meals with cockroaches and larva.

-------------------------------------------------------------------------------

We remind male and female students that official
decency codes prohibit walking around naked

-------------------------------------------------------------------------------

New 'Wind Blows 2007' will improve
the abilities of your PC! To use its
full potential, 'Wind Blows 2007'
deletes 99.9 percent of all viruses found,
downloads pirate music to your personal taste, 
generates insults for discussions and chat rooms,
cracks passwords to the best dating sites!
This version includes all-new humorous
error messages!

-------------------------------------------------------------------------------

=====================================================================
= Finally, these two are from your second trip to Delta Theta Gamma =
=====================================================================

-------------------------------------------------------------------------------

Absolute knowledge requires that a balance
be maintained between enlightened souls
and the ignorant masses.

The members of Delta Theta Gamma will
use this knowledge for the benefit of society.
Honor nature and reveal to Men gifts
they cannot see!

You, the spiritual elite of this world,
must sacrifice everything for the benefit
of Humanity, including, if necessary, 
humans themselves.

You will thus guarantee the triumph
of reason over the ignorance of mankind.

Medicus curat, natura sanat.
The doctor treats, but it is nature that heals.
Jared Crowly, Founding Father (1760-1852)

-------------------------------------------------------------------------------

From William James, October 25, 1902

Dear Leonard,
We can no longer deny that the incredible
plant you brought back from Africa slows
down the cellular aging process. In fact,
it stops it completely! We shall cure
humanity of its greatest affliction:
we will kill death itself!
We still need to refine the process so
that it will be compatible with the human
body. I understand the passion you put
into your quest, but as none of your
guinea pigs have survived to date,
it would be suicidal 
to try it on yourself! [...]

From William James, May 8 1903

Dear Herbert,
We know that the noose is drawing tighter.
Using your students as guinea pigs was
the height of foolishness! Fortunately,
the complaints from the parents will
not have any consequences.
The fraternity has already called upon
highly placed former members in the government.
The case will soon be hushed.

Research must continue! We must save
your brother Leonard, and this project.
To this end, we will regularly send you
new test subjects through unofficial channels. [...]

===============================================================================

0.6 - Bugs

===============================================================================

So far I've only encountered two bugs, both involving the locking of the game.
- Mild locking where the game will "pause" for a few seconds
- Complete lockup

This seems to be completely random, with no definite place that it happens
during the game.

Update 1.2:
I've encountered another bug.
If you skip cutscenes, sometimes the vocals will be messed up.
The subtitles will still play, but the speech will not.

Update 1.3:
Locking Bug: I've noticed that when I skip cutscenes, a mild lockup will 
sometimes occur right after. It may be my disc, or machine, or the game itself.
Without confirmation from an outside source, I can't be sure.

Update 1.5: 
The Targetting Prf. James Bug -
Sometimes, in the courtyard at Leafmore, you can target Professor James with
weapons (even a target dot appears).

I'm not sure if this is a bug, or some leftover scrap from what the game might
have been.... maybe Prf. James was killable at one point?

===============================================================================

0.7 - Version History

===============================================================================

      1.0 - Initial Version. 
            Started: April 22nd 2008
            Completed: April 30th 2008                            
      
      1.1 - First Update
            May 4th 2008
          - Document and Flair Transcripts added
          - Additional findable weapons and items added to main walkthru
          - Some areas re-written to be more clear
          - Added additional info about the first two Kenny fights as well 
            as the Leonard/Jedidiah fight

      1.2 - Second Update
            May 5th 2008 to May 9th 2008
          - General cleanup in some areas as well as minor alterations where
            needed for clarification.
          - Additional findable weapons and items added to main walkthru
          - 0.3 ~ Items/Weapons section completed
          - 0.4 ~ Enemies/Bosses section completed
          - Added a bug to 0.6 ~ Bugs

      1.3 - Third Update
            May 12th 2008 to May 15th 2008
          - Minor corrections and modifications. 
            Removal of redundant info in some places.
          - Update to 0.6 ~ Bugs
          - Update to 0.3 ~ Items/Weapons

      1.4 - Fourth Update
            May 20th 2008
          - 0.1 ~ Table of Contents modified
            - Savepoint reference points added (including their official names
              on your memory card) to make searching the FAQ for a specific
              gamepoint easier.
            - Note: To jump to a specific savepoint in the walkthru, use the
                    FIND (control+F) function using the word "savepoint" and 
                    the specific number for that savepoint.
          - Added additional findable items to main walkthru (there seems to be
            no end to them).
          - Added a "clear" solution to the steam puzzle. >_>
          - Corrected a few typos.
          - A few "cosmetic" changes.

      1.5 - Fifth Update
            May 29th 2008 to June 5th 2008
          - While item hunting I discovered a savepoint I had missed despite 
            playing the game about 10 times by this point >_>
            - Savepoint "2" (Where are Amy and Kenny?) added to Table of
              Contents and Main Walkthru
            - Savepoints in Table of Contents and Main Walkthru reordered
              to accomodate this. >_>            
          - Added several findable items to the main walkthru... I'm 90%
            certain I've found all of them now.
          - Added a Bug to 0.6 - Bugs
          - Added some "consequences" to the main walkthru in the places where
            you need to button mash or rotate your sticks against a monster
            (Hospital and vs Jedidiah)
          - Some general edits to improve readablity in some places. >_>
            (One of these days I'll make a complete faq from the get-go, 
             rather than a work in progress)
          - Barring new information, an emergency edit or my whim, the faq is
            now finished.

===============================================================================

0.8 - Legal Info, Credits, Contact Info, and Everything Else

===============================================================================

Legal Info
==========

- This Document is protected by International Copyright Laws

- This Document is Copyright (c)2008 Darque

- This Document was written for use on Gamefaqs.com.
  No other site has permission to use this document.

- "Playstation" and "PS" are Trademarks of Sony Computer Entertainment

- Obscure: The Aftermath was developed by Hydravision and is (c)2007 Playlogic
  International

- All Trademarks and Copyrights contained in this document are owned by their
  respective Trademark and Copyright holders.

Credits
=======

Thanks to Cjayc for creating www.gamefaqs.com

Thanks to MACisBack for general moral support

Thanks to anyone reading this guide =) I hope it was useful =)

Contact Info
============
For questions or corrections I can be contacted at:

darque_ness - AT - hotmail - dot - com

Replies may be slow (as in weeks) due to my schedule, but all constructive 
emails WILL get a reply. Be patient.

Emails
======
Unless the emailer asks me directly to do so, I will NEVER list a person's 
email address in the faq. To do so could lead to spam, and spam is bad.
===============================================================================