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    FAQ/Walkthrough by obishawn

    Updated: 01/30/09 | Search Guide | Bookmark Guide

    Guide Type     - Walk-through
    Game Title     - Dementium: The Ward
    Platform       - Nintendo DS
    Date submitted - 01-12-08
    Version        - 1.4
    By             - obishawn
    In this update:
    01-12-08 - v1.4
     - Added a few tips from:
       Grant O, Sean, Shannon, The Ace, D W
     - Chrissy, Michael, nikruss added to the thanks list
    If you feel like you have a better strategy for any of the
    boss fights, by all means, send them my way, I will add
    them to the guide and give you full credit for it.
    Be sure to give me a name so that I can give you your due
    At the time of this submission, there is now a Boss Guide
    up at GameFAQs.com and I highly recommend you take a look
    at it.  Sure, I have covered the bosses in this guide and
    some people have now offered their advice which is posted
    in each bosses' respective section, but you never know
    who will have the one tip that will make your game easier.
    You may not have read the introduction and you may in fact
    be skipping over this part and if you are, well, that's
    too bad.  A glitch has been discovered that lets you have
    the zooming function of a sniper rifle with any of the
    Equip the sniper rifle once it is out of ammo.  Begin
    firing the gun.  While you are firing it, tap on the
    weapon you want to use a scope with. And that is all
    there is to it!
    A big thanks to Chas Brother for submitting that to the
    guide.  If Chas did discover that, I don't mean to rob
    his credit.  I had seen it posted on the GameFAQs message
    boards once before, but didn't copy the info or remember
    how to do it.  I don't know who discovered it, but Chas
    made me aware of it.
    Table of Contents
    To easily and quickly find anything in this guide,
    simply perform a search and enter the subject as you
    see it listed in the Contents, even if it is just the
    Roman numerals.
    I    - Introduction
    II   - Controls
    III  - Understanding Both Screens
    IV   - Weapons
    V    - Pick-Ups
    VI   - Enemies
    VII  - Walkthrough
           Chapter 01 - The Admittance
           Chapter 02 - The Rooftop
           Chapter 03 - The Infant Ward
           Chapter 04 - The Cleaver
                        - Boss 1
           Chapter 05 - The Courtyard
           Chapter 06 - The Electric Buzz-saw
                        - Boss 2
           Chapter 07 - The Main Security Room
           Chapter 08 - The Flashback
                        - Boss 3
           Chapter 09 - The Hole in the Wall
           Chapter 10 - The Torn Photograph
           Chapter 11 - The Guard Tower
           Chapter 12 - The Cleaver's Return
                        - Boss 4
           Chapter 13 - The Door with no Handle
           Chapter 14 - The Wheelchair's Return
                        - Boss 5
           Chapter 15 - The First Encounter
           Chapter 16 - The Final Encounter
                        - Boss 6
    VIII - FAQ Update History
    IX   - Credits, Thanks, & Hosts
    X    - Contact Info
    You wake up alone, in the dark, only to find yourself in a
    mysterious, derelict hospital that appears to be frozen in
    Confronted by the deadly, grotesque surgical experiments
    that wander the halls, a series of challenging puzzles and
    a cast of peculiar characters, you must face your deepest 
    fears, unlock the mysteries of the hospital, and escape 
    with your life.
    Things you should know - 
     - If all you need from this guide is a puzzle solution,
       just use the search feature (ctrl-F) as I go into
       detail about how to solve the puzzles in the
     - This guide is NOT spoiler free, but it is as spoiler
       free as possible in regard to the plot.  The are
       spoilers mostly for the scary moments.  If you don't
       want those moments ruined, then I do not recommend
       looking at the walk-through portion of this guide.
       If you need help with puzzles, then perform a search
       for that particular puzzle.
     - You cannot carry extra ammo with you, only what will
       fit in a gun.
     - You cannot carry extra health with you either, but you
       can usually find just enough lying around, but the
       thing is you have to look.
     - Enemies usually respawn if you go back into a
       previously visited room.  From what I've seen, health
       and ammo do not.
     - Most open closets hold health or ammo. Be sure to check
       them when you find them.
     - After I guide you to a map, I will then revert to using
                 North - Up
                 South - Down
                 East - Right
                 West - Left
       If we go through a chapter and I didn't guide you to a
       map that is because there either wasn't one or I just
       couldn't find it and believe me, I searched quite
     - Some people have stepped up and offered some additional
       information in an attempt make this guide more helpful.
       Their contribution is book-ended by a line of "******."
     - And just for fun, there are four movie references in
       this guide.  See if you can guess which movie each
       reference comes from.  (Ctrl-F: movie reference.  See
       the end of the guide for the answers.)
    II - Controls
    This guide is based on the default control setting, which 
    is Type1 1 and caters to right handed folks.
    TYPE 1 (Right handed) - "The right is right, right?"
    D-pad Up - Walk forward, double-tap and hold to run
    D-pad down - Back up
    D-pad left & right - Strafe
    L Shoulder Button - Use weapon
    R Shoulder Button - Toggle between the flashlight and the
                         previous weapon
    Start - Options menu
    Touch Screen - Look & turn, aim, examine, take and use
                   objects, change weapons, access the notepad,
                   map, items and options
    TYPE 2 (Left handed) - "Lefties have rights too!"
    X - Walk forward, double-tap and hold to run
    B - Back up
    Y - Strafe left
    A - Strafe right
    L Shoulder Button - Toggle between the flashlight and the
                         previous weapon
    R Shoulder Button - Use weapon
    Start - Options menu
    Touch Screen - Look & turn, aim, examine, take and use
                   objects, change weapons, access the notepad,
                   map, items and options
    III  - Understanding Both Screens
    Top Screen - 
    Sight - Used for aiming your currently equipped weapon
    Ammo  - Displays the remaining ammunition for the weapon 
            currently equipped
    Bottom Screen - 
    Notepad       - Once acquirred, use it to keep notes
    Action window - As you encounter objects the actions you
                    can take appear here. Touch here to perform
                    the action.
    Map           - Tap to view the map.  A map can only be
                    view once it is found.
                    - White arrow is your current position.
                    - Yellow doors are doors you have entered.
                    - Red doors are locked.
    Heart Monitor - Displays your health condition.
                    - Green  = good health
                    - Yellow = slightly wounded
                    - Red    = critically wounded
    Items         - Store, access, and use your items. 
    Health        - Displays your current health. You have
                    ten green dots indicating your remaining
    Options       - Go to the options menu.
                    - Control Type - Choose between a right
                                     or left handed control 
                    - Y Axis Invert - Set your axis preference.
                    - Brightness - Choose between three levels
                                   of brightness.
                    - Heartbeat - During the game, you can hear
                                  your heart beating, here you
                                  control the volume.
                    - Music - Choose between 3 volume levels
                              of sound.
                    - Quit - Allows you to save your game and
    Weapon Icons  - Tap a slot to equip a weapon in your 
    Flashlight - Chapter 1: The Admittance
    While not a true weapon, it is placed among the weapons on
    the touch screen. Its primary use is to obviously light
    your path but it can also be used to deter the roaches!
    Nightstick - Chapter 1: The Admittance
    Some guard was nice enough to die and leave this behind.
    It is your basic melee weapon and used as a fallback
    option when the ammo is too low.
    Pistol - Chapter 2: The Rooftop
    A standard 9mm handgun with a 24 round clip. Not terribly 
    powerful, but is better than the nightstick in that you
    can defend yourself from a distance.
    Shotgun - Chapter 4: The Cleaver
    A weapon that packs a punch. Much better than the pistol,
    the shotgun can hold 16 shells.
    Electric buzz-saw - Chapter 6 - The Electric Buzz-saw
    It is a close range weapon and it makes a lot of noise
    but it will also make short work of whatever gets in your
    way. Just hold the attack button down for continuous use.
    You can now officially retire the nightstick.
    Machinegun - Chapter 07 - The Main Security Room
    An automatic that packs a punch, literally.  Watch that
    it doesn't kick you back too far when you use it.
    .357 revolver - Chapter 09 - The Hole in the Wall
    Slow but powerful.
    Sniper Rifle - Chapter 11 - The Guard Tower
    Equip the sniper rifle to use it. UP and down on the D-pad
    lets you zoom in and out, L fires.  It can hold up to 16
    rounds of ammo.  The gun comes equipped with a nightvision
    V - PICK-UPS
    Health - 
    A bottle of pills that will replenish two green health 
    dots per bottle.
    9mm Ammo - 
    Bullets for the handgun. One box provides 8 rounds.
    Shotgun Ammo - 
    Shells for the shotgun. 
    Machinegun Ammo - 
    Rounds for the machinegun.  One clip provides ten rounds.
    Magnum ammo - 
    Rounds for the .357 revolver.  One box holds 6 rounds.
    Sniper Ammo - 
    Rounds for the sniper rifle.  One box contains 4 rounds.
    The following is the list of enemies in the game.  I will
    try to detail characteristics and strategies for killing
    If there are official names for these guys, I am unaware,
    but I will describe them the best I can so you will know
    exactly which enemy I'm talking about.
    Freaks - 
    These are the first enemies you encounter, and you will
    encounter many more before the game is over.  They are
    humanoid with an exposed heart.  Target the heart when you
    fight these since that is its weak spot.
    I call these guys freaks in stead of zombies because to me
    they really don't classify as your stereotypical zombie.
    These guys are more akin to the infected in the 28
    Days/Weeks Later movies.  They don't want to eat you, they 
    just want to kill you.  Isn't that nice of 'em?
    Roaches -
    Not terribly formidable, but numerous.  Keep your distance
    if possible.  The flashlight can be used to drive them
    away from you.
    Worms -
    You first see these in Chapter 3 - The Infant Ward.  They
    usually come from the duct work.  Don't waste too much
    ammo on these things as they usually can be ran past.
    Banshees -
    Holy terrors.  You are not equipped to properly fight the
    banshees when you first encounter them.  These things are
    the flying heads that scream as they patrol which ever
    room they are in.  I suggest running from them until you
    get your hands on the buzzsaw.
    Crawlers -
    These are like the freaks in that they too are humanoid,
    but these guys have no legs.  They are the evil version of 
    Lt. Dan.  They can crawl on floors, walls or ceilings, so
    be sure to check every where in the rooms where you hear
    them scream.
    Be careful when fighting them though.  If you blast their 
    heads off, their torsos will continue to spout green
    fluid at you.  Attack with something fast and powerful and
    preferably from a distance.  The buzzsaw is generally
    ineffective against them.
    Flying insects -
    The polar opposites of the roaches.  Like the roaches,
    they move en mass, but in stead of being driven away by
    the flashlight, they are drawn to it.  Be sure to shut it
    off when you are near them.
    Green worms - 
    These are like the regular worms but they are harder to
    BOSSES - 
    Cleaver - 
    One hand is a meat cleaver, the other has a syringe.  He
    will hit you with the cleaver to injure and stun you and
    shoot some kind of fluid at you from a distance with the
    Gatlingun Wheelchair Guy -
    He likes to keep his distance, so if you get too close, he
    will flee from you.  Don't let him get still though, once
    he does, he will ready his gatlin gun and fire at you.
    Green Mouth Room -
    Such a creepy room.  Several mouths are positioned on the
    walls, emitting some foul green fluid and generating
    green worms. 
    Boss 6 - 
    I don't want to spoil this for you . . . 
    Dementium: The Ward Walkthrough
    CHAPTER 1 - The Admittance
    Once you have control, follow the on-screen prompts.  This
    first Chapter acts as a tutorial, yet it is still a part
    of the story.  The controls are covered in a previous
    portion of this guide and as you play the game you will be
    instructed as well, so I will not go over them in the
    walkthrough unless it seems necessary.
    Do what the screen says and get adjusted to the controls.
    Take a look around the room.  Notice the osculating fan in
    the corner?  The rain outside the windows?  The way the 
    room slights up from the lightning flashes? How about that
    music?  This game has set a nice, dark atmosphere.
    Look around the room until you find the hallway.  Proceed
    towards the door.  Stop to check out the flashing thing on
    the floor, it is the notepad.  This will come in handy in 
    just a minute. Head out of the door.
    Now you are in the hallway, it is dark and there is an
    announcement saying to evacuate the building.  Explore all
    you want, but there are only so many places you can go 
    right now, all the doors are locked. Notice the clipboard
    hanging by the door to the room you just came out of?
    Turn right and head down the hallway.  Examine the news-
    paper on the floor.  "Man brutally murders wife?"  The
    notepad said, "Why did you do it?"  Are both of these 
    referring to you?
    Just past the newspaper is a room on the right, go in.  On
    the wall is a number written in blood, "081399," better 
    mark it down on your notepad, it might come in handy later.
    Head back to the hallway.
    Turn right and go straight.  What the crap was that!?!
    The blood trail begins in the room with the number.  The
    clipboard doesn't have a name for her.
    Make a left turn and proceed down the hallway.  Notice the
    flashing object on the cart?  It's a flashlight!  Nice!
    Tap it on the screen to equip it and use the L shoulder
    button to turn it on or off. Don't worry about battery
    life, they won't run out.
    There is nothing behind the counter, so make a left and 
    head towards the red door. There is a keypad, try entering
    the code you found scribbled on the wall.
    An alarm and a dead guy, this doesn't bode well. Look past
    the dead guy, it is a nightstick.  Finally, something to
    defend yourself with!
    Take a look in the room to the left, inside you will find
    the 7th floor map!  Now you can get an idea of where you
    are at and where you are going.
    Look past the computer monitors, in that cage.  SHOTGUN!!
    Damn!  It's locked.
    Head back out into the hallway and follow the path.  As it
    makes a right turn, you will hear a new noise, doesn't
    sound too friendly.  Use the R shoulder button to quickly
    switch between the flashlight and nightstick. 
    Ease forward and look in the closets in the hall. What the
    hell is that thing?  Beat it down with the nightstick, be
    quick or you will take some damage.  Or, you could just
    run right past it.  It will chase you for a bit, but you
    should be able to out run it.
    Continue down the hall.  As it turns to the left, there 
    will be a closet directly in front of you, look inside for
    some health pickups.  Continue down the hallway.
    To your left are some restrooms and to your right the
    Patient Ward.  There is a message written on the men's
    restroom mirror.  I don't recommend entering the women's
    restroom. Huh, I wonder if curiosity will get the better
    of you...  From the hallway, open the door to the Patient
    As you make your way through the room, you notice the dead
    bodies scattered about.  Listen for that creepy breathing
    noise the freaky guys make. If you hear it, one of them
    rose from the floor and is about to attack you.  For best
    results, just run through this room to the other side and
    through the door.  If you want to though, you may find it
    safer to approach the bodies on the floor and begin
    beating them with the nightstick.
    In the next room, you can find some health pick-ups behind
    the counter, but that is all there is here, keep going.
    After you enter the next room, roaches will come out and 
    attack you.  you can't defeat them, so just run past them
    (double-tap up on the D-pad) or you can use the flashlight 
    to drive them back into the shadows. After entering the 
    room, turn left. At the end of the hallway the path is
    blocked, so head through the doors.
    It's a stairwell.  Can't go down, so proceed upwards.
    There's a sign saying "ROOF ACCESS."  When you reach the
    top of the stairs, you will be at the door leading to the 
    roof, step outside.
    CHAPTER 2 - The Rooftop
    Great, rain.  Follow the path and as you round the corner
    you will probably hear more freaks climbing over the fence.
    The chances of you getting ambushed and out numbered are
    pretty good here, so I recommend just running.  Sure, you
    will probably take a little bit of damage, but it won't be
    near as bad as fighting the bad guys. Once your reach the
    part where the path way declines, the enemies won't chase
    you past that.
    Tip provided by: eric
    Roof—the reason I am emailing is to point out the you
    don’t have to run thru the roof—it is safer but you can
    take those guys out when they climb up no problem
    All you have to do is walk and when you hear them just
    turn to face them with the night stick and head in
    swinging—you can actual connect while they are still
    climbing and get a good hit or two in before they have
    time to face you—in all I think there was three climbers
    and I got hit once—its not perfect like the pistol kills
    but if you don’t want to just run but rather fight this
    is effective--  eric
    As you proceed across the roof top, you will see a trail 
    of blood.  It is difficult to tell if it is leading to or 
    coming from the small building to the left, but take your
    chances and enter it anyway.
    Let this be a reminder to you to always watch your back.
    Look!  That guy dropped his pistol!  Get it!  That's much
    better than the nightstick!  Don't just shoot the freak,
    aim for his exposed heart, that is his weak spot. Obi-wan
    would be proud! (Episode III reference) Before you leave,
    check the back of the room for some more ammo and a few
    pill bottles.
    After you finish up in this room, head back out on the 
    rooftop and follow the blood trail.  I still recommend
    running to the next door. Again, you may get attacked a
    time or two, but just keep running.  You will see a
    solitary freak in the path ahead of you.  Quickly dispatch
    him with your pistol then enter the door. If you somehow
    got turned around , just remember to follow the blood
    Another stairwell.  There are three bottles of pills in
    the corner on the floor to replenish any health you may
    have lost, but be quick! As you approach the steps leading
    down, you'll face roaches once again. Just run downstairs.
    Ignore the first set of double doors, running past them to
    the second set of double doors.  You can't go any further
    down, the path is blocked.  Step through the double doors.
    CHAPTER 3 - The Infant Ward
    There's that little girl you saw earlier.  Where'd she run
    off to?
    Damn, more creepy hallways. Watch out as you begin walking
    down the corridor.  A freak will burst out of the first
    room to the right.  Look at the clipboard on the wall,
    "Jools Watsham."  You just killed Jools, the lead guy of
    Renegade Kid, the producers of this game!  Good thing he
    completed the game before you off'ed him.
    Inside Jools' room you will find some ammo, grab it if you
    need it.
    Back out in the hallway, across from Jools' room is the
    room of Greg Hargrove, Jools' partner (in the non-gay way).
    As a matter-of-fact, all of the clipboards in this hallway
    bear the names of the guys that helped to get this game
    made, see the back of the games booklet for more info.
    As you make your way down the corridor, you will get 
    ambushed two more times.  After dispatching the freaks,
    raid their rooms for extra ammo.
    The path to the left is the way that little girl ran to.
    You can hear her crying, but the path is blocked.  Go 
    through the double doors at the end of the hall.
    An operating room.  There is some health to the right on
    the counter.  Go through the door on the left wall, you
    know, the one with blood all over it, not the nice, clean,
    safe-looking door (its locked anyway). 
    Before you move into range and the freaks become aware of
    you; there are health pick-ups in the open closets.  You
    cannot enter the door directly across from you, and the 
    left path is blocked.  Either kill or run past the freak
    and go right and through the door.
    You just stepped into a hallway that looks like a waiting
    room.  Notice the yellow door to your left?  We'll be
    coming back here in a minute.  For now though, go right 
    and into the waiting area.  On the first chair you come to
    you will find the map for this floor. Continue down the
    corridor.  At the end will be a freak aimlessly pacing the
    floor.  I suggest ignoring him and running to the door on
    the left.
    Proceed through the hallway.  There will be a freak in a
    closet to the right, but he is easily bypassed.  Wait!
    Look in the incubators!  What the hell?  Those certainly
    aren't human babies. Keep going down the hallway, ignoring
    the door on the right, it is locked, round the corner and
    step through the door.
    Head right.  The closet on the right has some ammo.  There
    are some more of those worm things, keep going. At the end
    of the hall will be a door with a picture of a rainbow
    some kid colored. Before you step through the door, look
    at the chair just to the right.  On it is a book, examine
    it.  It is a piano book with this image:
       C#  D#      F#  G#   A#
    |   |   |   |   |   |   |   |
    |   |   |   |   |   |   |   |
    |   |   |   |   |   |   |   |
    |   |   |   |   |   |   |   |
    | C | D | E | F | G | A | B |
    |   |   |   |   |   |   |   |
    Now, step into the room. In here you will find health and 
    ammo, take what you need.  In the back of the room is a
    small piano with the word "DEAD" written on the wall above
    it.  Is it a trap?  One way to find out! Examine the piano
    and play the notes D,E,A,D.  Look, the top of the piano
    opened!  Check inside.  You got a keycard.  Cool.  This is
    what you need to go through the yellow doors like you saw
    Backtrack to the door I said to remember.  The worms will 
    burst out of the incubators and attack you.  They crawl 
    along the floor and walls as they approach.  Treat them 
    like the Flood in Halo, fire at them while retreating.
    For now though, I recommend just running.  Once you step
    through the yellow door, you should find enough health to
    replace what you may have lost.  This will also reserve
    your ammo.
    After stepping through the yellow door, check the security
    room to the right for some ammo and that health I told you
    Proceed down the corridor.  After it turns to the right,
    you will see the path ahead blocked off, so keep following
    the open path.  Check the closets for pick-ups and keep
    your ears open for freaks.  You can actually run past them
    if that is your preferred method.
    Look at your map, this area makes a "figure 8," only 
    square, like on a digital clock.  You need to get to the
    yellow door on the other side of the blockage.
    __S___   __*__   _____  |
          | |    |   |    | |
          | |    |   |    | |
          | |____|   |____| |
    "S" is where you started from.  "*" is the blockage. And
    "Y" is the yellow door.  Once you turn right at the
    blockage you can take either way to get to the door.
    After stepping through the yellow door, you will see some
    ammo ahead of you.  Don't grab it just yet. As you round
    the corner worms will drop from the air conditioning 
    duct-work.  Take them out with the pistol, then replenish
    your ammo. As you go down the hall, there will be a couple
    of freaks in the closets, either kill them or run past
    them.  Step through the next yellow door.
    You will have to do some fighting in this hallway.  Behind
    the counter is some ammo, but don't get it yet unless you 
    absolutely need it.  Turn to face the hallway.
    If you try to run, towards the end of the hall, worms will
    drop out of the duct-work again, and this time they will
    hit you and slow you down, which will give the freaks you
    just evaded the time they need to catch up with you and
    join the attack.  Slowly make your way down the hall,
    taking the enemies out one at a time and picking up the
    pick-ups as you go.  After you clear the hall of nasties, 
    go back and get the ammo if you left it there, then exit 
    the door at the end of the hall.
    As soon as you enter this small room, worms will drop out 
    of the duct-work like before.  Just run past them to the
    double doors directly in font of you.
    You are in a Patient Ward like you saw in Chapter 1, this
    time, it is a haven - no enemies and some recovery items!
    Before you go through the double doors at the other end of
    the Ward, equip your pistol. Enter the next room with your
    pistol in hand, not your flashlight.
    Quickly take out the freak, now the room is secured.  You
    can find some ammo in the corner of the room.  Go out the 
    glass double doors.  
    You are in a skywalk.  There are two flying enemies just
    ahead that will soon notice you and begin attacking you.
    It takes 6 bullets to put one of these guys down, so
    unless you are a really good shot, firing at them is a 
    waste of time and ammo, and even a waste of life.  I died
    several times trying to fight my way past them. So, as you
    no doubt have guessed, I recommend running for your dear
    sweet life!
    Run past them and take the path to the right.
    Tip provided by: Xieyi21
    I managed to found out another way to take care of the
    banshees that you had specified
    Jus need to equip with the pistol and when you hear them
    coming then shoot straight at their face for about 5 to 6
     rounds, they will then escape away. They will not come
    back for a while makes it easier to walk pass the area
    without getting hurt by running away by them
    hope them helps in your walkthrough.
    If you managed to kill the flying monstrosities, take your
    time and in stead of going to the right, go straight. Sure,
    the path has been destroyed, but with the flashlight
    equipped, you will be able to see that you are in fact on
    a skywalk, connecting two buildings and that there are 7
    After exiting to the right, you will be in a long,
    straight pathway.  Here you will find recovery items and
    chances are, you will need them.  Make sure your health is
    as good as you can get it before you go through the doors
    at the end of the walkway.
    There are two more flying banshees here. What ever you do,
    make sure you turn left.  The path to the right is a dead 
    end, and quite literally.  So run to the left and go 
    through the doors.
    CHAPTER 4 - The Cleaver
    Make your way down the corridor. What is it about a little
    girl singing that is so damn eerie?  The first path to the 
    right holds some ammo and behind the counter is some more 
    ammo and health.
    Proceed down the path across from the counter.  There is
    that girl again!  Why did she point?  Keep going.  Worms
    will pop out of the sidewall vents and from an overhead
    vent.  Deal with them and go through the door.
    To your right, on top of a cart is the map. You can either
    go straight or take a left.  Both lead to the same place
    but I find the left path to be easier.  Which ever way you
    take, go slow and easy and take the enemies out as quickly 
    as possible.
    If you went straight, it connects to the left path, so
    once you are in that hallway, turn right.  If you took the
    left door in the room where you found the map, just keep
    going straight.  Round the corner to the left at the end
    of the hall, and keep going to the exit.
    You are now in a morgue. There are dead bodies and roaches
    every where.  Don't worry, these dead guys will not rise
    to attack you.  You can find some recovery items in the
    closets and once you are done, exit the door at the other
    end of the room.
    You are in another area with a security room. Check inside
    for anything you can salvage.  There is a piece of paper
    on the counter top, it reads:
    Perhaps you seek the truth
    The truth is all lies
    Purloined of their youth
    Count the dead men's eyes
     . . . Ok?  Probably some weird "artsy-fartys" guy wrote
    that.  Anyway.  Look, there is another cabinet with a 
    shotgun inside.  Examine it. Whoa! There is a combination
    lock, but what is the combination?  Maybe that poem had
    the answer.
    Perhaps you seek the truth
    The truth is all lies
    Purloined of their youth
    Count the dead men's eyes
    No numbers in it, but it said to count the dead mens eyes.
    What dead men? Those you saw in the morgue? Give it a try.
    Go back and count the dead guys and then enter the number 
    of eyes to unlock the cabinet.
    The answer is:
    SWEET! Now you've got a shotgun!  Now you can step through
    that yellow door and deal with anything!
    Make your way down the hall.  Watch out!  This freak spits
    at you!  Now they attack from a distance too!?!
    Take the wooden door on your right, the path ahead is
    locked and blocked.
    In the room past the wooden door, you'll find some shotgun
    and pistol ammo.  Part of the wall has been busted down,
    that is your pathway.  Run to the right and go through the 
    door at the end.
    What is that sound? Scraping? Metal on metal?  Maybe some 
    one sharpening something?  Check the closets for pick-ups,
    then go through the clean door.
    The path ahead is blocked, so take the only other option.
    Up ahead is another blood trail, follow it to the right.
    Before you go through the double doors, take the path to
    the right.  At the end, you will find some very valuable
    pick-ups. After you get them, go through the double doors.
    BOSS 1 - 
    Ok, that thing doesn't look too friendly and it is coming
    your way.  Hit it with your shotgun. It will try to squirt
    some kind of fluid at you, so side step it.
    Your shotgun blasts will hurt it, but it will still
    probably run up to you and hit you.  You will fall to the 
    ground a bit stunned. The Cleaver will walk away from you.
    Use this time to recover and get into a better firing
    position.  Continue the pattern of firing and retreating
    and dodging his attacks when you can.  Also watch out for
    worms that will be in the room.
    Once he falls, follow the blood trail out the other end of
    the room.
    The following boss tip provided by: XenomorphNL
    boss 1: the cleaver.
    your hit and run technique is good, used it myself as well
    when i first encountered the cleaver.
    but instead of firing your shotgun-shells into his body,
    its better to fire them to his mouth. the damage will be
    much greater in that way!
    so with the first boss, the cleaver. i found a clever and
    slightly cheating way to do it.
    -Once you enter the room and the little movie segment
    plays, shoot him and move to the right as close to the
    wall as you can. this SHOULD make him not be able to get
    to you its almost short of blocking him so you can shoot
    away and i think only his green stuff will shoot at you.
    BTW shooting him in the mouth does massive damage to him.
    :) hope it helps all
    - Shannon
    When you enter the room to fight the cleaver. wait until
    he shoots his green stuff at you when he does side step
    right and wait in the corner to the right of the door you
    came in from. He will get stuck on the corner and won't
    shoot his green stuff at you but you have a perfect shot
    at his head.
    - The Ace
    Ahead of you is some health, grab it then step into the 
    elevator.  Approach the buttons and "Use" them.  Touch the 
    flashing button.
    CHAPTER 5 - The Courtyard
    Head out of the elevator, down the hall and through the
    Cool, you're outside, no more creepy hallways.  Go down
    the steps.  Is that Jane Doe from earlier?  So she didn't
    get chopped up!  She dropped a key, go get it.
    Before you head down the steps, there is a door to your
    left.  It is unlocked and leads to the roof of that small 
    building.  Once you reach the top, you will find a door
    with a keypad.  The code you found earlier will not work
    here, you'll have to find another.
    Back in the courtyard, go down the steps and through the 
    iron gate.
    You are in another courtyard.  At the top of the steps,
    stop and look to the left.  You will see a set of double
    glass doors, double wooden doors, and a single metal door.
    Go in the single metal door.  Another stairwell to the
    roof.  Check it out.
    On the rooftop, there is another door with a keypad and
    you still don't have the code.  But look at your feet,
    there is a picture of a woman with the number 31
    scratched into it.  "31" isn't the code for the door
    either.  Head back down to the courtyard.
    The double glass doors looks like they lead back into the
    hospital, so let's try the wooden doors.
    It is a chapel.  To your left is a book with the original
    title scratched out and "3rd Floor West Building" written
    beneath it.  You don't know what this means yet, but keep
    it filed in the back of your mind.  You may even want to
    write that down in the notepad.
    Head up the isle and look in the first pew on your left,
    another book.  Its title has been scratched out too with
    Guard Tower written beneath it.
    Go up and behind the pulpit.  There is an open photo album
    with a picture missing.  The part of the picture you found
    earlier fits there, but it seems there are two missing
    parts.  You'll have to return here once the others are
    located to complete the image.
    Head back out to the courtyard and through the double
    glass doors.
    Go around the corner and head towards the elevator. There
    is another part of that picture here on the floor.  After
    taking in picture, set into the elevator, approach the
    control panel and press the flashing button.
    CHAPTER 6 - The Electric Buzz-saw
    Step off the elevator.  The path is blocked on all sides
    except the left path.  If you look past the blockade to
    the right, you will see a yellow door.  You can't reach it
    yet though.  Turn to the left and be sure to snag the map
    off of the table.
    In this room, there are two yellow doors that lead to the
    right.  It doesn't matter which you take, they both lead
    to the same place.  There is health scattered around the
    room.  Once you are finished scavenging the room, go to
    the yellow door in the south west corner of the room.
    Across the hall is a wooden door, quickly enter to avoid
    the worms.  Inside is a briefcase but you need three keys
    to open it.  Look around the rest of the room. On the desk
    is what looks like a journal entry.  Just who are the
    different pronouns referring to?
    On the floor is another journal entry.  Experiments? Think
    it is referring to the monsters you've been fighting?  If
    so, then what do you think it is talking about in 
    reference to the cures?  Cures for what?  And who is this
    Go in the restroom and look by the sink, another entry.
    Step out of the restroom and you will see another note on
    the chair.  It mentions a bronze key, possibly one of the
    keys needed to open that briefcase.  Might want to check
    the men's room by the staff lounge.
    Go through the busted wall.  On the restroom floor is
    another note, this one about the silver key.  So, we need
    to look for the office near the central walkway.
    Look at all of the blood in that last stall.  Either some
    one got killed on the pot or ate some really bad Taco Bell.
    What am I saying, there's no such thing as bad Tace Bell!
    Exit the restroom through the main door (not through the
    broken wall).
    You will encounter a new enemy here.  These humanoids
    with no legs, just torso, will come crawling at you, and
    will spit at you when in range.  After you deal with the
    three crawlers, go left (west on the map).  Peek into the
    open rooms to look for health or ammo, then go through the
    double doors at the end of the hall.
    You are in a stairwell, go down. It is blocked, but there
    lies the golden key!  The way upstairs has been blocked as
    well, so head back out into the 5th floor hallway.
    Defeat the crawlers again, then go straight and through
    the double doors marked "Staff Only."
    Grab health from the closet if you need it then step
    through the yellow door.
    Turn left and go through that yellow door.
    The security room has plenty of ammo, make sure to max out
    your guns, then go through the white door.
    We don't know where the staff lounge is yet, but the
    central walkway is down the hall to your right.
    You are back in the room that the elevator is in, this
    time you are on the other side of the blockage.  A look
    around this rooms reveals it to be a dead end, though you
    can find recovery items in the closets. Once you are
    through here, exit the north west door.
    There are worms, but you can avoid them.  Go through the
    door directly across from you.
    Go straight then hang a right at the end of this hall.
    Follow it around to the next junction.  You will see some
    double doors in front of you and a single door to your
    left.  Take the double doors, they are marked "Lounge."
    This sounds like one of the places we want to be.
    Avoid the roaches and go left.  Step through the double
    doors at the end of the south end of the lounge.
    Ah, a men's room and a lady's room.  The note for the
    bronze key said to check the men's room.  Watch out for
    the roaches and check the middle stall.  You now have the 
    gold and bronze keys.  One more to go.  If the roaches
    hurt you, check the lady's room for some health, then go
    back into the lounge.
    Shoot straight across the lounge and through the north
    exit double doors. The flying bugs in this room are drawn
    to your flashlight.  Quickly shut it off to avoid taking
    damage.  Make your way to the other door.
    The path to the left leads to a stairwell, but there is a
    blockade set up.  You can find some recovery items though.
    Watch out for crawlers.  When the hall branches left or
    right, go left and through the yellow door.  The right
    path is a dead end.
    Simply run through this room, avoiding the worms, to the
    other end.
    Straight ahead is a dead end, blocked off.  The wooden
    door to your right leads to pick-ups.  Once you are
    finished gathering goodies, head to the east across from
    the wooden door.
    BOSS 2
    This guy may be handicapped but he can still kick your ass.
    Look at your map.  Use the path of the outer perimeter to
    approach the gatlin-gun-wheel-chair-guy.
    As soon as the cut scene is over, dash to the right and
    make your way to him.  he sees that you ware getting too
    close, so he will flee from you.  Chase him down, firing
    as often as you can.  Only use the flashlight it he gets
    far from you.  There is enough light when you are within
    When he gets far away enough from you, he will turn to 
    face you and start shooting.  When he does, take the path
    around the outside again to get close to him.
    Repeat the process of cat-and-mouse and sneaking around to
    his side, firing off a round as often as you can.  Once
    he is down, orenintate yourself by looking at the map and
    take the east exit. 
    The following boss tip provided by: XenomorphNL
    boss 2: 
    mister "i'm-handicapped-but-i'll-shoot-yer-eye-out".
    multiple times i've tried to find the weak spot of this
    boss, but now í've got it:
    you might want to try this:
                 ]* [
                 ]  [
                 ]  [
                 ]  [
       ---------     ------------
        ---------     ------------
                 ]  [
                 ]  [
                 ]  [
    the way you walk: >/<
    run up and down the hallway, so that he fires his gun
    empty on you. when you've done this 3/2 times or so,
    he'll reload. then run to him and start shooting 1 bullet.
    íf you hit him he'll get hit, and after that he'll start
    reloading again. so he can't drive away when you
    approach. then you'll be standing in front of him. guess
    what comes next? yup, a nice and clean headshot! use this
    technique until he's dead.
     - XenomorphNL
    The following boss tip provided by:  Ron W
    You start in the room like this:
    ^ - you
    * - enemy
    _____|  |_____
    |            |
    |  ___* ___  |
    |  | |  | |  |
    |  |_|  |_|  |
    |            |
    |  ___  ___  |
    |  | |  | |  |
    |  |_|  |_|  |
    |            |
    |_____  _____|
         |^ |
    You want to get yourself into a position like this:
    _____|  |_____
    |            |
    |  ___* ___  |
    | >| |  | |  |
    |  |_|  |_|  |
    |            |
    |  ___  ___  |
    |  | |  | |  |
    |  |_|  |_|  |
    |            |
    |_____  _____|
         |  |
    or this:
    _____|  |_____
    |            |
    |  ___* ___  |
    |  | |  | |  |
    |  |_|  |_|  |
    |    ^       |
    |  ___  ___  |
    |  | |  | |  |
    |  |_|  |_|  |
    |            |
    |_____  _____|
         |  |
    Basically positioning yourself close enough so that he
    tries to shoot at you, but behind the wall where his shots
    won't hit you.
    Make sure you are not too far away, like this:
    _____|  |_____
    |            |
    |  ___* ___  |
    |  | |  | |  |
    |  |_|  |_|  |
    |            |
    |  ___  ___  |
    |  | |  | |  |
    |  |_|  |_|  |
    |    ^       |
    |_____  _____|
         |  |
    or he won't shoot at you.
    After five bursts of gunfire, he will begin reloading.
    That is your chance to run up to him and unload one
    shotgun blast to his head.  Only one though because you
    cannot hurt him while he is still flashing red from the
    first shot, so any other shots are wasted.
    From there, he will ride off to another intersection,
    and you begin the process again.
     - Ron W
    After exiting through the east door, the way to the left
    is blocked.  So head down the hallway to the wooden door
    at the end.
    This is the office near the walkway that the one note
    referred to.  Grab whatever health and ammo you may need 
    and look in the restroom to find the silver key near the
    Step back out into the hallway.  Now ask yourself, do I
    really want to backtrack all the way to that briefcase? 
    Because if you don't, the exit to CHAPTER 7 is just up 
    ahead.  If you want to back track, then read on, if not,
    then skip ahead to the triple asterisk (***).  But it is
    well worth the effort to look in the briefcase.
    Use your map to find your way back to the briefcase.  The
    yellow doors are the opened paths that you can take.  It
    really isn't as confusing as it may seem.  Return to and
    pass through the Staff Lounge. In the Lounge, take the door
    in the middle of the room.
    Once you get to the very center of the mp, head south to
    the next intersetion.  Go west through the door and you
    will see the lady's room to your left.
    Go back through the hole in the wall and into the office.
    Locate the briefcase and open it.  you now have the
    electric buzz-saw!
    Now make your way back to the office where you got the 
    silver key, well, not to the office, but that hallway.
    Go through the yellow door.  You are back in the room with
    the elevator, but you cannot go far. Take the double glass
    doors to your left.
    You are on another skywalk and there are two screaming
    banshee that will soon be on you.  You have a shotgun this
    time and it only takes two direct hits to kill them or you
    could just run.  Either way, take the left exit, the part
    of the skywalk that heads north.  After you step through
    the doors, it is quite safe.  Go to the left and through
    the double doors to find recovery items.  Once you have
    your fill, go back to the skywalk and take the double 
    doors at the north east part of the map.
    CHAPTER 7 - The Main Security Room
    You are in some sort of lobby.  To your right are some
    restrooms.  The lady's room is empty and surprisingly NOT
    bloody.  There is some health pick-ups in the men's room
    but you probably won't need them.
    Go through the double doors.
    You are in some kind of shopping area.  The first set of 
    doors to your right are locked.  Go into the next room on 
    the right.  On the bottom of the shelf to your left is the
    5th floor map.  Ignore the door in the back for now.
    The last store on the right is Deuncil Drug where you can 
    find some health.  
    I do not recommend going east through the double doors.
    That path is the long way to the same hallway you will
    reach by going through the back door of the room where you
    found the map. 
    I have gone east and it simply isn't worth the time, 
    health, or ammo.  there are no other paths to take (after 
    going east) or things to get other than health and ammo.
    Go back to the room where you found the map and exit 
    through the door in the back.  You are a some storage room.
    Go deeper into the room, passing through the hole in the
    wall and out the door leading south.
    There are crawlers in this hallway. They seem to stay just
    out of range of the buzzsaw, so switch to the shotgun.
    The path leading east will just bring you back to the
    double doors in front of Deuncil Drug, so do not go that 
    way.  Turn to the right (west) and through the door.
    There is nothing in either of the restrooms, so just go
    through the yellow door.
    Looking at your map, there are two exits to this room, one
    to the east and one to the south, go south.
    Just ahead are some red double doors marked Security and
    locked with a keypad.  You don't have the combination, but
    a poem to the right of the door reads:
    A  dead end is not what you've found
    Instead a riddle you may have missed
    Take some time to look around
    Someone's office may have the list
    Ok, so this gives us a goal; find an office and look for
    the combination.  Look at your map. The map shows five
    offices on the south east section of the building. We're
    going to head east down the hallway.
    Towards the end, it will branch off to the left, go
    straight through the white door.
    Don't bother with the wooden door here, it is locked,
    just keep going.
    The path in front of you is blocked, so head east.  The
    hallway is shaped like a backwards "L."  Round the corner
    and head north until you see a wooden door on the left,
    go in.
    On a chair in front of you is a note that reads:
    1. Wooden Chairs
    2. Paintings
    3. Computer Monitor
    4. Clock
    5. Trash Cans
    6. Newspaper Pages
    Look around the room and count how many you see of each
    item on the list.
    1. Wooden Chairs - 3
    2. Paintings - 2
    3. Computer Monitor - 1
    4. Clock - 1
    5. Trash Cans - 2
    6. Newspaper Pages - 3
    There's your code, 321123
    Go back out into the hallway.  All other paths are locked
    or blocked, so use your map and go back to the security
    doors.  Enter the code then step through the doors.
    Head to the right and check the cabinets.  Booya!  "Now I
    have a machinegun. Ho ho ho."  "Say hello to my little
    friend!" (Two Movie References)
    Search the room for more machinegun ammo, then exit the
    room through either door heading south.
    You'll be in a hallway with some worms.  Deal with them
    as you see fit then exit through the door at the end of 
    the hall.
    The door to the left (north) is locked so just keep going
    through the wooden door.
    Look at your map.  The room on the south east corner is
    locked, so don't bother running over there.  Head north up
    the hallway.  If you need some health, the double doors to
    the right (east) leads to a blocked off stairwell, but
    there are some health pick ups here.
    Continue north up the hallway and exit through the white
    All of the doors are locked.  One office to the right is
    open and holds some shotgun ammo, only go after it if you
    need it, otherwise, just run to the yellow door.
    You are now in the Cafeteria.  Look at your map. The north
    exit leads to a stairwell, that is your destination.  You
    can explore the cafeteria if you like but there is nothing 
    to find.
    In the stairwell, the path up is blocked, so obviously,
    go down.  Exit to the 4th floor.
    CHAPTER 8 - The Flashback
    Directly ahead of you is an old gramophone, examine it.
    It seems to still work.
    The clean door to the left is locked, so take the bloody 
    Here is a new enemy, a green worm. There is nothing in
    this room, so run across it to the double doors.
    This room doesn't have anything either.  Just make your
    way through the mess of beds and out the door on the other 
    The wooden door is locked, so take the bloody door to the 
    Take the first door on the left, all others are locked or
    Watch out for the crawlers, then exit the double doors.
    Go down the hallway.  On the left, in a chair, is the
    gramophone record, take it. Then keep going past the chair
    and around the corner to the left. Step through the door.
    Take out the crawlers then go through the bloody door.
    The door in front of you is locked, so go out the right
    You are back in the room with the beds, go right through
    the double doors.
    Run straight across the room and through the doors.
    Place the record on the gramophone. Is this the flashback?
    There is Jane Doe again and the little girl.  Just what
    are we seeing here?
    You can now go through the door across from the gramophone.
    BOSS 3 - 
    On the walls and ceiling are mouth-like things that spew 
    forth worms.  Attack each mouth until it stops pulsating,
    it will also not produce any more worms.  As you attack a
    mouth, it will flash red.  After you destroy it, it will
    fade to black.
    Make your way around the area attacking and destroying
    each mouth and run from or fight off the worms as
    Try to take out the ones on the ceiling first using your
    guns.  If you run out of ammo, the buzzsaw cannot reach
    the mouths on the ceiling and then you will be stuck with
    no way to reach them.
    Grant O
    Here's a simple way to get a good start on the CHAPTER 8
    boss. Its best that you first have full health before
    entering. Also, like the other bosses don't hit them when
    they flash red (otherwise it'll waste amo). Use the
    machine gun and then the shotgun (I found the shotgun
    only takes 3 bullets to kill each tree mouth), and then
    need be the handgun (which I only needed a few on the
    very last mouth).
    First stay in the corner where the door is and take out
    the tree mouth things that are closest to you. This way,
    obviously you won't have to worry about a bunch of worms
    coming up on you. 
    Next, take out every single other tree thing that you can
    see (even the furthest ones) with your back at the door,
    while killing any worm that comes close (at this point
    you can even kill them from a good distance, while
    waiting for a mouth to stop flashing red). Just keep your
    back against the door and stand there shooting at the ones
    even in the far distance with the machine gun. They will
    still go dead after a few each. 
    After that I managed to finish the room going in a
    clockwise direction. Although I just barely managed to
    get through, I had only lost one health dot killing the 
    first several with the strategy I mentioned. 
    once the room is cleared, go through the wooden door.
    On a chair in front of you is the 4th floor map.  The only
    exit from this room is in the south east corner, step
    through the door.
    Round the corner to the right and run straight for the
    wooden door at the end of the hall.
    Round the corner to the right.  The wooden door to the
    left is an office with health and ammo. From the hallway,
    head north through the door.  Keep following the path
    until you reach an intersetion.
    There will be a door across from a counter, the door will
    be locked, so keep heading west.
    In the room with the flying bugs, the door leading south
    is locked, so continue west.
    Keep running west.  there is nothing in this room and no
    other paths to take, head for the skywalk.
    There are two banshees on the skywalk.  You now have the
    means and experience to deal with these things.  The door
    to the north is locked, so go straight across the skywalk.
    CHAPTER 9 - The Hole in the Wall
    The only available path is to the right, so step through
    the double doors.
    Great, banshees in the hospital now.  Make your way across
    the room through the other double doors.
    The door to the skywalk is locked, so take the wooden door.
    The room straight ahead and in the alcove on the right
    leads to an office, inside is the map.  There is also some 
    health and ammo in the restroom and closet.  Head back out
    into the lobby area.
    Go south down the hallway, stopping in the other office 
    for some ammo, if you need it.  Then head south again
    through the gray door.
    Only go through the door on the left heading east if you
    have become good at killing banshees.  Two guard the
    corridor, of which at the other end is ammo and health,
    but that is all.  You really don't need to go that way, so
    take the door to the right (west).
    Follow the hallway.  It will lead you to another hallway
    that goes from east to west.  Some of the clipboards
    deviate from the typical clinical diagnosis and have
    more humorous conditions. Search the rooms for pick-ups and
    once you are done in this hall, head out the double doors
    to the west.
    Follow the hall until it intersects.  On the wall, written
    in blood is a message saying "If You Dare."  Approach the
    metal box and examine it.  Seems you need something to 
    improve your grip.  Apparently, this level activates the
    door on the east.  So go through the door on the west.
    Follow the hallway north and go through the door marked
    "staff only."
    In the closet to your immediate left is a glove, take it
    then return to the metal box.  Move the lever, then go
    through the door.
    The walls in this room generate green worms.  Consult 
    your map to orientate your self then exit through the
    south door.
    Ahead of you on the floor is a .357 revolver!  Don't miss
    The only open path is to the west, so go that way.
    Head down the hallway. Look in the closets for magnum ammo.
    At the end of the hall, exit the north door towards the
    Go down the stairs and through the door to the 3rd floor.
    CHAPTER 10 - The Torn Photograph
    Proceed down the hallway.  The rooms to your left all
    contain pick-ups of a various nature, grab what you need.
    After turning the corner, at the end of the hall are two
    doors, one to the right and one to the left. There is also
    a 3rd floor map located on the counter top between the
    doors.  Once you are finished here, take the west doors.
    Watch out for the banshee in this hall, don't forget that
    the buzzsaw can really even the odds for you against those
    things.  There's nothing to be found here so just go up
    the hallway and exit the north door.
    The way west is blocked, so head east.  Watch out for the 
    green worms, they're not ripe yet. (Movie Reference)  Turn
    your light off before entering the next room, there are
    flying insects.
    There is nothing to be had in this room, so from the door,
    go towards the left (east on the map) and out the double
    white doors.
    There are a couple of Crawlers in this hallway. All the of
    doors are locked, so follow the hallway to the northeast
    In this room the way south is locked, so keep going east.
    Oooo, that eerie laughter again.  There are a few pick-ups
    in this room, once you have them, take the south exit.
    There are a few Freaks lying on the floor.  Take them out
    before they can get up, then just keep following the path.
    There are two Crawlers in this T-intersetion of a room and
    nothing in either closet.  The north door is locked, so
    take the south door.
    On the floor straight ahead of you is a flashing object,
    go see what it is. It is the last piece of the torn photo.
    Now we can complete the picture.
    Step into the elevator (same hallway, east side) and 
    activate the panel, touching the flashing button.
    CHAPTER 11 - The Guard Tower
    Follow the path and out the double doors.
    You are back in the courtyard.  Return to the church and
    place the three picture pieces in the book on the pulpit.
    There is someone with their face scratched out, Jane Doe,
    that woman that dropped the key earlier, and that little
    girl you've been seeing.  There is also a date - 10/31/07.
    That is the same date that was on your clipboard outside
    of the room you woke up in.
    Leave the church.  Back out in the courtyard, turn right 
    and go around the corner.  Go through the gray door and up
    the stairs.
    Once you reach the roof, try entering the date in the
    keypad.  Bingo!
    you are inside the guard tower.  To your right, past the
    dead guy is the last weapon, the sniper rifle!
    You could have skipped ahead earlier and looked here for
    the code to get into the guard tower and had the sniper 
    rifle much earlier and it may have even helped you, but I
    didn't mention it because that wasn't the correct sequence
    of the game and you would have robbed yourself of the
    challenge of NOT having the rifle.
    Next time you play, remember this.  If you pick it up in
    Chapter 5, then you will be able to use it against the
    Gatlingun-Wheelchair-Boss, which will make that fight 
    much easier.
    Exit the tower out of the opposite door that you entered.
    Down the stairs and back into the courtyard, then go to
    right and take the elevator.
    CHAPTER 12 - The Cleaver's Return
    BOSS 4
    After the doors open, the Cleaver will be coming straight
    at you from down the hall.  Whip out the sniper rifle and
    tag that fool in the head.  Wait until he stops flashing
    red before shooting again as he is not vulnerable when
    flashing.  He will again attempt to hit you with the green
    whatever from his syringe, just side step it.  This fight
    should be simpler than before.
    You may not want to hang out in the elevator.  The room
    you are in makes a giant figure 8. Lure the Clever towards
    you, then put some distance between you and keep tagging
    him. You will probably run out of sniper ammo, so be ready
    to fall back to one of your other guns.
    "I'm sure many have told you this, but the thing is you do
    not want to leave the elevator. Back yourself as far as
    you can into one of the corners. He'll come teeth nashing
    close, but he won't be able to attack you."
    - Grant O
    I have a tip or hint or whatever you want to call it to
    help your readers with the Cleaver the second time around.
    When you first get to him you'll still be in the elevator.
    Move back so your back is against the far wall of the
    elevator, shine your flashlight on the Cleaver (without
    moving) and he will start walking towards you. Eventually
    he will get stuck in the door of the elevator and will not
    be able to hit you. Switch to your shotgun and blow his 
    brains out with about 6-7 shots. Its real easy =D
    - Sean.
    You do want to stay in the back of the evelevator
    shine your flashlight on him(so he won't shoot acid from
    the needle) and wait for him to run into the elevator
    he can't attack you he just runs in place because he is 2
    big to get into the elevator
    stay in the back or he will cut you with the butchers
    just keep shooting him until he dies he'll just run in
    place while you shoot him eventully he'll die
     - D W
    After the fight, put the counter to your left, then exit
    the door at the end of the hall.
    Keep going straight, the first room has some health 
    pick-ups, then pass through the second room.  Follow the
    hallway, make the right turn then through the door.
    There are banshees in this next hall.  The wooden door on 
    your right is an office with some health and 9mmm ammo.
    Follow the hall, it will make a right turn, then come to
    a T-intersection.  Look to your right to find the map!
    Now exit the south door.
    There is some sniper ammo in the wheel chair in front of
    you.  After snagging that, take the east door.
    Look at your map. The room you are in is in the shape of a
    backwards "L." The office in the southeast corner has some
    health.  The doors to the stairwell are locked, but the
    office just north of the stairwell has some magnum ammo.
    Back in the hallway, turn off your light then exit the 
    door to the north.
    There are two offices off of this hall but one is empty
    and the other is blocked, so just run past the bugs and
    through the yellow door.
    Run straight ahead and across the cafeteria, taking out
    the banshees as needed, then exit the door to the north.
    In the cafeteria, ignore the other doors and don't look
    in the kitchen.  The kitchen is empty and the middle doors
    leading west is the long way to where we're heading.
    The path to the stairs is block, so head west.
    Keep going west (straight) and into the Patient Ward.
    Handle the three Crawlers, then keep going west.
    There's some health in the foyer, after grabbing that,
    head out to the skywalk.
    Prepare to take out a couple of banshees, then take the
    door to the south.  (The west door is locked).
    After passing through the corridor running south, turn
    back to the west.  Watch for more banshees.
    CHAPTER 13 - The Door with no Handle
    Walk forward down the hall.  There will be a yellow door
    on your right, ignore it for now.  Follow the path as it
    turns to the left.  Just ahead you will see a box on the
    floor.  After examining the box, you see that a special
    four letter word is required to open it.  There must be a
    clue some where.  Ah!  there is a piece of paper right 
    beside the box that reads:
    It could be random
    That might be true
    But, I don't think so
    It brought me to you
    Hidden in the code
    It's easy to see
    Just remember that
    Ten equals E
    Ten equals E?  The code on the box is AULA.  Hmmm, still
    doesn't make sense, maybe there is another clue somewhere.
    Search the rest of this area to find some pick-ups, then
    go back to and through the yellow door.
    All of the doors in this hallway are locked, so just run
    to the double doors at the end of the hall.
    To your left is a wooden door and on it are scratched:
    11, 6, 25, 10.  Four numbers, four letters for the
    special word.
    In reality, five equals E but according to the poem, Ten
    equals E.  So they added 5.  In reality one equals A, so
    add five and six equals A.  Seven equals B, eight equals C
    and so on.
    11 would equal F
    6  would equal A
    25 would equal T
    10 would equal E
    Enter "FATE."  Now you have the door handle!  Return to
    the wooden door with the numbers scrawled on it.
    After watching the news story, go across the room and
    through the double doors.
    Another surgery room, exit the bloody double doors.
    Fight your way to the door on the right.
    The wooden door is locked, so take another right.
    Kill the Crawlers, follow the hallway, take the yellow
    All of the doors in this hallway are locked but one, take
    a right down the branching hall and go straight to the
    door at the end.
    Does this receptionist area seem especially bloody to you?
    Enter the lounge through the double doors.
    Watch for the green worms. Skip the doors to the left,
    they are locked and go directly to the doors across the
    Directly across from you is the lady's room, there is some
    health in there, and one freak as well.  The hallway leads
    left, watch for the flying insects.  Run past them and
    through the door at the end of the hall.
    Banshees.  The hall leads to the right, keep following it
    until you can go left, then go through the door.
    The doors to your left and front are both locked so head
    right, all the way to the end of the hall and through
    the door.
    Bugs, mind the light.  The door left is locked, the path
    straight is blocked, so go right.
    Take out the banshees and worms, check the open rooms for
    pick-ups, then exit the double doors leading to the stairs.
    Follow the stairs to the first floor and step through the
    CHAPTER 14 - The Wheelchair's Return
    In this first room, there are pick-ups a-plenty.  Raid
    the place, turn your light off and once you are ready step
    through the metal door.
    Don't move!  Equip the sniper rifle and get one good head
    shot!  He will run, er, roll off after you hit him.  Give
    chase!  Don't use your flashlight to find him.  Keep your
    distance and look down the long hallways with the sniper
    rifle.  If he sees your flashlight's beam, you give away
    your position and he will open fire.
    As he runs, check each hallway with the scope to see if he
    stopped at the end.  Once you locate him, pop him in the
    head, paint the walls with his brains. (Movie Reference)
    Keep up this pattern and do not fire unless the reticule
    is red.  With about 8-10 shots, he will fall.  If you find
    that you don't have enough sniper ammo, try to sneak up on
    him from the side, then pop out from around the corner and
    unload on him with whatever you have (Shotgun, machinegun,
    Once he falls, step through the metal door.
    Follow the hall, dealing with the freaks as needed.  The
    door at the end of the hall is locked, but just to the
    left is an unlocked door.
    Watch for the crawlers in this hall.  Follow the path and
    through the door at the end.
    Watch for the bugs, then take a right and through the
    double doors.
    Another banshee hallway.  Duck into the side rooms for
    pick-ups and cover.  Run straight down the hall, do not
    take the left.  Both doors lead to the same place, but the
    left path is the longer way.
    There are crawlers in this area.  Follow the path, when it
    branches, do not go left through the double doors, that
    leads you right back to the banshee hallway.  The hallway
    past the right door is blocked, a dead end, so go straight.
    The first door to your left is an office with flying bugs
    and health.  The other office on the left is empty of any
    thing, so once the path opens up, go to the right.  Step
    through the wooden door with your gun/saw in hand.
    Quickly take out the freak then go through the white
    double doors on the right.
    Run past the bugs and to the double doors on the other 
    side of the room.
    Up and to the left, take the doors to the skywalk.
    As you have probably guessed, there are banshees out here.
    The door to the left is locked, so just keep running to
    the other end.
    CHAPTER 15 - The First Encounter
    Proceed forward until you see the counter, there is a map
    waiting for you.  Search the room for pick-ups, just
    watch for the bugs on the west side of the room.  Once you
    have all that you need, exit the door on the west.
    Get past the freak, then through the door.
    After killing the crawler, head north.
    Make your way through the very linear maze, then exit the
    door in the northwest corner.
    Follow the path, again linear, and head out of the north
    east door.
    The door to the stairs is locked, so go right (south).
    Prepare yourself for a banshee, then proceed south.
    Watch for the crawlers.  The door to the right (west) is
    locked, so keep going south.
    The west door is still locked, so keep going south.
    The first door to your right is locked, as is the first
    office to your left, the next office is empty.  Man-handle
    the freaks and keep going south.
    Mr. Redmoor?  Is that you? Well who was that guy in black?
    It will all be over soon?
    Look up ahead where that guy was standing, a note.  So the
    little girl's name is Amanda. And so maybe you didn't kill
    her Mommy, Jane Doe.
    After grabbing all of the pick-ups you need out of this
    hall, step through the door leading east to the stairwell.
    Follow the stairs down and through the basement doors.
    CHAPTER 16 - The Final Encounter
    Ironic that you are in the basement and no longer need the
    flashlight. Follow the path. For several rooms, it doesn't
    deviate, no other paths to take.  You will eventually come
    to a T-intersection.  When you do, go left.
    Keep following the path. Like before, it will remain
    linear for many rooms.  When you come to another
    T-intersection it doesn't matter which way you go.  It
    makes a circle that meets up at the door to the path.
    Keep following the path, dealing with enemies as they come.
    Again, it will stay straight for a long time, then branch.
    This next branch though is just another circle path within
    the room.  Pick-ups line the floor.  Grab what you need,
    then step through the door.
    BOSS 6
    Run and gun, run backwards that is.  Hit him whenever
    possible but watch for when he flashes red.  Wait for the
    flashing to stop before you fire at him again or else you
    will just waste ammo.
    Periodically, he will use some kind of ability to grab you.
    You will know he is doing it when you see white around the
    edges of the screen. You can still hurt him, but you cannot
    break away from his grip.*
    *I read on the Gamefaqs message boards that once he grabs
    you, if you shoot his hands he will release you.
    I found that the sniper rifle does the most damage to him
    (head shots) but it might be a bit tedious to set up the
    This is the last boss of the game, there is no reason to
    conserve ammo, so just hit him with what you can and try
    to keep your distance.
    Boss tip provided by: Arkrex 
    Anyway, regarding you strategy for the final boss, it
    seems a bit empty, so I thought I'd lend you my fail-proof
    Hit him up with the shotgun at a distance, never letting
    him get too close, nor too far away.  That way, when he
    eventually tries to levitate you, you can switch to the
    revolver and blast away at his hands easily (massive
    damage).  Switch back to the shotgun once he puts you
    down again (the spread prevents him from dodging the
    blasts) and rinse and repeat until he's a goner.
    Enjoy the ending.
    01-12-08 - v1.4
     - Added a few tips from:
       Grant O, Sean, Shannon, The Ace, D W
     - Chrissy, Michael, nikruss added to the thanks list
    12-05-07 - v1.3
     - Boss 2 tip provided by Ron W
     - Zooming Glitch info given by Chas Brother
    11-21-07 - v1.2
     - Performed a long over-due spell check
     - Boss tips provided by:
     - Granted hosting requests by:
       Gamefaqs           - (http://www.gamefaqs.com)
       Cheat Code Central - (http://www.cheatcc.com)
       Super Cheats       - (http://www.supercheats.com)
       Games Radar        - (http://gamesradar.com)
       Cheat Planet       - (http://cheatplanet.com)
    11-06-07 - v1.1
     - Submitted the completed guide
     - Granted hosting request by:
       Super Cheats       (http://www.supercheats.com)
       Cheat Code Central (http://www.cheatcc.com)
    11-02-07 - v1.0
     - Submitted a rough and incomplete version of the guide.
    10-28-07 -
     - Bought the game, began the guide.
    CjayC - 
     - Without you none of this would exist in its current
    Watsham, Hargrove, & Renegade Kid - 
     - Thank you so much for this game.  I have enjoyed it
       thoroughly.  I'm looking forward to more from you guys.
     - XenomorphNL, Arkrex, eric, Xieyi21, Ron W, Grant O -
     - Sean, Shannon, The Ace, D W                                  -
       It is the input from guys like you that make the guide
       better and helpful.  Thank you for your tips and
     - Maryn, hardangelfan, Chrissy, Michael, nikruss -
       Thank you for both the kind words and for making the
       effort to let me know.  I am very pleased that this
       guide was able to be a service to you.
    Sites that have obtained permission to use this guide are:
    Gamefaqs           - (http://www.gamefaqs.com)
    Cheat Code Central - (http://www.cheatcc.com)
    Super Cheats       - (http://www.supercheats.com)
    Games Radar        - (http://gamesradar.com)
    Cheat Planet       - (http://cheatplanet.com)
    If you need to contact me for any reason, feel free to
    do so by sending an email to
    Just make sure you identify this game in the subject
    so I won't mistake your mail for spam.  All comments are
    Be sure to check out metroidmetal.com for some free 
    rocking remixed MP3s of your favorite Metroid melodies.
    Movie Reference answers - 
    "Now I have a machinegun. Ho ho ho." 
     - Die Hard 1, Hans Gruber 
    "Say hello to my little friend!" 
     - Scarface, Tony Montana
    "Watch out for the green worms, they're not ripe yet."
     - A Fish Called Wanda, Otto
    "Once you locate him, pop him in the head, paint the walls
     with his brains."
     - Fight Club, the Narrator
    The Obi-Wan/Episode III reverence doesn't count because
    there wasn't a direct quote to the movie, just a mimicing
    of Grevious' death at the hands of Obi-Wan.

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