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    FAQ/Walkthrough by Kaitengiri

    Version: 1.00 | Updated: 05/25/12 | Search Guide | Bookmark Guide

    Lone Survivor
    The Survival Guide
    By Kaitengiri
    5/24/2012  Version 1.0
    Lone Survivor is an indie survival horror game written by Jasper Byrne.  It's 
    stars You as the protagonist, who is holed up in an apartment room.  Having 
    just freshly run out of supplies, he decides he must escape from the city, 
    no matter what, in order to survive.  It follows from examples of such games 
    as Silent Hill, Deadly Premonitions, and just a tiny bit of Resident Evil.  
    It's a $10 game with a bit of replay value, and probably the only 2D survival
    horror game I've seen thus far that just works.  It's this guides purpose to 
    make sure that you know what you're doing and how to do it.
    Though there's a tutorial in the game along with written instructions 
    regardless, I'll go over them briefly here
    Arrow keys: Moves You around.  Though you can press up and down and You will 
    react, they mostly do nothing.
    X: Action command.  This key is used to interact with almost everything in 
    the game.  Whenever you walk by a door or an item, the X key will appear above
    You's head.  Stand still for a moment, and text will display telling you what
    pressing X will do, from picking up items, to opening doors, to examining 
    pictures, to hiding, to unhiding, almost the entire game is played through 
    the X key.
    C: Combat Stance on/off.  Once you obtain the handgun, this will make You pull
    out his piece, or hide it back in his bag.  When you have your hardware out, 
    X fires a shot, and R will reload.  You can aim up and down as well, 
    specifically aiming for the head or the legs.  While your weapon is drawn, 
    You cannot turn around, he will only strafe backwards. 
    F: Flashlight on/off.  Exactly as it sounds.  Also, if F is pressed when the 
    flashlight is out of power, You will automatically pop in a new battery
    P: Pause.  Pauses the game.
    Spacebar: Opens up the inventory, which you scroll through with the arrow keys
    and use with the X button.  Pressing space at anytime puts your inventory 
    Q or W: Affects the aspect ratio negatively or positively respectively.  
    Meaning the size of the screen being displayed will either shrink or enlarge.
    A or S: Affects the Gamma ratio negatively or positively respectively.  
    Meaning the brightness and contrast. . .I think.
    E: Turns Expert mode on or off.  After playing around with it for a bit, all 
    it seems to do is to turn off the action icons from appearing above your head.
    If for some reason that annoys you, then by all means.
    M: Map button.  Probably the most important button in the game right after the
    X button.  Brings up the Map.
    1: Flare hotkey.  Drops a flare rather than having to go through your 
    2: Rotting Meat hotkey.  Drops a piece of rotted meat on the ground, rather 
    than having to go through your inventory.
    3. Health Tonic hotkey: Chugs a Health Tonic, rather than having to go through
    your inventory.
    Esc: Quits the game.  For some unbeknownst reason, this doesn't work on the 
    title screen, so the only way to quit from there is to hit alt+F4
    Saving the game: Simply sleep in the starting apartment.
    Flashlight:  Powered by batteries, will illuminate a small area ahead of You.
    Keep in mind two things.  The first being that You will not pick up or 
    examine anything shrouded in complete darkness, so the flashlight is required
    for that.  The second being that the flashlight eats batteries like a 
    like-like eats shields.  Your battery will last maybe a total of 3 minutes 
    per battery.  It's important to have light on you, but it's equally important
    to know when you have enough light or not.  Also keep in mind that the 
    flashlight's light will attract attention of monsters, and prevent you from 
    hiding.  So if you want to sneak around, it's best under cover of darkness.  
    You start the game with this.
    Batteries: You find these hovering around the place.  One battery is all 
    that's needed for a Gamejoy game, or to power up the flashlight to 100%.
    Handgun: "My only friend in this place".  The only weapon in the game.  Not 
    even melee is allowed here.  Holds 10 rounds, and seems to be okay at 
    stopping and killing enemies, but there's nothing to compare it to.  You get 
    this shortly after starting.
    Ammo: A single clip[sic] is 10 rounds.  You find these scattered around the 
    game.  You can also trade them for flares, or you can trade pills or health 
    tonics for a single clip[sic].
    Flares: When you drop one, a blinding light flashes around for several 
    seconds.  Enemies nearby are drastically affected, allowing you to get by 
    them.  You find them scattered about.  You can also trade 10 rounds of Ammo 
    for 3 flares later on.
    Pills: The are three of them.  Red pills wake you up from being sleepy.  
    Taking the blue pill or the green pill makes you more sleepy, and makes you 
    have a strange dream.  You can always get a fresh supply of these from the 
    bathroom sink in your home apartment.
    Food and cooking supplies: More on this later
    Plush cat: Found in Your apartment.  You can talk to it, and it might help
    keep your sanity.  
    More items: More on this later as well.
    Mirrors: Not something you can pick up.  Gazing into one of these mirrors 
    will "warp" you back to your home apartment.  Gazing into the one in your 
    home apartment will take you specifically back to the LAST mirror you used 
    outside.  You will be using these quite often.
    You:  It's You.  Not much is known about You.  You're just a Lone Survivor 
    trying to escape the city and find out what's going on.
    The Man Who Wears A Box: Or MWWB for short.   A mysterious figure who haunts 
    your dreams.  He seems to just stand there, staring off into space.  You can 
    meet this figure by consuming a green pill before going to bed.  After 
    meeting him, he'll either fully heal you, give you some food, or give you 
    more batteries for your flashlight, depending on what you need most at the 
    The Man in Blue: A mysterious figure who haunts your other dreams.  He sits 
    juxtaposed to you in a chair as he asks probing questions. You meet him by 
    consuming the blue pill before going to bed.  After meeting him, if You're 
    out of ammo, You'll generally find about 20 more rounds inside Your inventory.
    The Director: A strange man who comes by all sorts of strange items and 
    artifacts.  He will occasionally find something and pass it along to you, 
    informing you through his special radio channel.  He also will trade certain 
    items.  It's good to keep an ear to the radio.
    Hank: A gunshop owner who is slowly becoming one of those. . .things.  You 
    don't meet him until later on.  He hates the light, so it's best not to 
    approach him with the flashlight on.  He's willing to trade medicine for 
    ammo to ease his suffering as he begins to turn.
    Party Goers: A strange group. Chie, Benizido, and Kenny.
    Her:  You feel like you know Her. . .but from where?  And why can't You ever 
    see Her face?
    Tips before starting:
    Keep the flashlight off for as much as possible.    As said before, it's dark
    out there, but your battery won't last you the whole way.  Find and ration 
    batteries, and when you can still see, make sure that light is off.  It also 
    prevents warning monsters to Your presence.
    Rather than any actual meter, your character will simply narrate how he feels.
    You, during the course of his survival trial, will need to stay Healthy, 
    Eat, and Sleep.   When he's close to dying, the screen will turn redder and 
    redder, and you will hear his heart beating faster and faster.  To stave of 
    death, he only needs a health tonic or a drink, or even sleeping in his bed.
    When he's hungry, however, sleeping will not provide the rest he needs.  
    It's important to find and consume food you scavenge from the apartment and 
    the city.  It's also important in order to keep his mental health levels 
    higher, as the higher they are, the better it is for You in general.  It's 
    better to not let yourself become exhausted, so it's important to find a safe
    haven every now and then to rest up.
    You also want to keep aware of your mental health in general.  Doing things 
    like killing an enemy or eating bad food or becoming exhausted, or popping 
    pills, or other traumatizing events will lower Your grip on reality.  
    However, things like talking to plush cats, taking care of plants, eating a 
    well cooked meal, doing the right thing, answering the right questions, will 
    keep Your sanity high, and good things come to those who stay positive.  
    Although not much is known about how to actually raise or lower the mental 
    grade level in game, it's always a generally good idea to keep them higher, 
    and to go by the things You say.
    Part 1 - 2F Apartment building
    Apt. 206: Your Home
    After waking up from the dream sequence, you'll be standing in your bedroom 
    in your apartment.  Or, apparently, it's not Your apartment?  Either way, to 
    the left of the bed is a pill you can pick up.  To the right of the bed is a 
    radio, and a diary.  You can examine both of these, and each of them change 
    after events in the game transpire.  To the right of that is a cabinet that 
    has the controls of the game written down on them.  There's two doors in the 
    room.  One is the fire escape, which is currently locked, and the other leads
    out into the apartment's hallway.
    Out there, you'll find a mirror, and three more doors.  To your left, you'll 
    find a battery on the floor you should probably take.  The translucent door 
    on the south wall leads out to the rest of the game, but it's locked.  The 
    door directly to the east leads to the master bedroom, and it is also locked.
    Head instead towards the north door on the left, and you'll find yourself in 
    the living room.
    In the living room, on the couch, is the key to the front door.  Pick it up.  
    Over to the left is a fridge, a stove, and a washing machine in that order.  
    In the fridge, you will find rotting meat.  You use this as bait throughout 
    the game, and the fridge has a limitless supply of the stuff.  You can only 
    carry around 6 pieces though, so make sure you restock often.  Grab some meat.
    The stove doesn't function (yet), but it can be used to cook food and provide 
    a better meal for You.  On top of the washing machine is a Plush Cat.  You can
    take it if you like, and talk to it every now and again to help keep you sane.
    The washing machine itself doesn't work.  There's also a diary page on the 
    floor that you can take.  In order to read it, open up the inventory, find 
    the page, and select read.
    After grabbing the key and the meat, head back out to the hallway, and then 
    to the south door.  Once it's unlocked, You is going to give a message about 
    going to sleep.  This is just a tutorial on how to save the game.  You can, 
    and in fact, it's better if You do, ignore this message and head out anyways.
    Special notes about Apt. 206: You will be coming back here often, as this is 
    your central hub.  Make sure you spend a bit of time to understand the 
    functions of the items like the diary, radio, and stove.  Later on, the other
    room will also open up, and you'll have access to more supplies.  
    Wing Court South Hallway 2F (Left Side.)
    Directly outside and to the left, you'll find a floor map hanging on the wall.
    Take the map off, and after a cutscene, it becomes apparent that you'll be 
    needing to head to Apt. 203.  The fire door on the left is locked.  To the 
    right of your home is a plant sitting in the dark.  Talking to and/or Feeding
    Chuck the plant is a good idea for mental health, so be sure you at least 
    wave at him as you walk on by.
    Right of Chuck is an alcove where you can hide by pressing X.  While hidden, 
    you cannot be discovered.  Right of that is the first enemy of the game, the 
    Thinman.  He loiters around the front of the Apt building you need to get to, 
    so we'll need to get him away.  Go back and stand in front of Chuck, then drop
    a piece of rotted meat on the ground.  IMMEDIATELY run to that alcove, and 
    hide until the monster walks by you.  While he's feeding, run out and over 
    to the right to enter Apt 205
    Special notes about West Wing Hallway 2F:  If you are NOT going for the green
    ending, you'll want to kill this Thinman as soon as possible.  Once you go 
    into Apt 205, he resets his position back to the right side, and makes it 
    impossible to sneak by him again without killing him or wasting a flare.  
    If you want to avoid that, you'll have to go the long way around him.  
    Otherwise, make sure to end him as soon as possible.
    Apt 205:
    You'll notice another Thinman immediately to the right of You, and the door 
    directly to the north is locked.  So the only option is to head into the 
    room on the Left.
    In there, you'll be in a large bedroom.  On the floor, you'll discover an 
    Old Note.  Head over to the right to find another door leading into a 
    bathroom.  Inside, you'll want to turn on your flashlight and notice the 
    LARGE GAPING HOLE in the side of the wall.  Investigate, go through the hole,
    and just walk to the right.
    After surviving that ordeal, you'll be in the master bedroom on the opposite 
    side of Apt 205.   A mirror will be situated on the left side, along with two
    different food items.  Go ahead and look deeply into it to warp back to your
    apartment.  You can save or eat, whichever you need to do.  Then gaze back 
    into the mirror to return to the bedroom.  Over on the right side is a door 
    that leads to the other end of the hallway that had that Thinman in it.  The 
    door to the north is again locked, so this time, head out to the south door 
    to wind up in the hallway.
    We'll be returning here to this apartment shortly.
    Wing Court North Hallway 2F (Right Side)
    To the right is another Thinman.  This time, in order to sneak by him, you'll
    need to simply wait until he walks away.  Then, sneak in behind him, and 
    you'll notice he was standing in front of a hiding spot.  Press X to hide, 
    then use the arrow keys to slide along past him.  Wait until he walks out 
    from the right side, then pop out and head right.
    Special notes about West Wing Hallway 2F Right Side:  If you aren't going for
    the green ending, you'll also want to kill this one as fast as possible.  
    It's not necessary, but it will save you a great deal of time.
    Also note that the Apt 204 door is locked.  We will be coming back to this 
    Fire Escape:  
    The stairs are broken, and there's a diary page on the floor.  Other than 
    that, there's nothing special to mention here.  Head over to the left door and
    go through it.
    Wing Court North Hallway 2F (Left Side):
    On the floor nearby you should find a green pill.  Just head straight into 
    Apt 203.  We'll be doing more in this area later on.
    Apt 203
    There are three doors in here.  The one directly north of you on the right is
    currently locked.    The one directly right will lead to a Master Bedroom.  
    The one on the left will lead into the room with the Party Goers.
    Head into the Party Goer room first.  Talk to whomever you like, but make sure
    you talk to the woman on the right most. She asks you to bring her a doll.  
    Head back out and go into the master bedroom.  In here, you'll find the doll 
    in question.  Pick it up, and head back into the Party room.  Go into your 
    inventory, find the doll, and select Give, and she'll open up the fire escape 
    door.  Go through there.  To the right is a handgun.  Pick that up, and 
    immediately, the party and the atmosphere will disappear.
    When you head back into the room, a cutscene happens, and You immediately draw
    your weapon.  This is a perfect opportunity for target practice against two 
    Thinman, but unless you're going for the blue ending, or if you already know 
    how to use the gun, just press C again and walk out the door.
    The door to the north on the right is unlocked now, and there's also a box of 
    beef jerky lying on the floor.  Head into there and you'll find a bathroom 
    with the key to the Master Bedroom in 206 and a mirror.   Take a gaze into 
    the mirror, as You head back home
    Special notes about  Apt 203: If you talk to Benizido and Kenny before you 
    head outside, and talk to Chie before you pick up the gun, it positively 
    impacts your mental health score, so keep an eye out for that.
    Apt 206 Master Bedroom
    Once back in your house, save, eat, and then head over to the right to unlock
    the master bedroom.  Inside on the right, you'll see a leak.  You'll be using
    this later with a bucket and a bottle to get water to brew certain things. 
    Over to the left, you'll find a tin of pickles, some ammo, and a box of pills
    with instructions on usage.  The Red Pills will wake you up, the Green and 
    blue pills will put you to sleep.  Note that the Green pills will give you 
    dreams about the Man Who Wears a Box, and the Blue pills will make you meet 
    the man in blue.
    Over inside the door is a bathroom.  On the floor is a diary page, and if you
    investigate the sink, you'll find pills.  
    Special notes about the bathroom sink and pills:  This sink replenishes your 
    pills every time you run low.  So if you need more, be sure to head back here
    to restock.  Keep in mind, that the Blue pill will give you ammo if you run 
    out, and the green pill will give you food or batteries.  But at the cost of 
    lowering your mental health.
    Apt 205 Revisit.
    If you slept in your room, or if you listened to the radio, you might have 
    discovered a note pertaining to a door in 205 being unlocked, so we're gonna 
    head over and check that out first.
    Head out the door and over to the right to Apt 205.  This time, the door 
    north of where you come in is unlocked.  Head in there to pick up the 
    can-opener, the rice pudding on the floor, and in the fridge make sure you 
    pick up the Delicious Ham.  Now, you'll notice that there is a hiding alcove 
    next to the table on the left side.  If you haven't killed that Thinman 
    outside yet, then drop a piece of rotted meat in here, and hide inside that 
    alcove.  when he rushes past, exit the alcove and run back out into the main 
    portion of Apt 205.  The Thinman will not exit this room again, and is 
    officially taken care of.
    Now you can enter through the middle door that the Thinman was hovering 
    around.  Inside, you'll find a strange message and a pair of sharp scissors.
    Take these, and leave the room again.  Now we'll be heading back to Apt 203.
    Apt 202 and 203 revisit
    Once you get to or in front of Apt 203, head outside back into the hallway, 
    and head all the way over to the left to Apt 202.
    All three doors are locked in here, but the door on the left has a hole where
    you can see a Thinman, and a butcher's hook.  If you want the green ending or 
    to simply save ammo, stand in front of it, go into your inventory, and use 
    the Delicious Ham.  The Thinman will reach out for it, moving away from where
    you need to go to.
    Head back to the Master Bedroom of Apt 203, make sure the flashlight is OFF, 
    then move the bedside table on the left, and enter the hole.  Move over to 
    the right to inspect the cupboard.  Inside the cupboard is another hole.  
    Move through that, and you'll be in another room.  In here is a stove that 
    has rotted meat you can resupply on and a tin of beans.  In the middle of 
    said room is a large, skin like sheet covering another hole.  USE the scissors
    from your inventory, and go through the hole again.
    This time, you'll be in another room.  A Thinman will be directly to your
    right, the door in front of you will be locked, and there will be a door on
    the left leading out.  You can sneak around the Thinman to find a battery on
    the right side of the room.   Head out the door on the left to enter a fire
    escape, which connects you with the next room over.
    Apt 201
    As you enter through the fire escape, on the ground you'll find some Soda and
    Instant Coffee powder.  Move onto the door and you'll be out in the hallway.
    In here, you'll see a mirror (ignore the mirror for now), three doors, and 
    handgun ammo.  As you approach the center of the room, a voice calls out to 
    you.  Run over to the right most door against the wall.  In here, you'll 
    trigger a cutscene, after which you'll find The Director's card on the ground
    at your feet.  This has a radio frequency written on it, and we'll be checking
    it out when we get back to our apartment.  In the meantime, head back out into
    the hallway.  The door to the north has handgun ammo and a milk bottle, 
    however, there's a Thinman in there that you CANNOT avoid.  You MUST kill him
    or use a flare to reach the items.  When you're done, leave through the door 
    to the south.
    Wing Court North 2F (Right Side)
    Two Thinmen on both sides stand in your way.  There's nothing in here, so use
    the hiding alcove to avoid the one on the right and head out the fire escape
    Fire Escape:
    IMMEDIATELY head to the Left fire door and go through it.  It unlocks the door
    and makes life so much easier.  Head back to your apartment, and listen to the
    radio to get The Director's Frequency, who informs you that he has something 
    special in for you today.
    Apt 204
    After hearing the message, just head straight through the hallways to Apt 204,
    dodging Thinmen or not as necessary.  You'll discover it to be unlocked.  
    Inside the hallway isn't much.  On the left north door is a room.  The room
    has the Gas Fuel for the stove, which you REALLY want, and Chalk Drawings on 
    the wall.  Looking at them supposedly increases your Mental Health, so be sure
    to stop by here every now and then to take a gander.  But not for too long.
    In the room on the left is a long hallway with a single man at the end of it 
    known as The Director.  After he introduces himself to you, be sure to talk to
    him again.  Every now and then he'll have something to give to you, and later
    on, he'll be willing to trade items with you, so be sure you pay special close
    attention to his radio frequency.
    Special note about the Director: The items he gives you are based off of your
    mental health.  For instance, in this visit, he gives you a saucepan for 
    cooking items.  However, if you have good mental health, he'll give you a 
    Cooking pot for cooking delicious hams, and Fruit Drops which increase your
    mental health.  However, if you have bad mental health, he'll only give you 
    Cheese and Crackers, which you must combine to get the most out of, and I'm 
    pretty sure just knowing they exist lowers something.  If you want the better
    supplies from him, try and keep sane.
    After paying the visit to the director, head back home to take care of what
    you need, then head back to the fire escape.  Head down the stairs.  
    Congrats, you are officially done with 2F
    Part 2- First Floor Apartment Building
    Pick up the prawn crackers and head out the door on the left.
    Wing Court South Hallway 1F
    Just inside, you should find the map, which will point you towards a spot on 
    the upper left corner.  Down the hallway are more thinmen and a Tin of Fruit 
    Salad, but just before them is a door for Apt 105, which only contains a 
    Mirror, some Milk, and Ground Espresso.  Grab those or not, and then head 
    back over to the left.  There's nothing else in this hallway, but we'll be 
    back for a brief moment.  Head through the fire escape to the door on the 
    Wing Court North Hallway 1F
    This is a long endurance like hallway containing no less than 4 Thinmen, all 
    of which you're probably better off avoiding.  You can take the time to fight
    through all of them, or you can follow the set path here.
    For the first one, there is a hole in the wall just in front of Apt 101.  
    Inside, you'll find hanging meat, and a bucket.  You can use this bucket with
    the leak in the ceiling in 206 to get water.  Take the bucket.  You might 
    notice that the Thinman outside will sometimes stand in front of that door.
    When you seem him in front of it, drop a piece of rotted meat, then 
    immediately hide.  He'll come rushing in.  Slide behind the hanging me, come
    out of the wall, then exit the door.  That Thinman will never return, so we
    can safely move on.
    Down the hall  just past the door is a hole for hiding.  Go slightly before
    this, drop a piece of meat, then quickly run into the hole to avoid the 
    second Thinman.
    For the third and fourth ones, it's a little tricky, we'll have to take care
    of both of them at once.  Past the first hole is a second hole.  Stand 
    slightly before the hole, then drop TWO pieces of meat in a row, then hide
    in the hole.  TWO of them will come running for the meat.  As soon as BOTH
    of them get by, rush out.  Just past the second door, you'll find the door
    for Apt 101
    Apt 101
    Inside the hallway is some newspaper clippings on the wall about a bomb victim
    in a warzone.  In the door to the left, you'll see a huge gaping hole in the 
    wall, along with a mirror.  Save and eat if you need to, and then go out the 
    hole.  You find yourself in the back ally.  To the left, you'll find some 
    instant Coffee and Squid on a Stick.  Then head ALL the way to the right, to 
    encounter the White Faced Man.  As soon as he leaves, you'll find a soda can,
    but instead of soda inside, it's the key to the fire door.  On your way back,
    you'll find that Handgun ammo has also been left at the scene, though it's 
    under the cover of darkness.
    Head back into the hallway, and take a sharp left to the fire door to unlock
    it.  In the stairwell you'll find handgun ammo.  Head over to the right side
    to unlock the other door, at which point you through away the key.
    Head out the door you just unlocked, and you'll be back in the south hallway.
    Head right until you get to the door to the lobby, but before you encounter
    the thinmen stationed in the hallway.  Head inside, and you'll see a BIG
    monster guarding the entrance, and an elevator on the right.  Approach the
    monster, and you'll back up.  Try the elevator, and you discover it's broken.
    Exit, and then REENTER, approach the monster one more time, then leave.  You
    will resign himself to his fate of entering the basement.  Head over to the
    stairwell, then take a deep breath as you head down the stairs.
    You're now done with the first floor.  That wasn't so bad, was it?
    Part 3 - The Basement
    WARNING: The Basement has a plethora of unavoidable enemies that you will
    have to either fight, or to use a flare to get by.  (But I don't have flares
    yet!)  This is actually the stage where they become available.  If you needed
    something from the thinmen rooms above, after this stage is the time to get 
    them.  If you decide to fight them, keep in mind the Thinman will have a new
    attack of crawling up onto the ceiling.  You can't damage them when they're 
    up there, so just make sure you avoid wasting ammo pointlessly.
    East most hall.
    In the stairwell you'll find a battery on the floor, and that the left door is
    sealed shut thanks to. . .something.  Leaving through the right door, you find
    yourself in a hallway.  This part gets a little confusing, because you're 
    gonna go quite a distance without the map, so just make sure your light is 
    off, and that you head right.  On the floor, you'll notice a distress flare. 
    What these do is cause a blinding flash of light to go off for several 
    seconds, allowing you to walk by Thinman, and to instantly down fatman, so be
    SURE you grab this.  On the way right, you'll also notice a door.  In here is
    a Mirror and a Squid on a Stick.  We'll be visiting here later.  More towards
    the right at the end of the hallway, is an entrance, and an unavoidable 
    Thinman standing over a Tin of Beans.  It's just better off to skip him and 
    head through the entrance next to him.
    North most hall.
    Just head left until you find a map on the wall.  Wasn't quite such a long 
    distance after all, was it?  Good thing you didn't make the mistake of going 
    down the wrong hall and getting lost and almost dying. . .like . . .I did. . .
    At any rate, the only other thing in this hallway before the big gaping 
    Silent Hill hole is a doorway.  Inside here is an important Fuse item guarded
    by an unavoidable Thinman.  You'll have to use that flare we just picked up or
    simply shoot him.  But make sure to pick up the fuse, then head back out into
    the East hall.
    204 Revisit
    Back in the East hallway, head left until you run into the door with the 
    mirror in it.  Go inside, and if you haven't already, pick up the Squid, then
    vanish through the mirror.
    Back in the apartment, go back into the bedroom and listen to The Director's 
    radio frequency, and he'll inform you on a new update.   Head over to his 
    place and check out what he's offering.  He hands you three flares, and tells
    you that if you bring him 10 rounds of ammo, he'll trade them for 3 more 
    flares.  This is a deal you should pay attention to.  A room with 1 Thinman
    that you're going to walk by once becomes a question of 3-5 bullets, or 1 
    He'll also hand you a kettle, which you can use in combination with a bottle
    of water to brew that coffee, which will give a nice mental health boost and 
    remove tiredness in one stroke.  If you happen to be in good mental health at
    the moment you talk to him, he'll also hand you the Espresso brewer, which 
    you can use to make the much more effective and delicious Espresso.
    Once you have all that, head back to your apartment, and return to the 
    East Most Hall
    Back here, head out the door to be in the east hallway.  Head left until you
    cross back across the stairwell entrance, and you'll notice a sign hanging on
    the wall nearby.  Check this out, and you'll mark a location on your map.  
    We'll be heading down there eventually, but for right now, just head through
    the hallway entrance directly left of the sign.
    Middle Lateral Hallway
    This hallway is a little bit more dangerous.  There three Thinman that are
    unavoidable in this hallway, and one door.  Behind the door is. . .a writhing
    heart.  It has nothing you can do other than interact and look at it.  
    Shooting it or using a flare on it does nothing.  It's generally best to 
    avoid going through this door due to the cost of running in and out of it.
    Instead, get as close to the three thinman as possible, and drop a flare.  
    This will stun all three of them at once, and you'll be able to get by safely.
    There's no need to come back down this way, so don't worry about the return 
    trip.  If however, you're attempting to get to the blue pill path, it IS 
    recommended that you kill all three of them.
    Central Hallway
    The perspective gets eschewed a tad, so be sure to follow closely along with
    your map.  Directly to your left is the way to the generator, but it's cut 
    off by another SH Canyon.  But on the ground is some more Ground Espresso.  
    Over to the right, you'll come across 2 more unavoidable Thinmen.  Light up a
    flare, or shoot them for the blue ending, and quickly run past them.  
    Immediately to the right of them is a door that is marked with a ? on your 
    map in red.  Make SURE you enter through here.  Inside is a Thinman, and a 
    maw in the wall.  Kill the thinman if you wan to avoid taking damage.   
    He also has some handgun ammo by his feet if you're having second thoughts 
    about ammo usage.
    Investigate the maw in the wall.  Go ahead and do the stupid thing by sticking
    your hand inside, and you should get the Generator key.  Take your leave, 
    then head directly right outside the door, making sure your flashlight is off.
    If you head down the corridor on the right, you wind up on the west side of 
    the north corridor, where you'll find prawn crackers in.  Leave back the way
    you came, and head through the archway.
    Down the Northwestern hallway is a single door which contains a mirror and a 
    bottle of milk.  Save your game if you need to, then press on down to the 
    West most hallway a.k.a. Hall of Doors
    Special Notes The Fatman:
    This hallway contains the first appearance of a new enemy, the Fatman.  
    The Fatman is slower to react and attack you, but does more damage and takes
    several shots to put down.  It also has two "phases", the first one in which
    it's standing where it acts normally.  The second one occurs if you use 4-6
    bullets, where it's "helpless".  It falls deformed on the ground and acts 
    dead, but can slide around at high speeds and still attack you while making
    freaky sounds.  However, while it is in the helpless state, you can simply
    walk by it.  Not only that, killing a downed Fatman will negatively impact
    your mental health, but will affect your path to the blue pill.  Keep this in
    mind as you encounter them throughout the rest of the game.
    To your right in this hallway are two fatman, which you can use a single 
    flare to put both of them down, or simply kill them.  However, you'll also 
    notice that there are 8 doors in this hallway besides the entrance and exit.
    Their contents from left-to-right:
    1st Door: Handgun ammo
    2nd Door: is locked
    3rd Door: Is unlocked, but do not enter under any circumstance
    4th Door: Battery
    5th Door: is locked
    6th Door: has a can of gasoline.  You NEED this to continue, so make sure you
    pick this up.
    7th Door: is Locked
    8th Door:  Beef Jerky and a rat.  
    Special note about the Rat: You may have noticed a rat scurrying around every
    now and then.  If you take out your gun and shoot it, you can pick up a rat.
    You can eat it raw or you can cook it.  Either way, it negatively and 
    drastically impacts your mental health.  There is no reason to do this by the
    way.  Just pointing it out.
    After the 8th door is a short hallway, which contains a Rice Pudding.  After 
    THAT hallway is another short hallway with nothing in it, so just proceed to
    the left.
    South hallway:
    To the left of the entrance, guarded by an unavoidable Thinman is some handgun
    ammo.  If you wish to take it, keep in mind that the gunfire will attract 
    other enemies from down the hallway, so get ready to run.  Otherwise, just 
    ignore him and head right down the hall, where you'll run into two fatman in
    close proximity.  If you play your cards right, you can hit both of them at
    the same time with 1 flare, instantly putting them helpless.  You can run by
    or take advantage of the light.
    Heading further to the right, you'll find a tin of fruit salaad lying on the
    floor.  Further right, you'll come across the doorway out.  If you head to
    the right of that, you'll find an uncontested flare lying on the floor, so be
    sure to grab that before heading through that door.
    Elevator and Back Room:
    You'll find yourself face to face with the elevator to the top floor, but if 
    you press the button, you'll also find that the power is out.  We're going to
    fix that real quick, so head to the right door.  You'll come out in a 
    completely dark hallway.  Head to the Left and you'll come across a mirror.
    Save if you need to, then when you return, head left down the other end, and
    you'll unlock a door.  Stepping through it, you'll find yourself back in the
    East Hallway you began in. 
    Slightly to your right, you'll find an archway.  Even slightly righter is a 
    Thinman, but there's no reason to challenge him, so just head through the 
    Generator room and hallway:
    Straight down this hallway, all the doors are locked, so just ignore them and
    move down the left.  You'll come across an unavoidable Thinman.  You'll have
    to come back down this hallway again, so unless you have two flares and are
    specifically going after the Green Pill ending, it's simply better to kill
    this one.
    Past him, you'll come across a small section of the hallway with a door.  The
    door is locked and requires the Generator Key, which you should have.  Inside
    the generator room is a gigantic statue.  Examine it, and you'll go into a
    long cutscene detailing a few plot points.
    When you wake up, you'll find yourself standing in a (relatively) normal 
    generator room, though now there's an Irradiated Orange sitting for you down
    on the left side.  In here, you'll want to use the Giant Fuse in the box on
    the right, and in the middle next to the lever, use the Can of Gas.  Then
    flip the switch, and the generator will be fully running.  Or at least enough
    for the elevator.
    Head back through the unlocked door, and on your way back, I highly recommend
    using the mirror and saving your game.
    Chase Scene
    Just go up to the elevator, press the button, and get your running nikes on,
    cause you're about to go on a basement wide tour.  As soon as the elevator
    activates and after the cutscene, You're going to automatically run to the
    left, so you'll be in the Southmost hallway.
    The direction you need to run in order is
    Left to the entrance
    Right to the entrance
    Left all the way down the hallway
    Left past the 8 doors to the entrance
    Right down the hallway
    Left to the entrance
    Right straight down the hallway
    Then finally right to the first door you see
    If you get lost, don't worry, it's not an instant game over, but if you get
    actually lost and don't know which way to go, it might as well be game over.
    Thankfully, though, all the enemies except in the last hallway have vanished,
    so you need to not fear for any vengeance from old enemies.
    Once you make it to the stairwell footing, take a moment in real life to
    catch your breath.  The basement is now permanently off limits.  So just head
    back up the stairs and to the right.  You'll be on the 1F South hallway.
    Simply enter through to the lobby where the beast was, and you'll find it's
    now clear.  There's a mirror to your left, but ignore that for now, and simply
    exit through the doorway out into the Streets.
    Congrats.  The Basement, and subsequently, the entire apartment complex,
    is officially complete.
    Part 4 - The Streets
    Thinman notes:  The Thinman now has a new attack in lieu of it's ceiling
    climbing.    It will now barf on you.  If you see it stop approaching you and
    rear it's head back, move!
    Apartment Street (aka 32rd Street)
    Now that you're outside, the reason for you ignoring the mirror.  Head
    directly Left, and you'll find the Fire Escape Key.  Directly to the right of
    the building, you'll see some stairs.  Go past them into the ally.  You'll
    find a comic lying on the ground.  Pick up the Sleepy Cat Comic, then run back
    out.  You should see next to the building a set of fire stairs.  Simply go up
    them, and you'll use the fire escape key and wind up back in room 206!  
    If you flip on the director's channel, he'll mention he has an update for you!
    Pay him a quick visit.
    Director's Update: 
    He gives you a Gamejoy.  If you elect to use a battery in front of your couch
    at home with this item, you waste time just playing video games, which
    increases your mental health.  He also gives you a quest to find Sleepy Cat
    comics, which you can trade him for cans of Tuna, which you use in yet 
    ANOTHER side quest. You can give him one right now, but be sure you read them
    before you do, as that increases your mental health score.  If you also happen
    to have good mental health, he'll give you the Delicious Ham, the only other
    one in the game.  Hope you have that cooking pot.
    On your way back out to the streets below, make sure you're stocked up on
    rotted meat.  You'll be needing them.
    32rd Street again
    Going past the allyway, you should run into Hank's shop.  Head inside for a
    quick bit
    Hank's shop:
    Inside the shop is a Thinman standing in the way, but luckily, you can hide 
    and sneak behind the weapons rack in the center.  Don't bother trying to pick
    them up.  You's autism flares up again and refuses to use any other weapon.
    Knocking on the door to the left you'll encounter Hank who lets you in.
    There's nothing inside this room but hank.  If you talk to him, he informs 
    you he's been bit and infected and starts a sidequest.  If you bring him a 
    blue pill, he'll trade you for 10 rounds of ammo.  If you take him up on 
    this, however, it'll lower your mental health score.  Instead, you can trade
    him Health Tonics which you'll find soon enough.  There's 5 Health Tonics in
    the game, but it increases mental health and his physical health.  The choice
    is up to you though.
    Also, don't approach him with your flashlight on.  The game considered it as
    "torturing hank" which drastically impacts your mental health
    Leave the way you came out once you're finished here.  If you intend to get
    more ammo, then it's suggested to kill the Thinman to save time from hiding.
    32rd Street take 3
    Down to the right of hank's shop is an alcove and two Thinmen.  You can shoot
    them, flare them, or you can place two pieces of meat in a row in front of
    Hank's shop than hide to get past them.
    Past them before the end of the street is an open doorway.  Go inside.
    You'll have yourself a bit of a dream with the Man in Blue before he asks you
    a question.  If you claim to know him, that will actually decrease mental
    health, where the other option, to claim not to know him will increase it.
    Once out of the dream, the interior will change again, revealing a broken 
    down shack.  On the floor, you'll find the Golden Key, and a health tonic.
    Be sure you grab both before hitting the streets again.  Go right, and you'll
    find yourself on.
    East Street:
    Going down the left side first, you'll find a map posted to the wall.  The
    character will comment about how the map is marked, but the way there is
    treacherous, and you'll need a few items first.  Keep going left, and you'll
    find a door in the wall.  In here is a mirror, battery, and can of beans.  
    Head back out and you'll see an opening to another ally.  Skip that for the 
    moment and head left to find the Health Drink.  If you keep heading left, 
    you'll run into the hospital, and the Cat sidequest as well.
    Cat Sidequest:  Required: Cans of Tuna (3)
    Next to the hospital, you'll encounter a stray cat.  If you slowly tap the
    arrow keys over, you can approach him.  If you go too fast, the cat will duck
    down like it's ready to pounce, so wait a bit after that so he doesn't move.
    Move TOO much and the cat will scramble.  When you reach him, feed him a can
    of Cat Food, which you should have at least one can by now.  The cat will run
    off.  The next time you run into the cat, he'll be to the left of the 
    entrance of the apartment building.  Do the same thing, and he'll run off 
    again.  The THIRD time, he'll appear outside your apartment window in your 
    bedroom.  Just use the can of Catfood while standing in front of it, and 
    you'll take it inside and adopt it.  Doing the sidequest, naming the cat, 
    feeding it, and petting it all drastically improve mental health.
    Whether or not you do the sidequest, the hospital is currently locked under a
    keypad, so just head back into the allyway.
    Hospital Allyway:
    In the allyway, there are three enemies stalking back and forth between hiding
    holes.  Sneak past all of them, or go guns blazing.  Flares aren't recommended
    here as you'll have to come back this way and you won't be able to hit all of
    them at once, or even in two.  Don't be afraid to approach the fatmen a little
    more closely.  They aren't as reactive as the Thinmen are.  At the end of the
    allyway you'll find some Ground Espresso and a Car Battery.  Do what you will
    with the espresso, but be sure you grab that Car Battery.  You'll need it. 
    Head back out to the street again.
    East Street right side:
    Head back past the central allyway, and you'll come across a thinman and 
    hiding hole, and a store, along with some handgun ammo lying on the street.
    Get past the thinman and head into the store.
    In here is a brown package that contains a food item.  If you talked to Hank
    earlier, you'll know that the package will refill itself with food every 
    single day.  The food is seemingly random, and has some items that you might
    not find anywhere else.  Sitting next to the box is a sleepy cat comic.  
    If you want either of these items, there are two thinman in the way.  To get
    past them, you can shoot them (recommended to get to the box faster), or you
    can use 2 pieces of meat to go right, and another 2 to go west.  There's 
    plenty of hiding places to use for that.
    Head back outside when you're done, then head right.  You'll find the entrance
    to another street.
    North East Allyway:
    Smack dab on the floor in front of you, you should find a Sleepy Cat comic.
    To the right, further down, you'll see the entrance to a back ally, which you
    should pass by for now, and further on, you'll find Two enemies which you can
    hide and avoid, standing over and guarding a health tonic, some ammo, and most
    importantly, a Crowbar sticking out of the wall.  Make SURE YOU GRAB THE 
    CROWBAR.  Be careful around this area.  While you can grab all three items
    with no incident, it's particularly difficult to get the timing for the return
    trip down, so tread carefully.
    On the way back, stop inside the other allyway.  Down here, you'll find 
    another Sleepy Cat comic, some enemies you can hide behind, including one 
    thinman at the begining where you can slide past by on the arch, some coffee
    powder, and the main reason for the trip, a dead body with pliers sticking
    out of it.  Disgusting as it seems, you kinda need those pliers, so remove 
    them from said corpse, and then travel back the way you came.  Head back 
    down the East street and head for the mirror room.  Once back at your 
    apartment, save, eat, do what you need to, then head out the fire escape door
    and into the back ally.
    Apartment Back Ally:
    If you haven't already done so, grab the sleepy cat comic lying on the ground.
    There are three Fatman down here.  You can probably hit two of them at once 
    with a single flare, but don't depend on it.  Getting through them and further
    down, you'll discover Superflat World, which you should already have the key 
    to, so whip it out and enter.
    Superflat World:
    This is the last stretch of the game.  Before continuing on, make sure you 
    have the Car Battery, the Crowbar, and the Pliers.  If you don't, you missed 
    something and should head back.  Otherwise, press forward.  Before you get to
    the end of the arcade, you should find the last Sleepycat Comic (#5) on the 
    floor.  Make sure you grab that as you go down.  After a short little scare 
    from the arcade, just keep heading down.  At the exit, the lights will go 
    out, and you'll have another short meeting with the White Faced Man.  
    Afterward, the lights come on, and the door behind him remains uncontested.
    Exit to find yourself in. . .
    North West Ally:
    To the Left are two enemies you can hide behind, both guarding some handgun
    ammo, rice pudding, and a single flare.  If you want or need any of these,
    simply sneak around them.  Otherwise, head right to sneak behind another 
    enemy.  Behind him, you'll run into the El Crab Shack.  Duck in hear for a 
    little breather
    It's just a short run down shack, containing only a soda and health tonic, 
    along with a mirror.  If you need to leave through the mirror, just make sure
    you don't make the mistake of using another mirror before you get back here.
    When you're ready, head out of the shack again.
    Directly right of the shack is a Tin of Fruit Salad.  Behind that are THREE
    unavoidable Thinmen.  Even if you're normally opposed to it here, starting a
    fight with them is not recommended due to the other enemies in the ally.
    Wait for them to get scrunched up together, run over and set a flare.  As they
    scream, run past them.  You'll find the entrance to the West most ally.  To 
    the right of that is another Unavoidable Thinman guarding a soda.  Not worth 
    it in the slightest.  Head into the West Ally
    West Ally:
    This place is quiet, dark and empty.  As you're walking forward, you'll come 
    across a health tonic and some handgun ammo.  Pick that up and head ALLL the 
    way to the right.  You'll find a Bus just sitting there.  Examine it, and
    You'll take the option to hop aboard.   Look around and you'll find the bus 
    door is locked due to lack of power.  However, you can move over to the front
    panel and examine it.  In order to open the door, you need to use, in this 
    Car Battery
    Once you use all of those in sequence, head out the door.
    ??? Ally
    Where is this?  No clue.  You'll notice a mirror.  This is your point of no
    return.  Be sure you save, gather as much ammo and flares as you can.  Make
    SURE you save your game, and finish any sidequest you feel necessary, along
    with eating a healthy meal.  When you're ready, head to the right, and you'll
    come across a dark, dark section of the game
    Where a horrific twin-sickle handed abomination approaches and screeches.
    It's name is Mother, and it can kill you in 1 or 2 hits.  Don't bother 
    running, there way is blocked.  You MUST confront her.
    Blue Pill Path:
    Take out your gun.  And just fire away.  Just keep firing and treating her 
    like you would a normal enemy.  If she gets too close,  back up, fire at her 
    legs, anything to keep her off of you.  Interesting point, you get a mental 
    health point for every headshot and torso shot you make, but I can't tell if
    it's positive or negative.  Just keep firing as much as you can.
    Green Pill Path:
    Just use 4 flares.  What?  That's it?  Yeah, but it's a little trickier than
    that.  You can't use them in a row, cause that just wastes flares.  When the
    first is done, you have to set the second, but while you're doing that, mother
    has free range to attack at you.  Do it too far away from her, and it might 
    have no affect as she simply won't approach.  Get the timing down just right.
    But this is by far the easier path to use if you can figure out that flares 
    hurt her.
    If you don't care about the ending, then use a flare to distract her while 
    you pop off shots into her to make her go away faster.
    Once you've dealt enough damage, she turns around and leaves out the backway.
    Follow her out, and you'll come across. . .a tragic scene.  After a brief and
    bittersweet goodbye, you're handed a keypad code to the hospital, and wind up
    back at your apartment.
    The Hospital and the End:
    The Director's room is locked.  If you happen to have completed the Cat 
    Side-quest, you can talk to your kitty and it'll drastically increase mental 
    health.  Heal, Eat, play gamejoy, do as you please.  When you're ready, head 
    out the door.
    Hank has nothing extra to say.  Just walk past him.  If there are any enemies
    in the way, drop a flare.  You won't need them anymore.
    In the ally with the hospital, just head up to the door.  Even if you don't
    read the sheet of paper, You will still punch in the code.
    Once inside, you can look around, but the only thing to pick up is a clip
    board with an interesting tidbit on it, informing you of the occupant of the
    last room.  Take it, and read it if you like.  Then head ALL the way down to
    the left.  There's only one door that's open.
    Once in there, there's only two things to do.  Take the pill.  It's color
    will be dependant on which ending you're going to get.  Then take a nap in 
    the bed.
    Pat yourself on the back, then sit back and watch your slightly-hard earned 
    Ending Paths:
    Green Pill Ending:
    Simply do two things.
    -Don't Kill as much as you can
    -Don't take pills very often
    -Try and complete the sidequests on a positive note
    For the Blue Pill Ending:
    -Do exactly everything opposite.
    Kaitengiri did this entire walkthrough at his own expense, then submitted it 
    to GameFAQs.  It was simply divine.
    You can contact him at kaitengiri@gmail.com
    Thanks to Byrne and like almost his whole family for making this game
    Thanks to GameFAQs for publishing this on a site
    And thanks to. . .
    The player.
    -Transmission end

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