=============================================================================== ObsCure - Walkthru/Faq - System: Playstation 2 Version: 1.5 Written By: Darque Developer: Hydravision Publisher: Europe - Microids Publisher: North America - Dreamcatcher Interactive =============================================================================== =============================================================================== 0.0 ~ Table of Contents =============================================================================== 0.0 - Table of Contents 0.1 - Controls 0.2 - Characters - Main Walkthru - 1.0 - Part One ~ Prologue 2.0 - Part Two ~ Administration 3.0 - Part Three ~ Classrooms 4.0 - Part Four ~ Library 5.0 - Part Five ~ Dining Hall/Sick Bay 6.0 - Part Six ~ Administration Revisited 7.0 - Part Seven ~ Amphitheater 8.0 - Part Eight ~ Basement 9.0 - Part Nine ~ Loose Ends 10.0 - Part Ten ~ Dormitory 11.0 - Part Eleven ~ Library Revisited 12.0 - Part Twelve ~ Garden 13.0 - Part Thirteen ~ End Game - End Main Walkthru - 0.3 - Items/Weapons 0.4 - Enemies/Bosses 0.5 - Clues Transcript/Flair Transcript 0.6 - Reported Bugs 0.7 - Version History 0.8 - Legal info, Credits, Contact Info, and Everything else =============================================================================== 0.1 - Controls =============================================================================== Left Analog Stick - Moves your character and is used to manipulate your Items menu Right Analog Stick - Used to manipulate your Weapons Menu Control Pad - Used to give instructions to your Teammate X Button - Used to Attack with an Aimed Weapon or to activate items or to interact with things on screen Square Button - Use your character's Special Aptitude Circle Button - Switch between your active character and your Teammate Triangle Button - Switch between targets when Aiming and to cancel menus L 1 Button - Activate your Flashlights "Boost" mode R 1 Button - Aims your weapon and forces you into "walk" mode L 2 Button - Activates your Item Inventory R 2 Button - Activates your Weapon Inventory Start - Brings up Pause/Load Menu Select - Brings up Documents menu (Use L 1 and R 1 to cycle between your Character screen, Map and Clues screen) Control Pad: Left (makes your Teammate wait) Control Pad: Right (makes your Teammate follow you) Control Pad: Up (asks for help - Teammate will help in combat or look for nearby items and/or use special aptitudes) Control Pad: Down (change your Teammates weapon, pressing down repeatedly will cycle thru their weapons) =============================================================================== 0.2 - Characters =============================================================================== - The Main Five (Taken From the ObsCure game Manual - with some notes added) - Kenny Matthews ============== Kenny is an accomplished athelete who spends most of his time playing basketball with his friends and hanging out with Ashley. Albiet just an average student he is considered a cool pal because of his status as the captain of the school's basketball team. He is the bullying type who acts a bit quicker than he thinks. Had he known what they were exposing themselves to, he would have probably thought twice before throwing himself into such a dangerous situation... Special Aptitude: Kenny has a great physical strength, which allows him to run faster, hit harder, and be more resilient. When you press the - Square - Button, Kenny will start sprinting for a period of time. [note: After a short while using Kenny's Sprint ability he will slow down considerably and will need to "catch his breath" before he can use this ability again.] Shannon Matthews ================ Shannon is Kenny's younger sister but isn't anything like him. A clever and brilliant student, she dresses in a slightly provocative and rebellious fashion to downplay her brains and to look older... She has an answer to every question and a huge heart to help people out. Special Aptitude: Shannon can take care of her companions better than the others. More over by pressing the - Square - button, Shannon will give you precious information about the current riddle. If she is your teammate, you can call on her to help you by pressing the up directional button. [note: When the manual says she "cares for her companions better" it really means she gets a +25% bonus when using healing items on them. This bonus also seems to affect herself] Ashley Thompson =============== In spite of her beautiful looks and her salon membership, she is not easily impressed. Ashley can also turn quite tough on her opponents when necessary. Smug and even slightly cheeky, she tries to act mature while playing it cool in all situations. She is Kenny's girlfriend and therefore is the first one to worry about his disappearance. Special Aptitide: When playing Ashley you certainly have an edge in most fights. She is the only one double shooting with a fire weapon. She has a remarkable bat swing! During combat, once you have aimed using the R 1 Buttone, fire or hit using the - Square - button instead of the - X - button. [note: This will cause Ashley to take 2 attacks at once. Rather affective. one other thing of note, Ashley seems to do more damage with all weapons] Stanley Jones ============= Stanley Jones prefers spending his time dragging himself through life and playing around rather than studying. He is often involved in mischief and has an eye for good deals. Laid back and quite cunning, he is Kenny's best friend. Special Aptitude: By playing Stanley, certain doors or cubboard locks are no longer obstacles. Standing next to them, Stanley picks them by pressing on the - Square - button. Whenever you press the - Square - button he will tell you if there is something to pick up in the room [note: That last part is a typo on their part - what he really will do is tell you if there are any locks around] Josh Carter =========== Josh Carter is the typical small reporter who spends his leisure time reading science fiction novels and working on his movies. Curious as a student he is always searching for various scoops and tends to get carried away a little too easily. He always thinks that he is onto the greatest and hottest scoop of the century. This time he may well be right! Special Aptitude: By playing Josh, you will see objects and clues blinking immediately every time you enter a room (whereas for the other characters, the objects only blink when you pass them by). At any point, by pressing the - Square - Button, Josh tells you if there are any objects left for you to pick up in the room. - Other Important characters - Mr Friedman =========== The principal of Leafmore. Ms. Wickson =========== The school nurse Mr. Garrison ============ The school Janitor Mr. Walden ========== One of the teachers =============================================================================== - MAIN WALKTHRU - =============================================================================== Before you begin there are a few things I should explain about the following walkthru. First off, when I refer to compass directions I mean that quite litterally. If you're unsure which direction you are facing, press the - Select - button and bring up your map. You can see which direction your character is facing from there if you are unsure. When I refer to top, bottom, left and right I am refering to a direction on your screen. Items and Enemies lists: These are lists of items and enemies found in a - NORMAL - game. Their exact locations are listed within the walkthru description for the area. A note on game difficulty: As you progess to more difficult games Easy -> Normal -> Hard you will find far fewer items and the enemies you encounter will become gradually tougher. A Note on Enemies Lists: I ONLY list enemies that are already in each area when you first enter or appear as you move around. There may be ADDITIONAL enemies that appear when you perform actions, come close to specific locations in an area or take items. "These" enemies will be described within the walkthru, but they will not appear on the lists. A Note on difficulty setting differences. ----------------------------------------------------------- Easy: If there are additional items in an area that | can be found in an EASY difficulty setting | game; they will be listed in boxed in text at | the end of each area description for easy | reference. | Hard: If an item is not present in a HARD difficulty | game it will be listed here as well. | Special: Items found in a SPECIAL game will be | Likewise be added here. | ----------------------------------------------------------- The differences between Normal and Hard, and the bonus items you get in Special Mode will be added at a later date. =============================================================================== 1.0 ~ Part One ~ Prologue =============================================================================== ======= == Gym == ======= ==================== = Basketball court = ==================== - Characters: Kenny After the opening movie you find yourself in control of - Kenny - There's not much to do here other than shoot a few baskets with the Basketball in front of him. Walk up to it and Press - X - if you want and he will shoot a basket. Once that gets boring you can either explore the room some or head toward the door you see in the background. As you near the door Kenny will make a few comments about his cell phone ringing. Enter the door. =============== = Locker Room = =============== There's not much to do in this room either. Walk up to the cellphone on the bag and press - X - to trigger a - cutscene - After the scene you can either explore the Locker Room, Bathroom and Showers or exit and track down the thief. ============ = Bathroom = ============ There nothing here, but you'll get a few comments if you go up to things and press - X - =========== = Showers = =========== There isn't anything here either. ==================== = Basketball court = ==================== - Cutscene - After the cutscene follow the thief outside. You will get a prompt telling you to activate Kenny's special apptitude by pressing - square - Do so and he'll run faster, but after a while he will need to stop and catch his breath. Exit the building. ================ == EAST WALKWAY == ================ There's not much to do here, so continue following the thief. ========== == Garden == ========== ================ = Mansion Area = ================ Kenny will make a comment as you go down the path. There's not much to do here so head to the right side of the building and enter the celler doors. ========== = Celler = ========== - Items: Sticky Tape Flashlight Pistol -Demo: Taping a flashlight to a weapon Enter the room and walk into the light, you'll notice a ladder but you can't use it yet. There are some items on the barrel to your right. Pick up the - Sticky tape - and a popup will appear telling you how to use it. Pick up the - Flashlight - and a - Cutscene - Will activate. After the Cutscene you'll find you now have a - Pistol - as well. After the Cutscene a - Demonstration - of how to Tape a Flashlight to your Weapon will occur. Do so to continue, and now you will be able to use the ladder. Decend. ============ == Basement == ============ =========================== = North/South Hallway (a) = =========================== -Demo: Aiming a weapon and Boosting your Flashlight Kenny will make a comment as you enter the hallway, there's not much to do so just follow it and enjoy the strangeness of it. At the end he'll encounter something and you'll get a - Demonstration - on how to - Aim - your weapon and - Boost - your Flashlight. As Boosting can weaken the enemies you encounter this is a good thing to take note of. Just be careful of overheating your Flashlights. After the Demonstration enter the door. ============= = Cage Room = ============= There's not much to do, but lots to see. This room is filled with cages and a large lighted chamber to one side. Other than Kenny's comment on it, there's nothing else you can do here at this time. There are two doors leading out of this room, but only one is unlocked. Use the door on the other side of the lit chamber to go to the next area. ============= = Hole Room = ============= Not much to do here, there's a big hole in one corner of the room, a cabinet you can't use and two doors. Take the unlocked one. ======== = Cell = ======== - Characters: Dan - Demo: Switching teammembers and 2 player mode Wow, not the best place to live. Approach the person in the corner and a - Cutscene - will occur. After the Cutscene you'll now have - Dan - as a teammate, and a popup will appear telling you how to switch between characters and how to activate 2 Player mode. Press - Circle - to switch between Kenny and Dan. Press - Start - on a controller in Port 2 to activate 2 player mode. Exit the room. ============= = Hole Room = ============= Once you enter, Dan will comment about the cabinet and will find a gun within. Once he's armed continue onto the Cage Room again. ============= = Cage Room = ============= - Enemies: 2 Biters 1 Stage 3 Mutant As you move thru the room the door that was locked earlier will be thrown off it's hinges and a huge monster will appear. Stand and fight this - Stage 3 Mutant - or run, if you choose to fight make sure to Boost your flashlight or it will be far harder to kill. As you continue to the exit - 2 Biters - will appear in your way. Avoid them or kill them. With Dan's help you can clear the room, but it may be easier to just avoid combat for now. Near the exit you will find someone has placed a cage in front of the door. Using Kenny push against it and he will shove it out of his way. Once the way is clear use the exit and head back to the Hallway. =================== = N/S Hallway (a) = =================== - Enemies: 2 Biters 1 Stage 3 Mutant Once in the Hallway another Mutant will force it's way in, and will Kill poor Dan. Fight or Run, but the end result will be the same. Once you've made it to the ladder - or - have been defeated a - Cutscene - will occur and the Prologue will come to an end. =============================================================================== 2.0 ~ Part Two ~ Administration =============================================================================== =========================== == ADMINISTRATION BUILDING == =========================== ============== = Break Room = ============== - GATHERING POINT - - Characters: Shannon Ashley Josh - Items: Disc Baseball Bat Energy Drink - Flair: School Newspaper After the - Cutscene - you will find yourself in control of - Josh - and you will see - Shannon - sitting on a couch at the bottom of your screen and - Ashley - standing on the left side. Pick a teammate and and a Popup will appear, and a small - Demonstration - on how to use a Teammate will occur. If you picked Shannon she'll give you some advice that you should pick the lock of the room. Press - Circle - to switch between teammate and a prompt to press the - Select - button will appear. Do so and you can access your Map screen, Characters screen and Clues screen. Check them out and then once you're ready it's time to explore the room. There is a - Baseball Bat - on one of the tables behind Ashley, and a - Disc - on a table on the left side of your screen. Smashing the vending machines will allow you to gain an - Energy Drink - from them as well. On a table below Shannon's starting point is a "School Newspaper". It's a piece of flair that adds to the game's atmosphere but doesn't have any real affect. You'll see three doors in this room, all three are locked but one happens to have a glass window in it. Doors with Glass Windows are breakable if you attack them. Break the glass and then use the door to enter the storage room. ------------------------------------------------------------------ SPECIAL MODE: You will find the - Morgenstern Bat - on the | table instead of the Baseball Bat. | This is THE most powerful melee weapon you | can find. One hit from this is about as | powerful as a Revolver shot. | ------------------------------------------------------------------ ================ = Storage Room = ================ - Items: Reel of Wire Grab the - Reel of Wire - off the shelves and exit the room. ============== = Break Room = ============== - GATHERING POINT - Make sure the Reel of Wire is in your "active item slot" using the - L2 - button and - Left Analog Stick - and then go up to the door on the left side of the screen. Next press the - X - button and your character will now pick the lock of the door. If a lock is pickable your character will usually say so. Locks you can't pick either need to be broken (as with Glass Doors) or require a Key. Though there are many doors that cannot be unlocked. Pick the lock and exit. ================ = East Hallway = ================ Now that you're able to roam around you'll find yourself in a hallway with lockers on both sides. There will be a door at the end of the hall and one on the south wall, but both are locked so just ignore them. Heading west will take you to the Main Hall. ========================= = Main Hall - 1st Floor = ========================= - Map: Administration Building - Flair: "Just Say No" poster When you first enter the camera will pan backwards and you'll see a large angled view of the Main Hall. There will be a map of the Administration Building next to your characters on the wall, grab it and a prompt will flash telling you to press your - Select - button. Do so and your map screen will appear. Pressing - Square - will bring up a small Help Popup Pressing - Triangle - will exit out of this screen. Pressing - Circle - will allow you to warp back to your current GATHERING POINT. A very hand feature. Note: While you can use the Map's "warp" feature to get back to your current GATHERING POINT quickly, for this walkthru it will be assumed you walk everywhere without "warping". If you feel the need to "warp" by all means do so. Other than the "Just Say No" poster pinned to one of the noteboards, there's nothing else of intrest here. All of the doors in this section (you can see them on your map - 1 to the south, 1 to the north, 1 to the north west and 1 to the north east) are currently locked. There are stairs leading to the second floor, but for now continue exploring the rest of the ground floor. Cross the room and enter the West Hallway. ================ = West Hallway = ================ - Flair: Basketball Game Schedule On your map you can see there are 6 doors here, and other than the Basketball Schedule on the noteboard there's not much to look at either. The door on the West End is locked so ignore it, starting from the right you can check each door in turn. ===================================== = Meeting Room (Door 1: South side) = ===================================== - Items: Sticky Tape Here we find ourselves in some sort of meeting room. There isn't much of intrest here so just grab the - Sticky Tape - on the first table and then leave the way you came. ==================================== = Locked Door (Door 2: South side) = ==================================== This door is locked so just keep moving. ======================================= = Boy's Bathroom (Door 1: North side) = ======================================= - Items: Energy Drink - Flair: Graffiti When you enter your character will comment on the smell and you'll see a shadowy blackness on the walls that will slowly go away. A little disturbing but harmless. There's an - Energy Drink - in the second stall, and some "Grafiti" on the walls. ------------------------------------------------------------------ Hard: There are no items here. | ------------------------------------------------------------------ ======================================== = Girl's Bathroom (Door 2: North Side) = ======================================== - Flair: Poster When you enter the camera will focus on an airvent, and your character will mention there is a draft. There is a "Poster" on the wall, but the main point of intrest is the vent. Using your teammate you can climb up to it, but at the moment you can't do anything with it. Keep this vent in mind though as you'll need to come back here later. ------------------------------------------------------------------ Easy: There is a - Disc - in the stall nearest to the vent. | ------------------------------------------------------------------ ==================================== = Locked Door (Door 3: North side) = ==================================== This door is currently locked so just ignore it. Time to go to the second floor. ========================= = Main Hall - 1st Floor = ========================= Head up the stairs. ========================= = Main Hall - 2nd Floor = ========================= Climbing the stairs will bring you to the second floor. This area is "n" shaped with doors on either side. ============= = West Side = ============= - Door 1: Locked - Door 2: Locked ============= = East Side = ============= - Flair: Beauty Club Poster - Door 1: Locked - Door 2: Locked - Door 3: Glass Door There is a "Beauty Club Poster" on the noteboard between Door 1 and 2, looking at it will give us some small insight into Ashley's character. The 3rd door on this side has a glass window you can break, do so and enter. ============= = Classroom = ============= - Flair: Note on desk - Items: Screwdriver This is a dimly lit classroom, on the desk is a "note" that indicates that a screwdriver was lost in this room. As that screwdriver is something you need to continue move over to the bookshelf that's on the same wall as the door you came in thru. Stand to one side of the bookshelf and you will find you can push it. Once it has been moved, check the area under it and you will find a - Screwdriver - If you can't find it, keep pushing the Bookshelf and you will free it eventually. Once you have it in hand, it's time to go back to the Girl's Bathroom. ========================= = Main Hall - 2nd Floor = ========================= When you exit the Classroom an event will take place where the building starts to shake. Your characters will comment, but nothing else will occur. ========================= = Main Hall - 1st Floor = ========================= We're just passing thru. ================ = West Hallway = ================ Enter the Girl's Bathroom. ======================================== = Girl's Bathroom (Door 2: North Side) = ======================================== Make sure the Screwdriver is your active item and then press the - X - button in front of the vent. Josh will lift his companion up and you can now use the Screwdriver to open the vent. Once you have opened the vent, press the - X - button and your characters will automatically go to the next area. On the way, if Josh is one of your characters he will comment on the fact it's so dark, at which point whichever girl is with him will put him in his place. If you are using Shannon and Ashley, no event will occur. ====================== = Teacher's Bathroom = ====================== - Items: Energy Drink You now find yourself in yet another Restroom, this time one for the teachers. There is an - Energy Drink - on top of the lockers directly in front of you, grab it and use the door. ------------------------------------------------------------------ Hard: There are NO items here. | ------------------------------------------------------------------ ================================ = Teacher's Lounge - 1st Floor = ================================ - Items: Rusted Key - Flair: "Teacher's" Magazine Note from the Ministry of Health You now find yourself in an L-Shaped room. Just above your starting postion is a "Teacher's Magazine" on the counter. To the right side of your screen you can see a table next to the wall, on it is a flashing object. Grab it and you will gain the a - Rusted Key - which will come in handy later. Across from the table is a noteboard where a "Note from the Ministry of Health" about the use of Energy Drinks is tacked to it. There's not much else to see, and the two doors out of this room are locked, so head up the stairs. ================================ = Teacher's Lounge - 2nd Floor = ================================ - Items: Key to the teachers' room Disc - Flair: Notebook with Grades Stan's Grades Picture of Mr. Friedman Go down a little and you'll find a - Disc - on the table across from the locked door. On the table next to it you'll find a "notebook" with your character's attendence records and grades. It seems someone else has noticed Kenny's disappearance. Up from this is a round table with "Stan's Grades", which your character will comment on. It would seem Stan's in bad shape. On the wall above the couches you can see a "Picture of Mr. Friedman", the school's principle, when he was younger. Past the tables and the glass partition you'll find another door leading out, between this door and the filing cabinets you can see a keyholder with the - Key to the teachers' room - Grab it and enter the door next to your character. ------------------------------------------------------------------ Hard: There is no Disc here in Hard mode. | ------------------------------------------------------------------ ====================== = Contraband Storage = ====================== - Clue: Documents about the building of the school After a few moments in this room your character will tell his or her companion not to make so much noise, but it would seem your teammate isn't too blame. You can see 3 large filing cabinets in the middle of the room, 2 of which have a wheel you can turn to move their postion in the room. Moving the right-most one will reveal a door at the far end, but without the wheel for the middle one you can't access it at this point. On the far right shelf you can find the - Clue: Documents about the building of the school - Grab it and read it now, or grab it and read it later. If you want to look at Clues you've collected you can press the - Select - Button and re-read them on the Clues page. There's another locked door in here, so ignore it and go back the way you came. ------------------------------------------------------------------ Easy: There is a - Disc - on the shelf on the left side of | your screen. | ------------------------------------------------------------------ ================================ = Teacher's Lounge - 2nd Floor = ================================ Now that you have the Door to the Teachers' room, you can now unlock and use the doors to this room on the 1st and 2nd floor. We still have to check out the 3rd floor, so exit using the 2nd floor exit near the stairs. ========================= = Main Hall - 2nd Floor = ========================= You'll find yourself on the west side. Head toward the center and take the stairs leading up. ============= = 3rd Floor = ============= Now that you have the Rusted Key you can open the door here, unlock it and enter. ------------------------------------------------------------------ Easy: There is a - First Aid Kit - in the small lit area at | top of your screen. It is laying on the floor. | ------------------------------------------------------------------ ========= = Attic = ========= - Items: Metal Bar Note the ominous music when you enter, something is not right. Go up the stairs and into the Attic and you will get attacked by some strange creatures. You can either stand and fight or run for the exit. Fighting will just waste your health as you will not be able to defeat the - 3 Biters - before they can overwhelm you. Though keep in mind you can't die in this encounter, but to fight it out at this point would be a waste. Either way, if you try to escape back to the 3rd floor or are injured to near death a - Cutscene - will occur. After the Cutscene you will be prompted to press the - Select - Button, do so and look at your map, your next goal will be marked in red. Also you will find that the north, east and west doors leading out of the Administration Building are now unlocked. Grab the - Metal Bar - off the ground from it's place near the window Mr. Walden broke and then leave the Attic. ------------------------------------------------------------------ Easy: There is an - Energy Drink - in the bottom right | corner of the room. On a paint can below the ladder. | ------------------------------------------------------------------ ============= = 3rd Floor = ============= Nothing new ========================= = Main Hall - 2nd Floor = ========================= Head down the stairs. ========================= = Main Hall - 1st Floor = ========================= Head north and you will find the exit is now unlocked. Use it to access the Courtyard. ============= == Courtyard == ============= - GATHERING POINT - - Scene - Items: Disc Entering the Courtyard will activate a - Cutscene - After the Scene grab the - Disc - off of the bench just south of your starting point. This is also your new GATHERING POINT should you use your map to return. Now head West toward the Classrooms. =============================================================================== 3.0 ~ Part Three ~ Classrooms =============================================================================== ============== == CLASSROOMS == ============== ============================== = Main Hallway - First Floor = ============================== - Enemies: 3 Biters 1 N Mutant - Items: Aluminum Bat Energy Drink Energy Drink - MAP: Classrooms When you first enter you'll see some more biters eating what appears to be the remains of a student. Almost immediately these - 3 Biters - will attack you. Kill them and begin your exploration of the Classrooms. Before entering any rooms, we'll collect all the items you can find here first. You'll see a door right above your character's, but don't enter it yet. Instead go forward and near the lockers on the right side you'll find your next weapon the - Aluminum Bat - This is the best melee weapon you can get in a normal game so you may get a lot of use out of it. Next, continue down the hall to the Vending Machine on the left side of your screen. Break it and you will find an - Energy Drink - inside. Continue past the trophy cabinets and you'll see a map flashing on the left wall. Grab it and take a look. Just beyond this you will see 3 more vending machines, you can break the 2 upright ones but nothing will be inside. The vending machine on it's side however contains an - Energy Drink - for you to take. Now that you have all the items, go back to the entrance and look at your map. Starting from the east, try each door and work your way westward. ------------------------------------------------------------------ Hard: The Energy Drink you find in the tipped over Vending | Machine in Normal mode is not here. | ------------------------------------------------------------------ =================== = Office (Door 1) = =================== - Character: Stan - Items: Paper Cups (3 max) - Clue: Censored Newspaper Entering the room will activate a - Cutscene - After the Cutscene you can now add - Stan - to your group. To the right side of your screen is a watercooler in the corner of the room, on it you can collect up to 3 - Paper Cups - You'll need them, so grab them. In the opposite corner is a locked cabinet you can pick, inside is the - Clue: Censored Newspaper - Once you have that you'll be ready to move on. whoever you didn't take with you will go back to the GATHERING POINT. ------------------------------------------------------------------ Easy: There is a - Disc - on the desk near the bottom of | your screen. | ------------------------------------------------------------------ ======================== = Locked Door (Door 2) = ======================== ====================== = Storeroom (Door 3) = ====================== - Items: Old Pistol Pistol Ammo: 15 Low Powered Flashlight - Demo: Handguns Aiming and Firing Inside this storeroom you will see some items flashing on the shelves to your left. Grabbing them will get you - Old Pistol - Once you have the Pistol you will get a - Demonstration - on how to use it and how to Aim and Switch between targets. Also on the shelves you will find some - Ammo - for your Pistol and a - Low Powered Flashlight - Take a moment to tape your Flashlight to your Pistol before moving on. ------------------------------------------------------------------ Hard: The Old Pistol and Pistol Ammo are not present in | Hard Difficulty. | ------------------------------------------------------------------ ========================== = Boys Bathroom (Door 4) = ========================== - Items: First Aid Kit Unlike the last locked door, you can actually pick this one. Attempt to and a - Biter - will attack you. Kill it and then finish picking the lock on the door. Inside you will find yourself in a very dark room, using your flashlight go to the right of the door and you'll find a - First Aid Kit - in the corner between two urinals. Time to move on. ------------------------------------------------------------------ Hard: There is no First Aid Kit in Hard mode. Don't waste | your time or health on this door. | ------------------------------------------------------------------ ============================ = Stairwell - Double Doors = ============================ - Items: Sticky Tape The set of double doors next to the bathroom will take you to a stairwell. At the top you will find two things, some - Sticky Tape - on the shelves next to the second floor entrance and the chained 2nd Floor Entrance. You will need to find some way to get rid of the lock and chain, so for now head back to the first floor. ============================== = Locked Door - Lab (Door 5) = ============================== - Items: Energy Drink Sticky Tape Disc The door is locked, but as you pass the lockers on the way to the last door on this level something will be more than happy to make an entrance for you. An - N Mutant - will break thru the wall and attack you. This creature, which looks like a person shaped like a lower case N is tougher than any creature you've come across so far so be careful. You will probably need to kill it to continue so use your handgun and make sure to Boost your flashlight. Once it is dead enter the hole it made to access the Science lab. Note: The N Mutant will not make an entrance until after you have added Stan to your group. On the lab table near the chalkboard you will find an - Energy Drink - and on the lab tables at the rear of the room you will find a - Disc - and - Sticky Tape - respecively. Exit and head to the last door. ------------------------------------------------------------------ Easy: You will not find a Disc here, instead you will find | 15 rounds of - Pistol Ammo - in it's place | | Hard: While there are no changes in the items you find here | in Hard Mode, you will have to change your strategy | for dealing with the N Mutant as it is almost | impossible to kill the thing in a non-special game | using only melee weapons. | | Instead, - Boost - your flashlight at it and the N | Mutant will move away from you. Once it moves away | from the opening it made in the wall, quickly run | inside the hole. | | This won't deal with the fact you will have to go | around it to use the Acid you get in the Science Lab | on the entrance to the 2nd floor. | | Once you exit this room you will find that the N | Mutant is now between the opening in the wall and | the Stairwell doors. And your way to (Door 6) is | clear. | | Once you are done with Science Lab (Door 6) you can | either use your flashlight to chase the N Mutant | down the hall and past the Stairwell doors (thus | giving you access to the stairwell) - OR - you | can simply run around it (if you are lucky) | | You can use this strategy on Normal and Easy as well | but you will have more than enough ammo, so it might | be easier to just kill the thing in Easy/Normal. | ------------------------------------------------------------------ ======================== = Science Lab (Door 6) = ======================== - Enemies: 5 Biters - Items: Disc - Clues: The Mortifilia - Key Item: Sulfuric Acid When you first walk into the room - 5 Biters - will appear and attack you, your companion will tell you that you'll need to use light against them. Run around the single work counter at the bottom of your screen and rush to the windows. Break them using your gun or a melee weapon and any Biter caught in the light will die almost instantly. Once they are dead, go back to the single workstation and grab the - Clue: The Mortifilia - and then the - Disc - off the middle workstation beyond this. At the back of the room you will find a large bottle of Acid on the counter under the chalkboards. This will allow you access the 2nd level. Use the Paper Cups on the Acid and then you will have 35 Seconds to run back out into the main hallway, thru the double doors and then up the stairwell. When you are ready, use the Cups on the Acid and then run to the stairs. ------------------------------------------------------------------ Hard: There is NO Disc here in Hard Mode. | | Also you only have 30 seconds to get to the 2nd | floor stairwell entrance with the Acid before your | Cup is ruined. | ------------------------------------------------------------------ ============================ = Stairwell - Double Doors = ============================ - Items: Sticky Tape Use the Cup with Acid on the 2nd Floor Door and you'll get a scene of the chain melting off. If you fail to do it in time your cup will be ruined, but you still have 2 more to work with. Grab the - Sticky Tape - if you didn't get it earlier and enter the 2nd Floor. =========================== = Main Hallway - 2nd Floor= =========================== - Enemies: 1 Stage 1 Mutant - Items: Energy Drink Low Powered Flashlight In the distance you can see what appears to be a student messing with a vending machine. You can leave him alone or approach him, if you Boost your light at him, you will see a black smoke come off of him. If you get too close - 2 Biters - will appear and both they and this - Stage 1 Mutant - will attack you. After they are dead you can break the Vending Machine and get an - Energy Drink - for yourself. I'd advise ignoring him for now and heading to the far East side of the Hallway. Near the Exit there is a locker you can pick open that will give you a - Low Powered Flashlight - Once you have this, work your way east and check each door in order. ------------------------------------------------------------------ Easy: There is a - Disc - near the left wall - right above | where you entered from the stairwell. | | Hard: The Low Powered Flashlight is missing in Hard. | | Instead you can find an - Old Pistol - in a locker | you will have to unlock. The locker is between | Door 1 and Door 2 on the North wall (right side of | your screen) | ------------------------------------------------------------------ ====================== = Classroom (Door 1) = ====================== - Items: Compass Needle - Flair: Walden's Satchel When you first enter you will see a flashing item on the tables in the middle of the room. Avoid the temptation to grab it and instead move over to the windows and break the only one that's not shuttered... just to be safe. Once you've added some light to the room, go grab Walden's Satchel, inside you will find the - Compass Needle - After you get the needle run to the light coming in from the broken window as - 2 Biters - and - 1 Stage 1 Mutant - will appear and attack you. Fend them off as needed, but with luck the light will kill them. Exit the room and you will now find a much more dangerous - Stage 2 Mutant - waiting for you in the hall (and the Stage 1 mutant you saw earlier is now gone... keep in mind this mutant will appear even if you killed the Stage 1 Mutant Earlier) Kill it, heal as needed and continue. ==================================== = Locked Door - Classroom (Door 2) = ==================================== - Items: Pistol Ammo (30) Energy Drink When you attempt to pick the lock of this door - 2 Biters - will appear and attack you. Kill them, finish unlocking the door and enter. Inside you will find - Ammo - for your pistol in a vent near the window as well as an - Energy Drink - in one of the booths at the bottom of your screen (The East wall on your map) To get the Ammo you will need have a teammate to reach it. ------------------------------------------------------------------ Hard: You will only find 15 rounds of Pistol Ammo and the | Energy Drink is not here in Hard Mode. | ------------------------------------------------------------------ ======================== = Locked Door (Door 3) = ======================== ============================== = Friedman's Office (Door 4) = ============================== - Items: Disc Compass Needle Library Key Videocasette: Subject 37 Pistol Ammo (15) Gun with a light - Clues: Photo of the Twins Letter from Wickson to Herbert - Notes: Note From Friedman - Flair: Phone Message from Ms Wickson Break the glass and enter the room, to your character's left is a - Disc - on a filing cabinet. In the foreground you can see a desk with a computer on it, go up to it and press the - X - Button to start a scene where you play back the messages Ms Wickson left for Mr. Friedman. Sounds like trouble. Once that's done, go into the lit doorway and into Friedman's office. He's not around but he's left lots of things for you. Pick up the - Compass Needle - and - Clue: Photo of the Twins - off his desk. You can also find a - Note - informing you that he's at the Library. Sadly you don't have the key... yet. On his wall you will see an old map above a low bookshelf, with two places on it that look like Compass Needle's should go. Use the two Compass Needles you've collected and you can now activate this Puzzle. You don't currently have the solution to this puzzle so you have 3 choices 1) Keep moving dials until you figure it out. 2) Keep searching this level (Door 5 is all that's left) 3) Keep reading. To solve this you must point the Compass needles so that they point at the spot where Longitude 330* and Latitude 20* intersect. A spot off the North West coast of Africa on the map. Use the Left Analog Stick to manipulate the Left Compass Needle and the Right Analog Stick to manipulate the Right Compass Needle. Do so and a safe will be revealed. Inside the Safe you will find the following items - Library Key - Grabbing this item will prompt you to look at your map. - Videocasette: Subject 37 - - Gun with a Light - - Pistol Ammo - - Clue: Letter from Wickson to Herbert - ------------------------------------------------------------------ Hard: There is no Pistol Ammo in Friedman's Safe in Hard | Mode. | | SPECIAL: Instead of a Gun with a Light you will find the | Extremely Powerful - Laser Gun - | | This is a 6 shot Revolver with a built in Laser | you can use by - Boosting - the weapon. Unlike | the Laser you find later in the game, the laser | on this weapon will recharge like a flashlight | and can be used time and time again. | | You can't tape a Flashlight to this weapon, but | with the built in laser you really won't miss it. | ------------------------------------------------------------------ ======================= = Glass Door - Office = ======================= - Enemies: 1 Biter When you approach this door - 2 Biters - will attack you in the hall (if you didn't encounter them earlier in an encounter with the Stage 1 Mutant near the vending Machine) As soon as you enter another - Biter - will attack you, kill it and search the room. There's nothing of note in this room except for one item: A plaque near the window that holds an important Clue. --------------------------------------------------- Plaque near Window | A commemorative Plaque | for a scientific expedition. | You can see the coordinates on it.| Longitude 330* - Latitude 20* | --------------------------------------------------- ------------------------------------------------------------------ Easy: There are 15 rounds of - Pistol Ammo - on the | leftmost desk in this room | ------------------------------------------------------------------ ===================================== = Main Hallway - 2nd Floor - Part 2 = ===================================== Once you feel you're done with the Classrooms, it's time to move to the next area. Exit the building and head back to the courtyard. Unlock and exit the 2nd floor. =========== == Walkway == =========== Outside the whole foundation will be shaking, but nothing else happens. Run forward and pass the entrance to the Sick Bay, just past this is a door leading to a staircase that will take you back to the courtyard. ============= == Courtyard == ============= - GATHERING POINT - On your map you will find the Library is directly East of the COurtyard. =============================================================================== 4.0 ~ Part Four ~ Library =============================================================================== =========== == LIBRARY == =========== ==============================