Obscure

Xbox Walkthrough

**THIS GUIDE CONTAINS SPOILERS. THE ITEMS LISTED IN THE GUIDE VARY WITH THE
DIFFUCULTY OF GAME PLAY SELECTED.**

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 Table of Contents
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01: Controller
02: Intro (From the Game Manual)
03: Special Aptitudes (From the Game Manual)
04: Level 1: Kenny's Capture
05: Level 2: Administration Building
06: Level 3: Find Principal Friedman - Classrooms
07: Level 4: Find Principal Friedman - Library
08: Level 5: Rescue Nurse Wickson
09: Level 6: Find Kenny - Campus
10: Level 7: Find Kenny - Basement
11: Level 8: Search for the Antidote - Dormitory
12: Level 9: Search for the Antidote - Campus
13: Level 10: Search for the Antidote - Gardens
14: Level 11: Search for the Antidote - Basement
15: Bonus Material and Unlockables
16: Legal Jargon


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 CONTROLLER
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The default settings for the XBox Controller are as follows

RIGHT TRIGGER: Lock onto Enemy
LEFT TRIGGER: Flashlight, boost mode
LEFT THUMBSTICK: Move
RIGHT THUMBSTICK: Aim/look
LEFT THUMBSTICK BUTTON:
RIGHT THUMBSTICK BUTTON:
A BUTTON: Use/Shoot
B BUTTON: Change Target
X BUTTON: Object Inventory
Y BUTTON: Special aptitude
WHITE BUTTON:
BLACK BUTTON: Change Character
D-PAD: Instructions for teammate, select weapon, select object
BACK BUTTON: Documents menu
START BUTTON: Pause menu

++++++++++++++++++++++++++
 Intro From Game Manual
++++++++++++++++++++++++++

A few years ago, strange things started happening in the usually quiet American
school of Leafmore. It is said that some students heard awful screams, and
there are talks about mysterious disappearances.

Motivated by the disappearance of one of their friends, a group of students
decide to start investigating these bizarre and frightening events.

One evening after class, they lock themselves inside the school, fully
determined to discover what hides behind their seemingly ordinary school.
Through long corridors and dark halls, Shannon, Kenny, Ashley, Stan, and Josh
will come to understand why their school has turned into such a horrid place,
while trying to survive.

++++++++++++++++++++++++++++++++++++++++++
 Special Aptitudes From the Game Manual
++++++++++++++++++++++++++++++++++++++++++
You can use special aptitudes by pressing Y when the symbol appears on the
screen.

Kenny Matthews - Kenny has great physical strength, which allows him to run
faster, hit harder and be more resilient. When you press the Y button, Kenny
will start sprinting for a period of time.

Shannon Matthews - Shannon can take care of her companions better than the
others. Moreover by pressing on the Y 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 up the directional pad.

Ashley Thompson - 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 right
trigger, fire or hit using the Y button instead of the A button.

Stanley Jones - By playing Stanley, certain door or cupboard locks are no
longer obstacles. Standing next to them, Stanley picks them by pressing on the
Y button. Whenever you press the Y button he will tell you if there is
something to pick in the room.


Josh Carter - By playing Josh, you will see objects or 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 Y
button, Josh tells you if there are any objects left for you to pick up in the
room.

+++++++++++++++++++++++++++++
 Level 1:  Kenny's Capture
+++++++++++++++++++++++++++++
You start off playing as Kenny. Shoot a few hoops if you want, and then head to
the locker room to pick up your stuff. You can hear your cell phone ringing;
it's probably your girlfriend Ashley. You'd better answer it. Enter the locker
room. Pick up your cell phone from the bench. Somebody stole your stuff. Follow
the thief back into the gym.  You can press and hold the Y button to run.
Follow him through the garden and into the basement doors. Pick up the STICKY
TAPE and the FLASHLIGHT, and OLD PISTOL from a barrel. Follow the on screen
directions to use the tape to combine the flashlight with the gun. Climb down
the ladder.

Follow the hall and open the door at the end. Check out the table.  It holds
syringes and weird products. Also check out the cages, and make your way
through the room to the door on the other side. Open the only open door. Talk
to the guy in the room, his name is Dan. Now he's your teammate. Run from the
monsters and make a mad dash for the exit.

++++++++++++++++++++++++++++++++++++
 Level 2: Administration Building
++++++++++++++++++++++++++++++++++++
Pick a character, and a teammate. Pick up the DISC, and the BAT from the table.
Also read the SCHOOL NEWSPAPER.  You can use the bat to break the right vending
machine and pick up an ENERGY DRINK. Use the Bat to break open the glass door
and search the janitor's closet. You've picked up a REEL OF WIRE. Use the reel
of wire to pick the lock. Make your way out to the school foyer. Check the wall
to your left as you enter the foyer.  You can pick up an ADMINISTRATIVE
BUILDING MAP. In the small hallway across the foyer, enter the first room on
the left. Pick up the ROLL OF STICKY TAPE. Go back out into the hallway, and
enter the girl's restroom. Pick up the DISC in the last stall. Enter the boy's
room, and a mysterious mold will cover the walls. Exit the room, and then re-
enter. Pick up the ENERGY DRINK from one of the stalls and exit again.

Now we will explore he second level. Check out the left hand side of the
building you can't enter these doors for now. Check out the bulletin board on
the right side of the second floor. The last door on this side is a glass door,
so break it open with your bat. Inside, read NOTE 1 on the desk. Push the
bookcase to one side, and then pick up the missing SCREWDRIVER.

Go back downstairs to the girl's bathroom. Use the screwdriver to open the
grate. Climb inside. In the bathroom on the other side, pick up an ENERGY DRINK
from the top of the lockers. Make your way into the teacher's lounge. Examine
the file cabinets to find the TEACHER'S MAGAZINE. Pick up the OLD RUSTY KEY
from the long table.  Examine the bulletin board to find the NOTE FROM THE
MINISTRY OF HEALTH. Make your way up the stairs to the upper level of the
teacher's lounge. Pick up the DISC near the computer. Read the TEACHER'S
NOTEBOOK. Check out the STUDENT FILES on the table. Apparently, Stan's grades
suck. Also examine the photos on the wall, to find two photos of some guy who
looks like a young version of your principal. Pick up the TEACHER'S ROOM KEY
from the small cabinet near the lockers.

Enter the records room and pick up a DISC from the shelves. Read the
CONSTRUCTION PERMIT for the high school. Make your way down to the teacher's
lounge and unlock both of the doors. Lets go up the stairs to the third floor.
Pick up the FIRST AID KIT to the right side of the door, and use the rusty key
to unlock it. Inside, some weird creatures will attack you. One of your
teacher's Mr. Walden will save you, by breaking open the window. He will also
open the doors to the school, so that you can go find Friedman.  Examine the
rest of the room to pick up a METAL BAR, and an ENERGY DRINK. Make your way
down to the first floor, and meat your crew in the middle of the courtyard.

*******************
 Notes and Clues
*******************
School Newspaper - Shannon Matthews carried the LEAFMORE colours high. She won
the final of the "Champion Genius" broadcast.

Advert for the Beauty club - The beauty club organizes an evening presentation
of cosmetic products. Demonstrator Ashley Thompson.

Note 1 - A screwdriver was lost in this room during the renovation work. Please
let me know if you find it, thank you. Mr. Garrison.

Teacher's Magazine - Ten ways to tame your students.

Note from the Ministry of Health - Please note: The result of the free sale of
"energy drinks" is an acceleration in nerve exchanges between the brain and the
muscles and increase in intellectual performance. Be aware: That the absorption
of "energy drinks" causes addiction in the majority of consumers. That this
product also causes serious headaches and intestinal pains in vulnerable
persons.  For these reasons, we order that the sale and consumption of "energy
drinks" are prohibited in all school establishments, effective today. Any
contravention will be punished by the law in effect, on the same basis as for
drugs traffickers.

Teacher's Notebook - many grades and notes on all of the students are listed
here.

Construction Permit - Issued by Cabinet MAC SCHMIND, Official works acceptance
Document, Project No. 503, Building receiving the public, private school.
Financiers: Mr. Leonard Friedman, Mr. Herbert Friedman. Prime Contractor: Mac
Schmind Associates. Architect: Richard Mac Schmind. Date of acceptance of the
works: October 1899. Date works commenced: January 1902. Description of the
service: Function: High School, Set of a number of buildings consisting of a
main building with classrooms and administrative rooms, a library, a gymnasium,
a dormitory, a double dining hall, a theater, a sick bay and different
practical work rooms.

+++++++++++++++++++++++++++++++++++++++++++++++++
 Level 3: Find Principal Friedman - Classrooms
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Pick up the DISC from the bench in the courtyard. Walden indicated he was in
the classrooms. Take out the two creatures inside. Enter the door on your left
and find Stan. Pick up the PAPER CUPS from the water cooler, and a DISC from
one of the desks. Have Stan pick the lock on the cupboard to find a newspaper
article on STRANGE DISAPPEARANCE.  Pick your teammate, and go back out into the
hallway. Break the vending machine to pick up an ENERGY DRINK. Continue
forward, and your should be able to pick up a CLASSROOM MAP from the wall on
the left side of the hallway. Pick up the ENERGY DRINK from the vending machine
that was turned on its side. Enter the gray door. Pick up the OLD PISTOL, the
LOW-POWERED FLASHLIGHT, and the ENERGY DRINK from the shelves.

Back out in the hallway pick the lock on the Boy's Bathroom. Pick up the FIRST
AID KIT. Pass the double doors that lead up to the second floor, take out the
monster that attacks. Use the hole in the wall to gain access to the classroom.
Inside pick up the ENERGY DRINK, PISTOL AMMUNITION, and STICKY TAPE. Go back to
the hall and enter the last classroom on this level.  Inside, some creatures
will attack you. Break the windows to let in the light, and then take out any
creatures that hide in the shadows. Pick up the DISK, and read the MORTIFILIA
NOTES.  Use a paper cup to pick up some acid from the back of the room.  You
have 30 seconds to go back to the hallway, through the double doors, and up the
stairs. At the top, use the acid on the chain locking the door. Pick up the
STICKY TAPE from the shelves.

On the second floor, pick up the DISC near the double doors. Head to the end of
the hallway, to the top of your screen. Enter the last room, but first take out
the attacking monster and zombie guy. Inside the room, one more monster will
attack. Take him out and break the window open to let the light in. Pick up the
PISTOL AMMUNITION. Check out the picture on the floor near the window. It's a
COMMERATIVE PLAQUE. Exit the room and go back to Friedman's office. You may
need to break the window to get inside. Once there pick up the DISC from the
file cabinet. Check the answering machine, there are several messages from Ms.
Wickham. Read the POST IT on the desk. Also check out the photo of Friedman and
his twin, pick up the COMPASS PIECE.

Take out the monsters, and enter the next classroom. Inside break out the
windows, and pick up an ENERGY DRINK from one of the tables. Boost one of your
players up to the vent to pick up some PISTOL AMMO. Go back to the hallway.
Enter the last classroom, and pick up MR. WALDEN'S SATCHEL on the table and you
will gain another COMPASS PIECE. You will also be attacked. Knock out the
window and defeat your foes. Back in the hallway, in the last locker bank, you
can pick the lock to gain a LOW POWERED FLASHLIGHT.

Go back to Friedman's office and use the compass pieces on the map. Point them
to the longitude and latitude from the commemorative plaque. Pick up the
LIBRARY KEY, and read the LETTER FROM ELISABETH, pick up the VIDEO CASSETTES
SUBJECT 37, PISTOL AMMUNITION, and GUN WITH A LIGHT. It's time to head back to
the crew.

*******************
 Notes and Clues
*******************
Strange Disappearance - The Leafmore high school is, once again, at the heart
of the controversy. In effect, Greg Anderson, a second-year student,
disappeared on Monday night.  It was after classes that his friends in the
dormitory notified his absence.  He had gone to the sick bay after feeling
unwell and it was there that he was seen for the last time. Another student
disappears! The list of disappearances from Leafmore has got even longer, with
a new victim. Tom Maheust. The police have not real clues at this date and a
lot of parents have decided to change their children from the school. In 5
years, no less than twelve students and no trace has been found.  The Leafmore
affair: the police react. New measures have been taken by the police in the
"Leafmore disappearances" affair. After the disappearance of a sixteenth
student, Richard Craig, last Thursday.  Controversy at Leafmore "But what are
the police doing? When will they order the closing of this school?" said Mr.
Flynt when coming out of police headquarters, after the disappearance of his
son, Harry.  The answer was not long coming. The principal of the
establishment, Mr. Friedman, came this morning to meet journalists: "It seems
that the furious lunatic wreaking havoc on our premises is only interested in
the students staying in the dormitory. We have, therefore, by agreement with
the forces of law and order, close access until order returns. Closure of the
Leafmore dormitory. Three years after the last disappearances at Leafmore, none
of which have been solved, Herbert Friedman, principal of the high school,
officially announced that everything was back to normal. "Although the
perpetrator of these crimes is still loose, it seems that the closing of the
dormitory calmed the ardor of the mental patient responsible for these
disappearances.

Mortifilia Notes - The Mortifilia comes in the form of ciphers. Classification
appears difficult. This endemic plant allows microscopic buds to appear, which
do not appear destined to form a new plant but to possibly generate other
leaves (for closer examination). The parasite and the spider-like appearance
explain its capacity to propagate in an excessive manner. Hypothesis verified
by the presence of an oversized sucker ensuring proliferation. Detailed
examination of the buds: the bud shows a stupefying germinative power. Hundreds
of lines at the neck confirm that the species has phenomenal longevity. Cutting
the xylems: the ducts are completely dry. No trace of humidity. How are these
chlorophyll cells irrigated? The black substance released comes from glands
located on the root; it is poisonous to its biological environment. During a
darkness - light - darkness sequence, variation in dioxygen concentration are
observed, whether DCPIP is present or not. The plant is particularly sensitive
to exposure: it fears the light! This plant transgresses the rules of
phytology. Molecular analyses show genetic associations that enable the
Mortifilia to be defined as a non-recombinant isolat at the genetic level; this
means that it does not have a sexual process of exchanging genetic material,
but a parasexual one. I attempted and experiment during which a transient
diploid node was formed. In this node, mitotic cross-over was produced at low
frequency. The diploid node then self-haploided through the loss of
chromosomes. Using this system, two distinct species could exchange genetic
material. Conclusion: It is certain that the Mortifilia possesses abnormal
properties. Notwithstanding its incredible longevity, the plant is particularly
receptive to crossbreeding. Research must be continued and the genotype of
these cells must be examined in detail.

Commerative Plaque - a commemorative plaque for a scientific expedition. You
can see the coordinates on it. Longitude 330 - Latitude 20.

Post It - A post it note from Friedman: "I'm in the library if you want to see
me."

Letter from Elisabeth - My dear Herbert, I am writing to you in secret. Leonard
would leave me if he knew I was meddling in his work. You are his twin brother
and sometimes it seems to me that you understand him better than I. That is why
I would like you to speak to him. We quarreled last night. He is completely
obsessed with his research and I fear he will go too far. He wants to attempt
the experiment on himself, I am certain. You know him, he is capable of it.
That would be foolish, the subjects treated are only stable after three weeks.
There may be secondary effects that appear much later. Please try to reason
with him Elisabeth.

++++++++++++++++++++++++++++++++++++++++++++++
 Level 4: Find Principal Friedman - Library
++++++++++++++++++++++++++++++++++++++++++++++
Make your way down to the first floor, and use the library key to enter the
library. Check out the guy on the steps, and he will mutate in to a monster,
and another monster will also attack. Back near the entrance pick up the
LIBRARY MAP from the wall. In the side hallway near the door, break the glass
door and pick up the SCRAP OF PAPER from one of the desks inside. Back in the
side hall pick the lock on the nearest door, and break all the windows to
destroy the entity inside. Pick the lock on the cabinet in the corner to gain a
GOOD QUALITY FLASHLIGHT. In the next classroom, on the left side of the hallway
from the office, blow out the windows to destroy the monsters. Pick up the
STICKY TAPE from one of the desks. Use the scrap of paper from the office on
the projector to reveal the numbers 2432. Examine the last classroom, and watch
as a monster breaks the window and then dissipates. Pick up the DISK from the
desk.

Go back to the office and use this code to open the safe. Read the LETTER FROM
KERRIDAN, and pick up the LIBRARY KEY inside. Go back to the hallway that leads
down the stairs. Enter the Boy's room and use your screwdriver to open the
vent. Pick up the PISTOL AMMO inside. In the girl's room pick up an ENERGY
DRINK. Go down the steps, and before entering the library, pick up the DISK
from the bench.

Inside the library, look inside a box sitting in the stacks. Read the NEWSPAPER
ARTICLE. Pick up the DISC from one of the tables. Meet Mr. Friedman at the back
of the library. He tells you to find the Janitor and he will let you out. When
Friedman leaves, examine the EXPIDITION NOTES on his desk. Time to exit the
library and join up with the gang.

*******************
 Notes and Clues
*******************
Letter from Kerridan - Dear Leonard and Herbert, I am writing to you as your
friend. I have just come out of the Seattle conference where your book "Eternal
life is possible" had an explosive effect. You discoveries totally contradict
the theories of Dr. Leon Korsenberg and I expect an unfavorable reaction from
the council. You have virulent detractors who fear that your research is
immoral and casts a slur on the entire scientific community. I have analyzed
the file. Your theory certainly goes against the first law of medical ethics.
You understand that without the support of a reputation, it will have no other
destiny that sinking into oblivion. And, sadly I do not have sufficient weight
to prevent that. You may find salvation outside the scientific community, you
know. I fear that sanctions may even be taken against you and I cannot advise
you strongly enough to locate your work in a safe place. I remain, my dear
friends, yours sincerely, Your loyal friend, Walt Kerridan.

Newspaper article - Destiny strikes the Friedman family again. The community is
in mourning at the death of Leonard Friedman. More than a citizen, the city has
lost a brilliant, conscientious and dynamic researcher. Leonard worked to
advance the work of the brotherhood, not recoiling from any obstacle. The
scientific community, despite it differences with the duo, admitted that "He
was among those who could have helped us advance in giant steps". As all the
vents surrounding this unusual family, the death of Leonard Friedman remains
enigmatic. Although a good pilot, Leonard lost control of his craft before
crashing into the sea. His twin brother Herbert, the only escapee from this
terrible accident, was rescued from the open sea off Long Island.

Expedition Notes - The vegetation is really very strange, particularly the
trees. Two more porters have disappeared and we have discovered a slashed
corpse. The native are frightened and want to leave the island. Yet, I think we
are reaching our goal. The flora is evolving in parallel with our progress,
which is difficult, both physically and morally. Bizarrely, the fauna is
becoming rarified, the atmosphere leaden, the silence heavy. The specimens
found here and the geology show that this island was cut off from the world and
has followed a parallel ecological development for three thousand years. But
this period of time would not be sufficient to cause such brutal changes. That
would need millions of years. Something has accelerated the evolution of the
species and this ecosystem. I want to find out what it was. We have a trail:
black putrefying matter, which appears overnight on the vegetation, appears to
be more and more prevalent as we progress north wards. Traces indicate this may
have come from a tubercular plant. Tomorrow, we must reach the volcanic peak.
The soil is light in this part of the island, which should facilitate our
analyses of the sub-soil. Leonard Friedman Travel Journal 1895.

++++++++++++++++++++++++++++++++++++
 Level 5: Rescue Nurse Wickson
++++++++++++++++++++++++++++++++++++
As you make your way back to the center of the courtyard you can hear something
collapse. Make your way to the Janitor's room. Pick up the SHOTGUN, SHOTGUN
AMMO, PISTOL AMMO, DISK, and GOOD QUALITY FLASHLIGHT. The Janitor is dead.
Enter the back security room and pick up LAST NIGHTS SECURITY VIDEO.  As you
pick up the DINING HALL KEY, the video surveillance equipment shows Ms. Wickson
in the infirmary. Use the surveillance video in the VCR to see what happened to
Kenny last night. Also look at the subject 37 video.

Go back to the courtyard and enter the dining hall. Defeat the monsters in the
dining area, and pick up the PISTOL ammo from the table. At the end of the room
enter a kitchen area. Pick up the ENERGY DRINK, DISK, and an AUTOMATIC PISTOL
WITH 10 BULLETS. Go back to the dining area, and up the stairs and defeat the
waiting monsters. Break the vending machine to pick up the ENERGY DRINK inside.
Pick up the FIRSTAID KIT from the table, and the SHOTGUN AMMO from the serving
area.

Enter the kitchen and pick up a DISK and FIRST AID kit. In the next room, pick
up the SHOTGUN AMMO. You can pick the lock on the cupboard to gain a BOX OF
FUSES, but first you have to take out the monsters. You can hear Ms. Wickson
calling from the other room. She won't open the door until the lights are back
on. Go back to upper dining area and use the fuses in the fuse box next to the
Vending machines. Flip the lower middle switch to the left, and the upper
middle switch to the right. The left hand switches should be from top to
bottom: Right left, left. The right hand switches from top to bottom should be
up, right, right. The lights will come back on. Make your way back upstairs and
talk to Ms Wickson. In the nurse's station pick up the two FIRST AID KITS, the
DISK. Read the LETTER FROM HERBERT. When you open the door you will gain the
WHEEL. Make your way back to the courtyard.

*******************
 Notes and Clues
*******************
Letter from Herbert - Elisabeth, You were not there, so I am leaving you this
message. I hope it will be sufficiently clear. This morning I saw Mr. W coming
out of the amphitheater. I suspect it was he who left the lock chamber open
last night. That idiot is putting everybody in danger. You know that the
current instability means that we cannot take the least risk. We must do
something. Try to engage him in conversation today, you may be able to learn
more. Herbert.

++++++++++++++++++++++++++++++++
 Level 6: Find Kenny - Campus
++++++++++++++++++++++++++++++++
Make your way back into the administration building. There are three monsters
that will immediately attack, so be prepared with weapons and your health. Take
them out and you will see that the stairs have collapsed.  You can pick up some
SHOTGUN AMMO.  Make your way through the teachers lounge to the records room.
Use the wheel to gain access to the door at the other end of the records room.
Pick up the ARCHIVE 23 FILM, PISTOL AMMO, CONSTRUCTION PHOTOS, and DISK. As you
are leaving the building you will run into Mr. Walden in the upper teacher's
lounge, looking for Friedman. He will give you the AMPHITHEATER KEY.

Get to the parking lot outside of the amphitheater. You can pick the lock on
the rusty van to gain a FIRST AID KIT, but you will also be attacked by two
monsters. Inside the amphitheater, pick up the DISK from the reception desk,
and the STICKY TAPE from the nearby table. You can also pick up an AMPHITHEATER
MAP near the door. If you check out all of the paintings in the hallway, you
will see Herbert Friedman looks the same.

Enter the main theater through the double doors. In the back of the auditorium,
pick up the STICK TAPE from one of the speakers. In the last row of seats there
is a FIRST AID KIT. Pick up the WOODEN PLANK from the stage. Use the controls
in the center of the room to lower the viewing screen. Go back out to the
lobby, and up the stairs at the end of the hall, and defeat the monsters on the
catwalk. In the projection room, pick up the SHOTGUN AMMO. Use the film reel on
the projector, and watch the film.

Go back to the auditorium and back stage and pick up the FIRST AID KIT, PISTOL
AMMO, and the ENERGY DRINK. Enter the dressing room, and pick up the DISK and
the SHOTGUN AMMO.  Turn the safety off of the elevator, and ride it to the top.
Take out the waiting queen, and pick up the FIRST AID KIT. When you defeat her
she will knock open the hatch. Ride the elevator back to the first floor. Use
the plank in the elevator while the doors are open, and then ride the elevator
back to the second floor. One there exit the elevator, turn on the safety using
the lever, and climb down the hatch. If you don't turn on the safety, someone
will die. Back on the first floor, climb down the ladder inside the elevator.

++++++++++++++++++++++++++++++++++
 Level 7: Find Kenny - Basement
++++++++++++++++++++++++++++++++++
At the bottom of the elevator shaft, pick up the DISK, FIRST AID KIT, PISTOL
AMMO, and POWERFUL FLASHLIGHT. Enter the door, and follow the passage way
straight ahead to its very end. Take out the two monsters that attack, and pick
up the ENERGY DRINK. Follow the passage around the corner, and enter the door.
On the other side turn to the right, and you can see some vines growing through
the wall. Just beneath the large hole in the upper area of the wall, and near a
square piece of metal, pick up the SHOTGUN AMMO. Pass the locked door, and
enter the door at this end of the hallway. Inside kill the monster, and in the
blocked end of the tunnel, pick up the SHOTGUN AMMO and THE FIRST AID KIT.

Exit this area through the door you used to enter. We will now explore the
opposite end of the hallway. Follow it all the way to the end, and in the last
side tunnel, enter the room. Defeat the creature inside. Pick up the RESEARCH
NOTES, FIRST AID KIT, and DISK. Make your way back out in the hall. This
portion is easiest to do with one character, or by making one character stand
out of the way in a corner. With two characters one of the characters tends to
get killed in the crossfire. Enter the room at the end of the side hall that
you passed. Push aside the large cage in front of the raise platform. Pick up
the SEMI-AUTOMATIC SHOTGUN. Use the sticky tape to join the powerful flashlight
to this shotgun. Pick up the HOSTAGE LETTER. Push the cage away from the door,
and prepare to do battle.

Pick up the LEVER from the table, and watch the monster in the cage mutate.
Keep your distance or he will grab you, and defeat him. Enter the cage it was
in and you can pick up a LIGHT GRENADE. Equip it and make your way back out
into the hall. Two super mutated creatures will attack, so use the grenade on
them. Make your way to the room with the dissection table, and get ready to
fight of the mega monster waiting inside. Use the lever on the sparking switch
to open a secret hatch. Make your way down the ladder. At the bottom, pick up
the PISTOL AMMO, and enter the nearby door. It's Kenny!

*******************
 Notes and Clues
*******************
Research Notes - Jan 18, 1903 Leonard seems to have handled the treatment
reasonably well. No special symptoms. March 24, 1903 After a few days his skin
is covered with melanoma. The tumors are not metastasizing very much, but their
large number is causing a worsening in his general condition. March 30, 1903
The hypersensitivity of the skin to UV radiation and the first lesions
resulting from this are similar to Xeroderma Pigmentosum, an inherited illness.
This illness is due to a mutation of the gene that protects against skin
cancers. But, in theory this illness is hereditary. April 18, 1903 Henceforth,
Leonard will protect himself from the sun, but the damage is done. The light
rays have cause an acute reaction in the Mortifilia gene inserted into his
system. We did not foresee this, because our previous guinea pigs remained in
their cages. At present the entire surface of Leonard's skin is suffering
profound mutations. May 25, 1903 The mutations appear to have slowed down. They
are however, spectacular, and I ask myself how he can survive in this
condition. The wounds have transformed into scabs that look as though they will
remain, like the bark of a tree. The damage to his skeleton and his metabolism
appear irreversible. His temporal lobes and his upper members are the most
affected parts. Jun 30, 1904 His condition has stabilized. His mental condition
concerns me as much as the appearance he has taken on, if human can still be
spoke of in this case. The only hope to cure him now is to have new guinea pigs
who have suffered in the same way, in order to test a therapy aimed at
eradicating the gene and returning the subject to his initial condition.
September, 24, 1926 This research is very long I will not live long enough to
achieve my goal. Unless I inject myself with the treatment and remain in the
shadows until the serum is discovered.

Hostage Letter - If you are reading this letter, you have probably been as I
was, locked up by Herbert Friedman. I can't get out but you might be luckier
than me. I am afraid I will soon be used as a guinea pig, like all the other
students. If you do get out, I have put together, in a safe hidden in the
dormitory, all the proof necessary to bring down Friedman. Find the .

++++++++++++++++++++++++++++++++++++++++++++++++
 Level 8: Search for the Antidote - Dormitory
++++++++++++++++++++++++++++++++++++++++++++++++

Pick up the BAR WITH A HOOK. Have Kenny use it to activate it the electrical
door lock. Pick up the PLIERS and use them to cut open the lock on the trunk.
Take back all of your stuff. Exit through the unlocked door, and take out the
creature. There is a light at the end of the tunnel - literally. Head towards
it. Boost one of your teammates up and use the hook to pull the ladder down.
Climb up and make your way back to the infirmary. At the end of the courtyard,
pick up the FIRST AID KIT from the bench, go around the corner to your right,
and pick up the DISK sitting on this bench. Turn around and go the opposite way
to exit the courtyard. Use the cutters to unlock the door.

Go to the nurse's station. Wickson has been attacked! Pick up the FIRST AID KIT
from the chair. Exit and make your way to the dormitory cutting the padlocks
along the way. Defeat the creature that attacks, and then pick up the SHOTGUN
AMMO and DORMITORY MAP in the corner. Enter the room on the left and defeat the
creatures inside. Pick up the PISTOL AMMO from the easy chair near the door,
the DISK from the floor, and the NEWSPAPER CLIPPINGS about the disappearances
from the table. Enter the room on the opposite side of the hall and pick up the
SHOTGUN AMMO, and FIRST AID KIT. Back in the hallway, you can pick the lock on
one of the lockers to get an ENERGY DRINK. Take out the creature at the end of
the hallway, and enter the girl's room. Pick up the FIRST AID KIT, and walk
through the hole in the wall. In the boy's room pick up the ENERGY DRINK, and
make your way back to the hall. Pick up the PISTOL AMMO at the end of the hall,
and enter the dorm room there. Defeat the monsters inside, and pick up the
PISTOL AMMO, and the light GRENADE inside.

Go back out in the hall and up the stairs. In the first landing, pick up the
STATUETTE.  On the second floor pick the lock on the first door you come to and
enter the room. Pick up the SHOTGUN AMMO, and the FIRST AID KIT. Follow the
downward slant of the hall straight forward, and pick up the DISK and SHOTGUN
AMMO. There is a large side hall with a rotten floor. You sort of see the weak
spots. Avoid them, or you will fall to your death. Definitely walk your
characters over it one at a time, or leave on character in the safe area of the
hallway. Pick up the ENERGY DRINK on the cot inside the door. Turn to the left
side of the screen and shoot the monster sitting there. Go to the right side of
the screen. Shoot the monster sitting on the chair, and pick up the ENERGY
DRINK. Pick the lock on the cabinet in the corner, and take the PISTOL AMMO.

There is a weak wall. You can break it down, by pushing over the bookcase. Read
the LETTER FROM CONGRESS. Pick up the safe and carry it out of the bedroom, and
across the screen to the left. Enter this dorm room, and drop it down the
chimney. Pick up the DISK and PISTOL AMMO from the room. Prepare for a battle.
Exit the door, and take out the waiting creatures. Carefully make your way back
down stairs. Take out the mega monsters on the first floor, and then enter the
room near the dormitory door, on the right side of the screen. Inside take out
the queen, and pick up the SHOTGUN AMMO. Check the fireplace, and check out the
contents of the broken safe. Pick up the BASEMENT MAP, LIBRARY DESK KEY, and
ALAN'S JOURNAL.

*******************
 Notes and Clues
*******************
Letter From Congress - Office of the Technology of the Congress, Dear Sirs,
Following the conference in Seattle, where your publications and particularly
your work entitled "Eternal life is possible" were the subject of much
discussion, the experts examined your research . As it was generally accepted
that the use of your knowledge cannot be controlled, no can the ecological,
social and ethical consequences of your discoveries in the field of life be
measured, we had to reach a decision on the maintenance, or not, of the
research budgets. What safeguard can be imposed against the eugenic temptation
foreseen by your hypotheses? Sacrificing the environment of breeding for the
benefit of an artificial and very certainly contagious life cannot receive our
support. The contribution of your work to the knowledge of individual
characteristics is one thing, but modifying the transmission of these
characteristics by such inhuman means is another. As a consequence, the Office
of Technology of Congress, in agreement with the international scientific
commission has issued a report ruling on your expulsion, for life, from this
community. We will be required to legislate on the archiving or destruction of
your research on cellular prolongation. In conclusion, no assistance will be
allocated to you; your equipment and all your work will be confiscated and re-
sold. Sworn State agents will arrive on 8th October to seal up the premises. As
regards Leafmore High school, a commission will decide on the necessity of
closing it or not. Cordially yours.

++++++++++++++++++++++++++++++++++++++++++++++
 Level 9: Search for the Antidote - Campus
++++++++++++++++++++++++++++++++++++++++++++++
Make your way to Friedman's office in the library. Pick up the STATUETTE,
POWERFUL FLASHLIGHT, and the ARCHIVE 24 film reel. When you exit the Library
area you will run in to Walden. He steals your map! Well I hope you had time to
study it earlier. You can now enter the double doors to the upper area of the
library. At the top of the first landing enter the doors, and search the loft
are of the library. Pick up a FIRST AID KIT and the STATUETTE. At the top of
the stairs pick up the FIRST AID KIT, and enter the door.

At the top, defeat the monsters, pick up the DISK from the lockers and enter
the single door to the left of the stairs. Defeat the monsters, and pick up the
multiple PISTOL Ammos in the room. Push aside the bookcase to reveal a door. In
the next room, pick up the FIRST AID KIT, and KEY. Pick the lock on the cabinet
in the corner to pick up the LIGHT GRENADE.

Back in the hall there is a nearby room, with a no smoking sign near it. Enter
it and take out the mega monster. Pick up the two SHOTGUN AMMOS, and the
POWERFUL REVOLVER. Back in the hall, enter the last remaining classroom. Pick
up the three ENERGY DRINKS and the DISK. Exit the library through the door at
the end of the hall, and outside pick up the DISK from the nearby bench

Make your way to the amphitheater, and defeat the creatures in the parking lot.
Watch film 34. It reveals a code 0582.

+++++++++++++++++++++++++++++++++++++++++++++++
 Level 10: Search for the Antidote - Gardens
+++++++++++++++++++++++++++++++++++++++++++++++
Make your way out to the gate with the numerical code. Enter the code on the
keypad to open the gate. Enter the garden and follow the path until you come to
a shed. Enter it and some creatures will converge on your location. Take them
out and pick up the PISTOL AMMO. Hit the back wall of the shelves to knock the
gun off of the ceiling. Pick up the PUMP ACTION SHOTGUN. Pass a mangled corpse,
and two creatures will attack you. Pick up the PISTOL AMMO and continue onward
and you will reach a gate. Enter it, and kill the creature. Follow the path and
cross the bridge. On the other side, a monster will attack you. Kill it and you
will see that the path diverges. Follow the right path to pick up two PISTOL
AMMOS and a FIRST AID KIT. Go back and take the left path to find a crumbling
wall. Knock it down.

Follow this path until it diverges and take the right path. You will come to a
gazebo. Pick up the FIRST AID KIT, and DISK. Go around the back of the gazebo
and a mega monster will attack. Kill it, and then pick up the STATUETTE and
many small monsters will attack. Kill them, and then go back to where the path
diverged and take the left path. Follow it to the gate, and once on the other
side, pick up the FIRST AID KIT. Pick up the SHOTGUN AMMO, and ENERGY DRINKS
from near the house. Two monsters will attack you. Also pick up the LEVER from
the path that leads away from the house. Enter the cellar and pick up the
PISTOL AMMO, and DISK. Use the lever to move the barrels. Enter the hatch.

++++++++++++++++++++++++++++++++++++++++++++++++
 Level 11: Search for the Antidote - Basement
++++++++++++++++++++++++++++++++++++++++++++++++
Pick up the nearby SHOTGUN AMMO. There are two fly monsters in this hall.
Follow the hallway to its end. Pick up the SHOTGUN AMMO from the crater in the
wall. Enter the door, and pick up the MUTATIONS DOCUMENT. Two mega beasts will
attack you from both sides, so be prepared. At the other side of the room pick
up the FIRST AID KIT, and the ENERGY DRINK and make your way through the door.
In the room where Kenny found Dan, there will be another mutated student. Take
it out and pick up the SHOTGUN AMMO. Go back and through the other door and
into the lab. Pick up the DISK, ENERGY DRINK, STICKY TAPE, and EXPERIMENT NOTES
from the upper platform. Enter the upper door, inside pick up the PHOTOS, and
FIRST AID KIT. Push aside one of the crates to reveal a lab. Defeat the fly
monster inside, and pick up the LASER. Do not use the Laser you will want it
later.

Go back to the main lab and enter the door in the lower platform and enter the
nursery. A Mega monster will attack you so, be prepared. Pick up the FIRSTAID
KIT and ENERGY DRINK. Defeat the small monster at the bottom of the hatch. Pick
up the two PISTOL AMMOS. Enter the door and do battle with the queen. Pick up
the FIRST AID KIT, and SHOTGUN AMMO. If you exit through the next door, three
mega monsters will ambush you. If you have a light grenade this is the time to
use it. Pick up the SHOTGUN AMMOS and LIGHT GRENADE from the hall. Enter the
Door that is off to the right side. Pick up the DISK and SHOTGUN AMMO.  Enter
the last cell and pick up the FIRST AID KIT, and LEVER.

Make your way back to the room that had the queen in it.  If you remember the
fountain in the middle of the courtyard, you will know that you need to put the
statues in order around the room machine, broken statue, arms like a cross,
praying, and arms behind the back. Use the lever to start the machine and open
the door.

Make your way up the ladder and into the room with the hatch. Watch Walden and
Friedman argue over the antidote.  Examine Walden's bag. It's hanging on one of
the plant pillars. Pick up a FIRST AID KIT and AMMO Enter the open door. It's
monster Leonard, and he's pissed because Herbert's dead!

You now have to fight Herbert. The goal here is to shoot all of his appendages
that shoot up to the ceiling. If you saved your laser, now is the time to use
it. He has three kinds of attacks. The first is a poison pillar attack. He
causes poison to rush from the floor to the ceiling like a geyser. Another is a
poison wave where he causes the toxic waters around him to wash outward in a
wave. As you destroy his appendages, light spots will appear that can offer you
some protection from these two attacks.  The last attack he will hit you with
his tentacle/arm if you loiter in the light spots or one place for too long.
After all the tentacles have been destroyed the ceiling will fall on him and
you will find yourself in the gym.  You will have to battle him again, just
keep shooting and avoiding his attacks. Eventually the rising sun will get him.

*******************
 Notes and Clues
*******************
Mutations Document - Post-treatment mutations. Type 1: Generalized melanomic
attack. Prolonged exposure to UV creates micro-cancers in every individual,
combated by the cells using specific proteins. The treatment stops the creation
of these proteins. The subject therefore develops numerous skin cancers. These
cancers revive the inert mutagenous properties of the treatment. The cancer
becomes general and often give rise to type 2, 3, and 4 mutations. Type 2:
Polytrophy of the members. Very frequent, this mutation causes hypertrophy in
the subject or hypertrophy in one of the members. It manifests itself in the
over-development of the arms, or only some phalanxes, the tongue, etc. The
hypertrophy is sometimes generalized and causes wounds that are often
gangrenous. Type 3: displacement of the central nervous system. The nervous
system is relieved and then replaced by a hybrid nervous system. The symptom is
spectacular as the head is neglected to benefit other organs. It is often lost
by the subject after long days left without bloodflow. Type 4: merging. In a
non-sterile environment, the subject sometimes comes into contact with foreign
bodies. On occasion these bodies (fly, ameba) have merged with the subject. The
results are very variable. Sometimes very little of the original individual can
be recognized.

Experiment Notes - Subject 22 February 17 Age: 17 years Rhesus: O Negative
Preparation for test no 1735: Preparation in sterile conditions for 50 hours at
37degrees Celsius of 7.2 mg/ml of xGm and 100 mM of methylglioxak prepared in a
swab of phosphate 100mM pH 7.8. Exposure time to UV after injection of the
agent: 72 hours. Waiting time for injection of treatment: 20 days Pathology
level: Level 3 (metatastic) Reaction to the treatment: Day 1: General condition
stable pathology Temperature: 33 degrees Celsius. Day 2: General condition:
unstable pathology Temperature: 38 degrees Celsius Day 3: General condition:
numerous hemorrhages Temperature: 43 degrees Celsius. Failure: death of subject
Conclusion In man, the apoptosis of pericytes induced by the xGM is governed by
the inducement of an oxidizing stress. This stress must be controlled.

+++++++++++++++++++++++++++++++
 Bonus Items and Unlockables
+++++++++++++++++++++++++++++++
MUSIC:
    Main Titles
    Empty School
    Something Hidden
    First Ones
    Blowing up a wall
    Being Surrounded
    Herbert Friedman
    Who is Herbert
    Wickson, the nurse
    Infested place
    Give us eternity
    The First Queen
    Pure Suite
    Wickson and Leonard
    The Second Queen
    Gardner's Story
    Herbert secret office
    Old Movie
    Friedman's Place
    Finding Leo
    Final fight
    Leonard's Death
    Death
    End Titles
EXTRA:

    Beat the game to unlock:
         Hard Mode
         Special Mode
         Making of
         Span "Don't think the way they do"
         Sum 41 "Still Waiting"
         Special Morgenstern Bat (play in special mode to use)
         New outfit for Ashley (play in special mode to use)
         New outfit for Josh (play in special mode to use)
         New outfit for Stan (play in special mode to use)
         New outfit for Shannon (play in special mode to use)
         New outfit for Kenny (play in special mode to use)
         **The character must survive the game to unlock their new outfit**

    Beat the game in special mode to unlock:
         Gallery 2

    Beat the game in normal or hard mode to unlock:
         Laser Sighted Handgun (play in special mode to use)

    Beat the game in hard mode to unlock:
         Gallery 1

TRAILER
CREDITS
+++++++++++++++++++
 Legal / Contact
+++++++++++++++++++
This game guide is for personal, non-commercial use only. I was not paid to
write it, and you should not be charged to read it.  Please do not reproduce or
alter this guide, in part or in whole without written permission. All
trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Copyright July 9, 2006 S. Evans.

I may be contacted at beatrixgamer[at]yahoo[dot]com. Please include an
appropriate subject with your e-mail.

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