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

==============================
= Main Hallway - First Floor =
==============================

- Map: Library

When you first enter the camera will pan and you'll see someone alot like
Dan sitting on some steps in the foreground and the black shadowy mist moving
over the walls.

To one side of the door is a - Map: Library - grab it and take a look.

This hall is L-Shaped, avoid the temptation to head toward the student and
instead move along the North/South Portion of the hallway and a - Cutscene -
will occur as the Stage 1 Mutant transforms rather painfully into a Stage 2
Mutant. Run toward the glass door at the far north and stand your ground
against the - 2 Stage 2 Mutants - that will now attack you.

Once they are dead you can freely explore the place.

Go back toward the entrance and take the first door up from it.

One word of caution: The black mist on the walls means there is another enemy
lurking about. After a certain number of rooms have been explored another
- Stage 2 Mutant - will appear in the Main Hallway (I don't know if it's
random or after a specific Room has been explored)

------------------------------------------------------------------
    Easy: At the far East end of the East/West part of this     |
          hall you will find a - Disc - on a bench to the left  |
          of the door.                                          |
------------------------------------------------------------------

================================================
= Classroom - Door 1: Left side of N/S Hallway =
================================================

- Items:
        Disc

There's a Disc on a desk near a breakable window.

------------------------------------------------------------------
     Hard: No Disc will be found here in Hard.                  |
------------------------------------------------------------------

================================================
= Classroom - Door 2: Left side of N/S Hallway =
================================================

- Enemies:
          1 Biter

- Items:
        Sticky Tape

Kill the - Biter - and grab the - Sticky Tape - off of the table near the
windows. There's an Overhead Projector you can use a bit later, but you
won't be needing it.


===========================================================
= Glass Door - Offices - Door 3: North end of N/S Hallway =
===========================================================

- Items:
        Scrap of Paper
        Library Key

- Clue:
        Letter from Walt Kerridan

- Flair: Scrap of Paper

Go to the far West side of the room and pick up the - Scrap of Paper - off
of the counter. Now you need a light source to be able to make use of it.

You can either go back and use the overhead projector you saw earlier, or
better yet break a window and use the Scrap of Paper in front of it. You will
see a series of Number: 2432

Head back toward the door you came in and go thru the open doorway next to
it. At the far end of this side room you will find a safe, enter the code
you just discovered and hit the green [ENT] button and you will open it.

Inside you will find the - Library Key - and a - Clue: Letter from Walt
Kerridan -


===============================================================
= Locked Door - Classroom - Door 4: Right side of N/S Hallway =
===============================================================

- Enemies:
          Black Mist

- Items:
          Good Quality Flashlight

Unlock the door and inside you will find a strange black mist floating
around the room. Unlike the other enemies you've encountered, there's nothing
inside it to shoot. Getting caught in it will slowly drain your health so
lure it near a window. Once you have it where you want it, break the window
and it should die, though more likely it'll just back off.

Or optionally just shoot out all the windows and catch it in a "light
crossfire".

Once it's been disposed of, Pick the lock on the cabinet in here to get a
- Good Quality Flashlight - This one is far better than the ones you've found
so far and weakens enemies faster AND lasts longer.

Tape it to your gun if you want, or save it for later.

============================
= Double Doors - Stairwell =
============================

These doors are currently locked, so pass on by.

Now it's time to head town the East/West part of the Hallway

==================
= Boy's Bathroom =
==================

- Items:
        Pistol Ammo (15)

Inside this room is a vent you can unscrew, and as before you will need 2
characters to do it. Do so and you will be rewarded with - Pistol Ammo - for
your efforts.

------------------------------------------------------------------
     Hard: An - Energy Drink - replaces the Pistol Ammo.        |
------------------------------------------------------------------

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

- Items:
        Energy Drink

Other than the - Energy Drink - in the 3rd stall, there's nothing much
to spend time on.


==============================================
= Main Library - First Floor - Far East Door =
==============================================

- Items:
        Disc

- Clues:
        Necrology
        Expedition Notes

Unlock and enter the Library, and then make your way down the stairs. when the
camera angle shifts, move to the cardboard box between the bookshelves and get
the - Clue: Necrology -

Past this is a table with a - Disc - on it.

Once you've done this, go behind the bookshelf you see on the right side of
your screen and a - Cutscene - will take place. After the Cutscene check your
map and you will see your next stop.

Grab the - Clue: Expedition Notes - off of Friedman's desk and exit the
library.

Note: There's a door to the right of the desk Friedman was sitting at, but
it's currently locked. But do remember it for later.

==============================
= Main Hallway - First Floor =
==============================

Keep moving.

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

- GATHERING POINT -

Once you exit the Library Building something will crash offscreen, though
what remains a mystery.


===============================================================================
5.0 ~ Part Five ~ Dining Hall/Sick Bay
===============================================================================

 ========================
==  DINING HALL/SICK BAY  ==
 ========================

==================
= Janitor's Room =
==================

- Items:
        Semi Auto Shotgun
        Shotgun Ammo (7)
        Pistol Ammo (15 x 2)
        Good Quality Flashlight

The Janitor's Room is to the right of the Dining Hall entrance. As you
approach, you hear the Janitor encounter... something. Enter the room and
you will see that something climb up into the ceiling.

Check the open shelves to find:
- Semi Auto Shotgun -
- Shotgun Ammo -
- Pistol Ammo -
- Pistol Ammo -

Go around the overturned table to find the Poor Mr. Garrison. Near his body
is a - Good Quality Flashlight -

Now would be a good time to tape that Good Quality Flashlight to your brand
new Shotgun. Ammo is scares for it at the moment, so stick to your Pistol.

Past Mr. Garrison is another door, take it.

------------------------------------------------------------------
     Hard: The Shotgun Ammo is missing and you will only find 1 |
           pack of Handgun Ammo in the cabinet.                 |
------------------------------------------------------------------


=====================
= Surveillance Room =
=====================

- Items:
        Surveillance Videotape
        Key to Dining Hall (ground floor)

Inside this room are a panel of 6 monitors and a vcr, in effect the school's
surveillance system. There's a - Surveillance Videotape - on the right side
of the counter and a - Key to Dining Hall (ground floor) - near the
monitors.

Grabbing the key will cause a - Cutscene - to occur. After the cutscene
check your map and your next goal will be marked on it.

Before you go use the VCR next to the monitors to look at the two Video
Cassettes in your Inventory.

The Surveillance Video Tape will give you a - Cutscene - showing Kenny
getting captured, as well as showing that it was Mr. Walden that let the
creatures loose on the school.

The Videocassette "subject 37" will show a - Cutscene - of Kenny in a cell
somewhere.

Now it's time to tackle the Dining Hall and Sickbay, head back to the
Courtyard.

==================
= Janitor's Room =
==================

Poor Mr. Garrison.

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

- GATHERING POINT -

Now before you enter the Dining Hall you have to decide how you want to
approach it.

You can either:

1) Explore it fully, room to room.
2) Rush to the end and explore it later.

While you can explore it now, keep in mind that in this section enemies
RESPAWN so you will use a lot of ammo if you take the slow approach we've
done so far.

Later you can clear all the enemies out and can search the place in safety.

Once you've decided, enter the Dining Hall

===========================
= Dining Room - 1st Floor =
===========================

- Enemies:
          1 Hanger
          1 Biter

- Items:
        Pistol Ammo (15)

- Map: Dining Hall/Sickbay

In the foreground you will see someone hanging from what looks like a noose.
As you move forward you will find that it's in fact the victim of a new
kind of enemy "The Hanger". Kill the - Hanger - and move around the partitions,
a single - Biter - will appear and attack you. Kill it and move on.

You can either grab the items now, or leave them til later. There is a
- Map: Dining Hall/Sickbay - near the doors leading into the Kitchen and
some - Pistol Ammo - on a table near the body of the victim you saw when
you first entered this area.

From here you can either take the stairs to the 2nd Floor - or - you can
take the double doors and enter the kitchen. If you want to brave the kitchen
now, go to the next section. If you want to skip it and go to the 2nd floor
drop down 2 sections.

------------------------------------------------------------------
     Hard: The Pistol Ammo will not be available in Hard.       |
------------------------------------------------------------------

=======================
= Kitchen - 1st Floor =
=======================

- Enemies:
          2 Biters

- Items:
        Energy Drink
        Automatic Pistol

This room is a dead end, and - 2 Biters - will greet you. Kill them and grab
the - Energy Drink - off of one of the counters and an - Automatic Pistol -
off the counter in the S/E corner of the room (use your map if needbe)

Other than this the place is clean, and all the doors are locked, head back
to the dining hall. But note that if the lights are off, new enemies will
have appeared in there.

------------------------------------------------------------------
    Easy: There is a - Disc - near the spot you find the Energy |
          Drink on the counter.                                 |
                                                                |
    Hard: The Automatic Pistol will not be found in here in     |
          Hard Mode.                                            |
------------------------------------------------------------------

===============================
= Dining Room (a) - 2nd Floor =
===============================

- Enemies:
          1 Hanger
          2 Biters

- Items:
        Energy Drink
        Energy Drink
        Ammo: Shotgun (7)

Kill the - 2 Biters - and - Hanger - that greet you.

You will see a a Large Box with a Triange on it attatched to the East Wall.
You will need to pick the lock to open it, and inside you will find your next
Puzzle, but you don't have all the pieces you need for it yet, so ignore it
for now.

Items you can find are an - Energy Drink - in a vending machine close to the
fuse box, another - Energy Drink - is on one of the south side tables and
finally there is some - Shotgun Ammo - near the knocked over dining cart in
the South West corner of the room.

Once you're ready take the double doors and enter the next area.

------------------------------------------------------------------
    Easy: A - First Aid Kit - replaces the Energy Drink on the  |
          table.                                                |
                                                                |
    Hard: The Energy Drink on the table in Normal will not be   |
          here in Hard.                                         |
------------------------------------------------------------------

=======================
= Kitchen - 2nd Floor =
=======================

- Items:
        Disc
        First Aid Kit

There are no monsters here, so feel free to loot the - Disc - and - First
Aid Kit - off the counters. One is in one corner and one is in the other.

------------------------------------------------------------------
     Hard: Instead of a Disc and First Aid Kit you will instead |
           find an - Automatic Pistol - and an - Energy Drink - |
------------------------------------------------------------------

===============================
= Dining Room (b) - 2nd Floor =
===============================

- Enemies:
          1 Hanger
          1 N Mutant


- Key Item: Toolbox

- Items:
        Shotgun Ammo (7)
        Box of Fuses

Once you're inside, move forward a little bit until you're next to a table
with some glass racks on it and grab the - Shotgun Ammo - from it. And just
to be safe, switch to your Shotgun.

Move forward slowly and you will get attacked by a - Hanger -

Once it's dead, move forward slowly until the camera angle changes, you will
see "something" laying on the ground and a dark blotch in the far left
corner of the room.

You will also see another door leading out and a box of some kind highlighted
by a spotlight.

As you move forward the "something" will get up: It's an - N Mutant -
Kill it quick and move toward the door, Ms Wickson will freak out and say
that she will NOT open the door until the lights are on.

Note: Sometimes an additional - Hanger - will spawn and assist the N Mutant.

Move into the light and unlock the Toolbox you find next to the wall (it's
under the dark cracks). But be careful as another - Hanger - will appear in
the dark spot in the corner either during or after you've unlocked the box.

Once it's dead, finish unlocking the toolbox (if you need to) and get
the - Box of Fuses -

Now it's time to head back to the Fuse box you passed earlier.

------------------------------------------------------------------
     Hard: There will be no Shotgun Ammo to be found.           |
------------------------------------------------------------------

=======================
= Kitchen - 2nd Floor =
=======================

This place is still clean, so grab the items if you passed them earlier.

===============================
= Dining Room (a) - 2nd Floor =
===============================

- Enemies:
          2 Biters
          1 Hanger


When you enter, you will find that more enemies have appeared. Kill the
- 2 Biters - and the new - Hanger - and approach the Fuse Box.

Attempt to unlock it and a - Hanger - will appear from your left and
a - Biter - will come running up the stairs. Once these are delt with
finish opening the Fuse Box and use the Box of Fuses on it.

Now you will start the next puzzle. Be quick though, as more enemies may
appear.

-Puzzle: Fuse Box

1-2-3
4-X-5
6-7-8

Each Number represents a switch on the pannel, with the X being a damaged
spot you can't work with.

Quickly flip fuses 1-2-3-4-6-7 (the order doesn't matter) and the lights
should come on and a - Cutscene - will occur.


Now the Dining Hall is free of monsters. If you rushed to get this point
without getting items or exploring rooms on your way you can now go back
to them without any problems.

Refer to the above sections to loot the Dining Hall. Any items will still
be where they are supposed to be, but NO enemies will appear in the rooms.

Once you're ready, head to the Infirmary.


=============
= Infirmary =
=============

- Items:
        Wheel
        First Aid Kit
        First Aid Kit
        Disc

- Clue: Letter from Friedman to Wickson

Enter the Infrimary to trigger a - Cutscene -

As Ms Wickson is of no help, loot the place.

You can find a - Clue: Letter from Friedman to Wickson - on the reception
counter. Behind the counter, on a chest of drawers is a - First Aid Kit -

Behind the glass partition is a glass cabinet you can break that contains
another - First Aid Kit - and on the desk to the left of the cabinet is a
- Disc -

Finally, on the double doors leading to the 2nd floor walkway is a - Wheel -
Ms Wickson was using to keep the doors locked. This wheel is very much like
the ones in the Contraband Storage room back in the Administration Building.

Grab it and check your map, it's time to head back to the Administration
Building. Exit the room using the now "unlocked" door.

------------------------------------------------------------------
     Hard: The First Aid Kit on the chest of drawers will not   |
           be there.                                            |
------------------------------------------------------------------

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

Find some stairs and head down to the courtyard.

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

- GATHERING POINT -

Make sure you're prepared and then head to the Administration Building

===============================================================================
6.0 ~ Part Six ~ Administration Revisited
===============================================================================

 ===========================
==  ADMINISTRATION BUILDING  ==
 ===========================

Important note: TAKE THE WEST SIDE DOOR

=============
= West Hall =
=============

When you enter you'll see a - Cutscene - of the Main Hall which is now in
shambles and filled with Mutants.

You can either take the safe route, or you can take the dangerous route.

For the safe route: Head to the Girl's Bathroom
For the dangerous route: Head to the Main Hall.

===============================
= Main Hall - Dangerous Route =
===============================

- Enemies:
          3 Stage 2 Mutants

- Items:
         Shotgun Ammo (7)

When you enter - 3 Stage 2 Mutants - will attack you in a group, if you're not
prepared for this you will likely get slaughtered. If you kill them enter the
ruins of the Main hall and find some - Shotgun Ammo - on top of a fallen
Noteboard.

Once you're ready head into the Teacher's Lounge (skip to that section).

================================
= Girl's Bathroom - Safe Route =
================================

Use the vent like before - This takes 2 characters if you didn't brave the Main
Hall - and enter the Teacher's Bathroom

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

Exit into the Teacher's Lounge.

================================
= Teacher's Lounge (1st Floor) =
================================

No matter which route you took to get here, head up to the 2nd floor.

=================================
= Teacher's Lounge (2nd Floor ) =
=================================

Nothing has changed, head to the next room.

======================
= Contraband Storage =
======================

- Clue: Documents about the building of the school

Get the - Clue: Documents about the building of the school - off the shelf if
you didn't get it earlier. Next use the Wheel on the middle set of storage
shelves. You can now move the shelves out of your way.

Move the Left and Middle one all the way to the left, and the Right one all
the way to the right. You can now access the door at the far end of the room.

=========================
= Storeroom (2nd Floor) =
=========================

- Clue: Photos of the Basement

- Items:
        Reel of Film 22
        Pistol Ammo (30)
        Shotgun Ammo (14)
        Disc

Nothing much in here, on one shelf you can find a - Clue: Photos of the
Basement - on the other you can find some - Pistol Ammo - some - Shotgun
Ammo - a - Disc - and a - Reel of Film 22 -

Head back the way you came.

------------------------------------------------------------------
     Hard: You will not find a Disc, Shotgun Ammo or Pistol     |
           Ammo in this room in a Hard Game.                    |
------------------------------------------------------------------

======================
= Contraband Storage =
======================

Keep moving.

================================
= Teacher's Lounge - 2nd Floor =
================================

- Items:
        Amphitheater Key

Enter the Teacher's Lounge and you will get another - Cutscene - after the
scene you will find you now have the - Amphitheater Key -

Press - Start - and look at your map, time to head to the Amphitheater.

================================
= Teacher's Lounge - 1st Floor =
================================

You can only open one door, now it's time to brave the Main Hall

=============
= Main Hall =
=============

- Enemies:
          3 Stage 2 Mutants - if you didn't kill them already

- Items:
         Shotgun Ammo (7) - If you didn't get it already

You can either stand and fight, or run for the North Exit.

Fortunately the mutants seem to have moved deeper into the room and you can
make it if you run for the front door. If you choose to flee you will likely
take no damage.

If you choose to fight, the - Shotgun Ammo - is on the fallen message board
in East side of the Main hall.

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

- GATHERING POINT -

Head east and enter the parking lot.

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

- Items:
        First Aid Kit

If you came here earlier in the game, you will now find that someone has
parked a van in the Parking lot. (actually this van appear right after you
finish with the Dining Hall)

The rear of the Van is locked but you can pick it, if you do
- 2 Stage 2 Mutants - will appear and attack. Once they are dead you can
claim your prize from the rear of the van a - First Aid Kit -

NOTE: If you pick the lock on the van (causing the Mutants to appear) more
mutants will spawn here later even if you kill the two that appear now. If
you do not unlock the van no Mutants will be here when you have to return
this way later in the game. So you might wait until you have to return this
way to claim the First Aid Kit for yourself.

So judge the risk based on your need.

Now head for the Amphitheater.

===============================================================================
7.0 ~ Part Seven ~ Amphitheater
===============================================================================

 ================
==  AMPHITHEATER  ==
 ================

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

- Items:
        Disc
        Sticky Tape

- Map: Amphitheater

Not much to do here, grab the - Map: Amphitheater - that's next to the door
and the - Sticky Tape - on the desk next to the Map. On the counter in front
of the entrance is a - Disc -

Head deeper into the room to activate a - Cutscene -

Wow, Friedman looks good for being about 150.

There's a door to your right, take it.

==============
= Auditorium =
==============

- Items:
        Wooden Plank
        First Aid Kit
        Sticky Tape

- Key Item: Screen/Screen controls

- Flair: Characters can do a mic-test

When you enter your character will mention that's it's too quiet, though
nothing seems to be lurking for you. Head onstage and grab the - Wooden
Plank - it will come in handy in a bit.

Just for fun use the Mic on the podium if you want.

After that get off the stage and head up the middle isle until you reach
the control panel. Use it and a screen will come down.

Keep going up the middle isle and on the right side top row seat is a
- First Aid Kit - Behind the seats are some speakers, and one in the left
hand corner holds some - Sticky Tape - for you to take.

There are two doors, one on each side of the stage. But since we have to come
back this way later ignore them for now and head back into the Lobby.

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

Head north past the photos and the statue and take the stairs to the
2nd floor.

===========
= Catwalk =
===========

- Enemies:
          2 Biters

- 2 Biters - are here and you can't avoid them on this narrow space, kill
them quick and keep going.


===================
= Projection Room =
===================

- Items:
        Shotgun Ammo (7)

- Key Item: Projector

In this red-lit room there will be a shelf full of film reels, on it you will
find some - Shotgun Ammo -

Climb the stairs and use the Reel of Film 23 on the Projector to get a
- Cutscene -

Once you're done, head back to the Auditorium.

------------------------------------------------------------------
    Easy: You will find a second pack of - Shotgun Ammo - next  |
          to the first one on the shelf. This one also has 7    |
          rounds.                                               |
------------------------------------------------------------------

===========
= Catwalk =
===========

Head to the stairs.

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

Down the stairs and into the...

==============
= Auditorium =
==============

You have 2 doors to choose from, but take the one on the right side of the
stage near the door you just entered from.

=================
= Dressing Room =
=================

- Items:
        Shotgun Ammo (7)

There's some - Shotgun Ammo - on the dressing table right in front of you.
Grab it and then take the door to your left.

------------------------------------------------------------------
    Easy: There is also a - Disc - laying next to the Shotgun   |
          Ammo.                                                 |
------------------------------------------------------------------

=============
= Backstage =
=============

- Items:
        Pistol Ammo (15)

- Flair: Safety Warning

There is some - Pistol Ammo - next to the large pillar in the middle of the
room. The door on your right leads back to the Auditorium, and the Ladder
is useless currently.

Make a special note of the "Safety Warning" next to the ladder, it is
important.

Your only real choice is to use the Elevator.

First: Use the Safety Switch next to the Elevator.
Second: Call the elevator and get in, but don't use it yet.
Third: Use the Wooden Plank inside the Elevator - this will prove useful
later.

Finally use the Elevator to go to the second floor.

------------------------------------------------------------------
    Easy: To the right of the Pillar you will also find a       |
          - First Aid Kit - on the floor.                       |
------------------------------------------------------------------


=======================
= Storage - 2nd Floor =
=======================

- Enemies:
          Blobwoman

- Items:
        Energy Drink

When you enter you will get a - Cutscene - showing off your newest enemy: The
Blobwoman!

She looks mean but is actually kinda weak, just stay back and shoot her as
needed. She's only really vulnerable when she's releasing her "spawn". If you
get too close she will slap you down - so stay back.

Once she's dead grab the - Energy Drink - off the crate near the Blobwoman's
"feet".

You can now use the ladder to go back to the Backstage area, but before
you do there is One VERY IMPORTANT thing to do first.

USE THE SAFETY LEVER NEXT TO THE ELEVATOR... or bad things will happen.

------------------------------------------------------------------
    Easy: A - First Aid Kit - replaces the Energy Drink in this |
          room.                                                 |
------------------------------------------------------------------

=============
= Backstage =
=============

Decend the Elevator Shaft to go to the next area and to activate a
- Cutscene -

===============================================================================
8.0 ~ Part Eight ~ Basement
===============================================================================


 ============
==  BASEMENT  ==
 ============

===============
= Boiler Room =
===============

- GATHERING POINT -

- Items:
        Disc
        First Aid Kit
        Pistol Ammo (30)
        Good Quality Flashlight

Depending on if you used the SAFETY in the 2nd Floor Storeroom or not you may
now be one kid short.

Once everyone is safe, or after your character cries over your lost comrade,
you're now ready to search your new GATHERING POINT.

And keep in mind, the Elevator is now useless (in case it wasn't obvious),
and there is no map of this area for you to access.

This is the Boiler Room and there are a lot of items to acquire here.

There is a - Disc - and a - First Aid Kit - directly in front of the
Elevator on a pallet. On the table to the right side of the exit is a
- Good Quality Flashlight - And finally on a pallet right next to the
now ruined Elevator is some - Pistol Ammo -

Reorganize your group as needed and head thru the door.

------------------------------------------------------------------
    Easy: You will not find a Good Quality Flashlight in this   |
          room, instead you will find a much more powerful      |
          - Very Powerful Flashlight - in its place             |
                                                                |
    Hard: You will not find a First Aid Kit, there will only    |
          be 15 rounds of Pistol Ammo and the Good Quality      |
          Flashlight will be missing.                           |
------------------------------------------------------------------

=========================
= East/West Hallway (a) =
=========================

- Enemies:
          2 Stage 2 mutants

- Items:
        Energy Drink

Follow the hallway and eventually you'll come to a T-Juntion where
- 2 Stage 2 Mutants - will attack you. Once they are dead, search the dead
end to the west for an - Energy Drink -

Head north and enter the door.

=========================
= East/West Hallway (b) =
=========================

There's nothing in this hallway except for 4 exits (not including the door
you just came thru)

Head to the Right of the door you just came in first and take the door at the
end of the hallway. (East)

------------------------------------------------------------------
    Easy: Head East and you will find 7 rounds of - Shotgun     |
          Ammo - under some vines coming down from the ceiling  |
------------------------------------------------------------------

===================================
= Door 1: North/South Hallway (b) =
===================================

- Enemies:
          1 Stage 1 Mutant (Now)
          1 Stage 2 mutant (Later)

- Items:
        Shotgun Ammo (7)

In the foreground you will see a - Stage 1 Mutant - Kill him and then head
south to the dead end, there you will find some - Shotgun Ammo -

UPDATE: You do not have to kill the Stage 1 Mutant. If you leave him alone
(which includes NOT BOOSTING your light at him) he will leave you alone.
Just walk past him and get the Ammo.

Note: If you come back later (after a certain Cutscene) a Stage 2 Mutant
will replace him even if you kill him now.

Head back into the East/West Hallway you came from.

------------------------------------------------------------------
    Easy: There is a - First Aid Kit - next to the Shotgun Ammo |
------------------------------------------------------------------

==================
= Door 2: Locked =
==================

The second door is currently locked so pass it and keep moving West, also
passing the door you first used to enter this area. Eventually you will come
to a path that splits off to the North. Take it and enter the door at the
end.

=================================
= Door 3: Cages and Prison Cell =
=================================

- Clue: Prisoner's Letter

- Items:
        Pump Action Shotgun
        Lever
        Light Grenade

Inside this room you will see a lot of cages, including 2 very tall ones.

Just in front of the Right Cage you will find a - Clue: Prisoner's Letter -
Grab it and go over to the Left Cage. Push the cage and eventually you will
reveal a - Semi-Auto Shotgun -

Take a moment to tape a good flashlight to it and then hand it to your
teammate, or use it yourself if your teammate already has the Shotgun you
found earlier.

If you haven't saved recently, now might be a good time.

Now go back to the Right cage and push it to reveal a side room. Inside there
is a - Lever - on the table you will need in a bit. Grabbing the Lever will
activate a - Cutscene - showing yet another level of mutation these mutants
can attain. When the scene is finished you will find you are now in close
quarters with a massive - Stage 3 Mutant -

Boost your lights and kill that sucker quick!

Once it's dead, heal as needed and go into the cell it came out of to find
a - Light Grenade -

Now that this room is done head back to the East/West Hallway.

Before leaving, if you haven't saved recently, now is also a good time to do
so.

==================================
= East/West Hallway (b) - Part 2 =
==================================

- Enemies:
          2 Stage 3 Mutants

Now we have a problem, - 2 Stage 3 Mutants - have parked themselves in the
hallway south of your position. It will take them a moment to move in on you
and that's all the time you need to prepare.

You can either toss your brand new Light Grenade at them (toss it as soon as
you hear them as it takes a moment for it to detonate) to kill them both
instantly - or - you can fight it out.

If you decide to shoot it out, after one drops go back into the room you
came out of to reload and heal if needed.

Once you're ready go back into the hallway and finish the last one. After
it's dead move on to the last door in this area.

============================
= Door 4: Examination Room =
============================

- Enemies:
          1 Stage 1 Mutant (before stage 3 mutant scene)
          1 Stage 3 Mutant (after stage 3 Mutant scene)

- Clue: Leonard: Development

- Items:
        First Aid Kit

If you came in here earlier you would have found a single - Stage 1 mutant -
in here, now you will find a - Stage 3 Mutant - ready to greet you instead.

Note: Killing the Stage 1 Mutant will not prevent the Stage 3 from appearing.

Run down the stairs so it doesn't corner you and then shoot it until it drops.

Once it's dead be sure to grab the - First Aid Kit - off the exam table, and
the - Clue: Leonard: Development - off the counter on the right side of the
room (in the darkend area)

Between the counter you found the Clue and the counter with the lab
equipment there is a place on the wall where you can use the Lever you found
earlier.

Use it and a cubbyhole with a ladder will open up.

Use the Ladder to decend into the Subbasement area.

------------------------------------------------------------------
    Easy: There is a - Disc - on the counter to the right of    |
          the Examination Table.                                |
                                                                |
    Hard: The First Aid Kit is missing here.                    |
------------------------------------------------------------------

 ================
==  Sub-Basement  ==
 ================

========================
= L-Shaped Passage (b) =
========================

- Enemies:
          1 Stage 2 Mutant

- Items:
        Pistol Ammo (15)

Just in front of the ladder is a small area with some - Pistol Ammo -
Grab it and go south on the passage and you will see a door to your left,
you can either take it or continue down the passage.

If you continue down the passage you will run across a - Stage 2 Mutant -

Past this enemy you will eventually come to a ladder that is too high for
you to reach currently, so your only choice is to go back the way you came
and enter the door.

========================
= Prison Area (Part 1) =
========================

Kenny!

Watch the - Cutscene - and when you wake up...

========================
= Prison Area (Part 2) =
========================

- GATHERING POINT -

- Characters:
             Kenny

- Items:
        Metal Bar with Hook
        Pliers
        ALL OF YOUR ITEMS

You wake up to find yourself in a cell and without weapons or items. - Kenny -
is alive but injured in the cell next to you, and is now your Teammate. The
rest of the characters will be in the other cells in this room.

Search the bed for a - Metal Bar with Hook -

Switch to Kenny and go to the left side of the cell, he'll mention he sees
some Pliers, but that's not important at the moment. Instead USE the Metal
Bar with Hook for a - Cutscene - of you gaining your freedom and your new
"problem".

It seems you now need the help of the previously comatose Ms. Wickson, but
first you will have to find a way out of here.

Grab the - Pliers - between the door and a desk, and then use them on the
flashing chest next to Kenny's cell to get - ALL OF YOUR ITEMS - back.

There are two doors out of this area, but only one is unlocked so your options
are limited.

Choose a teammate (you will need one) then heal and reequip as needed. If you
choose to have Kenny in your team you WILL need to heal him as he is seriously
injured.


========================
= L-Shaped Passage (b) =
========================

- Enemies:
          1 Stage 3 Mutant

If you cleared the Stage 2 Mutant out earlier you will find you still have
a - Stage 3 Mutant - to deal with. Kill it and run to the end of the passage
and you will find a ladder that is out of your reach.

Using your Teammate climb the wall and use the Metal Bar with Hook to bring
the ladder down.

It's now time to go back to the school.



===============================================================================
9.0 ~ Part Nine ~ Loose Ends
===============================================================================

 ================
==  West Walkway  ==
 ================

- Items:
        Disc

Head south on your map, and then west to the front of the unnamed building
on your map. In front of this building on a bench is a - Disc - so make sure
to grab it. The unnamed building is locked so ignore it.

Now head east and you will come to a door that's barred with a lock, use the
Pliers to open it so you can access the Courtyard again.

Note: There is a gate to the North, but you don't have the code yet so
ignore it for now, but you will be coming back here later.

------------------------------------------------------------------
    Easy: There is a - First Aid Kit - on a bench at the South  |
          end of this walkway. At this camera angle it will be  |
          at the top of your screen.                            |
------------------------------------------------------------------

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

- GATHERING POINT -

Enter the Courtyard for a - Cutscene - and a new GATHERING POINT. Once you're
ready find a set of stair to the 2nd floor Walkway and then head for the
Infirmary.

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

Head for the Infirmary.

 ========================
==  Dining Hall/Sick Bay  ==
 ========================

=============
= Infirmary =
=============

- Items:
        First Aid Kit

Enter the Infirmary for a - Cutscene - Poor Ms Wickson, we hardly knew you.

Grab the - First Aid Kit - in the chair Ms Wickson used to be sitting in and
now exit.

She mentioned the garden and an entrance to it is near the Gym so go back to
the Courtyard and head toward the locked gate to the East Walkway.


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

Find some stairs and head down.

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

- GATHERING POINT -

Use the Pliers on the door and enter the East Walkway


 ===============
==  East Walkway ==
 ===============

You can enter the Gymnasium, but there's nothing in there.
You can try the door to the gardens, but it's locked.
You can cut the lock on the Dormitory... let's try that.


===============================================================================
10.0 ~ Part Ten ~ Dormitory
===============================================================================

 =============
==  DORMITORY  ==
 =============

=========================
= Main Hall - 1st Floor =
=========================

- Enemies:
          1 N Mutant
          1 Stage 2 Mutant

- Items:
        Pistol Ammo (15)
        Energy Drink

- Map: Dormitory

Grab the - Map: Dormitory - off the wall next to the entrance and prepare
for battle. There's an - N Mutant - in the middle of this room and chances
are good it's already seen you.

After it's dead cautiously head toward the North end of the Main Hall as there
is a - Stage 2 Mutant - hiding in the shadows that is just waiting to play
with you.

Once they're dead, get the - Pistol Ammo - from the junk at the rear of the
room and an - Energy Drink - from a locked locker close to where you fought
the N Mutant.

Check your map and then enter the door on the west side closest to the
entrance.

------------------------------------------------------------------
    Easy: 7 rounds of - Shotgun Ammo - lay on the ground under  |
          the area you pick up the MAP to this building.        |
                                                                |
    Hard: The Pistol Ammo is no longer here.                    |
------------------------------------------------------------------

===================================
= Door 1 - West Side: Living Room =
===================================

- Items:
        Shotgun Ammo (14)

- Key Items: Chimeny Flue

There are only two things that you should worry about in this room.

One is some - Shotgun Ammo - on a table near the door, and a "Chimeny Flue"
on west wall (you can now see it on your map)

Note: Make sure to get the Shotgun Ammo

Exit the room and keep searching the First Floor, the next two doors on the
West side are locked so enter the East side door directly across from the
door to this room.

------------------------------------------------------------------
    Easy: There is a - First Aid Kit - in a chair directly      |
          across from the door to this room.                    |
                                                                |
    Hard: Only 7 rounds of Shotgun Ammo will be found.          |
------------------------------------------------------------------

==============================
= Door 2 - West Side: Locked =
==============================

==============================
= Door 3 - West Side: Locked =
==============================

===================================
= Door 4 - East Side: Gaming Room =
===================================

- Enemies:
          1 Biter
          2 Hangers

- Items:
        Disc
        Pistol Ammo (15)

- Clues: Newspaper Articles

As soon as you enter you will be attacked by - 2 Hangers - and a single
- Biter -

Kill them and then grab the - Pistol Ammo - off of the chair to the left
of the door. Then go to the middle of the room and grab the - Disc - off the
floor, it's in the middle of the room near two boards that have fallen and
formed an X pattern.

On the table next to this you can find a - Clue: Newspaper Articles -

------------------------------------------------------------------
     Hard: The Disc is missing.                                 |
------------------------------------------------------------------

=======================================
= Door 5 - East Side: Girl's Bathroom =
=======================================

- Items:
        First Aid Kit

This room is pretty bleak, run to the back of this room to find a
- First Aid Kit - for you to collect.

Behind the broken toilet is a hole in the wall that leads into the next
room.

------------------------------------------------------------------
     Hard: The First Aid Kit is unfortunately gone in Hard.     |
------------------------------------------------------------------

====================================================
= Door 6 - East Side: Locked Door - Boy's Bathroom =
====================================================

- Items:
        Energy Drink

Just as bleak at the last room you were in, but there is an - Energy
Drink - in one of the sinks, might as well grab it.

Since the door is locked, head back into the Girl's Bathroom and then back
to the main hall.

Pass the open doorway for now and head into the last room on this level.


===============================
= Door 7 - West Side: Bedroom =
===============================

- Enemies:
          2 Hangers
          1 Stage 2 Mutant

- Items:
        Pistol Ammo (15)
        Light Grenade

As soon as you enter - 2 Hangers - and a single - Stage 2 Mutant - will rush
you. Kill them and your prize within this room is some - Pistol Ammo - on
the bookshelf in the  South-West Corner of the room.

In the middle of the room is a single bunkbead that holds an ever useful
- Light Grenade - on it.

Grab everything and leave, it's time to head to the 2nd floor.

=============
= Stairwell =
=============

- Items:
        Statue

Halfway between the 1st and 2nd floors you will find a - Statue - on a desk.

Make sure to grab it.

========================
= 2nd Floor: Main Hall =
========================

When you first enter your character will comment that he or she doesn't feel
too well and needs the antidote quickly.

If you approach the middle of the room, the camera will pan backwards and
your character will inform you that the floor is weak.

It is.

To cross this floor you can either do it the hard way or the easy way.

For a challenge, look at the floor and you will see some areas are different
than the rest of the floor, these are the weak spots. Walk carefully and try
to avoid them.

Save first.

The easy way is to - Aim - your weapon so you are in walk mode and just walk
carefully across them.

- Use the easy way -

There are 5 doors on this floor, but only 2 you can use. There's one in
the north wall that you can unlock, and the one in the south wall that leads
to your destination.

------------------------------------------------------------------
    Easy: There are two items here, both near the West-most     |
          door on the NORTH WALL. One is a - Disc - across from |
          the door. The other is 7 rounds of - Shotgun Ammo -   |
          around the area under the boarded up window.          |
------------------------------------------------------------------

================================
= Door 1 - North Side: Bedroom =
================================

- Enemies:
          2 Stage 2 Mutants
          1 Biter

- Items:
        First Aid Kit
        Shotgun Ammo (7)

Pick the lock on this door and enter.

Inside you will be attacked by - 2 Stage 2 Mutants - and a - Biter -

Near the boarded up windows is a cardboard box with some - Shotgun Ammo -
inside and one of the Northmost Bunkbeds holds a - First Aid Kit -

===============================
= Door 2 - North Side: Locked =
===============================

==============================
= Door 3 - West Side: Locked =
==============================

==============================
= Door 4 - East Side: Locked =
==============================

Make sure to - Aim - your weapon and walk from here on in until you reach the
South Door.

========================================
= Door 5 - South Side: Living Quarters =
========================================

- Enemies:
          1 weak Stage 1 mutant (east side)
          1 weak Stage 1 mutant (west side)

- Items:
        Pistol Ammo (15)

This room is divided into two sections.

On the west side you will find several beds and a - WEAK Stage 1 Mutant -
sitting in a chair. A single bullet from your pistol will kill it, but you
can also ignore it as he won't attack you. If you go up to him you can even
talk to him. (though his dialogue is pretty limited)

There's a door on the north wall, but ignore it for now.

On the east side is a large chest of drawers, some more ruined furniture and
a - WEAK Stage 1 Mutant - in a chair with it's back to you. Kill it or ignore
it.

Beyond the Mutant is a Cabinet you can unlock, inside is some - Pistol Ammo -

Once you're ready, go to the chest of drawers and you will find you can push
it. Do so and it will collapse into the bricked over wall you can see behind
it.

This leads to...

------------------------------------------------------------------
    Easy: There are 2 Energy Drinks in this room. The first     |
          - Energy Drink - is on the bed directly in front of   |
          door you used to enter this area from the Main Hall.  |
          The second - Energy Drink - is in the east section    |
          on a table near the seated mutant.                    |
                                                                |
    Hard: The Pistol Ammo is missing.                           |
------------------------------------------------------------------

===============
= Hidden Room =
===============

- Clue: Expulsion from the Scientific Community

- Key Item: Safe

On the desk in this small room is the - Clue: Expulsion from the Scientific
Community -

Grab it and then move over to the bed.

Next to the bed is a pile of junk containing a large - Safe - (remember the
Prisoner's Letter). Walk up to it and press the - X - button to pick it up.

Exit the room and head back to the door we passed earlier.

========================================
= Door 5 - South Side: Living Quarters =
========================================

Go to the West side of the room and then into the north door.

===============
= Small Study =
===============

- Items:
        Disc

- Key Items: Chimeny Chute

This room is pretty dismal, but what it holds is important. Walk over to the
"Chimeny Chute" to the right of the door with the character holding the safe
and press the - X - button, your character will drop the safe down the chute.

Take a moment to - RE-ARM YOUR CHARACTER -

Now it's time to head back to the 1st floor, but first grab the - Disc - off
of the small nightstand standing on the left side of the door.

Exit the room and prepare for combat.

------------------------------------------------------------------
    Easy: There are 15 rounds of - Pistol Ammo - on a desk on   |
          the left side of this room.                           |
                                                                |
    Hard: Nothing is missing, but I would like to give an       |
          important safety tip.                                 |
                                                                |
          Once done with this room, if you haven't been using   |
          the MAP to warp back to the current Gathering Point,  |
          - NOW - would be a good time to try it out.           |
                                                                |
          Then return to the Dormitory and once inside enter    |
          the (Door 1 - West Side: Living Room) by way of the   |
          1st Floor Main Hall. Otherwise you may run out of     |
          ammo if you haven't been avoiding combat to this      |
          point.                                                |
------------------------------------------------------------------

=================================================
= Door 5 - South Side: Living Quarters (Part 2) =
=================================================

- Enemies:
          1 Stage 1 Mutant
          1 Stage 3 Mutant

Run to the left side of your screen and get ready for battle as a - Stage 3
Mutant - and a - Stage 1 Mutant - will approach and attack you.

Note: These appear even if you killed the WEAK Stage 1 Mutants earlier. Also
the WEAK Stage 1 Mutants will now be gone if you left them alone.

------------------------------------------------------------------
     Hard: Instead of a Stage 1 Mutant, a Stage 2 Mutant will   |
           take its place.                                      |
------------------------------------------------------------------

=========================
= Main Hall - 2nd Floor =
=========================

- AIM - your weapon and WALK across the floor and take the stairs.

=========================
= Main Hall - 1st Floor =
=========================

- Enemies:
          1 Stage 3 Mutant

A - Stage 3 Mutant - has made the Hall it's lair. Kill it and head toward the
West side room with the Chimeny Flue you checked out earlier.


============================================
= Door 1 - West Side: Living Room (Part 2) =
============================================

- Enemies:
          Blobwoman

- Items:
        Shotgun Ammo (14) (RESPAWN)
        Key to secret Library Office

- Clues:
        Map Of Basement
        An Old Manuscript

when you enter a Blobwoman (who has seemingly teleported into the room
somehow) will attack you. Kill it the same way you did the last one.

Once it's dead make sure to get the - Shotgun Ammo - off of the table near
the door. This ammo is a RESPAWN which is why it was so important to grab
the Shotgun ammo the last time you were in this room.

Next go to the Chimeny Flue and collect your prizes from the Safe. You will
gain a - Clue: Map of Basement - - Clue: An Old Manuscript - and a - Key
to Secret Library Office -

When you get the - Clue: Old Manuscript - You also activate a - Cutscene -
that fills in a lot of details.

Looks like the next stop is the Library.

=========================
= Main Hall - 1st Floor =
=========================

Head Outside

 ================
==  East Walkway  ==
 ================

Continue to the COurtyard

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

- Gathering Point -

Restock, heal and choose your teammate and then head toward the Library.


===============================================================================
11.0 ~ Part Eleven ~ Library Revisited
===============================================================================

 ====================
==  LIBRARY (PART 2)  =
 ====================

=========================
= Main Hall - 1st Floor =
=========================

Nothing really new here, but if you didn't kill the kinda random - Stage 2
Mutant - earlier it'll now want to fight you. Kill it and head for the
far east door.

=======================
= Library - 1st Floor =
=======================

Go to the door you couldn't open earlier. With the key now in your possession
you can access Friedman's secret office.

=================
= Secret Office =
=================

- Items:
        Reel of Film 24
        Very Powerful Flashlight
        Statue

Wow, this place is almost a museum full of African artifacts. At the far
end of the room is a chair with a - Reel of Film 24 - on it. When you grab it
you will be prompted to look at your map. It would seem the Amphitheater is
your next target.

Make sure to grab the - Very Powerful Flashlight - off the desk.

This is the best Flashlight you can find, strong and long lasting. You might
resist the urge to tape it to one of your weapons now, save it for later.

Finally grab the - Statue - off a table near the West Wall on your way out.

=======================
= Library - 1st Floor =
=======================

Head up the stairs and use the door.

=========================
= Main Hall - 1st Floor =
=========================

when you enter you will meet Mr. Walden again in a - Cutscene -

He's not looking to good is he? He also steals your - Clue: Map of Basement -

You will no longer be able to look at this Clue in your Clues section.

And to add insult to injury it also would seem that Walden has locked you in
the Library. But in his haste he was nice enough to unlock the stairwell for
you. Go to the double doors and enter the stairwell.

=============
= Stairwell =
=============

- Items:
        First Aid Kit

At the first landing is a door, take it before going to the 2nd Floor. On the
floor near the door to the second floor is a - First Aid Kit - make sure to
grab it when you come back this way.

------------------------------------------------------------------
    Hard: The First Aid Kit is missing.                         |
------------------------------------------------------------------

=======================
= Library - 2nd Floor =
=======================

- Item:
       Statue

You're now in the area that was overhanging the ground floor of the main
library. Go to the far end and you will find the 3rd - Statue -

Grab it and head back to the door, re-enter the Stairwell and continue
to the 2nd Floor. Make sure to grab the First Aid Kit near the door.

------------------------------------------------------------------
    Easy: There is a - First Aid Kit - on the ground between    |
          a pair of bookshelves near the East end of this area. |
------------------------------------------------------------------

=========================
= Main Hall - 2nd Floor =
=========================

- Enemies:
          2 Hangers

- Items:
        Disc

After the - Cutscene - dispose of the - 2 Hangers - and then grab the
- Disc - off of the lockers directly in front of the Stairwell doors.

Looking at your map you can see there are 4 doors in this section: 2 on the
West Wall, 1 on the north and 1 on the east.

Head south of the stairs and take the West door closest to the still LOCKED
exit and then work your way north and then east.

=================================
= Door 1 - West Side: Classroom =
=================================

- Items:
        Energy Drink
        Energy Drink
        Energy Drink

There's not much in this classroom, but what is in here is more than useful.

First there are no enemies, so take your time. There are 3 Energy Drinks in
here, the first - Energy Drink - is on the right side of the Teacher's desk
in front of the chalkboard. The second - Energy drink is on the left most
desk on the front row, and the final - Energy Drink - is on the counters to
the left.

Make sure you're healed and reloaded before moving to the next door. And if
you're still using Pistols, this would be a good time to switch to a shotgun.

------------------------------------------------------------------
    Easy: There is a - Disc - on the right side of the room     |
          near the windows.                                     |
------------------------------------------------------------------

========================================
= Door 2 - West Side: Unused Classroom =
========================================

- Enemies:
          1 Stage 3 Mutant

- Items:
        Revolver!
        Shotgun Ammo (7)

There are three things you should note when first entering this room.

1) It's small
2) It's pitch dark
3) There's an angry - Stage 3 Mutant - wanting to eat you.

As soon as you enter, - Aim - - Boost - and when you hear the whine: fire.

After it's dead you will find some - Shotgun Ammo - on a set of stacked
up desks near the west wall (it'll be at the bottom-ish area of your screen)

Before you leave make sure to grab the - REVOLVER - from the stacked desks
near the boarded up windows (This will be on the right side of your screen)

This is THE best Pistol in the game, and possibly better than any Shotgun
you've found as well.

Take a moment to tape the Powerful Flashlight you found in Friedman's secret
office to it.

At this point, let your Teammate use the Shotgun, and keep the Revolver
for yourself.

------------------------------------------------------------------
    Easy: There is another pack of 7 rounds of - Shotgun Ammo - |
          in this room. It lays in the same area as the first   |
          pack, but closer to the door to this room.            |
------------------------------------------------------------------

===============================
= Door 3 - North Side: Locked =
===============================

=================================
= Door 4 - East Side: Classroom =
=================================

- Enemies:
          3 Hangers

- Items:
        Sticky Tape
        Pistol Ammo (15)
        Pistol Ammo (15)

Almost instantly - 3 Hangers - will attack you when you enter this classroom.
Dispose of them and head down the center aisle, grab the - Pistol Ammo -
off of one of the desk to the left and some - Sticky Tape - off of the single
desk sitting in front of the right window.

In the top left corner of your screen you'll also see some more - Pistol
Ammo -

Still no key, and no more doors to go into.

But if you look at the large bookshelf you will notices part of a white door
peeking out from the left side.

Get beside the Bookshelf and shove it out of the way to expose a door.

You can now enter the room behind Door 3.

------------------------------------------------------------------
    Hard: The Pistol Ammo on the desk is gone.                  |
------------------------------------------------------------------

====================
= Locked Classroom =
====================

- Enemies:
          2 Hangers
          1 Biter

- Items:
        Key
        Sticky Tape
        Disc
        Light Grenade

- 2 Hangers - and a single - Biter - will attack you as you enter.

Once they are dead head to the left and get between the space between the
desks and the windows. On one of the desks is a - Key -

You can now leave the Library if you want.

But before you do, continue around the room. One of the desks right of where
you found the Key will hold some - Sticky Tape - and a - Disc -

There is also a Locked Cabinet under the TV. Open it to find a - Light
Grenade -

You're now finished with the Library, time to head to the Amphitheater again.

------------------------------------------------------------------
    Easy: There is NO Disc here, but a - First Aid Kit - sits   |
          on a table between the two doors to this room.        |
------------------------------------------------------------------

=================================
= Door 4 - East Side: Classroom =
=================================

Return to the Main Hall

=========================
= Main Hall - 2nd Floor =
=========================

Head to the exit and unlock it.

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

- Items:
        Disc

As you leave the Library from the 2nd floor, take a moment to search the
bench to the right side of the door. You will find a - Disc -

Now find some stairs and head to the ground floor.

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

- GATHERING POINT -

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

The Van will still be here, grab the - First Aid Kit - now if you didn't
earlier. But be prepared for the - 2 Stage 2 Mutants - that will appear.

Sometimes - 2 Stage 2 Mutants - will be here waiting for you and sometimes
they will not. I'm not sure what triggers this, but it may depend on if you
got the First Aid Kit earlier or not.

 ================
==  Amphitheater  ==
 ================

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

Head up the stairs.

===========
= Catwalk =
===========

==================
= Projector Room =
==================

Use the Reel of Film 24 on the Projector for a - Cutscene - and a code: 0582

If you're using Shannon, she'll point out that there is a door that that code
could possibly be used in. A door at the North West part of the school.

If you're not using Shannon, head there anyway.

Remember that Gate you couldn't enter when you exited the Basement earlier?
It's now time to return to it.

Head back to the Courtyard

===========
= Catwalk =
===========

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

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

Fortunately nothing new has appeared here. Exit into the courtyard.

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

- GATHERING POINT -

Head West and enter the door leading to the West Walkway.

 ================
==  West Walkway  ==
 ================

Head west and then North. Keep moving past the manhole you came out of to
escape the Basement and approach the Gate to the north.

To the right of the gate is a place to Input a code.

Unlike the safe in the library, there is no "feedback" here so you kinda have
to pay attention to what you're doing here.

You will note that one button is pushed in, and depending on how you move the
control pad or Left Analog Stick a different button becomes pressed.

Press the buttons 0 and hit - X - now do the same with buttons 5, 8 and 2

Finally press the green button.

The Gate will now open.

Once you're ready enter the Gardens.


===============================================================================
12.0 ~ Part Twelve ~ Garden
===============================================================================

 ==========
==  GARDEN  =
 ==========

=================
= Garden Area 1 =
=================

- Items:
        A Pump Action Shotgun
        Shotgun Ammo (14)

There are a couple ways to handle this area, and depending on the order you
do things different challenges will appear.

The First way has more enemies, but they are easier to deal with. The
Second way has fewer enemies but the combat is a bit trickier because of
how they appear.

=== The First Way ===

The first way is to run down the path until you reach an open area and then
enter the shack in the left corner of your screen. If you do so the camera
angle will pan over the roof and you will see that there is a weapon on top
of this small building.

Once the camera focuses on your character again, you will see a Stage 2
Mutant coming around the side of the building. Don't worry about it for
now as it will not attack you while you're in the shed so go ahead and get
the - Shotgun Ammo - off the ground.

To get the weapon off the roof, equip a melee weapon and attack the inside
wall of the shed. It should fall down through the hole in the ceiling.
Pick up the - Pump Action Shotgun -

It only holds 2 shots at a time, but this is the best Shotgun in the game.
In fact it may be the best weapon in the game.

Tape a Flashlight to it and exit the shack and then kill the - Stage 2
Mutant - and the - 3 Biters - that appear with it.

Once they are dead make your way to the right side of your screen and take
the path you find there. After you pass what appears to be 2 dead bodies
- 2 Stage 2 Mutants - will attack you.

Kill them and move on. Eventually you will reach a gate to the next area.

=== The Second Way ===

Head down the path to the small clearing, but instead of entering the
shack take the right hand path.

As you pass the 2 dead bodies you will get caught in a crossfire between
- 2 Stage 2 Mutants - and - 2 Biters -

Once they are dead head back to the shed and enter it.

The camera angle will pan as above, but this time no Stage 2 mutant will
appear. After you get the - Shotgun Ammo - and the - Pump Action Shotgun -
(Hit the inside wall with a melee weapon as above) head back outside.

Unlike in the first way, no enemies will attack you.

Head back down the right hand path until you reach a gate.

Enter it.

------------------------------------------------------------------
    Easy: Close to the area the 2 Stage 2 Mutants (and 2 Biters |
          depending on which way you handled this area) ambush  |
          you is a pack of 15 rounds of - Pistol Ammo - sitting |
          on the ground.                                        |
------------------------------------------------------------------

=================
= Garden Area 2 =
=================

- Enemies:
          1 Stage 3 Mutant

- Items:
        Pistol Ammo (15)

Almost as soon as you enter this area a - Stage 3 Mutant - will attack you.

Kill it quickly and head toward the bottom of your screen on the path. This
path will turn to the right side of your screen and will take you to a bridge.

Cross the bridge and you will find the path splits off to the left and right.

Take the right path and grab the - Pistol Ammo - at the dead end.

Now head back and take the left hand path, a - Stage 3 Mutant - will appear
on the right hand path and begin to chase you.

At this point you have two options.

You can either stand and fight - OR - rush to the end of the left path and
force your way into the next area.

To do this, attack the wall at the end of the path and eventually it will
break allowing you access into the next section.

Note: There is a good chance the Stage 3 Mutant will corner you if you don't
kill it so you might as well stand your ground and fight first. Then when
it's safe, break the wall and move to the next section.

------------------------------------------------------------------
    Easy: Next to the Pistol Ammo you find in Normal, you will  |
          also find an additional pack of 15 rounds of          |
          - Pistol Ammo - and a - First Aid Kit -               |
------------------------------------------------------------------


=================
= Garden Area 3 =
=================

- Items:
        Statue

Follow the path and eventually it'll split to the left and right.

Take the right path and you will reach a small gazebo, you will also hear
the roar of a mutant as a - Stage 3 Mutant - appears and begins coming down
the path you just came from.

Kill it and then enter the gazebo. Grab the 4th - Statue - and - 4 Biters -
will appear. Once they are dead make your way back to where the path split and
this time take the left hand path.

Eventually you will arrive at a gate, but - 2 Biters - will appear to
harrass you. Either kill them or just go thru the gate.

------------------------------------------------------------------
    Easy: On a bench to the LEFT of the Gazebo you will find a  |
          - Disc - and a - First Aid Kit -                      |
------------------------------------------------------------------


===========
= Mansion =
===========

- Items:
        First Aid Kit
        Shotgun Ammo (7)
        Energy Drink
        Energy Drink
        Lever

This place should look familiar to you, it's the Mansion you came to at the
begining of the game. This time however there are some items you can aquire.

There is a - First Aid Kit - on the left side of the house, between the
Mansion and the wall. Go around the house and climb the stairs to the
back door and you will find some - Shotgun Ammo -

Decend the stairs and now instead of continuing your exploration of the
backside of the mansion, head down the path back toward the school (this
is the way Kenny used to get here in the Prologue) On your way back you will
see an item flashing on the ground on the left side of your screen.

Grab this - Lever - as you will need it.

Head back to the mansion and either climb the stairs onto the terrace - OR -
move toward the celler entrance and - 2 Stage 2 Mutants - will appear and
attempt to catch you in a crossfire. (one comes out of the celler and one
from the left side of your screen)

Once they are dead climb the terrace (if you aren't there already) and
grab the - 2 Energy Drinks - off the railing.

Now it's time to go back to the celler.

------------------------------------------------------------------
    Hard: There is only 1 Energy Drink on the railing           |
------------------------------------------------------------------

==========
= Celler =
==========

- Items:
        Pistol Ammo (15)
        Disc

Note: If you avoided the Stage 2 Mutants in the Mansion area they will
follow you into the Cellar.

As soon as you enter, head into the darkened area above your character and
grab the - Pistol Ammo - off the shelf.

Now head into the room and you will find a - Disc - on top of the barrel
to your character's right.

Finally use the Lever on the mechanism between the 3 large barrels and the
shelf against the right hand wall. This will reveal a ladder leading to
the basement.

------------------------------------------------------------------
    Hard: The Pistol Ammo is not here in Hard.                  |
------------------------------------------------------------------

===============================================================================
13.0 ~ Part Thirteen ~ End Game
===============================================================================

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

===========================
= North/South Hallway (a) =
===========================

- Enemies:
          2 Hangers

- Items:
        Shotgun Ammo (7)
        Shotgun Ammo (7)

There is a - Hanger - close to where you enter this area so be careful. There
is also some - Shotgun Ammo - on the ground on some sort of metal square
toward the bottom of your screen. Grab it and then head down the tunnel.

Toward the end you will see a hole in the wall with some more - Shotgun
Ammo - in it, and just past this is another - Hanger - just waiting for you
to shoot it.

------------------------------------------------------------------
    Hard: There is no Ammo of any kind in this room now.        |
------------------------------------------------------------------

=============
= Cage Room =
=============

- Items:
        First Aid Kit
        Energy Drink

- Clue: Observed Mutations

There is a table under a light that holds a - Clue: Observed Mutations -

Grab it and begin making your way thru the room. Once you get close to the
lit chamber - 2 Stage 2 Mutants - will appear. One directly in front of you
and one will begin moving around the room from behind you.

Kill them quickly so they don't overwhelm you.

Once they are dead move around the lit chamber toward the door, but don't
enter it yet. There is an - Energy Drink - on a small table on the right side
of your screen and a - First Aid Kit - on a table further down and on the left
side of your screen.

Once you have these go ahead an use the door.

------------------------------------------------------------------
    Hard: The First Aid Kit is no longer available.             |
------------------------------------------------------------------

=============
= Hole Room =
=============

Nothing really new here, but the door that was locked earlier is now unlocked.

Take it or check out the Cell.

========
= Cell =
========

- Enemies: "Dan" Stage 1 Mutant

Poor Dan, looks like he's back in his cell. But it also seems he's succumbed
to the Mortifilia in his system, and has become violent.

Either put him out of his misery or go back the way you came and take the
other door.

------------------------------------------------------------------
    Easy: There are 7 rounds of - Shotgun Ammo - on the ground. |
------------------------------------------------------------------

====================
= Observation Room =
====================

- Items:
        Energy Drink
        Disc
        Sticky Tape

- Flair: Notes on Test Subjects

This is a room with a lot of vines in one corner and a raised elevation.

Go up onto the elevation and grab the - Disc - sitting in the corner (right in
front of the stairs) There is also an - Energy Drink - on the chair.

There are some papers on the floor, check them and you will be able to read
the "Notes on Test Subjects" which seem kinda grim. Beside the notes is some
- Sticky tape - on the floor.

Now there are three doors in this room.

The one you came in from.
A door on the same wall (left side of your screen, up by the vines)
And a door at the top of your screen (on the elevation)

For now, take the door at the top of your screen and enter the Storage Room.

================
= Storage Room =
================

- Enemies:
          Hanger

- Items:
        Laser

- Clues: Photos of Mutation

When you first enter you will see your characters as if looking at them
from behind a fan. Move them forward to change the camera angle and get a
better view of this room.

On a large crate you will find the - Clue: Photos of Mutation -

This shows the progression of someone mutating from normal, to stage 1 and
then finally to stage 2.

Once you have this go over to that tall cage you passed on the left side of
the room and push it toward the front of the chamber. This will reveal a
small side room that contains a - Hanger - for you to kill and a - LASER -
on the counter to the left of the sink.

This laser is THE most powerful weapon you can find. But it has very limited
ammo and you cannot recharge it. Save it for something big.

This room is finished and you have two exits out of here other than the
door you entered.

The Ladder leads to Friedman's secret office in the LIBRARY and the Door on
right wall leads to the East/West Hallway (b) (you will enter thru the door
that was locked earlier)

There's no real reason to go to either place so go back the way you came and
go into the Observation room.

------------------------------------------------------------------
    Easy: There is a - First Aid Kit - on the crate next to the |
          Clue: Photos of Mutation.                             |
------------------------------------------------------------------

====================
= Observation Room =
====================

Go down the stairs and this time take the only door you haven't used yet.
The one on the left side of your screen up by the vines.

=================
= Indoor Garden =
=================

- Enemies:
          1 Stage 3 Mutant

- Items:
        First Aid Kit
        Energy Drink

This room is cramped and a - Stage 3 Mutant - is just inside. Run toward the
bottom of your screen, - Aim - - Boost - and begin firing at it. Once it is
dead go around the plant holders in the middle of the room and you should see
a door on your right.

Don't take it yet, instead go around the other side of the plant holders and
grab the - Energy Drink - on the shelves between the ladder going down and
the big wiggly vines. In the corner of the room, near the vines, you will
also find a - First Aid Kit -

Now you have two exits out of this room, other than the door you entered from.

Just for fun take door to the right as you will need to know this location
because you will have to come back here later.

------------------------------------------------------------------
    Hard: The First Aid Kit is missing.                         |
------------------------------------------------------------------

================
= Big Red Room =
================

Wow, it's a Big Red Room full of vines.

Not much to see here, but on the right side of your screen you will find a
massive door that look alot like the kind of door Ms Wickson told you to find.

Unfortunately it's locked, so we'll have to find away to change that.

On the left side of this room you will come to a door like all the others
you've run across so far. This door leads to the North/South Hallway (b).

You now have opened and have access to every room within the Basement level.

Once you're ready head back to the Indoor Garden and take the ladder down to
the Sub Basement.

=================
= Indoor Garden =
=================

Take the ladder down.

 ================
==  Sub-basement  ==
 ================

=============
= Vine Room =
=============

- Enemies:
          1 Biter

- Items:
        Disc
        Pistol Ammo (15)
        Shotgun Ammo (7)

This room is more or less like it sounds, it's a store room full of vines.

Kill the - Biter - that has taken up residence and then search the shelves
for a - Disc -

Make your way around the tipped over table and head to the door. But before
taking it make sure to grab the - Pistol Ammo - and - Shotgun Ammo - off of
the table to the left of it.

------------------------------------------------------------------
    Hard: There is no Disc on the shelf.                        |
------------------------------------------------------------------

==================
= Machinery Room =
==================

- Enemies : Blobwoman

When you enter this round room your character will comment on the machinery
in the center. As you move forward you will see some sort of strange machine
going up from the floor to the ceiling. Connected to this are 4 podiums that
look like they have a spot for you to place something on them.

You will want to place a statue on each one, but before doing that move around
the machinery and a - Blobwoman - will take notice of you and attack.

Once the fight is over place a statue on each podium and then move to the area
near Blobwoman's "head". There's a place for a lever, but you don't have it
yet.

There's only one other door out of this room, so take it.

------------------------------------------------------------------
    Easy: On the walkway near the door leading to L-Shaped      |
          Hallway (a) is a - First Aid Kit - and 7 rounds of    |
          - Shotgun Ammo -                                      |
------------------------------------------------------------------

========================
= L-Shaped Hallway (a) =
========================

- Enemies:
          3 Stage 3 Mutants

- Items:
        Light Grenade
        Shotgun Ammo (7)

There's a right way to handle this room, and a way to get dead quickly. If you
have one, equip a Light Grenade and then head down the path. The camera angle
will change and you will need to run toward the top of your screen.

In the distance you will see a doorway. Run to that door and do not stop even
though you will pass a hallway that appears to go East/West.

Once you get to the door, turn around and throw the grenade. In a flash
- 3 Stage 3 Mutants - will be killed.

Note: If you do NOT have a Light Grenade worry not. Just before the north
door, in the middle of the hallway about level with the light on the right
wall is a - Light Grenade - for you to grab and use.

The North Door leads to the Prison Area you rescued Kenny from, so ignore that.
Instead go back to the 4 way junction and take the path to the left of your
screen. It's a dead end, but a dead end with some - Shotgun Ammo - for you
to pick up.

Go back to the 4 way junction and this time take the path leading to your
right. There's a door at the end so take it.

------------------------------------------------------------------
    Easy: There is a second pack of 7 rounds of - Shotgun       |
          Ammo - laying next to the first.                      |
------------------------------------------------------------------

=============
= Cellblock =
=============

- Items:
        Disc
        Shotgun Ammo (7)

There are 4 doors in this room, the one you came in (at the top of your
screen) 1 on the left wall and 2 on the right.

The doors on the left and right near the entrance are locked so take the 2nd
door on the right side.

Before that though, make sure to grab the - Disc - on a pallete and some
- Shotgun Ammo - between the overturned cart and the wall.

------------------------------------------------------------------
    Hard: The Shotgun Ammo is now gone.                         |
------------------------------------------------------------------

========
= Cell =
========

- Items:
        First Aid Kit
        Lever

Grab the - First Aid Kit - on the bottom bunkbed and the - Lever - between
the foot of the bed and the wall.

Exit.

=============
= Cellblock =
=============

Go back thru the door at the top of your screen.

========================
= L-Shaped Hallway (a) =
========================

Head back to the 4 way junction and take the bottom path back to the
Machinery Room

==================
= Machinery Room =
==================

Use the Lever on the sparking mechanism near the front end of the now dead
Blobwoman and a - Cutscene - will occur.

Looks like it's time to check out the Big Door in the Big Red Room so head
back to the vine room

=============
= Vine Room =
=============

- Enemies:
          2 Biters

- 2 Biters - have appeared to avenge their friend, kill them and take the
ladder to the Basement area.

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

=================
= Indoor Garden =
=================

Nothing really new, head toward your right and take the door.

================
= Big Red Room =
================

- GATHERING POINT -

- Items: Walden's Bag
                     First Aid Kit x2
                     Pistol Ammo (30)
                     Shotgun Ammo (14)

Entering the room will cause a - Cutscene - to occur, once that is done you
will see the rest of your characters enter the room.

In the middle of the room you can see Walden's Bag hanging from a vine, grab
it to gain - 2 First Aid Kits - some - Pistol Ammo - and some - Shotgun
Ammo -

Heal up, reload, choose your teammate and most importantly....

SAVE YOUR GAME

This is your last chance, so make the most of it.

Once you are prepared, enter the now open Big Door.


========================
= Behind the Big Door! =
========================

The first thing that will happen is a - Cutscene - after that you will have
to fight Leonard.

===============================
- BossFight: Leonard (part 1) -
===============================

This fight is actually rather easy when you know what to do.

Basically Shoot the 5 vines you see that go from the ground to the ceiling.
Your character will automatically aim at them as they would any other enemy
so it will not be difficult to attack them.

Avoid his limbs and the black smoke he causes to appear on the floor and then
shoot the vine enough and they will break. Once they break a spot of light
will appear on the floor.

GET IN THE LIGHT or you will die from his "Black smoke attack".

After this attack run to the next vine and continue.

Do this to all 5 vines (they are spaced out all around his body so you will
have to go ALL the way around him to get them all)

If you find you can't go any further in some places you can use the blackened
area around his base, but be careful as this area will damage you quickly.

Once all 5 have been destroyed this battle is over.

===================================
- End BossFight: Leonard (part 1) -
===================================

Once he is defeated, you will be treated to another - Cutscene - as the
ceiling comes down; burying Leonard and allowing your characters escape.

But it's not over yet, Leonard still wants to play.

===============================
- Bossfight: Leonard (part 2) -
===============================

There isn't much of a strategy on this one.

See that light coming down from the ceiling, it'll kill him, it just takes
time.

Avoid his limbs and heal when he hits you and eventually he will die.

You don't even have to attack if you don't want to.

While it's possible to attack him when his head is exposed, I haven't noticed
it having any real affect on how quickly he dies, but you have the ammo so it's
better to be safe than sorry. Shoot him as needed.

He only has 2 attacks, a downward swing and a sweep attack. The downward
swing is easy to avoid, you cannot avoid the sweep however. To avoid the sweep
you need to attack Leonard as he's roaring.

A short roar will preceed a swing and a longer roar will preceed the sweep.
While he's making the longer roar, aim and fire and you will shoot him in the
head, causing him to abort his attack.

Note: This ONLY affects his sweep attack, you cannot stop him from making
the downward swing so just dodge to the side to avoid it.

It won't take long for this fight to end.

===================================
- End Bossfight: Leonard (part 2) -
===================================

Once you have defeated him, sit back and enjoy the ending.

Don't turn off your game during the credits though, after they roll you will
get a chance to save your game (do so) and then see what Bonuses you have
unlocked.

Congratulations on beating this game =)


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

0.3 ~ Items/Weapons

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


 ===============
==  Basic Items  ==
 ===============

Disc:          Used to save your game progress

Energy Drink:  Healing Item (30% Health Restored... give or take)
First Aid Kit: Healing Item (75% Health Restored... give or take)

Sticky Tape:   Used to tape Flashlights to Pistols/Shotguns

 ===============
==  Flashlights  ==
 ===============

Low Powered Flashlight:    Weakest - Short Duration (About 8 seconds)
Good Quality Flashlight:   Medium Brightness - Longer Duration (About 10
                          seconds)
Very Powerful Flashlight:  Brightest - Longest Duration (About 15 seconds)

 =================
==  Melee Weapons  ==
 =================

Baseball Bat:    Weakest Attack Power
Metal Bar:       Weaker Attack Power
Alluminum Bat:   Weak Attack Power

Morgenstern Bat: Medium Attack Power

 ============
==  Handguns  ==
 ============

Old Pistol:       15 Round Clip - Weak Firepower
Gun with a light: 15 Round Clip - Low Firepower - Good Quality Flashlight
Automatic Pistol: 10 Round Clip - Low Firepower - Faster Firing Speed
Revolver:          6 Round Clip - Medium Firepower

Laser Gun:         6 Round Clip - Medium Firepower - Laser (Rechargable)

 ============
==  Shotguns  ==
 ============

Semi Auto Shotgun:     7 Shots - Medium Firepower
A Pump action Shotgun: 2 Shots - High Firepower

 =================
==  Light Weapons  ==
 =================

Light Grenade:  1 use item - Will Kill ANY non-boss enemy in a wide area

Laser:          VERY POWERFUL weapon - Limited Power

 ========
==  Ammo  ==
 ========

Pistol Ammo:  Reloads any Pistol type weapon
Shotgun Ammo: Reloads any Shotgun Type Weapon

 =========
==  Tools  ==
 =========

Reel of Wire:  Used to lockpick certain doors/containers
Screwdriver:   Used to unscrew certain vents
Pliers:        Used to break certain padlocks

 =========
==  Video  ==
 =========

Videocasette: Subect 37   Cutscene of Kenny in a cell
Surveillance Videotape    Cutscene of Kenny's Capture/Monsters release
Reel of Film 22           Cutscene of Leonard's Mutation
Reel of Film 24           Cutscene of The Friedmans setting up shop
                         Gives Code: 0582

 ==============
==  Plot Items  ==
 ==============

Paper Cups           Use with Acid to access the 2nd floor of the Classrooms
Compass Needle       2 Total - Use on Friedman's Map Puzzle
Scrap of Paper       Use on broken window or the overheard projector
                    Gives Code: 2432
Box of Fuses         Use on Fusebox Puzzle in Dining Hall
Wheel                Use in Contraband storage room to reveal hidden storeroom
Wooden Plank         Use on Elevator in Amphitheater to access the Basement
Metal Bar with Hook  Use to escape your Cell, and to gain access to the
                    West Walkway
Statue: 4 total      Used to open the Big Door leading to Leonard
Lever: 3 total       Used at various places to open doors or secret passages

 ========
==  Keys  ==
 ========

Rusted Key:                        Key to the Attic of the Administration
                                  Building
Key to the teacher's room:         Key to the Teacher's Lounge. 1st and 2nd
                                  floors.
Library Key:                       Key to the Library Building's 1st Floor
                                  Entrance
Library Key:                       Key to the Main Library within the Library
                                  Building
Key to Dining Hall (ground floor): Key to the Dining Hall

Amphitheater Key:                  Key to the main entrance of the Amphitheater
                                  Building
Key to secret Library Office:      Key to Friedman's office off the Main
                                  Library
Key:                               Key to the Library Building's 2nd floor
                                  entrance



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

0.4 ~ Enemies/Bosses

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

A Note on enemies:
     With the exception of possibly the endboss, all enemies have a black
mist that you can dispel by - Boosting - your flashlight. While covered in
this black mist enemies appear to be a little tougher. Also if you come in
contact with the mist your character will begin to take damage from the mist
itself.

A Note on enemy names:
    These names were created by me as nowhere in the game are these creatures
described (except for Mortifilia... which you don't encounter and of course
the Endboss Leonard... all other enemies are not referenced within the game)
so I have tried to give them each a simple descriptive title.

If I come across the real name for these creatures I will update accordingly.

== Update 1.3 ==

Thanks to IkariWarriorKH we now have a few of the names used during the
production of this game. He noticed that these were listed within the
"Making of" video you can unlock.

While it's uncertain if these are "official" they were the ones used during
production, and thus I will likely "rename" some or all of the creatures
in the main faq accordingly.

But for now I will only list them for accuracy and convienience.

Production Name  -  Translation  -  Name used in Faq
----------------------------------------------------
Reine               Queen           Blobwoman
Mordeur             Mordor(???)     Biter
Homme-Arbre         Man-Tree        Stage 3 Mutant
Crabe               Crab            N Mutant
Grimpeur            Climbing        Hanger
----------------------------------------------------

== Update 1.5 ==

== Kyle Horsfall sent the following info about the creature names via email ==

[[ I read through your walkthrough, and I'd like to say that it was incredibly
helpful. However, that's not why I'm writing you. Though my reason isn't
exactly important, I figured that maybe you'd be interested. In your naming
section, with the production names, I do believe that the production names are
all french. So I'd like to point a few things. On the first one, 'Reine', you
have it right in translating it to 'Queen'. On the second one, 'Mordeur'
translated means 'Killer'. On the third, this is going to sound neurotic, but
in the translation you would switch the words around, making it 'Tree-Man'
rather than 'Man-Tree'. The fourth looks right to me. The fifth however,
should be 'Climber' instead of 'Climbing'. Like I stated before, it wasn't
overly important, I just figured that you may want to know.]]

-------------------------------------------------------------------------------
Note: Thank you for the email and the corrections.
-------------------------------------------------------------------------------

== Update 1.5 - Note on creature names ==

Because of the age of the guide (my fault), the amount of work it would take
to alter ALL of the creature names in this guide, and the fact there are no
"official" names (just those in the production video) I've decided that I
most likely will not alter the names in this guide to avoid possible confusion
in those who have used the previous editions of it.

This was one of the reasons I had decided against it when the production
names were discovered, and I think it might be for the best.

This view might change in the future, but it is unlikely.

Again, thank you to those who provided translations.

== End Update ==


Biter
=====

    Video Cutscene: The Attic of the Administration Building

This creature looks like a Human Torso, with a useless head, two legs that
look like they were once arms and a sideways opening mouth where the rib cage
used to be.

The Biter is a weak enemy, but it has the ability to bite and hold down on
you, thus allowing it's black smoke cover to damage you or to allow other
enemies to attack you easily.

It also has a spit attack and can pounce on you.

Stage 1 Mutant
==============

    Video Cutscene: The Cell you find Dan in.

This creature was once human. All of it's hair has fallen out and it now
has a gaunt complextion.

This is one of the weakest enemies, they will pull a knife on you and attack
if you provoke them.

Stage 2 Mutant
==============

    Video Cutscene: Library - Main Hall

This creature is far more feral looking, while it still resembles a human
being it now has short tentacles projecting from where it's mouth was. The
black mist this creature gives off is far more pronounced than that of a
Stage 1 Mutant.

Far more dangerous than a Stage 1 Mutant or Biter, the Stage 2 Mutant will
leap at you and pound on you with it's flailing limbs. The best way to deal
with them is to keep back and fire at them with your weapons.

Stage 3 Mutant
==============

    Video Cutscene: Basement

This hulking behemoth is the most dangerous "normal enemy" you will encounter.
It's easily twice the size of a normal person and powerfully built. The
tentacles on it's face have trippled in size and it can now use them to attack.

This enemy is DANGEROUS; being able to kill your character in two hits (for
the weaker ones - possibly 3 for the stronger ones like Kenny) Also if it
manages to grab you, your character is more or less dead.

Keep your distance and shoot at it with your most powerful weapons.

Hanger
======

    Video Cutscene: NONE

Sadly there is no video of this enemy, and it's rather difficult to describe
this creature. It kinda resembles a human crossed with a insect of some kind.
It crawls around on the ceiling and attacks you from above.

While not overly dangerous, it can grab your character with it's long tentacle
and slowly strangle them. Keep your distance from them.

If you are grabbed by it, you can escape by wiggling your left analog stick or
if your teammate attacks it the Hanger will drop you.

Black Mist
==========

    Video Cutscene: NONE

On two occasion you will encounter a "black mist" like each Mortifilia
infected enemy gives off, but without a creature to attack.

It's only real attack is to engulf you and slowly weaken your health.

Dispel it by Boosting or exposing it to sunlight (from a window)

N Mutant (mini-boss)
====================

    Video Cutscene: NONE

This enemy, which looks like a person who has been bent backwards in a lower
case N shape, only appears in 3 places. One side of this creature is the
victims bloated arm, the top is the torso, and the other side is the victims
fused legs.

While not overly powerful, this enemy CAN attack you at range. When it stomps
the ground several spines will be released and attack you through the ground.

Also, it's large size makes evading it rather difficult. Boost your light and
fill it full of lead. While it is possible to attack it in melee, you will
take a lot of damage from it's black mist cover.

Blobwoman (mid-boss)
====================

    Video Cutscene: 2nd Floor Storage room of the Amphitheater

This HUGE creature looks like a bloated and deformed woman. It lays on its
stomach and releases biting sluglike creatures from the folds of its body.
One of its arms has grown to gigantic size and if you get to close it will
pummel you with it.

This creature is only vulnerable when its head is exposed. While it is
protecting its head with an arm, don't waste your bullets on it. When this
enemy is releasing its leechspawns or when wheezing start shooting.

Do not try to attack this creature with a melee weapon as it can hit you
with it's deformed right arm. This attack does a lot of damage AND will
knock your character to the ground.

Other than its arm, the only other way this creature can attack you is by
releasing small sluglike creatures from its body. These creatures will attack
you in a group and can slowly grind your health down as well as keep you
off balance.

Leechspawn
==========

    Video Cutscene: 2nd Floor Storage room of the Amphitheater

These little sluglike creatures are one of the means the Blobwoman can
attack you. They will swarm in a group and leap at your characters to bite
them with their little beaklike mouths.

Aim at them and Boost your flashlight and they will disolve.

Leonard (End-Boss)
==================

    Video Cutscene: Go through the BIG DOOR at the end of the game.

Wow, this sucker looks like a giant tree-man thing. He has one massive arm,
and a large spiked tentacle coming out of his head. Unlike other enemies
you cannot dispel the black mist that surrounds Leonard.

Leonard has 3 attacks in his first form and 2 in his second.

His first attack is a downward swing which will slap your character around
and do a fair amount of damage.

His second attack causes 3 to 5 bursts of "black mist" to rise up from the
ground. These can be both annoying as well as dangerous as they will knock
your character to the ground as well as damage them. He tends to "spam" them
in the same place, so you can die quickly if you get caught in them. When you
see the ground turn dark under your characters feet, run to the side.

His final attack in his first form is the "black mist attack". After you
break one of his vines, run into the spot of light that appears on the
ground. If you are NOT in the LIGHT when the "black mist attack" occurs, your
character will DIE... no matter what your health is like.

Leonard only does one "black mist attack" per vine, so after he performs
this attack you are now free to continue attacking his other vines.

In his second form Leonard retains his downward swing, but loses both
black mist attacks. In it's places is a tentacle sweep attack that you cannot
dodge.

Just before he makes the sweep he will give a long roar and expose his head.
Attacking his head at this point (but before he actually attacks) will
disrupt the attack.

===================
==  COMBAT DATA  ==
===================

Some notes on Combat:

- The "dark aura" that surrounds the various enemies both increases the
 enemies toughness and is a "damage field" that will slowly sap your
 character's health. It takes far fewer hits to kill an enemy when boosting
 your flashlight

- When you have 2 characters using boosted weapons, it seems to take less
 hits overall to kill the various enemies (about 20% it seems)

 This might reflect a difference in character attack power, so further testing
 is needed.

- The number of hits to kill are a variable, the first number reflects an
 enemy who is affected by a BOOSTED flashlight. The second number reflects
 an enemy who is covered by a "dark aura"

- All combat data was gained using Shannon. Different characters may have
 different attack powers. (more testing is needed)

 The test was also done on Normal Mode. Enemies may be weaker on easy and
 tougher on Hard

- The Queen and N-Mutant appear to get "stronger" as you encounter them
 later in the game. Both of these enemies are most likely "mini-bosses"

- Firearm attack power is as follows from weakest to most powerful

 Old Pistol -> Gun with a Light/Automatic Pistol -> Shotgun (7 Shots) ->
 Revolver -> Pump Action Shotgun (2 shots)

 The Gun with a Light and the Automatic Pistol seem to have the same
 Attack Power, so only the "Gun with a Light" is listed below.

- Melee wasn't tested...

Biter
=====

Pistol -              2
Gun w/ Light -        2
Shotgun -             1
Revolver -            1
Pump Action Shotgun - 1

N-Mutant
========

Pistol -              8 (first Encounter) 16-21 (Later Encounters)
Gun w/ Light -        ? (first Encounter) 10-16 (Later Encounters)
Shotgun -             ? (first Encounter) 5-8 (Later Encounters)
Revolver -            ? (First Encounter) ? (Later Encounters)
Pump Action Shotgun - ? (First Encounter) ? (Later Encounters)

Stage 1 Mutant
==============

Pistol -              3-4
Gun w/ Light -        2
Shotgun -             1-2
Revolver -            2
Pump Action Shotgun - 1

Stage 2 Mutant
==============

Pistol -              7-8
Gun w/ Light -        4-5
Shotgun -             2-3
Revolver -            3
Pump Action Shotgun - 2

Stage 3 Mutant
==============

Pistol -              27-31
Gun w/ Light -        17-19
Shotgun -             7-10
Revolver -            6-12
Pump Action Shotgun - 5-6

Hanger
======

Pistol -              6-8
Gun w/ Light -        4-5
Shotgun -             2
Revolver -            2-3
Pump Action Shotgun - 2

Queen/Blobwoman
===============

Pistol -              ??-83
Gun w/ Light -        36-50
Shotgun -             21-27
Revolver -            24-28
Pump Action Shotgun - 16-17

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

0.5 ~ Clues Transcript/Flair Transcript

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

Note about Clues and Flair:

    Clues are in-game memos, images and text you can pickup and read that
    add to the overall story of the game and fill in the plot. These items
    can be accessed via your Characters/Maps/Clues menu by pressing the
    - START - Button.

    Flair are similar to Clues (as in they have a splashscreen image and text)
    and add to the story. Unlike Clues these items can ONLY be viewed at their
    current location. They cannot be accessed via the Characters/Maps/Clues
    menu.

 ====================
==  Clues Transcript  ==
 ====================


Documents about the building of the school.
===========================================

[IMAGE: A floorplan of the school and a work order]

Issued by: Cabinet MAC SCHMIND


Official works acceptance Document

Project No. 503
Building receiving the public
Private high 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.

-------------------------------------------------------------------------------

The Mortifilia
==============

[IMAGE: Notes and pictures of the Mortifilia plant]

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 parasites and 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,
variations 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
for exchanging genetic material, but a parasexual
one. I attempted to 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.

-------------------------------------------------------------------------------

Censored newspaper
==================

[IMAGE: A stack of newspapers in a cabinet]

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 no 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 Thrusday.

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, closed 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".

-------------------------------------------------------------------------------

Photo of the twins
==================

[IMAGE: A picture of Mr. Friedman and his brother in a black and white picture]

It's our principal when he was young, in double...
I didn't know he had a twin brother!

-------------------------------------------------------------------------------

Letter from Wickson to Herbert
==============================

[IMAGE: An old letter]

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.

Yours,

Elisabeth.

-------------------------------------------------------------------------------

Letter from Walt Kerridan
=========================

[IMAGE: An old letter]

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.

Your 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 than
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.

-------------------------------------------------------------------------------

Necrology
=========

[IMAGE: An old newspaper]

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 its differences with
the duo, admitted that "He was among those who
could have helped us advance in giant steps".

As all the events 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 documents
====================

[IMAGE: A journal and several photos spread across a desk]

The vegetation is really very strange, particularly
the trees. Two more porters have disappeared and
we have discovered a slashed corpse. The natives 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 northwards.

Traces indicate that this may 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,
June 21 1895

-------------------------------------------------------------------------------

Letter from Friedman to Wickson
===============================

[IMAGE: A letter on a counter]

Elisabeth,

You were not there, so I am leaving you
this message. I hope it will be sufficiently clear.

This morning I surprised 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.

-------------------------------------------------------------------------------

Photos of the basement
======================

[IMAGE: Several pictures of the basement level on top of a graph-paper map]

These photos were taken when the school
was being built. There are basements
everywhere under us!

-------------------------------------------------------------------------------

Prisoner's letter
=================

[IMAGE: An old and extremely damaged 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...

-------------------------------------------------------------------------------

Leonard: development
====================

[IMAGE: A scattered file on Leonard - Pictures included]

January 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
caused an acute reaction in the Mortifilia gene inserted
into his system. We did not forsee 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.

June 30, 1904
His condition has stabilized. His mental condition
concerns me as much as the appearance he has taken on,
if human appearance can still be spoken of in his 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.

-------------------------------------------------------------------------------

Newspaper articles
==================

[IMAGE: Several newspaper clippings about missing persons]

Newspaper cuttings referring to
the disappearances.

-------------------------------------------------------------------------------

Expulsion from the scientific community
=======================================

[IMAGE: An old professional looking letter]

OFFICE OF 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
discussions, the experts examined your research...

As it was generally accepted that the use of your
knowledge cannot be controlled, nor 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 enrichment 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 characteristic 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.

-------------------------------------------------------------------------------

Map of Basement
===============

[IMAGE: A map of the basement level on graph paper]

A map of the basement!

-------------------------------------------------------------------------------

An old manuscript
=================

[IMAGE: This is a - Cutscene - showing off an old scrapbook]

It's December 2nd 1969.

My name is Alan Gardner and this is my diary...

26! I have now counter 26 cases of missing persons connected with the school.

Strange that the police have never come up with anything about it...

Our school was founded in 1902 by twin brothers Herbert and Leonard Friedman.

Herbert is still our principal.

That would mean he's at least a hundred years old!

I just found their birth certificates.

Judging by that date, they...
How have they stayed so young for so long?!

I found this photo of a woman with
Herbert... or Leonard.
She looks a lot like Ms. Wickson.

According to this marriage certificate, Ms. Wickson
and Leonard got married in 1885.

Leonard was last seen in 1921.
He supposedly died in a plane crash,
but they never found his body, or even the plane...

I found some articles about the Friedman brothers
and their experiments,
said to be so original that they "went beyond
human morality".

In 1890, they went on an expedition to
Africa to find medicinal plants.
They stayed for six months and brought back a
large number of hitherto unkown varieties.

One strange speciment, Mortifilia, became
the basic subject of their research.

I have discovered horrible photos of disfigured
people in his office...

I absolutely must find his lab.

Underneath the high school! In the basement!

I managed to follow him unnoticed through the
garden to the basement of their house.

I searched the lab and according to Friedman's notes,
the antiaging serum has yet to be perfected.

The photos of half-human creatures bear
witness to the failed attempts.

Prolonged exposure to the sun results in mutation.

There is also a big door in one room,
I don't know what's behind it, but I think
I understand how to open it.

There is a mechanism with the little statues,
I've seen three of them around the library and
one in the gardens.

Tomorrow I'll go and try to see what's going on
behind that door...

-------------------------------------------------------------------------------

Observed Mutations
==================

[IMAGE: Drawings of the Mortifilia and some mutants]

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 gives 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 its members.
It manifests itself in the over-development of the
arms, of 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 somtimes
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.

-------------------------------------------------------------------------------

Photos of mutation
==================

[IMAGE: Photos of someone mutating due to Mortifilia]

It's revolting! But what happened to
this poor person?

-------------------------------------------------------------------------------

 ====================
==  Flair Transcript  ==
 ====================

= School Newspaper =

[IMAGE: A Picture of the Leafmore School Newspaper, with a pic of Shannon
       in the bottom left corner.]

School Newspaper
Shannon Matthews carried the LEAFMORE colours high.
She won the final of the "Champion Genius" broadcast.

-------------------------------------------------------------------------------

= "Just Say No" Poster =

[IMAGE: A Just Say No poster]

An advert against the use of drugs.

-------------------------------------------------------------------------------

= Basketball game schedule =

[IMAGE: A schedule for the 2003-2004 school year]

The basketball game schedule

-------------------------------------------------------------------------------

= Graffiti =

[IMAGE: Some graffiti on a wall]

Graffiti... an art in itself

-------------------------------------------------------------------------------

= Poster =

[IMAGE: A piece of paper with a message on it, it says "They are among us"
       several people have drawn all over it.]

Whoever put up this poster thinks we were
invaded by extra-terrestrials.
Another paranoiac.

-------------------------------------------------------------------------------

= Beauty Club Poster =

[IMAGE: A poster about a Beauty Club demonstration. Ashley is featured on
       the poster]

An advert for the beauty club.

-------------------------------------------------------------------------------

= Note on desk =

[IMAGE: a notepad laying on a desk, among other items]

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

-------------------------------------------------------------------------------

= "Teachers" magazine =

[IMAGE: A magazine open to the article "Ten ways to tame your students"]

The "Teachers" magazine.

-------------------------------------------------------------------------------

= Note from the Ministry of Health =

[IMAGE: A note tacked to a noteboard.]

Note from the Ministry of Health

Please note:

The result of the free sale of "energy drinks" is an
acceleration in the nerve exchanges between the brain
and the muscles and an 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.

-------------------------------------------------------------------------------

= Notebook with Grades =

[IMAGE: An open notebook on a table, with the names of several students
       displayed. As well as days missed, their grades and a notation
       on each student.]

A teacher forgot his notebook.

-------------------------------------------------------------------------------

= Stan's Grades =

[IMAGE: An open folder on a table, displaying Stans grade and file info.
       The flavor text is different depending on which student sees this item]

Shannon: Stan's grades are really pretty sorry.
Ashley: Stan's a total bonehead.
Josh: Stan's grades really suck.
Stan: My school record!
Kenny: Stan's school record. Not brilliant.

-------------------------------------------------------------------------------

= Picture of Mr. Friedman =

[IMAGE: Pictures on a wall of the principal, Mr Friedman when he was younger]

This guy looks really like our principal,
but younger. But why two photos, is
he a megalomaniac or what?

-------------------------------------------------------------------------------

= Walden's Satchel =

[IMAGE: An open satchel full of papers]

It's professor Walden's satchel.
But what was he doing with all that stuff?

-------------------------------------------------------------------------------

= Phone Message from Ms Wickson =

[IMAGE: An answering machine with a voiceover message]

Today, at 5:38 P.M.

Hello?

Mrs. Smith? This is Ms. Wickson.

Could you ask Mr. Friedman to come see
me as soon as possible?

It's an emergency! I can't leave the infirmary!

Make sure he comes quick! Thanks!

Today, at 6:50 P.M.

Herbert?

If, if you're there, pick up the phone...

Please... come quickly...

I, I don't know what's going on, but I.. I think
it has something to do with the experiments..

I saw several students... who.. well...

It's really bad, come quick!

Oh no!

-------------------------------------------------------------------------------

= Scrap of Paper =

[IMAGE: A piece of paper with something marked out.
       You will see this when you pick up the Scrap of Paper item]

A scrap of paper. The text was covered up.
I need a light source to read it...

-------------------------------------------------------------------------------

= Safety Warning =

[IMAGE: A yellow plaque warning about elevator]

Using the elevator:
for your safety, make sure you
activate the security lever after using it.

-------------------------------------------------------------------------------

= Notes on Test Subjects =

[IMAGE: scattered reports on failed test subjects]

Subject 22 - February 17

Age: 17 years

Rhesus: 0 negative

Preparation for test No. 1735:
Preparation in sterile conditions, for 50 hours at 37*C,
of 7.2 mg/ml of XGM and 100 mM of methylglioxak
prepared in a swab of phosphate 100 mM pH 7.8.

Exposure time to UV after injection of the agent:
72 hours

Waiting time before Injection of the treatment:
20 days

Pathology level:
Level 3 (metastatic)

Reaction to the treatment:
 day 1:
   General condition: stable pathology
   Temperature: 33*C

 day 2:
   General condition: unstable pathology
   Temperature: 38*C

 day 3:
   General condition: numerous hemorrhages
   Temperature: 43*C

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.

-------------------------------------------------------------------------------

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

0.6 - Reported Bugs

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

- It's been reported that there is a small chance the game might glitch
 and you will not be able to exit the room you are currently in.
 The cause is not known, and so far it has only been know to happen in
 the room containing the Revolver.
- There is a small chance the game might freeze after adding Josh as your
 teammate. This freeze will occur after he says "Let's Go"
 This has been reported by two different people.
- There is a small chance the game will freeze when loading a new area.
 The cause is unknown.

 ==============
== Updated Info ==
 ==============

== Broucoulacas reported this bug via the gamefaqs message board ==

[[ This actually happened to me a couple weeks after I got the game; I decided
to screw around in the game and killed off everyone but Stan before the library
1st time; whenever I went for the scene talking to the principal, the game
would freeze at the loading screen. I tried it again using Stan without anyone
else (but them not dead) and it froze again.

Tried a couple more times with Stan and the game would freeze at loading after
that cutscene.

I re-loaded and switched to Shannon and the next scene loaded fine.

I don't know if this is my copy of the game or if it's more prevalent. ]]


== Mohammad El-Etrebi reported the following bug via email ==

[[ when I talk to Friedman in the library and when the cut scene begins and
when he says "I dont wanna see ur face until tomorrow morning" the screen goes
dark and the game freezes but when I skip the video before that sentence the
game continues normally. ]]

-------------------------------------------------------------------------------
Note: I haven't experienced this one, but if it happens it would seem skipping
     the in game movie will bypass it.
-------------------------------------------------------------------------------

== Jessica Johnson reported the following bug via email ==

[[ I don't know hw many people this has happened to. I just baught the game
Obscure for my PS2 and three times the game froze in the amplatheatre in the
room with the elevator, just after passing the elevator. ]]

-------------------------------------------------------------------------------
Note: No know cause or cure for this one
-------------------------------------------------------------------------------

== This is a bug I myself encountered recently ==

After rescuing Kenny, my partners would no longer fire their weapons and would
report that they were "out of ammo" despite being well stocked.

Saving the game, without even exiting and reloading seemed to fix this glitch.

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

0.7 - Version History

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

     1.0 - Initial version. Started April 18th 2005

     1.1 - First Update. April 24th 2005
         - Item Differences between Easy and Normal Added.
         - Easy Difficulty Reference added to Walkthru notes.
         - Altered Leonard Strategy to be more clear.
         - General additions and corrections.
         - Added some info on the Enemies/Bosses.

     1.2 - Second Update. April 26th 2005
         - Maps section added (to be done later)
         - More corrections based on new data.
         - Minor cosmetic changes to make things a bit easier to read in
           places.
         - Item Differences between Normal and Hard Added.
         - Some notes on how to survive Hard mode easier added.
         - Items found in Special mode added.

     1.3 - Third Update. May 1st 2005
         - Changed the version number to be accurate.
         - Included a transcript of the Clues to
           0.5 - Clues Transcript/Flair Transcript
         - Listed all items that can be found in game, including the ones
           Unlocked in Special mode in 0.3 - Items/Weapons
         - Merged the "Flair" section with the Clues section
         - Added a "Reported Bugs" section. Added 3 bugs to said section
         - Added a note on the Production names for some of the creatures
           that were recently found by IkariWarriorKH

     1.4 - Fourth Update. May 22nd 2005
         - A few minor additions to the main walkthru
         - Flair Transcript added
         - Note about the differences between "Clues" and "Flair" added to
           avoid possible confusion
         - Item information altered to reflect tests on the strength of each
           Flashlight/Weapon
         - Combat data on all "normal" enemies and "mini-bosses" added.
           Including how many hits are needed to kill each using the various
           Firearms in the game.

     1.5 - Fifth Update. April 4th 2006 (a much needed one)
         - Some minor modifications and corrections
         - Map Section removed
         - Added additional bug reports
         - Note about emails added to section 0.8
         - Emailed translation info added to monster section
         - Note on creature names added. Altering the names further is
           unlikely at this point.

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

0.8 - Legal info, Credits, Contact Info, and Everything else

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

Legal info
==========

- This document is protected by international copyright laws.

- This document Copyright (c)2005 Darque.

- This document was written for use on Gamefaqs.com. No other site has
 permission to use this document.

- "Playstation" and the "PS" are trademarks of Sony Computer Entertainment
  Inc.

- ObsCure was developed by Hydravision and (c)2004 by MC2/Hydravision

- All trademarks and copyrights contained in this document are owned
 by their respective trademark and copyright holders.

Credits
=======

Thanks to CjayC for www.gamefaqs.com

Thanks to IkariWarriorKH for pointing out the existance of the Production
         names for some of the enemies were located in one of the unlockable
         movies - AND - for suggesting I add a Bug Report section

Thanks to radioraheem for bug reports and being a cool poster on the Gamefaqs
         board in general =)

Thanks to Broucoulacas for giving me a bug report via the gamefaqs board.

Thanks to Mohammad El-Etrebi and Jessica Johnson for emailed bug reports.

Thanks to Kyle Horsfall for additional creature name translations.

Thanks to anyone reading this guide =) I hope it was useful =)

Contact Info
============

For questions or corrections I can be contacted at:

darque_ness - AT - hotmail - dot - com

Replies may be slow though. (as in weeks or months)
A question on the Gamefaqs message board for ObsCure will get a faster reply.

Emails
======

Unless the emailer asks me directly to do so, I will NEVER list a person's
email address in the faq. To do so could lead to spam, and spam is bad.

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