===============================================================================
=                                                                             =
=   Obscure 2 (European Release, English Version, PC)                         =
=                                                                             =
=   Reference list: items/rooms/dialogs                                       =
=                                                                             =
=   FAQ Created: 07/18/2008                                                   =
=   Version: 1.0                                                              =
=   Author: K_Bering                                                          =
=                                                                             =
===============================================================================


*****************************************************************************
* Warning: This document is listing all dialog and items that occur in the  *
*          game, so obviously it contains a lot of SPOILERS.                *
*****************************************************************************


Table of contents

1 -- About the version
2 -- Introduction: Why another FAQ ?
3 -- Explanations and important game mechanics/trigger conditions
4 -- Story reference list
5 -- Other in-game dialog
    5.1 -- Fighting
           5.1.1  -- Hitting the other character
           5.1.2  -- Without weapon
           5.1.3  -- Character is hurt
           5.1.4  -- Character dies
           5.1.5  -- Fighting monsters
           5.1.6  -- Fighting monsters (badly hurt)
           5.1.7  -- Big crawling girl monster
           5.1.8  -- Parasites
           5.1.9  -- Charging the battery
           5.1.10 -- Battery is empty
           5.1.11 -- Throwing dynamite
    5.2 -- Items
           5.2.1  -- Taking items
           5.2.2  -- Using first aid kit
           5.2.3  -- Using energy drink
           5.2.4  -- Using serum
           5.2.5  -- Using the syringe
           5.2.6  -- Collecting a dose of serum
    5.3 -- Other actions
           5.3.1  -- Selecting the other character
           5.3.2  -- Touching the flower (saving)
           5.3.3  -- Touching the black aura
           5.3.4  -- Lock picking
6 -- Contact Info
7 -- Disclaimer and Legal Information
8 -- Credits



===============================================================================
1 -- About the version
========================

This document is finished as far as I'm concerned, so I'm not planning to post
another version in the near future. However, should a lot of new information
appear to me or should I feel the need to edit some of this, a revised version
can be possible.



===============================================================================
2 -- Introduction: Why another FAQ ?
====================================

Obscure 2 has quite a few flaws that work against the gameplay experience. The
fixed save points, the uncontrollable team-player, awkward controls and the
item distribution that punishes proper, thorough play (probably meant as a
self-adjusting difficulty) gave me the tendency to just hurry through the game.
But by doing this, the loads of dialog that also each have different triggers,
often overlap if you are too fast and at some points pile up to over 12 single
scripted dialogs in just one room, along with at one point over 15 items in 3
rooms, leave an unclear, chaotic impression, just leaving you back confused.
Which is actually a pity, because Obscure has some nice elements, many of the
dialogs are quite entertaining and enhance the atmosphere, and when you take
your time and analyze the general workflow you even understand what they were
aiming for. So this is how this document started. I originally tried to bring
some order into this chaos for myself while I was playing through the game,
asked myself what the differences would be if you played another character and
discovered more and more of additional content and dialog in the process. Much
of this trying out was indeed very tedious and tiring, mostly because of the
fixed save-points, the time-triggered dialogs and some of the rare comments.
But nevertheless, now that I have done the effort to compile all this, I might
as well share this information, which all has been gathered by myself, with
anyone who is interested in it. And upfront, English isn't my mother language,
so please be lenient when it comes to possible grammatical impurities or wrong
phrasing.



===============================================================================
3 -- Explanations and important game mechanics/trigger conditions
=================================================================

At first glance this document may look a bit confusing, but if you work with
it, you'll quickly understand the reference work character of this list. After
copying this (only for your personal use, of course), you can always apply your
own format and color the different sections for an improved overview.

All the information is displayed in the following format:

---------------------------------------------------------------
(A+B) characters in chapter
---------------------------------------------------------------    room
>>> usable items
examinable items
--
* dialogs
--
+ additional comments
---------------------------------------------------------------

-----------------------
Character abbreviations
-----------------------

A:  Amy
C:  Corey
J:  Jun
K:  Kenny
M:  Mei
SH: Shannon
ST: Stan
SV: Sven

------------
Usable items:
------------

All items that can be found and taken in a room, like weapons and health items.

Most of the items in Obscure follow a spawning mechanism. If you already carry
a certain amount of a certain item when entering a room, the said item doesn't
spawn anymore. However, if you use that item, thus lowering your carried
amount, leave the room and re-enter, the item will spawn then. This also works
if you already smashed the box the item should be in. All unmarked items follow
this mechanism. The conditions/limits for items to appear are:

pistol <21
shotgun <10
arrows <2
flashball <12
flare gun <9
flashbang <3
first aid kit <3
energy drink <5

(X):  Only a few items always appear, no matter the amount you already carry.
     Those are marked with an X.

(14): The number of ammunition you find. Some findings are the double amount of
     the normal find.

----------------
Examinable items
----------------

All items that can be examined in a room.

Most of the items bear the same description, no matter which character examines
them. Some of them, however, bear a different description. Those are marked the
following way:

item (K,A/C): Amy and Corey would be the same (marked /), but Kenny's
             description is different to the other's (marked ,)

******************************************************************************
* IMPORTANT: If you examine an item with different descriptions and switch   *
* characters in order to read the other one, you have to wait until the text *
* is gone, or else the new description doesn't trigger and will still be the *
* same as the first one.                                                     *
******************************************************************************

Most of the doors (those with standard descriptions) are left out in the list.

When revisiting areas, only new items or those with now different descriptions
are listed.

-------
Dialogs
-------

All actions and events involving speech, generally sorted chronologically after
their appearance. Movies between episodes are not included.

[trigger] -- text: The condition in the brackets describes the trigger that
                  the dialog requires. After that, a short keyword or a phrase
                  from that dialog follows to help identify it. This is no
                  summary, so this may sound weird sometimes, but you will
                  surely recognize the dialog if you hear it.

nothing:     scripted dialog or predetermined character talking, the same for
            all characters
(A,B):       speech for characters A and B, different texts
(A/B):       same text, but different speakers
(; self):    the character you're controlling says the text (mostly when
            looking at items)
(; other):   the computer-controlled character says the text (mostly the time-
            triggered help/pause texts)
alt.:        There are more versions of possible answers or texts, determined
            by chance which one happens. Sometimes you can repeat the action
            and wait until the desired answer comes (like talking to the
            bouncer), sometimes it's a one-time thing (like Kenny's/Amy's
            remark outside the brotherhood)

It is possible that an item is listed simultaneously in the examinable items
section as well as in the dialog section. That means that the first time you
look at it, there will be a dialog. After that the normal descriptions will
appear.

******************************************************************************
* IMPORTANT: Most times, to trigger the speech when looking at certain items *
* in the room, the said character has to be the FIRST to examine that item.  *
* If the other character examines it first, you then switch characters and   *
* then look at the item, it doesn't trigger, as it only works ONCE. In this  *
* case you have to restart from the last save point and do it again.         *
******************************************************************************

[H]: help/pause dialog; these lines trigger after a certain period of time (5
    to 8 minutes), sometimes faster after random actions or at points where
    normally random fight comments would appear (see later), making them
    sometimes hard to distinguish from the normal dialog during regular play.
    They are not limited to the room where they are listed, but are active
    from this room onward until the room with the next H. Normally they
    contain some character remarks about what to do.

[H (2x)]: This means there are actually 2 different lines that alternate each
         other, often different for each character. That means if you hear
         line 1 from character A and then switch characters, you will next
         hear line 2 from character B.

It is possible to speed up these help/pause dialogs, when you're in a room with
a save flower. Touch the flower, then don't choose to save and back out. Leave
the room, re-enter and try again. About every 4th time the help/pause texts are
triggered, saving you a lot of time. The linearity can be off, though.

I can't guarantee for all these help/pause texts to be complete. Sometimes they
don't trigger, sometimes they are quite similar, and waiting for these texts
can be a real pain. Why anyone would need 2 different lines that need over 12
minutes to trigger in an area you need 30 seconds to cross probably only the
game creators would now.



===============================================================================
4 -- Story reference list
==========================

------------------------------------------------------
                        (C+M)
------------------------------------------------------      Corey's room
window
bed (C,M)
desk (C,M)
skateboard (C,M)
cupboard (C,M)
--
* [look at bed]
* [time] -- let's go, Sven is waiting
* [H (2x)] -- waiting in room; miss drinks (C,M; other)
------------------------------------------------------      corridor C's room
5 boards (drummer, wagon, model, party brotherhood,
 new trainer)
water (C,M)
vending machine (C,M)
beer pyramid
doors
--
* [student at door] -- give back camera (+ 2x talk)
* [student corridor] -- call (physical, drunk) (+ 1x talk)
* [Corey at same student] -- nasty tattoo on arm
* [door closing] -- geronimooo
* [revisit after bathroom] -- fail exam
------------------------------------------------------      bathroom
urinals
mirror after tap
--
* [entering] -- mushrooms
* [examine urinals] -- blocked [C,M; self]
* [turn tap on]
------------------------------------------------------      corridor SV's room
3 signs (rock concert, soundproofing, toy)
vending machine (C,M)
--
* [entering] -- Sven's room around here
* [students] -- 4x (Barry White, not easy, itch, gym)
               + talk (C 3x,M 2x; self)
------------------------------------------------------      cemetery
<<< bat
--
* [waking up]
* [meet Mei]
* [examine plaques]
* [hit surroundings] -- (eerie sound, screen shaking)
                        oh my god
* [see man dragging body while smashing dolls]
* [H] -- cut through cemetery / freaking me out (C,M;
        other)
------------------------------------------------------      bloody corridor
* [down the ladder] -- let her go
* [flash bloody corridor] -- that noise, sth. coming
* [bloody corridor] -- here it comes again
* [Jun] -- need other half
* [Sven, shoulder coming off] -- Corey, you bastard
------------------------------------------------------      room with flower
* [Amy on flower]
------------------------------------------------------
                         (C)
------------------------------------------------------      bathroom
* [waking up] -- Mei
* [bit further] -- head explodes
------------------------------------------------------      corridor C's room
Corey's door
poster brotherhood (now different, first semester party)
--
* [Corey's door] -- lost keys
* [H (2x)] -- Mei in room, see if ok; I'm coming, not far
------------------------------------------------------      stairs up
<<< energy
6 boards (downstairs: Fallcreek gazette, console, fire
 in room; upstairs: sorry Suzie, geek club, projector)
telephones
toilet paper exit
--
* [energy] -- much better
* [examine toilet paper downstairs] -- exit blocked
------------------------------------------------------      shaft
* [entering, must have seen toilet paper] -- no choice
* [after climb]
------------------------------------------------------      stairs down
4 boards (upstairs: student's notebook, lost girlfriend;
 middle: stalker; downstairs: cheerleading team)
doors upstairs blocked area
--
* [down the stairs] -- hope Mei ok, nightmare horrible
--
+ barely see door closing when going downstairs
------------------------------------------------------      girls dorm
3 boards (test subject, summer jobs, couples own room)
door could peek
postcards
candles
vending machine
--
* [see girl in corridor] -- love living in student dorm
* [middle of corridor] -- I'll be going then
* [open door girl (2x)]
------------------------------------------------------
                        (K+A)
------------------------------------------------------      outside brotherhood
wreck
station wagon
car generous parents
statues
electronic lock
gate
--
* [arriving] -- cute guys
* [talk to bouncer] -- bouncer cutscene (K,A; self)
                     (+ talk (2 alt.)) (K,A; self)
* [time (1x, 2 alt.)] -- let hair down, almost paradise;
                  dance floor, smell beer (K,A, self)
* [H (2x)] -- get inside if party; not outside inside /
         not staying outside; not pushed (K,A, other)
------------------------------------------------------      behind brotherhood
<<< hockey stick
windows (K,A)
gate
--
* [short time (1x, 2 alt.)] -- hot party, straight for
             bar; have to dance, bass  (K,A; self)
* [examine window] -- story fart explosion
* [take hockey stick] -- change bouncer's mind
* [look at gate] -- party on expense of rich kids
* [in back overhear talk on roof] -- kissing action
* [bit further] -- got to get on roof
* [at crate] -- could you drag crate
* [while moving crate] -- like to see you work out
* [try to open door on roof] -- locked it (A)
* [near table] -- dirty magazines
* [try to open window, Kenny still down] -- ask Kenny (A)
------------------------------------------------------      filing room
<<< small key, golf club
puzzle code on table (K,A)
skateboard poster
closet
dart (K,A)
files
window moonlight
--
* [through window] -- mess, people had fun
* [give boost] -- small key (if first key)
* [look at puzzle] -- (K,A; self)
------------------------------------------------------      corridor
<<< small key
plaque code of honor
trophy case
board molds
board organ donor cards
board Cancun
electronic door (K,A)
--
* [girl] -- killed boyfriend (+ talk alt.: gun in safe,
           gonna take us, head spinning, what to do,
           code hidden, ripped head off, nightmare)
* [look at organ donor cards] -- (A)
* [H] -- should have gun / need a gun (K,A; other)
------------------------------------------------------      games room
<<< save
billard (K,A)
bottles bar
bottles counter (K,A)
skateboard poster
bottles table (K,A)
safe (K,A)
TV
--
* [touch flower first time] -- blew mind, head spinning
* [open safe] -- (K,A; self)
* [H] -- (after safe) go see girl, have weapon now /
         sth. to defend with, go see girl (K,A; other)
--
+ combination is always the same (873)
+ arcade can be moved, what for?
------------------------------------------------------      back to corridor
<<< key to brotherhood's shelf
--
* [see monster] -- what's all this madness
* [Kenny near monster] -- Kenny, look out (K as player)
* [kill monster] -- happening again
* [examine heart] -- what's that, alive (Look-option
                   often doesn't appear; before Take)
* [time] -- take a look downstairs
* [H (2x)] -- get out of dump; see old age/ don't want
           to die, place freaks me out (K,A; other)
------------------------------------------------------      entrance hall
<<< pistol (14)
plaque first pillar
statue (K,A)
diploma (K,A)
--
* [down the stairs] -- bloodbath
--
+ parasites, victim crawling along
+ window burst on way to library
------------------------------------------------------      dining hall
<<< box/stun gun, small key, recharge, first aid
window broken glass
closet
--
* [entering] -- crap what now, what's that
* [kill monsters] -- things fast, don't leave me alone
* [monster coming through wall] -- coming from everywhere
* [kill monster] -- getting worse
* [stun gun]
------------------------------------------------------      kitchen
<<< document puzzle, first aid
black powder sink
remains of flower
corpses (K,A)
kitchen utensils
--
* [solve puzzle] -- see something, letters
* [look at flower]
* [corpses]
------------------------------------------------------      library
plaque second pillar
row of books
books history of science
books sexuality of frog
books complicated
reading desks (K,A)
graduation pictures (balcony)
--
* [entering] -- books, concentrate
* [moving shelves] -- about the brotherhood
* [moving shelves] -- some kind of logic, missing a bit
                    (after been in kitchen) (mustn't
                     move shelves before)
* [moving shelves] -- combination written down somewhere
                    (after solving puzzle in kitchen)
                    (mustn't move shelves before)
------------------------------------------------------
                        (C+M)
------------------------------------------------------      outs. brotherh. rev
<<< bat, hockey stick
corpses (C,M)
corpse on fence
entrance door
electronic lock (C,M)
gate
--
* [arriving] -- go by car
* [bit further] -- too good a time
* [take a bat]
* [look at corpse] -- (alt. to description) (C,M; self)
* [examine card reader] -- (C,M; self)
* [while hacking] -- program, robbery, finished
* [H (2x)] -- can't wait outside; inside trouble, hack /
             others need us; hack (C,M; other)
------------------------------------------------------      entrance hall rev.
corpse (C,M) (same as outside)
statue (C,M)
diploma (C,M)
--
* [entering] -- black mist
* [look at corpse] -- (alt. to description) (C,M; self)
* [H (2x)] -- find others, around here; buddies alive /
             somewhere around here, can't get out
             themselves (C,M; other)
--
+ new sound effect going up stairs
------------------------------------------------------      corridor revisited
electronic door (C,M)
electronic lock (C,M)
board (C,M)
------------------------------------------------------      small room
<<< recharge, pistol (7X), first aid
room (C,M)
------------------------------------------------------      filing room rev.
darts
skateboard poster (C,M)
------------------------------------------------------      games room rev.
billard
corpse (C,M)
bottles counter (C,M)
skateboard poster (C,M)
bottles table (C,M)
safe (C,M)
------------------------------------------------------      dining hall rev.
* [entering] -- think we'll find them around here
               (C/A; other)
------------------------------------------------------      kitchen revisited
remains of flower (C,M)
corpses
------------------------------------------------------      library rev.
reading desks
--
* [entering] -- what a mess
* [short time] -- ledge above
* [short time] -- with effort able to hoist myself up
* [lift Mei up]
* [monster jumping on balcony] -- not again
* [kill monster] -- that went well
------------------------------------------------------      bridge
+ monster jumps down from other bridge
------------------------------------------------------      study
<<< pistol (7)
books life and death
books scientific ethics
books science and philosophy
photo exotic location
portrait (C/M, revisit: K,A)
--
* [entering] -- real book worms
------------------------------------------------------
                      (K+A+C+M)
------------------------------------------------------      stone door room
<<< save, syringe
plaque third pillar
large stone door (K,A,C/M)
--
* [after movie] -- professor proteins and syringe
* [talk professor] -- syringe (2x) (doesn't work after
                     reloading)
* [try to move vase] -- (without Kenny) too heavy for me
                       (A/C/M; self)
* [back to group after too heavy] -- sth I can help with
* [try to move vase] -- (with Kenny other) quarterback
                        give me a hand (A/C/M; self)
* [move vase] -- think I can move it, finished (dude,
           little lady) (K; self; alt. for C,M/A other)
* [H (2x)] -- find party hall; not stay here forever
             (K/A/C/M; other)
------------------------------------------------------      party hall
<<< pistol (7), first aid
mixing equipment
corpse
playing record
scattered records
table
hole
counter (K/A/M,C)
--
* [entering] -- turned to slaughterhouse (K/A/C/M; self)
* [seize chair] -- some way to dissipate it (K/A/C/M; other)
* [seize speaker] -- remove aura first (K/A/C/M; self)
* [at counter] -- reach projector (K/A/M,C; self))
* [remove black aura] -- afraid of light (K,A,C/M; self)
* [start to move speaker] -- watch out Kenny (A,C,M; other)
* [monsters attacking] -- fear light, use projector to
     cover me (if other stays at projector, quickly switch
     to him from Kenny after starting to move speaker)
* [use projector] -- light repels the monsters
* [finish moving speaker (1x, 2 alt.] -- good muscle
              tone, have to go to gym tomorrow (must
              have triggered [at counter] before)
* [Corey standing on speaker] -- can get up with ease
* [remove black aura from door] -- melted like snow
* [H] -- free fire exit (K/A/C/M; other)
------------------------------------------------------      beh. brotherh. rev.
<<< save, pistol (14X)
--
* [entering] -- fresh air, get to car (C,A; self)
------------------------------------------------------
                        (C+A)
------------------------------------------------------      outs. brotherh. rev
sitting corpse (C,A)
--
* [look at corpse] -- (alt. to description) (A; other)
------------------------------------------------------      woods beginning
<<< pistol (7), energy
car part (C,A)
tunnel
uprooted tree
--
* [arriving]
* [look at car part] -- (C,A)
* [passing crashed barrier]
* [bit further, see fat monster] -- something moving
* [kill fat monster] -- shouldn't have left road
* [to area energy, return to junction, bit further]
                    -- insurance
* [H (2x)] -- recover car; not leave car with idiot /
             can't have gone far, if not hurry un-
             likely to find (C,A; other)
------------------------------------------------------      car area
<<< newspaper, recharge, pistol (7), shotgun weapon,
   first aid
Corey's car from above (C,A)
fallen tree (C,A)
car (C,A)
bridge
old door
--
* [seeing car from above] -- cutscene
* [take chainsaw]
* [before bridge] -- forest freaking me out
* [take shotgun]
* [monsters attacking]
* [look at bridge] -- destroyed
* [H (2x)] -- shotgun in car; quick / didn't you say;
             still in car (C,A; other)
------------------------------------------------------      woods
<<< save, recharge
door
ruins of house
leftovers from hikers (C,A)
--
* [killing banshees] -- remind me of Mei
* [dead end at recharge] -- leading nowhere
* [time] -- Sven kills me
* [cutting tree] -- sick of trees
* [H (2x)] -- dangerous; forest must come to an end /
          horrible forest; civilization (C,A; other)
--
+ (movie) see freak first time
------------------------------------------------------      outside hospital
<<< pistol (7), first aid
garbage can
telephones
ambulances
window
--
* [bit into area] -- that must be the hospital
* [bit later] -- hope Mei is ok
* [banshees attack] -- watch out
* [falling down broken ledge] -- not this again
* [open door from inside] -- invitation
* [pulling Amy up] - real sweetheart
* [time (long)] -- see ledges
* [H (2x)] -- hospital, help inside; meet someone
      inside / help inside; only chance (C,A; other)
------------------------------------------------------
                       (SV+M)
------------------------------------------------------      campus
gate
entrance door
security system
--
* [short time] -- Jun 1, something behind door
* [seeing Jun's car]
* [look at security system] -- can't hack
* [before gate] -- Jun 2, stories
* [H (2x)] -- need to find Jun; Jun's gonna die / need
            to find Jun; life at stake (SV,M; other)
------------------------------------------------------      inner yard
* [gate closes]
* [around the corner] -- Jun 3, trying to get in
* [timer runs out] -- something happened to Jun
------------------------------------------------------      reception area
<<< recharge, pistol (14), energy
5 boards (adjacent room: modern languages exam, party
 brotherhood; main: burger wizz, death matches,
 modern student magazine)
monitor screens
door to cellar (right beside exit)
broken door upstairs
broken door upstairs (after revisit) (SV,M)
door to fitness gym
door to girls' wing (SV,M)
--
* [banshees attacking] -- I'll cover you
* [try to open cellar door] -- Jun not in cellar
* [card reader] -- (SV,M; self)
* [hacking] -- sister not gonna die, remember name)
------------------------------------------------------      stairs
<<< pistol (14X)
door
--
* [up the stairs] -- Jun, we're close (timer still runs)
* [examine door] -- blocked (SV,M; self)
* [move vending machine] -- Jun 4, got in
------------------------------------------------------      corridor
<<< energy
5 boards (rusty car, wind blows 2007, food for eating,
 protest demonstration, running around naked)
soda machine
doors
--
* [towards bathroom] -- going wrong way (timer running)
  or: [right way] -- almost there (only one triggers)
------------------------------------------------------      bathroom
corpse washbasin
--
* [seeing corpse] -- once in girls' shower
------------------------------------------------------      corridor Jun's room
<<< energy
vending machine
-
* [seeing monster] -- gonna pay for that
* [kill monster, Jun alive] -- in cellar
* [near exit] -- dying of fear
* [H (2x)] -- without monitors, never know where Jun;
             have to go back, monitor at reception /
             without monitors, never know; monitor
             downstairs, show us Jun (SV,M; other)
--
+ movie: Jun dead in corridor (if timer ran out or
 attack monster too slow
------------------------------------------------------      Jun's room
<<< save
--
* [entering] -- can't stay here
------------------------------------------------------      stairs
* [going upstairs] -- cellars downstairs (SV,M; other)
------------------------------------------------------      reception area
* [H] -- monitors not far, reception area (SV/M; other)
------------------------------------------------------
                         (J)
------------------------------------------------------      monitor
<<<  spiked club
--
* [start] -- monitor tune
* [in front of last door in corridor] -- door wired
* [boards, room with monster] -- break boards
* [time] -- think make it out of here alive
* [arriving at main switch]
------------------------------------------------------
                        (SV+M)
------------------------------------------------------      reception
* [beginning] -- quick in cellar
------------------------------------------------------      cellar
<<<  spiked club
--
* [down the stairs] -- Jun screams
* [first monster] -- nothing between me and my sister
* [second monster] -- die, die
* [time] -- nearly there
--
+ severed arm in next room
------------------------------------------------------
                        (C+A)
------------------------------------------------------      hospital
<<< save
bed
stretcher (C,A)
brain picture
exhibition bacon
door code
--
* [start] -- can't believe it, Jun is dead
* [H] -- Sven and Mei coming to reception / on way
        to reception (C,A; other)
--
+ combination always the same (0108)
------------------------------------------------------      staff room
<<< code, box/crossbow, small key, generic report
   virus, hospital floor plan, pistol (14)
lockers
x-rays
medical reviews
coffee machine
--
* [after reading report]
* [giving boost]
* [during puzzle] -- hope Mei all right
------------------------------------------------------      radiology
<<< staff pass, small key
diverse x-rays
scanner usage record
cart
computer
display
medical files equipment (after attack)
scanner (C,A)
blood bag
--
* [entering] -- cutscene professor
* [use computer] -- (cutscene) (C,A; self)
* [take staff pass] -- (C/A; self)
------------------------------------------------------      main corridor
<<< generic report psychosis, recharge, shotgun (5)
dirty laundry cart
defibrillator (C,A)
door to patients' room (C,A)
cabinet
elevator
knocked over cart
--
* [examine elevator] -- jammed
* [H] -- need magnetic cards (C,A; other)
------------------------------------------------------      room left (137)
<<< small key (move bed)
------------------------------------------------------      room right (136)
<<< pistol (7)
painting
cabinet
corpse
window
--
* [look at corpse] -- not die in bed (C; self)
--
+ faint beeping sound turns into flatline
------------------------------------------------------      outside window
<<< shotgun (5)
ventilation
--
* [while climbing] -- athletics class, girlfriend
                     (often doesn't trigger)
* [enter window without Amy] -- (3x alt.)
* [pull Amy up]
------------------------------------------------------      patients' room
<<< save, staff pass, first aid
beds
blood on floor
--
* [kill monster] -- poor thing
* [look at bed beside staff pass] -- girl who trans-
           formed (different to subtitles) (A; self)
------------------------------------------------------      elevator
* [running] -- (cutscene) move, to the elevator
* [in elevator until characters die]
------------------------------------------------------
                       (SV+M)
------------------------------------------------------      parking lot
gate (SV,M)
Jun's car (SV,M)
car
hospital sign
fence
--
* [arriving] -- pull together
* [half way to entrance] -- Corey in there
* [look at entrance door] -- electrical airlock
* [turn wheel] --  wait for me (Mei outside), hurry up,
                 (gate closed) safe but trapped
* [H] -- others reception area / Corey waiting
        (SV,M; other)
------------------------------------------------------      entrance
<<< recharge
emergency exit
telephones
painting
anti-smoking ad
--
* [look at telephone] -- (SV; self)
------------------------------------------------------
                     (SV+M+C+A)
------------------------------------------------------      reception
<<< box/flashball, battery 2, shotgun (2), energy
map
wall (SV,C,M/A)
notice board (beside wall)
computer
reception  (SV,M,C,A)
magazines (SV,M,C,A)
elevator
notice board admittances
--
* [look at board beside wall] -- (SV,M,C,A; self)
* [look at notice board admittances] -- (M,A; self)
* [talk to professor] -- 3x (battery, computer, wall)
* [time] -- Shannon, help me (Kenny 1)
* [H (2x)] -- wall, need explosives; won't resist
             dynamite (SV/M/C/A; other)
* [throw dynamite] -- (SV,M,C,A; other)
------------------------------------------------------      small lab
<<< save, bleach, soda, mixing, small key, 2x generic
   record, flashball (4), first aid
sink
mechanical arm
computer
microscope
--
* [time into lab] -- clean room (SV,M,C,A; self)
* [mixing dynamite] -- (SV,M,C,A; self)
* [after mixing] -- Shannoooon (Kenny 2)
--
+ sound of crashing glass (first entry, into lab)
------------------------------------------------------      mortuary
<<< glycerine, ice, small key, autopsy record, pistol (7)
dead bodies
x-rays
closet
anatomical chart
single dead body
--
* [kill parasites] -- (SV,M,C,A; self)
* [look at dead bodies] -- (SV,M,C,A; self)
* [look at x-rays] -- (SV,M,C,A; self)
* [look at corpse secondary room] -- (SV,M,C,A; self)
------------------------------------------------------      dispensary
<<< computer, small key, recipe, pistol (7), first aid
shelves gas cylinders etc.
safe storage
--
* [hacking] -- scientist's name; no surfing; finished
              (M + SV/C/A; other)
* [look at safe storage] -- (SV/M/C/A; self)
------------------------------------------------------      storage area
<<< save, shotgun (10), arrows (2), pistol (14),
   2x first aid, energy
--
* [entering] -- (SV/M/C/A; self)
* [moving 1] -- to palace, coach driver (must move
               forward shortly to trigger, only right
               doesn't)
* [time while climbing] -- koala
* [Corey up shelf with ladder, Sven move] -- carriage
* [moving 2] -- wedding bells
* [let go from height] -- 3x (sure want to go back up,
                         broken vertebra, enjoy this)
                         (every second time)
* [H (2x)] --  ambulances; door up there (SV/M/C/A; other)
* [H] -- monkey to get up there / could reach shelves
        (SV/M/A,C; self)
------------------------------------------------------
                   (C+M), (ST+SH)
------------------------------------------------------      fight Kenny 1
* [C-K] -- mistake, Kenny
* [C-K] -- bigger, but still stupid
* [M-K] -- why doing this
* [C-K] -- gonna die, Kenny
--
* [ST-K] -- friend, Kenny
* [ST-K] -- went through at Leafmore
* [K-ST] -- accept disease, Stan
* [SH-K] -- too dangerous
* [SH-K] -- what made you change so much
* [K-SH] -- let me win
------------------------------------------------------
                      (ST+SH)
------------------------------------------------------      outside dam
* [near door] -- dam, have to secure
* [while picking lock] -- story prison, finished
------------------------------------------------------      entrance dam
<<< save, flashbang, pistol (7X)
door
cabinets
--
* [near door/flower] -- different spores
* [approach aura with Kenny] -- let me have a look
* [breath in] -- linked with spores
* [H] -- go around dam / make secure (ST,SH; other)
------------------------------------------------------      corridor
<<< skeleton key, small key (locker), first aid)
graffiti
drawing (ST,SH)
door with old lock (ST,SH)
door with sth. behind
--
* [entering] -- something changed in you
* [examine old lock] -- (ST; self)
* [back of corridor] -- looks like squat
* [monster] -- die; (killing it) remind you of sth.
* [H] -- open door in middle (ST/SH; other)
--
+ sth. banging at door at end of corridor
------------------------------------------------------      pipe room
<<< first aid
--
* [examine pipe control]
* [while closing pipes] --  don't understand about K
------------------------------------------------------      control room
<<< recharge, pistol (14)
console
machine
control panel
------------------------------------------------------
                       (SV+C)
------------------------------------------------------      entrance dam rev.
<<< save, small key, recharge, shotgun (5)
stacked boxes
--
* [while climbing] -- try not to die
* [falling down]
* [H (2x)] -- quickly Amy; find welding area / find
   welding material; equipment somewhere (SV,C; other)
------------------------------------------------------      sewer area
<<< shotgun (10), arrows (2X) (wheel)
rubble
--
* [entering] -- lowlife like Kenny
------------------------------------------------------      turbine room
<<< shotgun (10X), first aid
buttons machinery
control panel
oil drums
--
* [entering] -- turbine area
* [look at machinery] -- (C; self)
* [before turbines] -- question of timing / not gonna
                      be hit by blades (SV,C; self)
* [lowering ladder]
* [exiting through vent] -- running out of fresh air
------------------------------------------------------      pipe room revisited
<<< soldering tools, flashbang
--
* [moving blocks] -- take on world to save Amy
------------------------------------------------------      corridor revisited
<<< small key, box/flare gun, 2x first aid (1x X)
drawing (SV,C)
------------------------------------------------------      control room rev.
<<< syringe 2 (start)
--
* [entering] - what's the matter, professor going
              around rooms, Amy still down there
* [enter without soldering tools] - see above +
              need welding equipment
* [exit and re-enter without] - guys, if don't have
              equipment, not get Amy out of there
--
+ Stan stands up when entering
------------------------------------------------------
                       (C+SH)
------------------------------------------------------      fight Kenny 2
<<< first aid (?), energy (?)
--
* [K-SH, first down] -- accept me, Shannon
* [C-K, first down] -- when it hurts, think about Mei
* [K-SH, second down] -- let me down, sister
* [C-K, second down] -- not come out alive
------------------------------------------------------      dam outside
<<< save, flare gun (3), pistol (14), first aid (X)
door back (C,SH)
bridge
--
* [start] -- why do I feel empty
* [kill banshees] -- sabotaged bridge
* [take boards] -- you can join me now
* [H (2x)] -- others on lake; lake meet / further
             ahead; others lake (C,SH; other)
------------------------------------------------------      boat house
<<< shotgun (10), flashball (4), 2x first aid
turned boat
hanging boat
dock
windows
door
--
* [entering] -- (cutscene) call from Sven
* [H] -- Stan and teacher on turtle island (C,SH; other)
* [in rowboat] -- arms hurt
------------------------------------------------------      on lake in boat
* [attack] -- too quiet, have visitors
------------------------------------------------------      turtle island
<<< flashbang, flare gun (3), energy
--
* [arriving] -- poor Amy, brother
* [at sign] -- we're there
* [parasites before tree] -- where coming from
* [large monster] -- another one
* [after climbing up, Shannon still down] -- help me up
* [breath in black aura] -- spores intrusive
------------------------------------------------------      pontoon snack bar
<<< save, arrows (2), flashball (4), energy
boat
corpse (C,SH)
pontoon poles (C,SH)
--
* [before pontoon] -- you like Stan
------------------------------------------------------
                       (SV+A)
------------------------------------------------------      in boat
* [beginning] -- what happened, feel dirty
* [H (2x)] -- we're lost; reach shore eventually /
             keep going, reach shore eventually; if
             we keep going (SV,A; other)
--
+ corpses floating up
+ Amy is missing her pants
------------------------------------------------------      shore & cemetery
<<< reconstituted stele, recharge, shotgun (5), energy
boat
--
* [kill monster] -- Amy warrior, valkyrie
* [enter cemetery] -- cemetery, house behind it
* [time (after look through)] -- what did Kenny do
* [time (after look through)] -- plaque at entrance
                                (before plaque)
* [time (after look through)] -- seems to form picture
                                (after plaque)
* [use tiles] -- not new, something to hide
* [door opens] -- it worked
* [H (2x)] -- houses near; open mausoleum / living;
             mausoleum (SV,A; other)
------------------------------------------------------      outside house
<<< save, shotgun (5)
logs
invasive shrubbery
--
* [bit into area] -- pretty house
* [near tentacle monster] -- what's that
* [kill monsters] -- what were those things, different
* [H (2x)] -- inhabitants, now time; person living
             help us / someone living; person can help
             (SV,A; other)
------------------------------------------------------      greenhouse
<<< pistol (14), energy
sink
black flower
twisted flower
--
* [entering] -- jungle
* [look at flower] -- flower we smelled (SV,A; self)
------------------------------------------------------
                      (ST+SH)
------------------------------------------------------      shore & cemet. rev
* [start] -- (cutscene) why fighting
* [end of dock] -- (movie) kiss
* [monsters coming] -- recognize them, Leafmore
* [passing cemetery] -- inhabitants calm
* [H (2x)] -- shout from there; going at all cost /
             Amy and Sven alive; no doubt Amy came
             through here (ST,SH; other)
------------------------------------------------------      outside house rev.
* [while picking lock] -- radio, others in house
------------------------------------------------------      dining room
<<< cross (fireplace), small key, energy
closet
portrait (ST,SH,C,A)
botany books shelf
scientific books chair
table rotting meat
class photo
--
* [short time] -- that shout
* [in room] -- cockroach alarm
------------------------------------------------------
                     (ST+SH+C+A)
------------------------------------------------------      hall with stairs
<<< syringe 3, box/uber flashlight, small key, letter 1,
   flashbang (upstairs)
masks (ST,SH,C,A)
--
* [talk to professor] -- 3x (improved syringe, voices
                        beneath feet, house enormous)
* [H (2x)] -- Sven prisoner; counting on us (ST/SH/C/A;
             other)
------------------------------------------------------      next room / greenh.
<<< small key, arrows (2), flare gun (2)
gardening tools
------------------------------------------------------      bathroom upstairs
<<< puzzle photo, first aid
photos
mirror
--
* [look at photos] -- (ST/SH/C/A; self)
* [look at mirror] -- (ST/SH/C/A; self)
* [inspecting puzzle photo] -- poor kid (A; self)
------------------------------------------------------      children's room
<<< cross, letter 2
bed (ST,SH,C,A)
clown
old toys
playpen
--
* [take cross] -- (ST,SH,C/A; self)
* [take letter 2] -- (ST/SH/C/A; self)
* [look at clown] -- (ST/SH/C/A; self)
* [look at photos] -- (ST/SH/A,C; self)
------------------------------------------------------      basement
<<< save, letter 3, flashbang, 2x first aid
wheel rims and trash
shelves
door to Sven
garbage cans with blood
altar stones
--
* [at flower] -- (ST,SH,C,A) (voices switched SH=A,SV=C)
* [take letter 3] -- (ST/SH/C/A; self)
* [look at door to Sven] -- (ST/SH/C/A; self)
* [look at altar stones] -- (ST/SH/C/A; self)
* [controls] -- works (move stone with hook)(ST/SH/C/A;
               self)
* [controls] -- something missing (try to move stone
               without cross) (ST/SH/C/A; self)
* [controls] -- (time) nutcase left combination
               (ST/SH/C/A; self)
--
+ save flower often doesn't trigger, exit and re-enter
------------------------------------------------------
                      (ST+SH)
------------------------------------------------------      tunnel 1
<<< door wheel, recharge, first aid, energy
--
* [start] -- Sven didn't deserve that
* [H] -- murderer / madman must have come through here
        (ST,SH; other)
------------------------------------------------------      tunnel 2
<<< shotgun (10)
rubble dead end
------------------------------------------------------      tunnel 3
<<< flashball (4), first aid, (lever) first aid (X)
fragile structure
--
* [time] -- feeling I've been here before
* [smash structure] -- climb those stones, find way up
------------------------------------------------------      teachers' room
old exam notes
--
* [entering] -- old professor's room, Leafmore
* [look at old exam notes]
* [H] -- find quickly, lure trap / maniac won't leave
        us alone (ST,SH; other)
------------------------------------------------------      toilets ruin
<<< save, energy
toilet (ST,SH)
------------------------------------------------------      hall
<<< 2x shotgun (5,10), pistol (7), energy
lockers
knocked-over locker
door to boys' washroom (ST,SH)
construction beams
banner
door blocked by staircase
door where it all started, cafeteria (ST,SH,C/A)
--
* [kill monsters] -- mess, nauseous, lost innocence
* [on balcony] -- monsters fought at Leafmore
------------------------------------------------------      class room
<<< recharge, shotgun (5), flashball (8)
------------------------------------------------------
                     (ST+SH+C+A)
------------------------------------------------------      central yard
<<< save, small key, recharge, high-capacity battery,
   shotgun (5)
sewer entrance (ST/SH,C/A)
flowers from tree
wheel barrow
basketball hoop
company sign
library door (ST,SH,C/A)
--
* [start] -- hunt for nutcases has begun (ST/SH; self)
* [talk to professor] -- 3x (battery, killer around
                        here, flower density)
* [near save] -- almost romantic, real paradise
                (ST/SH/C/A; self);(ST/SH/C/A; other)
* [look at chain] -- sth. to cut this (ST/SH/C/A; self)
* [H] -- from here for certain, eliminate / come
        together here, find and eliminate (ST/SH/A,C;
        other)
------------------------------------------------------      yard outs. library
<<< small key, flashbang, flashball (4), pistol (14X),
   energy
door to hall
wall
rubble bin
--
* [kill monster] --  (ST,SH,C,A; self)
* [operate crane] -- (ST,SH,C,A; self)
------------------------------------------------------      library
<<< energy
books lazy students
books toilet paper
books suspended courses
desk for borrowed books
monitors
books leaving for another shelter (balcony)
--
* [after climb] -- could sleep for a month
* [take cutter]
------------------------------------------------------      back to yard libr.
* [returning] -- like to know where Sven's murderer
                is hiding
------------------------------------------------------      yard behind gate
<<< small key (up), flashbang, flare gun (3), first aid
crane
wall
--
* [near flowers] -- flowers following path, instinct
                  (ST/SH/C/A; self);(ST/SH/C/A; other)
* [at fence] -- Leafmore beach (ST/SH/C/A; self)
* [turn crank] -- together (ST/SH/C/A; self)
* [H] -- building site, sth. to destroy wall (SH/C;
        other) (ST,A don't trigger)
------------------------------------------------------      Friedman's room
<<< save, newspaper, pistol (14), energy
empty shelves
books photography
------------------------------------------------------      class laboratory
<<< dynamite
microscope
plants
liquids
books illustrations
furniture
crater
------------------------------------------------------      school corridor
<<< flashbang (X)(locker), arrows (2), shotgun (5)
door lab
door damaged
crane
--
* [kill monsters] -- freak from forest, hiding
                 (ST/SH/C/A; self);(ST/SH/C/A; other)
* [look at crane] -- wrecking ball in shovel
                    (ST/SH/C/A; self)
------------------------------------------------------      class room
<<< box/submachine, shotgun (10X)
ads
course handout
board train leaves
student files desk
poster tubes (difficult to find trigger point)
senior text books shelf
work case </pre><pre id="faqspan-2">
------------------------------------------------------      flower tunnel
<<< save, letter, shotgun (10X), 2x first aid (1 shoot)
--
* [short time] -- due for some weeding (ST+C)
* [pick lock] -- stinks in here
------------------------------------------------------
                      (ST+C)
------------------------------------------------------      fight Jebidiah
* [time] -- you want to fight, come on
* [Jebidiah pulls back] -- all a bunch of freaks
* [first cut] -- die, scumbag
* [second cut] -- you're dead, Friedman
* [third cut] -- wrecked our lives, scumbag
------------------------------------------------------
                      (ST+SH)
------------------------------------------------------      tunnel in woods
<<< medallion (start)
ambulance (ST,SH)
--
* [bit further] -- going to see the sun come up
* [cutscene] -- radio Corey, managed to escape
------------------------------------------------------      outside brotherhood
<<< first aid, energy
ambulance
madonna and child
--
* [entering] -- middle-class dungeon
* [bit further] -- Delta Theta Gamma
* [look at statue] -- poor Amy, suffering (SH; self)
------------------------------------------------------      entrance hall
diploma (ST,SH)
statue (ST,SH)
--
* [entering] -- radio Socrates 3, stadium
* [H (1x/2x)] -- A & C in inner sanctum / quickly need
        to find A & C; in inner sanctum (ST,SH; other)
------------------------------------------------------      dining hall
* [entering] -- not now / get away (ST,SH; self)
------------------------------------------------------      kitchen
flower remains (ST,SH)
corpses (ST,SH)
kitchen utensils (ST,SH)
--
* [entering] -- (cutscene) Corey, think you're doing
------------------------------------------------------      party hall
<<< first aid
corpse DJ (ST,SH)
------------------------------------------------------      stone door room
<<< medallion, bat, flare gun
corpse
--
* [time] -- wonder if went through large stone gate
* [at gate] -- doesn't look like bathroom door
* [look at corpse] -- working for DTG, vacancy
* [solve puzzle] -- it's open
* [H] -- think inner sanctum behind carved door /
        inner sanctum of brotherhood (ST,SH; other)
------------------------------------------------------      garden connection
<<< small key, disk
esoteric symbol
--
* [breath in] -- huge headache
------------------------------------------------------      enthroning room
<<< 2x small key
altar
--
* [entering] -- ceremonial room, megalomaniacs
* [time] -- time for romance
* [look at altar] -- (ST,SH; self)
* [look at number wheels] -- need the code
* [down the stairs after turn disk] -- radio Corey,
                                   escaping with Amy
* [time after turn disk] -- fought monsters, did time
                           in prison
* [H (2x)] -- Corey will die, unless catch up; can't
             leave Corey, and rescue Amy / will die,
             unless catch up; C & A need us, must
             continue (ST;SH; other)
--
+ quickly turn disks - glowing lights down at pedestals
+ combination different each time (numbers on pedestals
 different + change when leave/re-enter room, but
 pedestals to look at for code stay the same (not
 necessary to place disks)
------------------------------------------------------      museum
<<< 2x old reports, box/video, disk, first aid)
painting Fallcreek Lake
card and books from Leafmore
painting ceremony room
photos of twin Friedmans
drapes with symbol
very old volumes in Latin
charters
ancient manuscript and ancestral volume
representation of part of fraternity
small stuffed monster
large stuffed monster
tree
relics and photo Wickson
research notes and microscope
--
* [look at trophy case photos] -- superstars
* [look at drapes with symbol] -- (ST,SH; self)
* [look at small monster] -- stuffed the things
* [look at tree] -- first mortifilia
* [look at charters] -- 96 lodges
* [look at very old volumes] -- president
------------------------------------------------------      secret library
<<< 2x books, first aid, energy
stone slab
tractus de superstitionibus
ancient occult works
de vermiis mysteris
major codices
fluids of the mandragore
archives of free masons
balance of elements
gnostic mysteries
secrets of rosy cross
philosophy of natural magic
--
* [look at stone slab] -- lost for benefit
* [read book at end] -- sacrificing others not sacred
------------------------------------------------------      park
<<< bag with weapons & health (spiked club, hockey
   stick, golf club, dynamite (2), arrows (2),
   submachine (120), flashball (10), shotgun (30),
   pistol (50), 5x first aid)
--
+ depends on what weapons you found earlier in game
 (boxes opened) (submachine was missing when I didn't
 take it)
------------------------------------------------------      outside stadium
<<< save
------------------------------------------------------      fight Kenny 3
<<< energy
--
* [K-SH] -- know you're afraid, Shannon
* [K-SH] -- spawn will soon be born
* [SH-K] -- always overdid it
* [SH-K] -- deformed pervert
* [K-ST] -- come on, show me what you can do
--
+ dialogs triggered randomly, often one directly
 after another
------------------------------------------------------



===============================================================================
5 -- Other in-game dialog
===========================

This section is reserved for all the other in-game dialog, like remarks you get
for consuming health items, finding something or fight comments. Some of them
are really rare and difficult to trigger willingly, but I'll come to that in
the specific sub-sections. I will also explain the general system they follow
as well as the best methods and places to reproduce them, including the most
efficient usage of the one-time save points.


=============
5.1. Fighting
=============

----------------------------------
5.1.1. Hitting the other character
----------------------------------

These remarks happen when you hit the other character with a melee weapon or
when you seize a box and he's standing too close. It doesn't cost the other
character any health, though.

System:

- Each character has 3 standard remarks he says, no matter who is hitting him.
 They vary from character to character in the wording, but generally they
 are the same: think this is funny, calm down, leave me alone
- Additionally, there are 2 remarks, if the hitter is from the other gender: if
 female: girls/women, hysterical; if male: bully/idiot, frustrated
- 1 remark is the individual remark about the hitting character (for example
 Sven: everybody in Norway). With Kenny these remarks are missing, probably
 because he is only present in the game so shortly.
- Each character has one or two characters that stand emotionally closer to
 him/her. In that case the individual remark (see above) is missing, instead
 there are 2 remarks about that close character (e.g. Stan and Shannon).
- Altogether, that means there are 4-7 remarks for each character being hit.

Following is the exact breakdown, sorted after the character being hit (only
the characters that meet each other are listed):

[Stan]
Sven:    everybody in Norway; that how you have fun; OK, calm down; let me go
Corey:   real idiot; that how you have fun; OK, calm down; let me go
Shannon: calm down, Shannon; what's the matter with you; girls; hysterical;
        that how you have fun; OK, calm down; let me go
Amy:     blondy, stop that; girls; hysterical; that how you have fun; OK, calm
        down; let me go
-----
[Kenny]
Corey:   that how you have fun; OK, calm down; leave alone already
Mei:     girls; are you hysterical; that how you have fun; OK, calm down; leave
        alone already
Amy:     calm down, blondy; what did I ever do to you; girls; are you hysteri-
        cal; that how you have fun; OK, calm down; leave alone already
-----
[Sven]
Stan:    some kind of gangster; that how you have fun; OK, calm down; leave
        alone already
Corey:   real idiot; that how you have fun; OK, calm down; leave alone already
Shannon: Calm down, goth; girls; hysterical; that how you have fun; OK, calm
        down; leave alone already
Mei:     stop playing video games; girls; hysterical; that how you have fun;
        OK, calm down; leave alone already
Amy:     you don't like me at all; what did I do to you; girls; hysterical;
        that how you have fun; OK, calm down; leave alone already
-----
[Corey]
Stan:    some kind of gangster; think funny; enough, calm down; leave alone 2
        sec
Kenny:   not the Superbowl; think funny; enough, calm down; leave alone 2 sec
Sven:    everybody in Norway; think funny; enough, calm down; leave alone 2 sec
Shannon: calm down, goth; women; stop hysteria; think funny; enough, calm down;
        leave alone 2 sec
Mei:     calm down, Mei; what's wrong; women; stop hysteria; think funny;
        enough, calm down; leave alone 2 sec
Amy:     Stop, it blondy; women; stop hysteria; think funny; enough, calm down;
        leave alone 2 sec
-----
[Shannon]
Stan:    don't need that, Stan; haven't changed at all; big bully; frustrated;
        do for kicks; ok, calm down; leave alone already
Sven:    everybody in Norway; big bully; frustrated; do for kicks; ok, calm
        down; leave alone already
Corey:   real idiot; big bully; frustrated; do for kicks; ok, calm down; leave
        alone already
Amy:     blondy, stop that; do for kicks; ok, calm down; leave alone already
-----
[Mei]
Kenny:   not at Superbowl; big guy, real idiot; frustrated; that how you have
        fun; ok, calm down; leave alone already
Sven:    everybody in Norway; big guy, real idiot; frustrated; that how you
        have fun; ok, calm down; leave alone already
Corey:   what are you doing; really stupid; big guy, real idiot; frustrated;
        that how you have fun; ok, calm down; leave alone already
Amy:     blondy, stop that; that how you have fun; ok, calm down; leave alone
        already
-----
[Amy]
Stan:    some kind of gangster; idiot, pathetic; frustrated; think funny;
        enough, calm down; leave alone 2 sec
Kenny:   way hit on girls; big bully; idiot, pathetic; frustrated; think funny;
        enough, calm down; leave alone 2 sec
Sven:    customary hitting girls; something wrong; idiot, pathetic; frustrated;
        think funny; enough, calm down; leave alone 2 sec
Corey:   jerk; idiot, pathetic; frustrated; think funny; enough, calm down;
        leave alone 2 sec
Shannon: calm down, goth; think funny; enough, calm down; leave alone 2 sec
Mei:     stop playing video games; think funny; enough, calm down; leave alone
        2 sec


---------------------
5.1.2. Without weapon
---------------------

Generally, there are 2 sets of possible remarks (Stan and Shannon having slight
variations) that trigger about every 2 minutes when the computer-controlled
character doesn't have any weapon equipped, or in boss fights, when he only has
melee weapons. When trying this out, you have to put every melee weapon on the
player character, or else the computer will automatically equip one. As there
are 5 melee weapons from early on in the game (the chainsaw counts as melee),
but you can only equip 4, you have to drain your battery so that the computer
will leave the chainsaw alone. He won't equip any firing weapons automatically,
either. Letting player 2 join doesn't work here, as the remarks don't trigger
then. Because of this mechanism, encountering these remarks in normal play is
very improbable, tops in the boss fights.

The 2 minute time window (a bit less to be more precise) seems to be exactly
the same as the one regarding the empty-battery-remarks, so you can combine
these two for efficiency.

C/A:      hey, give me a weapon; I need a weapon, quick; give me something to
         fight with; I can't defend myself
K/SV/M:   hey, give me a weapon; I need a weapon, quickly; give me something I
         can fight with; I don't have anything to defend myself with
ST:       hey, give me a weapon; I need a weapon, quick; give me something I
         can fight with; I don't have anything to defend myself with
SH:       hey, give me a weapon; I need a weapon, quickly; come on, give me
         something I can fight with; I don't have anything to defend myself
         with


------------------------
5.1.3. Character is hurt
------------------------

The following comments can happen when a character is hit by a monster:

- Most of the times he will say <Ow>, sometimes in a different tone.
- Rarely, each character has a <Hhh no> and <oh crap> comment.
- Each character has 2-3 (maybe more) individual remarks, very rare.

- Stan, Shannon, Corey , Amy (outside the decrepit house): I tried these out
 with the tentacle monsters at the cemetery (see below: fighting monsters).
 Start at the Pontoon Snack Bar, play through Sven and Amy (don't save), run
 around the two tentacle monsters with Stan and Shannon (don't kill them!),
 kill the alienhead monsters outside the house and save there for Stan and
 Shannon. For Corey and Amy don't save, continue into the house until the
 reunion, go back outside with C/A and save. If you track back to the cemetery
 the tentacle monsters will still be there. Let player 2 join, so that the
 computer won't kill them. Kill one monster yourself to avoid accidental
 deaths. The great advantage is that the tentacle monster will stop attacking
 you when your health is fully red, giving you a controllable situation. Try
 not to let it get too close to the other character, or it will start
 attacking him. You could get hit accidentally in the crossfire and still die
 this way. Just heal yourself when the tentacle monster stops attacking and it
 will start attacking again. When you have no health items left, you can still
 kill it at full-red, trying to trigger a kill-comment that way for
 efficiency. Still, using your full health inventory (3 first aid, 5 energy, 4
 serums) will only produce about 2-3 individual/rare remarks.
 Of course you can try this theoretically with any other monster, but other
 monsters, like the alienhead, are quite aggressive, do quick and much damage
 and tend to attack the other character, too, so that you have to use the
 health items for him, too.
- Sven (outside the decrepit house): Sven is a bit more difficult. Kill all
 monsters outside the house apart from the tentacle monster, save and try to
 lead it away from the other character (let player 2 join). You have to be
 more careful though, this monster will kill you.
- Kenny and Mei: I couldn't trigger any rare remarks for Kenny and Mei. I tried
 at <Reunion> a few times, but sadly you don't have too many health items
 early in the game (just 3 first aid, 1 energy), and after about 7 fruitless
 runs I closed that chapter. Maybe there is a better place (e.g. the hospital
 for Mei), but maybe there just aren't any rare remarks. Kenny and Mei don't
 encounter any monsters that are easy to control, anyway.

So this is what I found:

Stan:     ah oh no; crap; he hit me; stupid freak
Kenny:    ow; ?
Sven:     ow; no; crap; try again, you scumbag; you want to die, don't you
Corey:    ow; no; crap; wasn't supposed to happen; he got me
Shannon:  ow; no; crap; real nightmare; can't be true; ah, that hurts
Mei:      ow; ?
Amy:      ow; crap; what a pain; oh you little


---------------------
5.1.4. Character dies
---------------------

Every time a character dies, the other gives a short remark, lamenting his
death. For a good and fast way to kill a character in order to hear the death-
remarks, I recommend using the dynamite. Throw it against a wall and run
towards it with the character desired to die. Good places would be the meeting
places, except <Amy needs help>. If you throw the dynamite there, it will pass
through the wall. Just go outside the door in this case. For Kenny you would
have to use <Reunion> (save after triggering the monsters) or the games room
(A). However, I found that many characters that meet each other only very
shortly don't have a remark, like Stan and Sven. The other characters each have
similar remarks, except when the one dying is emotionally close to them (ST/SH,
C/M, SV/A).

Following is the exact breakdown, sorted after the remarking character (only
the characters that meet each other are listed):

[Stan]
Sven:      -
Corey:     Corey, no, Corey
Shannon:   Shannon, nooo
Amy:       Amy say something, Amy; Amy, no, Amy
-----
[Kenny]
Corey:     -
Mei:       -
Amy:       Amy say something; Amy, no, Amy
-----
[Sven]
Stan:      -
Corey:     Corey, no, Corey
Shannon:   Shannon, no; no, Shannon
Mei:       Mei, no, Mei (voice: Mei, are you ok, Mei)
Amy:       Amy, stay with me, Amy; Amy say something, Amy; Amy, no, Amy
-----
[Corey]
Stan:      Stan, no; no Stan
Kenny:     Kenny, no; no, Kenny
Sven:      Sven, no, Sven; no, Sven
Shannon:   Shannon, no; no, Shannon
Mei:       Mei, no, Mei
Amy:       Amy say something, Amy; Amy, no, Amy
-----
[Shannon]
Stan:      Stan, don't die, Stan
Sven:      -
Corey:     Corey, no, Corey
Amy:       Amy say something, Amy; Amy, no, Amy
-----
[Mei]
Kenny:     Kenny, no; no, Kenny
Sven:      Sven, no, Sven; no, Sven
Corey:     Corey, don't leave me, Corey
Amy:       Amy say something, Amy; Amy, no, Amy
-----
[Amy]
Stan:      Stan, no; no, Stan
Kenny:     Kenny, no; no, Kenny
Sven:      Sven, don't leave me, Sven
Corey:     Corey, no, Corey
Shannon:   Shannon, no; no, Shannon
Mei:       Mei, no, Mei (voice: Mei, are you ok, Mei)


------------------------
5.1.5. Fighting monsters
------------------------

These remarks are very rare. Sometimes, when you fight/kill the last monster of
a group, the character that fights/kills it gives a remark. Scripted dialogs
often work against this remark, especially if they are triggered shortly after
the kill. Although it sometimes works, I wouldn't recommend using these places,
as sometimes the remarks get cut off, are hard to distinguish from the scripted
dialog and could still be overlapped. Also, some of the weapons seem to work
against the remark, especially if they produce a quick kill or just stun (stun
gun, flare gun, flashball, flashbang, crossbow). I have witnessed a remark
after using the stun gun, but this is even more rare. The shotgun seems to work
quite well, though. It's better to not get hit shortly before the kill, as
speech could overlap. Also, even in one-player mode, activate the second
player, so that the computer doesn't accidentally kill the monster. There are
some places that seem to spawn these remarks more likely, so if you want to
reproduce these remarks, I would recommend to try the following places:

- Sven and Amy (outside the decrepit house): Start from the pontoon snack bar,
 cross the cemetery, and save here. In the following fight quickly kill the
 large tentacle monster with the crossbow and then shoot the remaining two
 monsters with the shotgun. Most likely a remark with spawn. If it doesn't,
 continue to fight the next 3 monsters, sometimes the remark will spawn then.
- Stan, Shannon, Corey , Amy (outside the decrepit house): Start from the
 pontoon snack bar, cross the cemetery, but don't save! Kill the monsters and
 end the chapter with Sven. Continue with Shannon and Stan, don't kill the
 coming two tentacle monsters (run around them, when they are coming toward
 you at the fork), cross the cemetery and kill the coming 3 alienhead monsters
 e.g. with a flashbang (don't go near the door to the right to trigger the
 last alienhead coming through the door!). Save now for Stan and Shannon. For
 Corey and Amy don't save! Continue into the house until you reunite the
 group, come back outside with Corey and Amy and save then. This way you have
 2 possibilities to trigger the remarks. First with the last alienhead coming
 through the door, second with the remaining two tentacle monsters left in the
 cemetery.
- Kenny, Mei (party hall): Kenny is a big problem. His only chance is the fight
 after Reunion in the party hall. Start with Mei and Corey the chapter before,
 finish it, but don't save. After removing the black aura and seizing the
 speaker, thus triggering the monsters, run back and save. This way you don't
 have to always do this when you reload. Sometimes it seems to work better to
 kill the last monster with a melee weapon. Nevertheless, this is a tedious
 effort. But all other fight endings Kenny has are scripted (remarks are
 possible, though). This place can also be used for Mei.
- Mei (hospital dispensary): Mei is also a big problem. Either her fight
 endings are scripted, too, or she only fights against the banshees, which I
 found difficult to trigger, as you shouldn't get hit (overlapping speech),
 but you would also have to use melee (stun gun seems to work against the
 remark). So the only place left would be the hospital dispensary with the 2
 alienhead monsters, and one additional alienhead after re-entering. It
 doesn't work well, though. The remarks spawn very seldom.

All in all, even outside the house, sometimes the remarks trigger every time,
sometimes they trigger only about every 4th time, sometimes even more seldom.
Sometimes they are 3 times the same, which lets me think a certain time window
for this random triggering is involved, like in Final Fantasy or similar games,
where you try hundreds of times to get something, and then suddenly you get
this item two to three times in a row directly after another.

Another problem is that when this remark would appear, instead the help/pause
line is triggered. This happens quite often.

So I tried quite a few times, this is my yield. There are 2 kind of remarks.
First, when just fighting the monster (F), meaning the monster is still alive,
and second, when killing the monster (K). I recognized this too late, so with a
few I'm not 100% sure to which category the line would count. It's partly hard
to tell anyway, as two shotgun shots can kill a monster and when the other
character is hitting, too, the fight remark could fall together with the
monster dying. But in the meantime, judging from other characters' remarks and
after many repetitions I think can classify them. I'm not sure how many remarks
each character has, but my guess would be at least 4 fight and 4 kill remarks,
maybe more. That means this list is by far not complete. I couldn't trigger any
fight remarks for Kenny and Mei willingly, and I called my search for the rest
off.

ST: (F) do you want some more; hurts doesn't it, you scumbag; take that; eat
       that
   (K) yo momma; shouldn't have made me angry; another one bites the dust;
       he got it coming
K:  (F) going to bust you up
   (K) astalavista baby; he wasn't well; he wasn't that tough in the end; you
       are out
SV: (F) gotta hurt; you asked for it; take that, you scumbag; are you going to
       die or not
   (K) another one bites the dust; ouch, wouldn't want to die like that; be
       seeing ya; he won't be coming back
C:  (F) come and get it; take that, in your face; I'm gonna make you dance; do
       you want some more
   (K) ashes to ashes; ouch, wouldn't want to die like that; shouldn't have
       sniffed that crap; till we meet again
SH: (F) you were asking for it; are you going to die or not; take that, you
       scumbag; hey, eat this
   (K) should never hit a lady; another one down, be seeing ya; what a
       pathetic piece of crap
M:  (K) that's another one down; game over for you; oh so close
A:  (F) what's your problem, scumbag; stay back; didn't see that one coming
   (K) think I like being dominant; that fairy ruined my hair; too ugly to
       live; he was tough

If you know a better way to trigger the remarks, you're invited to post it.
Same goes for additional lines.


-------------------------------------
5.1.6. Fighting monsters (badly hurt)
-------------------------------------

If you think hearing the fight remarks would be tedious, you're in for a
surprise. It can even get worse.

There are also different remarks that trigger exactly at the same point the
kill remarks would trigger, only your health has to be completely red. Why
these were included one can only wonder. It's completely unlikely to trigger
these during the game, because if you're really that hurt, normally you'll get
killed so quickly, you won't have a chance to hear these. I heard about only
two during my regular play and all the repetitions for this story guide. I only
accidentally stumbled over these when I tried to hear the regular fight
remarks:

- Shannon, Stan, Corey, Amy: To hear this, I recommend the save outside the
 house (see above). Go back to the cemetery where the tentacle monsters should
 still be alive, let player two join, so that the computer doesn't kill the
 monster, and kill the first monster. Now let monster 2 really hurt you. Don't
 be afraid, the funny thing is, it will stop attacking you once you are really
 badly hurt. Now kill it. If you're lucky, every 3rd to 4th time a remark will
 spawn. Annoyingly, again the help/pause lines do interfere with this.
 To save some time, it's also possible to let yourself get hurt really bad
 before saving, but it's also more risky. Then reload, go back to the cemetery
 and shoot. There are times when at least every second time a remark spawns,
 and then there are times nothing happens 10 times in a row.
- Sven (outside house; see above): Kill everything but the tentacle monster,
 let it hurt you really bad, then kill it (activate the second player), too.
 Again you can let it first hurt you, then run away and save to spare yourself
 the repetition. But it's much harder this time, as the monster will kill you,
 if you're not careful enough, or Amy, for that matter, as she will stand
 around. Often you don't get to really red, because the monster will make its
 unstoppable kill move before that.
- Kenny, Mei: Only chance for Kenny again would be the party hall. Before
 killing the last monster, go down and let it hit you until you're
 badly hurt, then kill it. This is a real pain, because chances are you're
 killed instead. Same goes for Mei or the hospital dispensary. Of course you
 can first try to get hurt with that monster or by the parasites in that area
 and then save to spare yourself the repetition, then reload.

Another way to hear the remarks might be, if you're playing on console, to use
a cheat to stop you from dying and play through the game while badly hurt.
Chances are you encounter a few of them.

Every character probably has at least 6 remarks (some standard, some more
individual), but I'm just guessing. My patience to really try this out
excessively is at an end.

Stan:      hello I'm hurt; I need first aid; I can't take anymore; I'm in bad
          shape; we'd better stop messing around; I stared death in the face
Kenny:     no point in kidding anymore; I stared death in the face
Sven:      I can't take anymore; we'd better stop messing around
Corey:     I am really not well; I need treatment; no point in kidding anymore;
          I am hurt; that thing was tough
Shannon:   need first aid; I can't take anymore; I'm in bad shape; that thing
          was tough; we'd better stop messing around; I stared death in the
          face
Mei:       I'm really hurting; I am hurt
Amy:       I've got shooting pains; I can't take anymore; that thing was tough;
          we'd better stop messing around; I stared death in the face

Again, if you know a better way to trigger the remarks, you're invited to post
it. Same goes for additional lines.


--------------------------------
5.1.7. Big crawling girl monster
--------------------------------

Generally, there's only 1 set, Corey having a slight variation. Only the 4
characters below encounter this type of monster, as it only appears 4 times in
the game. These comments trigger when the monster's tentacle comes out,
snatches the character at his feet and tries to pull him in. This happens
mostly at the beginning of the fight, when the monster is still a bit away.
After that it takes some time before the monster tries this again, so it's
easier to reload and start over at the beginning of the fight to hear this
remark. The best place to try this out would be Leafmore Central Yard. All
characters are present there, and ways are short. Upon entering the yard with
the monster, immediately try to run towards the monster and its tentacle and it
should work quite well.

ST/SH/A:    going to eat me; dragging me away; don't want to end up in there;
           let me go, scumbag
C:          going to eat me; dragging me away; don't want to end up in there;
           let me go, you scum


---------------
5.1.8. Parasites
---------------

The first remarks randomly happen, when a parasite scurries up the character
and attaches to his head, similar to a facehugger, the second, after the
character has struggled free. Generally, there are 2 sets of comments, Mei
having a slight variation of her own. Parasites are common in the game, so
these can be heard practically everywhere. For efficiency, good places to start
from would be Reunion (don't kill the parasites in the study), the hospital lab
or Leafmore Central Yard.

K/C/A:      (1) help me; get this thing off me; mrlmf kof kof
           (2) friggin parasite
ST/SV/SH:   (1) help me; take this thing away from me; mrlmf kof kof
           (2) dirty parasite
M:          (1) help me; get this thing away from me; mrlmf kof kof
           (2) dirty parasite


---------------------------
5.1.9. Charging the battery
---------------------------

There are 2 nearly identical sets of remarks, with only 1 remark slightly
different. They happen every time the battery is fully charged and can be
repeated indefinitely at any place where there's an electrical outlet. Just use
a weapon that needs power shortly and recharge the battery.

ST/SV/SH/M:   battery is fully charged; battery's full, it's ok; it's ok, I
             charged it
K/C/A:        battery is fully charged; battery's full, it's ok; it's fine, I
             charged it


------------------------
5.1.10. Battery is empty
------------------------

These comments happen when the battery runs out of power or the character tries
to use a weapon with no power left. After this remark has been triggered, you
have to wait about 2 minutes before the character will say this remark again.
This time window seems to be exactly the same as the one regarding the no-
weapon-remarks, so you can combine these two for efficiency. Plus, when you
hear the no-weapon-remark, you know the 2 minutes are over and don't have to
look at the clock. Sadly, creating an appropriate save doesn't work perfectly
in this case, as the game kind of resets the time trigger after a reload, but
only to a wait of about 45 seconds.

There are 2 different sets in general, with Amy having a very slight variation
and Shannon using a different word in one remark.

ST/SV/M:    the battery's dead; the battery's flat; it's out of juice
SH:         the battery's dead; the battery's empty; it's out of juice
K/C:        the battery is dead; the battery is flat; out of juice!
A:          the battery's dead; the battery is flat; out of juice!


-------------------------
5.1.11. Throwing dynamite
-------------------------

Generally, there are 2 sets of randomly appearing remarks when throwing
dynamite, with Stan having a slight variation to the set. Kenny is missing
here, as he leaves the game too early. The dynamite is also a good and fast way
to kill a character in order to hear the death-remarks. The only problem in
trying this out lies in the very limited availability of dynamite in the game,
so try to spare that additional unit from the hospital lab.

C/A:       take cover, it's going to blow; look out, it's about to blow;
          careful, it's going to explode
SV/SH/M:   hide, it's gonna blow; watch out, it's gonna explode; careful, it's
          gonna blow up
ST:        hide, it's gonna blow; watch out, it's gonna explode; take cover,
          this thing's gonna blow


==========
5.2. Items
==========

-------------------
5.2.1. Taking items
-------------------

There are 3 sets of remarks that happen randomly when taking health items or
ammunition. The third set (Sven and Stan) has a slight variation in the first
remark. To try these out I recommend clearing an area of monsters first, while
not taking any items and reducing your inventory so that everything spawns,
then save. Good areas that have a high item density would be the hospital lab
area (destroy the wall before saving) (SV/M), the decrepit house (C/A/ST/SH) or
the toilet urinal area (ST/SH).

K/C/A:   aha, that's a nice find; I'll put that one aside; we can use that; we
        ought to keep that; that will come in handy; quick, in the bag
SH/M:    nice find; that's going to help us; that's going to be big help; that
        always helps; I'll put that away; I'll put that aside for later
ST:      hey, nice find; that's going to help us; that's going to help us hold
        out; that'll always help; I'll put that aside for later; come on, in
        the bag
SV:      say, a nice find; that's going to help us; that's going to help us
        hold out, that'll always help; I'll put that aside for later; come on,
        in the bag


--------------------------
5.2.2. Using first aid kit
--------------------------

Each character has 2 possible comments when he uses a first aid kit.

As with all health items, only one comment triggers at a time. To hear another
comment, leave the room and try in the next. They often don't trigger during
fights.

This can be done anywhere, just get your character hurt.

Stan:     feeling much better; cool, that did the trick
Kenny:    haa much better; that did the trick
Sven:     cool feel better; heal without scar
Corey:    haa much better; that did the trick
Shannon:  feel better already; saved me
Mei:      haa much better; feel better already
Amy:      not nurse; doctor ordered


-------------------------
5.2.3. Using energy drink
-------------------------

Generally, each character has 4 remarks when he consumes an energy drink, 2
before the part <Mourning in the Hospital> (1), 2 after (2). Stan and Shannon
only have 2, as they only appear later in the game, as well as Kenny, as he
leaves the game early.

As with all health items, only one comment triggers at a time. To hear another
comment, leave the room and try in the next. They often don't trigger during
fights and when damage is quite high.

This can be done anywhere, just get your character hurt. The only problem might
be the very limited availability of energy drinks at the beginning.

Kenny:    (1) feel fantastic; caffeine does wonders
Sven:     (1) not beer; that feels good
         (2) pretty effective; that motivates me again
Corey:    (1) that rocks; hits the spot
         (2) just in time; needed that
Mei:      (1) stuff tastes too good; mind is clearer now
         (2) feel a little better; pretty effective
Amy:      (1) flushed and hot; gives a boost
         (2) pick-me up; pheeh, needed that
Stan:     (2) cool caffeine; not too bad
Shannon:  (2) cool caffeine; not too bad


------------------
5.2.4. Using serum
------------------

I never encountered most of these comments during my regular play. There are so
many first aid kits available, and when I really used a serum, I was always
completely healed, so I would count these remarks as easily to miss.

There are 7 comments that are triggered by the following system:

- 1 remark when your health is fully red (bit better)
- 5 random remarks when your damage is high enough so that using the serum
 doesn't heal you completely (strong, wow/hurts, fast, monster juice,
 disgusting)
- 1 remark when using the serum completely heals the character (top shape)

Each remark has 2 to 3 variations, so it's difficult to precisely portion them
into sets, even if some characters are quite similar. Kenny is missing, because
he is too early out of the game. Shannon most times doesn't trigger, apart from
the top form remark. I found a point where she does, though. After finding the
welding equipment, before fighting Kenny at the dam, track back to the electric
sparks at the corridor with Shannon, walk into them until your health is about
3/4 red, then go back to the control room and save. The random remarks now
should trigger. I couldn't get the fully-red remark to trigger, though. For all
the other characters, hurt them in any way and save, then try the random
remarks out. For hurting, I recommend the parasites, as they aren't too
dangerous and the damage is controllable. A good place would be the hospital
lab or Leafmore central yard.

As with all health items, only one comment triggers at a time. To hear another
comment, leave the room and try in the next. They often don't trigger during
fights.

C:    hum, that's a bit better; this is strong medicine; wow, that's strong
     stuff; this stuff works fast; monster juice is nice; it's disgusting, but
     it works; I'm in top shape again
A:    hum, I'm a bit better (that's); this is strong medicine; wow, that's
     strong stuff; this stuff works fast; monster juice is nice; it's
     disgusting, but it works; I'm in top shape again
M:    hum, I'm a little better; this is strong medicine; god, that hurts; this
     thing works really fast; nice, monster juice; it's disgusting, but it
     works; I feel awesome
SV:   hum, I'm a little better; it's strong medicine; wow, that stings; this
     thing works really fast; nice, monster juice; it's disgusting, but it
     works; I feel awesome
ST:   hum, I'm a little better; this is strong medicine; wow, that stings; this
     thing works really fast; nice, monster juice; it's disgusting, but it
     works; I'm in top form
SH:   -; it's strong medicine; god, that hurts; this thing works really fast;
     nice, monster juice; it's disgusting, but it works; I'm in top form


------------------------
5.2.5. Using the syringe
------------------------

There are 2 sets of possible remarks that are triggered randomly when you use
the syringe on a monster heart. Good places to try this out are logically
places with a high monster density, like outside the decrepit house (save at
the mausoleum before killing the monsters, let tentacles live - SV/A, ST/SH)
(good for fight remarks, too), the hospital lab (M), Reunion (K/M) and the
sewers at the dam (C/SV).

K/C/A:        come on, get it together Kenny/Corey/Amy; feel sick doing this;
             I hate needles; like jelly
ST/SV/SH/M:   hard getting used to this; gross, but have to do it;
             I hate needles; like jello


---------------------------------
5.2.6. Collecting a dose of serum
---------------------------------

There are 2 different sets of remarks that are triggered when the syringe meter
is full. Kenny doesn't have any, as he leaves the game too early, Mei only has
the first, Sven up to the second. If you used the syringe on all the monster
hearts, a good place for the first remark would be at the hospital lab, for the
second outside the decrepit house and for the third at Leafmore (try to fill
the syringe meter at the toilet urinal area until only one usage is missing).

C/A:     it's ok, I've got a dose of serum;
        it's ok, I have a dose of high quality serum;
        it's ok, I've got a powerful dose of serum
ST/SH:   it's fine, I have a dose of serum;
        it's fine, I have a dose of good quality serum;
        it's fine, I have a dose of powerful serum
M:       it's fine, I have a dose of serum; -
SV:      it's fine, I have a dose of serum;
        it's fine, I have a dose of good quality serum


==================
5.3. Other actions
==================

------------------------------------
5.3.1. Selecting the other character
------------------------------------

Every character has 3 remarks, when you choose him at the meeting points.

Stan:     it's started; I'm following you; do you need help
Kenny:    gonna get bloody; let's go; I'm good to go
Sven:     ready for some action; whenever you want; Sven Hansen getting into
         the game
Corey:    I'm following you; ready for a fight; things are going to heat up now
Shannon:  it's started; let's go; let's get going
Mei:      I'm back in the game; I'm coming with you; do you need me
Amy:      I'll follow you; let's go I'm ready; whenever you want


-----------------------------------
5.3.2. Touching the flower (saving)
-----------------------------------

There are 2 sets of possible comments after the save. The speaker can be every
character present in the room, that means the main player, the other player or
any other character standing at the meeting points. Kenny doesn't have any
comments, as he only encounters two saves, and the dialog after the first is
scripted. To hear all these remarks I recommend to touch a flower, then don't
choose to save and back out. This way the flower is still active. Only one
comment triggers at a time, so leave the room, re-enter and touch it again to
spawn another comment. For another practical by-effect, this method seems to
trigger the help/pause-texts active in this room (about every 4th time), so
you're saving a lot of time waiting for them otherwise. Efficient places to try
this out would be everywhere, where flowers aren't too far apart, like the
mausoleum and the decrepit house. Don't save at the mausoleum, play through
until the characters reunite and save in the basement. Then track back to the
mausoleum and use the flower there for the comments. The advantage is that the
exit is only a few steps away and 4 characters are accessible. The other way
around (save at mausoleum, then try in the basement) isn't advisable, as the
flower there often doesn't appear (bug). For Sven and Mei, Jun's room would be
best (for a bonus, you can hear the help/pause text, too).

K:          -
SV/C:       this flower is weird; I'll never get used to this; ouch, I suddenly
           feel beat; I've lost some more braincells; this thing is worth all
           the hassle
ST/SH/M/A:  this flower is weird; I'll never get used to this; I suddenly feel
           really tired; I killed some braincells; this thing is worth the
           trip


------------------------------
5.3.3. Touching the black aura
------------------------------

These comments trigger when you walk against the black aura at exits or at the
speaker. There are two sets, one remark being the same for every character.
Shannon doesn't have any, as she is obviously comfortable with the black aura.
Good places to try this out are Reunion (back to study) and the dam entrance
(for Stan and Sven).

SH:         -
K/C:        hideous, alive; horrible black thing again
ST/SV/M/A:  distgusting, alive; horrible black thing again


-------------------
5.3.4. Lock picking
-------------------

Every time Stan opens a lock, he gives a random remark. The most efficient
place to try these out would be at the beginning of the dam. Don't save,
proceed until the locker, then go back and save. This way you spare yourself
the repetition, ways are short and the lock there is easy to open. I found the
following remarks:

- that lock was easy
- this look is a breeze
- too bad I didn't time that one
- if you put your mind to it, you can achieve anything
- Stan Jones, locksmith of the year
- who's the man



===============================================================================
6 -- Contact Info
===================

Although I tried my best to achieve as much information as I can, this document
will probably be not nearly exhaustive. Although I checked everything a few
times, repeated scenes over and over to be certain about the trigger points,
there will probably still be some triggers I misjudged, more dialog variations,
maybe some missing items etc. As I said, this game is so fully-packed, I myself
always stumbled over something new. But now enough is enough, no more replaying
from my side.

If you feel you want to contribute something, have additional information or
some corrections, feel free to post them on the message board of the game under
the topic <reference list>. I will check regularly. I might even answer
questions that can't be solved by reading this document.

Sorry, no email-address. I could write down an email alias here, but what's the
point in that, if I'm gonna delete it a few weeks later anyway, or use a side
account I'd never check, because of spam and the likes. It's a shame what the
world has come to. On the other hand, there is another theoretical way. If you
yourself have posted your email in one of your own FAQs, and you really want to
get in contact with me, you could hint on your FAQ (<I already played/wrote/
asked/talked about -insert game->) in a posting on the game's message board
under the topic <reference list>. Then I can follow to it and maybe I'll write
to you. Just try to be vague to avoid unwanted attention, maybe include a line
like <I found the game to be very extensive, too> (or use your imagination).
OK, this is complicated and very unlikely to happen, but after all, I don't
mind getting to know some decent and constructive person.



===============================================================================
7 -- Disclaimer and Legal Information
=======================================

This reference list is for informational purposes only. This may be not be
reproduced under any circumstances except for personal, private use. It may not
be placed on any web site or otherwise distributed publicly without advance
written permission. Use of this guide on any other web site or as a part of any
public display is strictly prohibited, and a violation of copyright.

This document will be posted only on GameFAQs. If you see this guide on any
other website, please contact me about it.

This document is in no way or form affiliated with any instance involved in the
creation, production or distribution of the game.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Copyright 2008 K_Bering



===============================================================================
8 -- Credits
==============

Thanks to

- GAMEFAQS for hosting this FAQ

- LadyTanaka, whose diligence and preciseness regarding FAQs gave me a recent
 example and inspiration to pull this effort through (be sure to check out the
 excellent game scripts to F.E.A.R. and Alice, if you own these games)

- all the other FAQ authors out there, who constantly give their best to
 contribute