White Day: A School Named Labyrinth
A Spoiler-free Walkthrough by CyberTractor
v1.0 2017-11-22
Search for "START OF THE WALKTHROUGH" to skip the general information.
Contact: John Rodgers - jrodge01 at gmail
Email me if you would like to host this guide, contribute to the guide,
or just say hi.
VERSION HISTORY
1.0 - Spoiler-Free Guide
OVERVIEW
WHAT IS IN THIS GUIDE
This guide will cover how to beat the game without any spoilers.
This guide will also cover how to solve each puzzle.
It will not cover dialogue options. That's a future guide.
It will not cover collectibles. That's a future guide.
It will not cover endings. That's a future guide.
It will not cover all possible puzzle solutions.
CONTROLS
The controls for this game are:
L-stick - Look around
R-stick - move
X - interact
O - cancel
[] - crouch
Triangle - Map
R1 - use lighter (once acquired)
L1/L2 - Sprint
L3 - Click in the left stick to quick turn 180 degrees.
The center button brings up your menu.
DIALOGUE WITH THE GIRLS
This guide will not cover any of the dialogue options or how they impact
the endings.
I will be providing a more in depth guide to cover those.
AVOIDING JANITORS
Janitors constantly roam the hallways.
Running attracts their attention.
Normal walking and crouching does not.
In a dark room, they'll see if you standing, but not if you are crouched
behind something, even if the object is not very tall.
If they see you, they'll chase you until they lose you.
My strategy is to keep every door open, so I can close it on a janitor if
needed.
The easiest way to lose a janitor is to go into an unlit classroom and duck
behind a desk.
Keep kiting the janitor to keep it between him and you, eventually he'll
leave.
HEALTH AND STAMINA
As you take damage your vision becomes bloodied.
You do not regenerate health automatically.
Use Soy Milk, Instant Lunchbox, and Emergency Kits to heal.
As you run, you lose stamina.
Your stamina bar is invisible, but as it drains, the controller rumbles and
your breath gets heavy.
Run too much and you'll get dizzy for a few seconds.
Use Tranquilizers to calm you down.
Coffee heals you at a cost to your stamina.
TIMED EVENTS
Occasionally you'll come to scenarios where you have a few minutes to
perform a certain task.
This guide will take you from point A to point B directly without having to
explore, doing exactly what's needed to succeed.
QUICK TIME EVENTS
There are occasionally quick time events.
These give plenty of time, and up to two inputs long.
I try to note where these are, but may have missed some.
SAVING
Save points throughout the game are bulletin boards, and saving costs an
item called Felt Tip Pen.
They are abundant, and the game is not terribly long. Save as often as you
need.
The game also has 'checkpoints', where you will restart from if you die, so
all progress is not lost.
I do not note where they are throughout the game.
NAVIGATION
If a room is far away, I'll use the map's name for the room and the floor.
Other times, if it made sense, I use cardinal directions.
START OF THE WALKTHROUGH
== Main Building 1 ==
Enter the classroom on the left, and pick up the map against the back wall.
After exploring room 2-6, the north door should unlock.
Enter and watch the scene.
Go to the girl's bathroom on the 1F.
Pick up Wire Cutters near the Work Shop.
Pick up the Ladder in the corner.
Place it in Girl's Bathroom where prompted.
Interact with the ladder to climb it, and the grate to cut it.
Interact with the vent to climb in.
Watch the scene.
Turn off the two valves in the vents.
Interact with the grate to cut it with the wire cutters.
Watch the scene.
Interact with the circuits to the right of the safe.
-- Alarm Puzzle
You need the wires to connect the upper right and bottom left light.
Rotate the left plate until the wires cover the bottom and the right.
Rotate the middle plate until the wires travel from bottom left to top right.
Rotate the right plate until the wires go left to right.
----
Pick up the Metal Token.
Exit through the left door, and watch the scene.
After the scene, you acquire the Main Building 1 Central Hallway Key.
Open the door to the right of the previously explored classroom and enter.
After the scene, janitors spawn, so be wary while running in the hallways.
Across from room 2-12, pick up the Note in the Janitor's Mailbox.
The room next to the Workshop has a toolbox in the corner with screwdrivers.
Examine the top of the screwdrivers for a 4 digit combination.
Use this code in the Main Office [1F] in the back corner.
Get Main Building 1 Auditorium Passage Key from box.
Go to 2F and unlock the door near the restrooms.
Watch the scene at the end of the hall.
Examine the door to the auditorium.
Leave to the south, watch the scene.
Follow the girl, watch the scene.
-- Start Timed Event --
NOTE: There is no janitor, so run as much as you need.
Pick up master key from floor.
Go to the Hiking Club [2F].
Pick up Purchase Request Slip on table.
Pick up Insect Repellent in the back right.
Go to Gym Storage Room.
-- Gym Storage Room Puzzle --
Pick up Scribbled Note on the desk on the left.
Read it for a combination, which is a permutation of 83, 86, 94, and 96.
The locker in the back left contains a wall of medals.
The medals in the locker correspond to the combination numbers given earlier.
Count the medals for each year to get a 4 digit code.
Go to the safe in the front left corner of the room.
Turn the dial to the left, right, left, then right to input code.
NOTE: The scribbled is misleading about how to input the code.
----
Pick up the chemical solvent from the safe.
Examine the five plants around Main Building 1:
- In front of room 2-12
- Small hallway next to room 2-12
- In front of Broadcasting Room
- In front of Main Office
- Room next to workshop, where screwdrivers were acquired
Go to room 2-2 and approach the thing.
QUICK TIME EVENT
-- End Timed Event --
The janitor is gone until you enter room 2-8.
Use this time to search and collect items.
Upon entering 2-8, watch the scene and acquire the Wood Token.
Go downstairs and use the Wood Token on the locked door near the
Students Records Office.
== Main Building 2 ==
In the Faculty Office, pick up the Faculty Notice on the row of
desks against the entrances.
In the Night Duty Room, pick up the Lost and Found Room Key on the desk.
In the Nurse's Office, examine the jacket on the chair.
Examine the right pocket to get the Student Department Key.
Go to 2F.
To the right of the locked door, pick up Picture Piece 2.
Go to the Lost and Found on 2F and watch the scene.
Go to the Student Department. Using your lighter, look at the chalk board.
-- Student Department Office Puzzle --
This puzzle does not make sense to those who do not understand Chinese
or Kanji.
The middle character in each set means "not".
Take the third character away from the first character,
and you're left with a simpler symbol.
Match the simple symbol against the paper on the bottom right
of the board to get a number.
Once you deduce the 4 digit code, use that on the Principal's Office on 1F.
----
-- Principal's Office Puzzle --
Examine the four wooden squares at the top right of the desk.
Rotate the wooden squares on the top left to match the mirrored symbols.
Once finished, the drawer opens and four monitors appear on your left.
----
Examine the upper left monitor to discover a key.
Go next door to get the Faculty Office 2 key.
Go outside. You'll see a scene here and acquire the Backmasked Tape.
Inside Faculty Lounge, pick up the Science Lab Key.
Unlock Science Lab, and acquire the Newspaper Scrap from the closet.
Go to the Music Room.
-- Music Room Puzzle --
You'll hear a 5 key melody playing over and over until you solve the puzzle.
Interact with the piano and play back the 5 key melody.
When you're successful, the Piano Bench Key will drop.
----
Open the piano bench to get Picture Piece 1.
Examine this to get the code to the Music Supply Room
Enter Music Supply Room and get Picture Piece 3.
Go to Counselor's Office B on 2F and examine the torn picture.
The pieces assemble themselves.
Go to the Lost and Found and pick up the Vase.
Examine the Vase's inside to get the Stereo Remove.
Go back to the Music Supply Room.
Interact with the stereo on top of the shelves to acquire the CD.
Inspect the CD to get the Art Room Key
(don't ask how a key stuck to the back of a CD...)
Go to the Art Room on the 4F.
Walk towards the supply closet to start a timed event.
-- Start Timed Event --
Go to Lost and Found on 2F to get Dry Clay Doll.
Go to Art Room on 4F and use kiln.
Go to Science Lab on 3F and use sink.
Pick up the Finished Clay Doll from the sink.
Go to Art Room on 4F and inch towards the thing to interact
DO NOT GET TOO CLOSE or you die.
QUICK TIME EVENT
-- End Timed Event --
Enter Art Supply Closet.
Get Earth Token.
Go to 2F and use token on locked door.
After the timed event, the janitor disappears so explore.
When ready, go through the locked door to enter the New Building.
Once you enter, you can't leave until you almost complete the next section.
== New Building ==
Go to 1F and watch the scene.
In the History Room, pick up Yellow Key Card on top of the display.
In the Faculty Lounge on 2F, pick up the New Building's Notice.
Open door to large room at end of hallway using the keycard.
NOTE: This room is very large with multiple floors.
- The janitor can see you from different floors.
- He will run to where he last saw you.
- He will turn off lights and shut doors of classrooms if unalerted.
I suggest keeping him busy buy turning on lights and keeping doors open.
If you need to hide, run into a classroom, shut the door,
turn off the light, and kite behind a desk.
Go to the Dance Studio on 1F.
Turn on the light, examine the stereo.
Place the speakers in the positions indicated in the mirror three times.
Pick up the Red Key Card.
Go to the corner of 4F near the Library door and interact with the breakers.
Turn lights off, put the breaker to power, then turn power on.
Go inside the Library and interact with the AC unit (using your lighter).
Pick up the Library Rules.
Use on the locked door on the eastern wall.
Move the L-stick up and down until the door unlocked.
Enter and watch the scene.
Pick up the Yin-Yang token from the podium.
BEFORE LEAVING, turn off the power and set the breaker to Security Alarm.
Go to the Music Appreciation Room on 1F with your lighter turned off.
Shine light on the ghost before she stands up or you'll take damage.
If she spooks you and you drop the token, quickly pick it back up.
Once she perishes, the lights turn on. Turn those off and use the lighter.
Get the Drive Belt from the cassette player in the front left.
Go up to the Language Lab on 2F and play the tape.
Watch the scene, and acquire the Blue Key Card.
Go to the Computer Lab and inspect the computer.
These poor students use Windows ME.
This is absolutely terrifying.
Solve the below two puzzles:
-- Classroom Lights Puzzle --
Go to the Electrical Room on 1F and turn on the right switch
If you read the New Building's Notice, it mentions an electrical problem.
Turn on lights in these classrooms order: 1, 5, 8, 10, 12.
After running around and doing that, the lights will blow up and drop the
Rooftop Key in front of the stairs on 1F.
----
-- Clock Puzzle --
The following rooms have clocks in them:
- Computer Lab
- Art Studio
- Earth Sciences Lab
- Cult Club
Next to the clocks is a picture of one of these locations:
- Bejing
- Moscow
- Washington, DC
- Greenwich
The note in the Earth Science Lab below the clock lets you know
- Greenwich is +0 hours
- Bejing is +8 hours
- DC is -3 hours
- Moscow is +3 hours
Find the room with Greenwich and note the time.
Set the clocks in the other three rooms to the appropriate time.
For example:
If Greenwich is a 6:00 set...
- Beging to 2:00 (8 hours ahead of 6),
- DC to 3:00
- Moscow to 9:00.
When finished, go to the Occult Club to collect two items:
- L-Rods which will be used shortly
- Spirit Bell which lets you backtrack to Main Building 2!
----
Head to the rooftop pool.
NOTE: Do not lure the janitor here. You will not be able to avoid him.
-- CROSSING THE ROOFTOP POOL PUZZLE --
You'll pull out the L-rods automatically.
They have two states:
- When they are pointing straight ahead, it is safe to walk.
- When they are crossed, do not move forward or you will fall in.
From the edge of the pool, strafe left/right until you find the entrance.
Keep walking forward until the sticks cross, then turn 90 degrees.
- If they point forward, keep walking.
- If they are still crossed, quick turn.
Paths never go diagonally.
Following these instructions, the pool maze is made simple.
----
Once across, drain the pool with the valves to the right of the door.
Enter the pool and pick up the Water Token.
Head to the 2F of the large room and insert the Water Token.
After the scene, run to the breakers on 4F.
After the QUICK TIME EVENT, the janitors are gone and you're free to
explore a bit.
Leave through the water token door when you're finished.
== AUDITORIUM ==
In the Projection Booth on 2F, turn on the lights.
Approach the south west door on 1F to see a short scene.
In the Auditorium Control Room, turn all switches to the 'off' position.
Notes about upcoming section:
- The soundtrack was unbearable to me with headphones.
- I suggest turning it down a bit before starting.
- There are a lot of quick time events.
- There's a save point in the NW corner of the map. I suggest using it.
- This is a point of no return.
-- START TIMED EVENT --
Get Fire Extinguisher in the NE corner of the central room.
Head to Girl's Locker Room and put out fire.
Get Fire Extinguisher inside Girl's Locker Room.
Head to Boy's Locker Room and put out fire.
Get Fire Extinguisher inside Boy's Locker Room.
Head to north wall of central room and put out fire.
Enter left door beyond that fire, and put out the blue fire.
Pick up the valve handle.
Go to the Green Room and use handle on pipe.
----