Dementium: The Ward FAQ/ Walkthrough

Guide Type     - Walk-through

Game Title - Dementium: The Ward

Platform - Nintendo DS

Date submitted - 12-05-07

Version - 1.3

By - obishawn





The guide is now complete. If you feel there is anything

that needs to be added or corrected or anything to that

nature, email me and let me know.



Be sure to give me a name so that I can give you your due

credit.



If you feel like you have a better strategy for any of the

boss fights, by all means, send them my way, I will add

them to the guide and give you full credit for it.



I started to make a section for the puzzle solutions but

if you use the search feature, I go into detail about how

to solve the puzzles in the walkthrough.



Some people have stepped up and offered some additional

information in an attempt make this guide more helpful.

Their contribution is book-ended by a line of "******."



At the time of this submission, there is now a Boss Guide

up at GameFAQs.com and I highly recommend you take a look

at it. Sure, I have covered the bosses in this guide and

some people have now offered their advice which is posted

in each bosses' respective section, but you never know

who will have the one tip that will make your game easier.



And just for fun, there are four movie references in this

guide. See if you can guess which movie each reference

comes from.



(Ctrl-F: movie reference. See the end of the guide for

the answers.)



You may not have read the introduction and you may in fact

be skipping over this part and if you are, well, that's

too bad. A glitch has been discovered that lets you have

the zooming function of a sniper rifle with any of the

guns.



Equip the sniper rifle once it is out of ammo. Begin

firing the gun. While you are firing it, tap on the

weapon you want to use a scope with. And that is all

there is to it!



A big thanks to Chas Brother for submitting that to the

guide. If Chas did discover that, I don't mean to rob

his credit. I had seen it posted on the GameFAQs message

boards once before, but didn't copy the info or remember

how to do it. I don't know who discovered it, but Chas

made me aware of it.



__________________________________________________________



Table of Contents



__________________________________________________________



To easily and quickly find anything in this guide,

simply perform a search and enter the subject as you

see it listed in the Contents, even if it is just the

Roman numerals.



I - Introduction

II - Controls

III - Understanding Both Screens

IV - Weapons

V - Pick-Ups

VI - Enemies

VII - Walkthrough

Chapter 01 - The Admittance

Chapter 02 - The Rooftop

Chapter 03 - The Infant Ward

Chapter 04 - The Cleaver

- Boss 1

Chapter 05 - The Courtyard

Chapter 06 - The Electric Buzz-saw

- Boss 2

Chapter 07 - The Main Security Room

Chapter 08 - The Flashback

- Boss 3

Chapter 09 - The Hole in the Wall

Chapter 10 - The Torn Photograph

Chapter 11 - The Guard Tower

Chapter 12 - The Cleaver's Return

- Boss 4

Chapter 13 - The Door with no Handle

Chapter 14 - The Wheelchair's Return

- Boss 5

Chapter 15 - The First Encounter

Chapter 16 - The Final Encounter

- Boss 6

VIII - FAQ Update History

IX - Credits, Thanks, & Hosts

X - Contact Info



__________________________________________________________



Introduction



__________________________________________________________







You wake up alone, in the dark, only to find yourself in a

mysterious, derelict hospital that appears to be frozen in

time.



Confronted by the deadly, grotesque surgical experiments

that wander the halls, a series of challenging puzzles and

a cast of peculiar characters, you must face your deepest

fears, unlock the mysteries of the hospital, and escape

with your life.



Things you should know -



- This guide is NOT spoiler free. The are spoilers for

both the plot and the scary moments. If you don't want

either of those ruined, then I do not recommend looking

at the walk-through portion of this guide. If you need

help with puzzles, then perform a search for that

particular puzzle.



- You cannot carry extra ammo with you, only what will

fit in a gun.



- You cannot carry extra health with you either, but you

can usually find just enough lying around, but the

thing is you have to look.



- Enemies usually respawn if you go back into a

previously visited room. From what I've seen, health

and ammo do not.



- Most open closets hold health or ammo. Be sure to check

them when you find them.



- After I guide you to a map, I will then revert to using

directions:



North - Up

South - Down

East - Right

West - Left



If we go through a chapter and I didn't guide you to a

map that is because there either wasn't one or I just

couldn't find it and believe me, I searched quite

thoroughly.









__________________________________________________________



II - Controls



__________________________________________________________



This guide is based on the default control setting, which

is Type1 1 and caters to right handed folks.



TYPE 1 (Right handed) -



D-pad Up - Walk forward, double-tap and hold to run

D-pad down - Back up

D-pad left & right - Strafe



L Shoulder Button - Use weapon



R Shoulder Button - Toggle between the flashlight and the

previous weapon



Start - Options menu



Touch Screen - Look & turn, aim, examine, take and use

objects, change weapons, access the notepad,

map, items and options





TYPE 2 (Left handed) -



X - Walk forward, double-tap and hold to run

B - Back up

Y - Strafe left

A - Strafe right



L Shoulder Button - Toggle between the flashlight and the

previous weapon



R Shoulder Button - Use weapon



Start - Options menu



Touch Screen - Look & turn, aim, examine, take and use

objects, change weapons, access the notepad,

map, items and options



__________________________________________________________



III - Understanding Both Screens



__________________________________________________________





Top Screen -





Sight - Used for aiming your currently equipped weapon

Ammo - Displays the remaining ammunition for the weapon

currently equipped









Bottom Screen -





Notepad - Once acquirred, use it to keep notes



Action window - As you encounter objects the actions you

can take appear here. Touch here to perform

the action.



Map - Tap to view the map. A map can only be

view once it is found.



- White arrow is your current position.

- Yellow doors are doors you have entered.

- Red doors are locked.



Heart Monitor - Displays your health condition.



- Green = good health

- Yellow = slightly wounded

- Red = critically wounded



Items - Store, access, and use your items.



Health - Displays your current health. You have

ten green dots indicating your remaining

health.



Options - Go to the options menu.



- Control Type - Choose between a right

or left handed control

setup.



- Y Axis Invert - Set your axis preference.



- Brightness - Choose between three levels

of brightness.



- Heartbeat - During the game, you can hear

your heart beating, here you

control the volume.



- Music - Choose between 3 volume levels

of sound.



- Quit - Allows you to save your game and

quit.





Weapon Icons - Tap a slot to equip a weapon in your

inventory









_________________________________________________________



IV - WEAPONS

__________________________________________________________



Flashlight - Chapter 1: The Admittance



While not a true weapon, it is placed among the weapons on

the touch screen. Its primary use is to obviously light

your path but it can also be used to deter the roaches!







Nightstick - Chapter 1: The Admittance



Some guard was nice enough to die and leave this behind.

It is your basic melee weapon and used as a fallback

option when the ammo is too low.







Pistol - Chapter 2: The Rooftop



A standard 9mm handgun with a 24 round clip. Not terribly

powerful, but is better than the nightstick in that you

can defend yourself from a distance.







Shotgun - Chapter 4: The Cleaver



A weapon that packs a punch. Much better than the pistol,

the shotgun can hold 16 shells.







Electric buzz-saw - Chapter 6 - The Electric Buzz-saw



It is a close range weapon and it makes a lot of noise

but it will also make short work of whatever gets in your

way. Just hold the attack button down for continuous use.

You can now officially retire the nightstick.







Machinegun - Chapter 07 - The Main Security Room



An automatic that packs a punch, literally. Watch that

it doesn't kick you back too far when you use it.







.357 revolver - Chapter 09 - The Hole in the Wall



Slow but powerful.







Sniper Rifle - Chapter 11 - The Guard Tower



Equip the sniper rifle to use it. UP and down on the D-pad

lets you zoom in and out, L fires. It can hold up to 16

rounds of ammo. The gun comes equipped with a nightvision

scope.





__________________________________________________________



V - PICK-UPS

__________________________________________________________



Health -



A bottle of pills that will replenish two green health

dots per bottle.







9mm Ammo -



Bullets for the handgun. One box provides 8 rounds.







Shotgun Ammo -



Shells for the shotgun.







Machinegun Ammo -



Rounds for the machinegun. One clip provides ten rounds.







Magnum ammo -



Rounds for the .357 revolver. One box holds 6 rounds.







Sniper Ammo -



Rounds for the sniper rifle. One box contains 4 rounds.





__________________________________________________________



Enemies

__________________________________________________________



The following is the list of enemies in the game. I will

try to detail characteristics and strategies for killing

them.



If there are official names for these guys, I am unaware,

but I will describe them the best I can so you will know

exactly which enemy I'm talking about.



Freaks -



These are the first enemies you encounter, and you will

encounter many more before the game is over. They are

humanoid with an exposed heart. Target the heart when you

fight these since that is its weak spot.



I call these guys freaks in stead of zombies because to me

they really don't classify as your stereotypical zombie.

These guys are more akin to the infected in the 28

Days/Weeks Later movies. They don't want to eat you, they

just want to kill you. Isn't that nice of 'em?







Roaches -



Not terribly formidable, but numerous. Keep your distance

if possible. The flashlight can be used to drive them

away from you.







Worms -



You first see these in Chapter 3 - The Infant Ward. They

usually come from the duct work. Don't waste too much

ammo on these things as they usually can be ran past.







Banshees -



Holy terrors. You are not equipped to properly fight the

banshees when you first encounter them. These things are

the flying heads that scream as they patrol which ever

room they are in. I suggest running from them until you

get your hands on the buzzsaw.







Crawlers -



These are like the freaks in that they too are humanoid,

but these guys have no legs. They are the evil version of

Lt. Dan. They can crawl on floors, walls or ceilings, so

be sure to check every where in the rooms where you hear

them scream.



Be careful when fighting them though. If you blast their

heads off, their torsos will continue to spout green

fluid at you. Attack with something fast and powerful and

preferably from a distance. The buzzsaw is generally

ineffective against them.







Flying insects -



The polar opposites of the roaches. Like the roaches,

they move en mass, but in stead of being driven away by

the flashlight, they are drawn to it. Be sure to shut it

off when you are near them.







Green worms -



These are like the regular worms but they are harder to

kill.









BOSSES -







Cleaver -



One hand is a meat cleaver, the other has a syringe. He

will hit you with the cleaver to injure and stun you and

shoot some kind of fluid at you from a distance with the

syringe.







Gatlingun Wheelchair Guy -



He likes to keep his distance, so if you get too close, he

will flee from you. Don't let him get still though, once

he does, he will ready his gatlin gun and fire at you.







Green Mouth Room -



Such a creepy room. Several mouths are positioned on the

walls, emitting some foul green fluid and generating

green worms.







Boss 6 -



I don't want to spoil this for you . . .



__________________________________________________________





Dementium: The Ward Walkthrough





CHAPTER 1 - The Admittance



__________________________________________________________





Once you have control, follow the on-screen prompts. This

first Chapter acts as a tutorial, yet it is still a part

of the story. The controls are covered in a previous

portion of this guide and as you play the game you will be

instructed as well, so I will not go over them in the

walkthrough unless it seems necessary.



Do what the screen says and get adjusted to the controls.

Take a look around the room. Notice the osculating fan in

the corner? The rain outside the windows? The way the

room slights up from the lightning flashes? How about that

music? This game has set a nice, dark atmosphere.



Look around the room until you find the hallway. Proceed

towards the door. Stop to check out the flashing thing on

the floor, it is the notepad. This will come in handy in

just a minute. Head out of the door.



Now you are in the hallway, it is dark and there is an

announcement saying to evacuate the building. Explore all

you want, but there are only so many places you can go

right now, all the doors are locked. Notice the clipboard

hanging by the door to the room you just came out of?



Turn right and head down the hallway. Examine the news-

paper on the floor. "Man brutally murders wife?" The

notepad said, "Why did you do it?" Are both of these

referring to you?



Just past the newspaper is a room on the right, go in. On

the wall is a number written in blood, "081399," better

mark it down on your notepad, it might come in handy later.

Head back to the hallway.



Turn right and go straight. What the crap was that!?!

The blood trail begins in the room with the number. The

clipboard doesn't have a name for her.



Make a left turn and proceed down the hallway. Notice the

flashing object on the cart? It's a flashlight! Nice!

Tap it on the screen to equip it and use the L shoulder

button to turn it on or off. Don't worry about battery

life, they won't run out.



There is nothing behind the counter, so make a left and

head towards the red door. There is a keypad, try entering

the code you found scribbled on the wall.



An alarm and a dead guy, this doesn't bode well. Look past

the dead guy, it is a nightstick. Finally, something to

defend yourself with!



Take a look in the room to the left, inside you will find

the 7th floor map! Now you can get an idea of where you

are at and where you are going.



Look past the computer monitors, in that cage. SHOTGUN!!

Damn! It's locked.



Head back out into the hallway and follow the path. As it

makes a right turn, you will hear a new noise, doesn't

sound too friendly. Use the R shoulder button to quickly

switch between the flashlight and nightstick.



Ease forward and look in the closets in the hall. What the

hell is that thing? Beat it down with the nightstick, be

quick or you will take some damage. Or, you could just

run right past it. It will chase you for a bit, but you

should be able to out run it.



Continue down the hall. As it turns to the left, there

will be a closet directly in front of you, look inside for

some health pickups. Continue down the hallway.



To your left are some restrooms and to your right the

Patient Ward. There is a message written on the men's

restroom mirror. I don't recommend entering the women's

restroom. Huh, I wonder if curiosity will get the better

of you... From the hallway, open the door to the Patient

Ward.



As you make your way through the room, you notice the dead

bodies scattered about. Listen for that creepy breathing

noise the freaky guys make. If you hear it, one of them

rose from the floor and is about to attack you. For best

results, just run through this room to the other side and

through the door. If you want to though, you may find it

safer to approach the bodies on the floor and begin

beating with the nightstick.



In the next room, you can find some health pick-ups behind

the counter, but that is all there is here, keep going.



After you enter the next room, roaches will come out and

attack you. you can't defeat them, so just run past them

(double-tap up on the D-pad) or you can use the flashlight

to drive them back into the shadows. After entering the

room, turn left. At the end of the hallway the path is

blocked, so head through the doors.



It's a stairwell. Can't go down, so proceed upwards.

There's a sign saying "ROOF ACCESS." When you reach the

top of the stairs, you will be at the door leading to the

roof, step outside.





__________________________________________________________



CHAPTER 2 - The Rooftop



__________________________________________________________





Great, rain. Follow the path and as you round the corner

you will probably hear more freaks climbing over the fence.

The chances of you getting ambushed and out numbered are

pretty good here, so I recommend just running. Sure, you

will probably take a little bit of damage, but it won't be

near as bad as fighting the bad guys. Once your reach the

part where the path way declines, the enemies won't chase

you past that.





****************************



Tip provided by: eric



Roof—the reason I am emailing is to point out the you

don’t have to run thru the roof—it is safer but you can

take those guys out when they climb up no problem



All you have to do is walk and when you hear them just

turn to face them with the night stick and head in

swinging—you can actual connect while they are still

climbing and get a good hit or two in before they have

time to face you—in all I think there was three climbers

and I got hit once—its not perfect like the pistol kills

but if you don’t want to just run but rather fight this

is effective-- eric





*********************************



As you proceed across the roof top, you will see a trail

of blood. It is difficult to tell if it is leading to or

coming from the small building to the left, but take your

chances and enter it anyway.



Let this be a reminder to you to always watch your back.

Look! That guy dropped his pistol! Get it! That's much

better than the nightstick! Don't just shoot the freak,

aim for his exposed heart, that is his weak spot. Obi-wan

would be proud! Before you leave, check the back of the

room for some more ammo and a few pill bottles.



After you finish up in this room, head back out on the

rooftop and follow the blood trail. I still recommend

running to the next door. Again, you may get attacked a

time or two, but just keep running. You will see a

solitary freak in the path ahead of you. Quickly dispatch

him with your pistol then enter the door. If you somehow

got turned around , just remember to follow the blood

trail.



Another stairwell. There are three bottles of pills in

the corner on the floor to replenish any health you may

have lost, but be quick! As you approach the steps leading

down, you'll face roaches once again. Just run downstairs.



Ignore the first set of double doors, running past them to

the second set of double doors. You can't go any further

down, the path is blocked. Step through the double doors.







__________________________________________________________



CHAPTER 3 - The Infant Ward



__________________________________________________________



There's that little girl you saw earlier. Where'd she run

off to?



Damn, more creepy hallways. Watch out as you begin walking

down the corridor. A freak will burst out of the first

room to the right. Look at the clipboard on the wall,

"Jools Watsham." You just killed Jools, the lead guy of

Renegade Kid, the producers of this game! Good thing he

completed the game before you off'ed him.



Inside Jools' room you will find some ammo, grab it if you

need it.



Back out in the hallway, across from Jools' room is the

room of Greg Hargrove, Jools' partner (in the non-gay way).

As a matter-of-fact, all of the clipboards in this hallway

bear the names of the guys that helped to get this game

made, see the back of the games booklet for more info.



As you make your way down the corridor, you will get

ambushed two more times. After dispatching the freaks,

raid their rooms for extra ammo.



The path to the left is the way that little girl ran to.

You can hear her crying, but the path is blocked. Go

through the double doors at the end of the hall.



An operating room. There is some health to the right on

the counter. Go through the door on the left wall, you

know, the one with blood all over it, not the nice, clean,

safe-looking door (its locked anyway).



Before you move into range and the freaks become aware of

you; there are health pick-ups in the open closets. You

cannot enter the door directly across from you, and the

left path is blocked. Either kill or run past the freak

and go right and through the door.



You just stepped into a hallway that looks like a waiting

room. Notice the yellow door to your left? We'll be

coming back here in a minute. For now though, go right

and into the waiting area. On the first chair you come to

you will find the map for this floor. Continue down the

corridor. At the end will be a freak aimlessly pacing the

floor. I suggest ignoring him and running to the door on

the left.



Proceed through the hallway. There will be a freak in a

closet to the right, but he is easily bypassed. Wait!

Look in the incubators! What the hell? Those certainly

aren't human babies. Keep going down the hallway, ignoring

the door on the right, it is locked, round the corner and

step through the door.



Head right. The closet on the right has some ammo. There

are some more of those worm things, keep going. At the end

of the hall will be a door with a picture of a rainbow

some kid colored. Before you step through the door, look

at the chair just to the right. On it is a book, examine

it. It is a piano book with this image:







C# D# F# G# A#

| | | | | | | |

| | | | | | | |

| | | | | | | |

| | | | | | | |

| C | D | E | F | G | A | B |

| | | | | | | |



Now, step into the room. In here you will find health and

ammo, take what you need. In the back of the room is a

small piano with the word "DEAD" written on the wall above

it. Is it a trap? One way to find out! Examine the piano

and play the notes D,E,A,D. Look, the top of the piano

opened! Check inside. You got a keycard. Cool. This is

what you need to go through the yellow doors like you saw

earlier.



Backtrack to the door I said to remember. The worms will

burst out of the incubators and attack you. They crawl

along the floor and walls as they approach. Treat them

like the Flood in Halo, fire at them while retreating.



For now though, I recommend just running. Once you step

through the yellow door, you should find enough health to

replace what you may have lost. This will also reserve

your ammo.



After stepping through the yellow door, check the security

room to the right for some ammo and that health I told you

about.



Proceed down the corridor. After it turns to the right,

you will see the path ahead blocked off, so keep following

the open path. Check the closets for pick-ups and keep

your ears open for freaks. You can actually run past them

if that is your preferred method.



Look at your map, this area makes a "figure 8," only

square, like on a digital clock. You need to get to the

yellow door on the other side of the blockage.





_______________________Y_

__S___ __*__ _____ |

| | | | | |

| | | | | |

| |____| |____| |

|_________________|



"S" is where you started from. "*" is the blockage. And

"Y" is the yellow door. Once you turn right at the

blockage you can take either way to get to the door.



After stepping through the yellow door, you will see some

ammo ahead of you. Don't grab it just yet. As you round

the corner worms will drop from the air conditioning

duct-work. Take them out with the pistol, then replenish

your ammo. As you go down the hall, there will be a couple

of freaks in the closets, either kill them or run past

them. Step through the next yellow door.



You will have to do some fighting in this hallway. Behind

the counter is some ammo, but don't get it yet unless you

absolutely need it. Turn to face the hallway.



If you try to run, towards the end of the hall, worms will

drop out of the duct-work again, and this time they will

hit you and slow you down, which will give the freaks you

just evaded the time they need to catch up with you and

join the attack. Slowly make your way down the hall,

taking the enemies out one at a time and picking up the

pick-ups as you go. After you clear the hall of nasties,

go back and get the ammo if you left it there, then exit

the door at the end of the hall.



As soon as you enter this small room, worms will drop out

of the duct-work like before. Just run past them to the

double doors directly in font of you.



You are in a Patient Ward like you saw in Chapter 1, this

time, it is a haven - no enemies and some recovery items!

Before you go through the double doors at the other end of

the Ward, equip your pistol. Enter the next room with your

pistol in hand, not your flashlight.



Quickly take out the freak, now the room is secured. You

can find some ammo in the corner of the room. Go out the

glass double doors.



You are in a skywalk. There are two flying enemies just

ahead that will soon notice you and begin attack you. It

takes 6 bullets to put one of these guys down, so unless

you are a really good shot, firing at them is a waste of

time and ammo, and even a waste of life. I died several

times trying to fight my way past them. So, as you no

doubt have guessed, I recommend running for your dear

sweet life!



Run past them and take the path to the right.





*******************************



Tip provided by: Xieyi21



I managed to found out another way to take care of the

banshees that you had specified



Jus need to equip with the pistol and when you hear them

coming then shoot straight at their face for about 5 to 6

rounds, they will then escape away. They will not come

back for a while makes it easier to walk pass the area

without getting hurt by running away by them



hope them helps in your walkthrough.





***************************





If you managed to kill the flying monstrosities, take your

time and in stead of going to the right, go straight. Sure,

the path has been destroyed, but with the flashlight

equipped, you will be able to see that you are in fact on

a skywalk, connecting two buildings and that there are 7

floors.



After exiting to the right, you will be in a long,

straight pathway. Here you will find recovery items and

chances are, you will need them. Make sure your health is

as good as you can get it before you go through the doors

at the end of the walkway.



There are two more flying banshees here. What ever you do,

make sure you turn left. The path to the right is a dead

end, and quite literally. So run to the left and go

through the doors.





__________________________________________________________



CHAPTER 4 - The Cleaver



__________________________________________________________



Make your way down the corridor. What is it about a little

girl singing that is so damn eerie? The first path to the

right holds some ammo and behind the counter is some more

ammo and health.



Proceed down the path across from the counter. There is

that girl again! Why did is point? Keep going. Worms

will pop out of the sidewall vents and from an overhead

vent. Deal with them and go through the door.



To your right, on top of a cart is the map. You can either

go straight or take a left. Both lead to the same place

but I find the left path to be easier. Which ever way you

take, go slow and easy and take the enemies out as quickly

as possible.



If you went straight, it connects to the left path, so

once you are in that hallway, turn right. If you took the

left door in the room where you found the map, just keep

going straight. Round the corner to the left at the end

of the hall, and keep going to the exit.



You are now in a morgue. There are dead bodies and roaches

every where. Don't worry, these dead guys will not rise

to attack you. You can find some recovery items in the

closets and once you are done, exit the door at the other

end of the room.



You are in another area with a security room. Check inside

for anything you can salvage. There is a piece of paper

on the counter top, it reads:



Perhaps you seek the truth

The truth is all lies

Purloined of their youth

Count the dead men's eyes



. . . Ok? Probably some weird "artsy-fartys" guy wrote

that. Anyway. Look, there is another cabinet with a

shotgun inside. Examine it. Whoa! There is a combination

lock, but what is the combination? Maybe that poem had

the answer.



Perhaps you seek the truth

The truth is all lies

Purloined of their youth

Count the dead men's eyes



No numbers in it, but it said to count the dead mens eyes.

What dead men? Those you saw in the morgue? Give it a try.

Go back and count the dead guys and then enter the number

of eyes to unlock the cabinet.





The answer is:















0

1

2





SWEET! Now you've got a shotgun! Now you can step through

that yellow door and deal with anything!



Make your way down the hall. Watch out! This freak spits

at you! Now they attack from a distance too!?!



Take the wooden door on your right, the path ahead is

locked and blocked.



In the room past the wooden door, you'll find some shotgun

and pistol ammo. Part of the wall has been busted down,

that is your pathway. Run to the right and go through the

door at the end.



What is that sound? Scraping? Metal on metal? Maybe some

one sharpening something? Check the closets for pick-ups,

then go through the clean door.



The path ahead is blocked, so take the only other option.



Up ahead is another blood trail, follow it to the right.

Before you go through the double doors, take the path to

the right. At the end, you will find some very valuable

pick-ups. After you get them, go through the double doors.





BOSS 1 -





Ok, that thing doesn't look too friendly and it is coming

your way. Hit it with your shotgun. It will try to squirt

some kind of fluid at you, so side step it.



Your shotgun blasts will hurt it, but it will still

probably run up to you and hit you. You will fall to the

ground a bit stunned. The Cleaver will walk away from you.



Use this time to recover and get into a better firing

position. Continue the pattern of firing and retreating

and dodging his attacks when you can. Also watch out for

worms that will be in the room.



Once he falls, follow the blood trail out the other end of

the room.



*******************************************



The following boss tip provided by: XenomorphNL



boss 1: the cleaver.



your hit and run technique is good, used it myself as well

when i first encountered the cleaver.



but instead of firing your shotgun-shells into his body,

its better to fire them to his mouth. the damage will be

much greater in that way!



*******************************************





Ahead of you is some health, grab it then step into the

elevator. Approach the buttons and "Use" them. Touch the

flashing button.









__________________________________________________________



CHAPTER 5 - The Courtyard





__________________________________________________________



Head out of the elevator, down the hall and through the

doors.



Cool, you're outside, no more creepy hallways. Go down

the steps. Is that Jane Doe from earlier? So she didn't

get chopped up! She dropped a key, go get it.



Before you head down the steps, there is a door to your

left. It is unlocked and leads to the roof of that small

building. Once you reach the top, you will find a door

with a keypad. The code you found earlier will not work

here, you'll have to find another.



Back in the courtyard, go down the steps and through the

iron gate.



You are in another courtyard. At the top of the steps,

stop and look to the left. You will see a set of double

glass doors, double wooden doors, and a single metal door.



Go in the single metal door. Another stairwell to the

roof. Check it out.



On the rooftop, there is another door with a keypad and

you still don't have the code. But look at your feet,

there is a picture of a woman with the number 31

scratched into it. "31" isn't the code for the door

either. Head back down to the courtyard.



The double glass doors looks like they lead back into the

hospital, so let's try the wooden doors.



It is a chapel. To your left is a book with the original

title scratched out and "3rd Floor West Building" written

beneath it. You don't know what this means yet, but keep

it filed in the back of your mind. You may even want to

write that down in the notepad.



Head up the isle and look in the first pew on your left,

another book. Its title has been scratched out too with

Guard Tower written beneath it.



Go up and behind the pulpit. There is an open photo album

with a picture missing. The part of the picture you found

earlier fits there, but it seems there are two missing

parts. You'll have to return here once the others are

located to complete the image.



Head back out to the courtyard and through the double

glass doors.



Go around the corner and head towards the elevator. There

is another part of that picture here on the floor. After

taking in picture, set into the elevator, approach the

control panel and press the flashing button.







__________________________________________________________



CHAPTER 6 - The Electric Buzz-saw





__________________________________________________________



Step off the elevator. The path is blocked on all sides

except the left path. If you look past the blockade to

the right, you will see a yellow door. You can't reach it

yet though. Turn to the left and be sure to snag the map

off of the table.



In this room, there are two yellow doors that lead to the

right. It doesn't matter which you take, they both lead

to the same place. There is health scattered around the

room. Once you are finished scavenging the room, go to

the yellow door in the south west corner of the room.



Across the hall is a wooden door, quickly enter to avoid

the worms. Inside is a briefcase but you need three keys

to open it. Look around the rest of the room. On the desk

is what looks like a journal entry. Just who are the

different pronouns referring to?



On the floor is another journal entry. Experiments? Think

it is referring to the monsters you've been fighting? If

so, then what do you think it is talking about in

reference to the cures? Cures for what? And who is this

"He?"



Go in the restroom and look by the sink, another entry.



Step out of the restroom and you will see another note on

the chair. It mentions a bronze key, possibly one of the

keys needed to open that briefcase. Might want to check

the men's room by the staff lounge.



Go through the busted wall. On the restroom flood is

another note, this one about the silver key. So, we need

to look for the office near the central walkway.



Look at all of the blood in that last stall. Either some

one got killed on the pot or ate some really bad Taco Bell.

Exit the restroom through the main door (not through the

broken wall).



You will encounter a new enemy here. These humanoids

with no legs, just torso, will come crawling at you, and

will spit at you when in range. After you deal with the

three crawlers, go left (west on the map). Peek into the

open rooms to look for health or ammo, then go through the

double doors at the end of the hall.



You are in a stairwell, go down. It is blocked, but there

lies the golden key! The way upstairs has been blocked as

well, so head back out into the 5th floor hallway.



Defeat the crawlers again, then go straight and through

the double doors marked "Staff Only."



Grab health from the closet if you need it then step

through the yellow door.



Turn left and go through that yellow door.



The security room has plenty of ammo, make sure to max out

your guns, then go through the white door.



We don't know where the staff lounge is yet, but the

central walkway is down the hall to your right.



You are back in the room that the elevator is in, this

time you are on the other side of the blockage. A look

around this rooms reveals it to be a dead end, though you

can find recovery items in the closets. Once you are

through here, exit the north west door.



There are worms, but you can avoid them. Go through the

door directly across from you.



Go straight then hang a right at the end of this hall.

Follow it around to the next junction. You will see some

double doors in front of you and a single door to your

left. Take the double doors, they are marked "Lounge."

This sounds like one of the places we want to be.



Avoid the roaches and go left. Step through the double

doors at the end of the south end of the lounge.



Ah, a men's room and a lady's room. The note for the

bronze key said to check the men's room. Watch out for

the roaches and check the middle stall. You now have the

gold and bronze keys. One more to go. If the roaches

hurt you, check the lady's room for some health, then go

back into the lounge.



Shoot straight across the lounge and through the north

exit double doors. The flying bugs in this room are drawn

to your flashlight. Quickly shut it off to avoid taking

damage. Make your way to the other door.



The path to the left leads to a stairwell, but there is a

blockade set up. You can find some recovery items though.



Watch out for crawlers. When the hall branches left or

right, go left and through the yellow door. The right

path is a dead end.



Simply run through this room, avoiding the worms, to the

other end.



Straight ahead is a dead end, blocked off. The wooden

door to your right leads to pick-ups. Once you are

finished gathering goodies, head to the east across from

the wooden door.



BOSS 2



This guy may be handicapped but he can still kick your ass.

Look at your map. Use the path of the outer perimeter to

approach the gatlin-gun-wheel-chair-guy.



As soon as the cut scene is over, dash to the right and

make your way to him. he sees that you ware getting too

close, so he will flee from you. Chase him down, firing

as often as you can. Only use the flashlight it he gets

far from you. There is enough light when you are within

range.



When he gets far away enough from you, he will turn to

face you and start shooting. When he does, take the path

around the outside again to get close to him.



Repeat the process of cat-and-mouse and sneaking around to

his side, firing off a round as often as you can. Once

he is down, orenintate yourself by looking at the map and

take the east exit.





********************************





The following boss tip provided by: XenomorphNL





boss 2:



mister "i'm-handicapped-but-i'll-shoot-yer-eye-out".



multiple times i've tried to find the weak spot of this

boss, but now í've got it:



you might want to try this:





]* [

] [

] [

] [

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

>>>>>>>>>>>>>>>>>>>

<<<<<<<<<<<<<<<<<<<

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

] [

] [

] [



he:*

the way you walk: >/<



run up and down the hallway, so that he fires his gun

empty on you. when you've done this 3/2 times or so,

he'll reload. then run to him and start shooting 1 bullet.

íf you hit him he'll get hit, and after that he'll start

reloading again. so he can't drive away when you

approach. then you'll be standing in front of him. guess

what comes next? yup, a nice and clean headshot! use this

technique until he's dead.





- XenomorphNL



*******************************************









The following boss tip provided by: Ron W



*******************************************





You start in the room like this:

^ - you

* - enemy



_____| |_____

| |

| ___* ___ |

| | | | | |

| |_| |_| |

| |

| ___ ___ |

| | | | | |

| |_| |_| |

| |

|_____ _____|

|^ |



You want to get yourself into a position like this:



_____| |_____

| |

| ___* ___ |

| >| | | | |

| |_| |_| |

| |

| ___ ___ |

| | | | | |

| |_| |_| |

| |

|_____ _____|

| |



or this:



_____| |_____

| |

| ___* ___ |

| | | | | |

| |_| |_| |

| ^ |

| ___ ___ |

| | | | | |

| |_| |_| |

| |

|_____ _____|

| |





Basically positioning yourself close enough so that he

tries to shoot at you, but behind the wall where his shots

won't hit you.



Make sure you are not too far away, like this:



_____| |_____

| |

| ___* ___ |

| | | | | |

| |_| |_| |

| |

| ___ ___ |

| | | | | |

| |_| |_| |

| ^ |

|_____ _____|

| |



or he won't shoot at you.



After five bursts of gunfire, he will begin reloading.

That is your chance to run up to him and unload one

shotgun blast to his head. Only one though because you

cannot hurt him while he is still flashing red from the

first shot, so any other shots are wasted.



From there, he will ride off to another intersection,

and you begin the process again.



- Ron W



*******************************************



After exiting through the east door, the way to the left

is blocked. So head down the hallway to the wooden door

at the end.



This is the office near the walkway that the one note

referred to. Grab whatever health and ammo you may need

and look in the restroom to find the silver key near the

sink.



Step back out into the hallway. Now ask yourself, do I

really want to backtrack all the way to that briefcase?

Because if you don't, the exit to CHAPTER 7 is just up

ahead. If you want to back track, then read on, if not,

then skip ahead to the triple asterisk (***). But it is

well worth the effort to look in the briefcase.



Use your map to find your way back to the briefcase. The

yellow doors are the opened paths that you can take. It

really isn't as confusing as it may seem. Return to and

pass through the Staff Lounge. In the Lounge, take the door

in the middle of the room.



Once you get to the very center of the mp, head south to

the next intersetion. Go west through the door and you

will see the lady's room to your left.



Go back through the hole in the wall and into the office.

Locate the briefcase and open it. you now have the

electric buzz-saw!



Now make your way back to the office where you got the

silver key, well, not to the office, but that hallway.





***



Go through the yellow door. You are back in the room with

the elevator, but you cannot go far. Take the double glass

doors to your left.



You are on another skywalk and there are two screaming

banshee that will soon be on you. You have a shotgun this

time and it only takes two direct hits to kill them or you

could just run. Either way, take the left exit, the part

of the skywalk that heads north. After you step through

the doors, it is quite safe. Go to the left and through

the double doors to find recovery items. Once you have

your fill, go back to the skywalk and take the double

doors at the north east part of the map.









__________________________________________________________



CHAPTER 7 - The Main Security Room





__________________________________________________________



You are in some sort of lobby. To your right are some

restrooms. The lady's room is empty and surprisingly NOT

bloody. There is some health pick-ups in the men's room

but you probably won't need them.



Go through the double doors.



You are in some kind of shopping area. The first set of

doors to your right are locked. Go into the next room on

the right. On the bottom of the shelf to your left is the

5th floor map. Ignore the door in the back for now.



The last store on the right is Deuncil Drug where you can

find some health.



I do not recommend going east through the double doors.

That path is the long way to the same hallway you will

reach by going through the back door of the room where you

found the map.



I have gone east and it simply isn't worth the time,

health, or ammo. there are no other paths to take (after

going east) or things to get other than health and ammo.



Go back to the room where you found the map and exit

through the door in the back. You are a some storage room.

Go deeper into the room, passing through the hole in the

wall and out the door leading south.



There are crawlers in this hallway. They seem to stay just

out of range of the buzzsaw, so switch to the shotgun.



The path leading east will just bring you back to the

double doors in front of Deuncil Drug, so do not go that

way. Turn to the right (west) and through the door.



There is nothing in either of the restrooms, so just go

through the yellow door.



Looking at your map, there are two exits to this room, one

to the east and one to the south, go south.



Just ahead are some red double doors marked Security and

locked with a keypad. You don't have the combination, but

a poem to the right of the door reads:



A dead end is not what you've found

Instead a riddle you may have missed

Take some time to look around

Someone's office may have the list



Ok, so this gives us a goal; find an office and look for

the combination. Look at your map. The map shows five

offices on the south east section of the building. We're

going to head east down the hallway.



Towards the end, it will branch off to the left, go

straight through the white door.



Don't bother with the wooden door here, it is locked,

just keep going.



The path in front of you is blocked, so head east. The

hallway is shaped like a backwards "L." Round the corner

and head north until you see a wooden door on the left,

go in.



On a chair in front of you is a note that reads:



1. Wooden Chairs

2. Paintings

3. Computer Monitor

4. Clock

5. Trash Cans

6. Newspaper Pages



Look around the room and count how many you see of each

item on the list.



1. Wooden Chairs - 3

2. Paintings - 2

3. Computer Monitor - 1

4. Clock - 1

5. Trash Cans - 2

6. Newspaper Pages - 3



There's your code, 321123



Go back out into the hallway. All other paths are locked

or blocked, so use your map and go back to the security

doors. Enter the code then step through the doors.



Head to the right and check the cabinets. Booya! "Now I

have a machinegun. Ho ho ho." "Say hello to my little

friend!" (Two Movie References)



Search the room for more machinegun ammo, then exit the

room through either door heading south.



You'll be in a hallway with some worms. Deal with them

as you see fit then exit through the door at the end of

the hall.



The door to the left (north) is locked so just keep going

through the wooden door.



Look at your map. The room on the south east corner is

locked, so don't bother running over there. Head north up

the hallway. If you need some health, the double doors to

the right (east) leads to a blocked off stairwell, but

there are some health pick ups here.



Continue north up the hallway and exit through the white

door.



All of the doors are locked. One office to the right is

open and holds some shotgun ammo, only go after it if you

need it, otherwise, just run to the yellow door.



You are now in the Cafeteria. Look at your map. The north

exit leads to a stairwell, that is your destination. You

can explore the cafeteria if you like but there is nothing

to find.



In the stairwell, the path up is blocked, so obviously,

go down. Exit to the 4th floor.





__________________________________________________________



CHAPTER 8 - The Flashback





__________________________________________________________



Directly ahead of you is an old gramophone, examine it.

It seems to still work.



The clean door to the left is locked, so take the bloody

door.



Here is a new enemy, a green worm. There is nothing in

this room, so run across it to the double doors.



This room doesn't have anything either. Just make your

way through the mess of beds and out the door on the other

side.



The wooden door is locked, so take the bloody door to the

left.



Take the first door on the left, all others are locked or

blocked.



Watch out for the crawlers, then exit the double doors.



Go down the hallway. On the left, in a chair, is the

gramophone record, take it. Then keep going past the chair

and around the corner to the left. Step through the door.



Take out the crawlers then go through the bloody door.



The door in front of you is locked, so go out the right

door.



You are back in the room with the beds, go right through

the double doors.



Run straight across the room and through the doors.



Place the record on the gramophone. Is this the flashback?

There is Jane Doe again and the little girl. Just what

are we seeing here?



You can now go through the door across from the gramophone.



BOSS 3 -



On the walls and ceiling are mouth-like things that spew

forth worms. Attack each mouth until it stops pulsating,

it will also not produce any more worms. As you attack a

mouth, it will flash red. After you destroy it, it will

fade to black.



Make your way around the area attacking and destroying

each mouth and run or fight off the worms as necessary.



Try to take out the ones on the ceiling first using your

guns. If you run out of ammo, the buzzsaw cannot reach

the mouths on the ceiling.



once the room is cleared, go through the wooden door.



On a chair in front of you is the 4th floor map. The only

exit from this room is in the south east corner, step

through the door.



Round the corner to the right and run straight for the

wooden door at the end of the hall.



Round the corner to the right. The wooden door to the

left is an office with health and ammo. From the hallway,

head north through the door. Keep following the path

until you reach an intersetion.



There will be a door across from a counter, the door will

be locked, so keep heading west.



In the room with the flying bugs, the door leading south

is locked, so continue west.



Keep running west. there is nothing in this room and no

other paths to take, head for the skywalk.



There are two banshees on the skywalk. You now have the

means and experience to deal with these things. The door

to the north is locked, so go straight across the skywalk.









__________________________________________________________



CHAPTER 9 - The Hole in the Wall





__________________________________________________________



The only available path is to the right, so step through

the double doors.



Great, banshees in the hospital now. Make your way across

the room through the other double doors.



The door to the skywalk is locked, so take the wooden door.



The room straight ahead and in the alcove on the right

leads to an office, inside is the map. There is also some

health and ammo in the restroom and closet. Head back out

into the lobby area.



Go south down the hallway, stopping in the other office

for some ammo, if you need it. Then head south again

through the gray door.



Only go through the door on the left heading east if you

have become good at killing banshees. Two guard the

corridor, of which at the other end is ammo and health,

but that is all. You really don't need to go that way, so

take the door to the right (west).



Follow the hallway. It will lead you to another hallway

that goes from east to west. Some of the clipboards

deviate from the typical clinical diagnosis and have

more humorous conditions. Search the rooms for pick-ups and

once you are done in this hall, head out the double doors

to the west.



Follow the hall until it intersects. On the wall, written

in blood is a message saying "If You Dare." Approach the

metal box and examine it. Seems you need something to

improve your grip. Apparently, this level activates the

door on the east. So go through the door on the west.



Follow the hallway north and go through the door marked

"staff only."



In the closet to your immediate left is a glove, take it

then return to the metal box. Move the lever, then go

through the door.



The walls in this room generate green worms. Consult

your map to orientate your self then exit through the

south door.



Ahead of you on the floor is a .357 revolver! Don't miss

that!



The only open path is to the west, so go that way.



Head down the hallway. Look in the closets for magnum ammo.

At the end of the hall, exit the north door towards the

stairwell.



Go down the stairs and through the door to the 3rd floor.







__________________________________________________________



CHAPTER 10 - The Torn Photograph





__________________________________________________________



Proceed down the hallway. The rooms to your left all

contain pick-ups of a various nature, grab what you need.



After turning the corner, at the end of the hall are two

doors, one to the right and one to the left. There is also

a 3rd floor map located on the counter top between the

doors. Once you are finished here, take the west doors.



Watch out for the banshee in this hall, don't forget that

the buzzsaw can really even the odds for you against those

things. There's nothing to be found here so just go up

the hallway and exit the north door.



The way west is blocked, so head east. Watch out for the

green worms, they're not ripe yet. (Movie Reference) Turn

your light off before entering the next room, there are

flying insects.



There is nothing to be had in this room, so from the door,

go towards the left (east on the map) and out the double

white doors.



There are a couple of Crawlers in this hallway. All the of

doors are locked, so follow the hallway to the northeast

exit.



In this room the way south is locked, so keep going east.



Oooo, that eerie laughter again. There are a few pick-ups

in this room, once you have them, take the south exit.



There are a few Freaks lying on the floor. Take them out

before they can get up, then just keep following the path.



There are two Crawlers in this T-intersetion of a room and

nothing in either closet. The north door is locked, so

take the south door.



On the floor straight ahead of you is a flashing object,

go see what it is. It is the last piece of the torn photo.

Now we can complete the picture.



Step into the elevator (same hallway, east side) and

activate the panel, touching the flashing button.





__________________________________________________________



CHAPTER 11 - The Guard Tower





__________________________________________________________



Follow the path and out the double doors.



You are back in the courtyard. Return to the church and

place the three picture pieces in the book on the pulpit.



There is someone with their face scratched out, Jane Doe,

that woman that dropped the key earlier, and that little

girl you've been seeing. There is also a date - 10/31/07.

That is the same date that was on your clipboard outside

of the room you woke up in.



Leave the church. Back out in the courtyard, turn right

and go around the corner. Go through the gray door and up

the stairs.



Once you reach the roof, try entering the date in the

keypad. Bingo!



you are inside the guard tower. To your right, past the

dead guy is the last weapon, the sniper rifle!



You could have skipped ahead earlier and looked here for

the code to get into the guard tower and had the sniper

rifle much earlier and it may have even helped you, but I

didn't mention it because that wasn't the correct sequence

of the game and you would have robbed yourself of the

challenge of NOT having the rifle.



Next time you play, remember this. If you pick it up in

Chapter 5, then you will be able to use it against the

Gatlingun-Wheelchair-Boss, which will make that fight

much easier.



Exit the tower out of the opposite door that you entered.

Down the stairs and back into the courtyard, then go to

right and take the elevator.







__________________________________________________________



CHAPTER 12 - The Cleaver's Return





__________________________________________________________



BOSS 4



After the doors open, the Cleaver is will coming straight

at you from down the hall. Whip out the sniper rifle and

tag that fool in the head. Wait until he stops flashing

red before shooting again as he is not vulnerable when

flashing. He will again attempt to hit you with the green

whatever from his syringe, just side step it. This fight

should be simpler than before.



You may not want to hang out in the elevator. The room

you are in makes a giant figure 8. Lure the Clever towards

you, then put some distance between you and keep tagging

him. You will probably run out of sniper ammo, so be ready

to fall back to one of your other guns.



After the fight, put the counter to your left, then exit

the door at the end of the hall.



Keep going straight, the first room has some health

pick-ups, then pass through the second room. Follow the

hallway, make the right turn then through the door.



There are banshees in this next hall. The wooden door on

your right is an office with some health and 9mmm ammo.

Follow the hall, it will make a right turn, then come to

a T-intersection. Look to your right to find the map!

Now exit the south door.



There is some sniper ammo in the wheel chair in front of

you. After snagging that, take the east door.



Look at your map. The room you are in is in the shape of a

backwards "L." The office in the southeast corner has some

health. The doors to the stairwell are locked, but the

office just north of the stairwell has some magnum ammo.

Back in the hallway, turn off your light then exit the

door to the north.



There are two offices off of this hall but one is empty

and the other is blocked, so just run past the bugs and

through the yellow door.



Run straight ahead and across the cafeteria, taking out

the banshees as needed, then exit the door to the north.

In the cafeteria, ignore the other doors and don't look

in the kitchen. The kitchen is empty and the middle doors

leading west is the long way to where we're heading.



The path to the stairs is block, so head west.



Keep going west (straight) and into the Patient Ward.



Handle the three Crawlers, then keep going west.



There's some health in the foyer, after grabbing that,

head out to the skywalk.



Prepare to take out a couple of banshees, then take the

door to the south. (The west door is locked).



After passing through the corridor running south, turn

back to the west. Watch for more banshees.







__________________________________________________________



CHAPTER 13 - The Door with no Handle





__________________________________________________________



Walk forward down the hall. There will be a yellow door

on your right, ignore it for now. Follow the path as it

turns to the left. Just ahead you will see a box on the

floor. After examining the box, you see that a special

four letter word is required to open it. There must be a

clue some where. Ah! there is a piece of paper right

beside the box that reads:



It could be random

That might be true

But, I don't think so

It brought me to you



Hidden in the code

It's easy to see

Just remember that

Ten equals E



Ten equals E? The code on the box is AULA. Hmmm, still

doesn't make sense, maybe there is another clue somewhere.

Search the rest of this area to find some pick-ups, then

go back to and through the yellow door.



All of the doors in this hallway are locked, so just run

to the double doors at the end of the hall.



To your left is a wooden door and on it are scratched:

11, 6, 25, 10. Four numbers, four letters for the

special word.



In reality, five equals E but according to the poem, Ten

equals E. So they added 5. In reality one equals A, so

add five and six equals A. Seven equals B, eight equals C

and so on.



11 would equal F

6 would equal A

25 would equal T

10 would equal E



Enter "FATE." Now you have the door handle! Return to

the wooden door with the numbers scrawled on it.



After watching the news story, go across the room and

through the double doors.



Another surgery room, exit the bloody double doors.



Fight your way to the door on the right.



The wooden door is locked, so take another right.



Kill the Crawlers, follow the hallway, take the yellow

door.



All of the doors in this hallway are locked but one, take

a right down the branching hall and go straight to the

door at the end.



Does this receptionist area seem especially bloody to you?

Enter the lounge through the double doors.



Watch for the green worms. Skip the doors to the left,

they are locked and go directly to the doors across the

room.



Directly across from you is the lady's room, there is some

health in there, and one freak as well. The hallway leads

left, watch for the flying insects. Run past them and

through the door at the end of the hall.



Banshees. The hall leads to the right, keep following it

until you can go left, then go through the door.



The doors to your left and front are both locked so head

right, all the way to the end of the hall and through

the door.



Bugs, mind the light. The door left is locked, the path

straight is blocked, so go right.



Take out the banshees and worms, check the open rooms for

pick-ups, then exit the double doors leading to the stairs.



Follow the stairs to the first floor and step through the

doors.







__________________________________________________________



CHAPTER 14 - The Wheelchair's Return





__________________________________________________________



In this first room, there are pick-ups a-plenty. Raid

the place, turn your light off and once you are ready step

through the metal door.



Don't move! Equip the sniper rifle and get one good head

shot! He will run, er, roll off after you hit him. Give

chase! Don't use your flashlight to find him. Keep your

distance and look down the long hallways with the sniper

rifle. If he sees your flashlight's beam, you give away

your position and he will open fire.



As he runs, check each hallway with the scope to see if he

stopped at the end. Once you locate him, pop him in the

head, paint the walls with his brains. (Movie Reference)



Keep up this pattern and do not fire unless the reticule

is red. With about 8-10 shots, he will fall. If you find

that you don't have enough sniper ammo, try to sneak up on

him from the side, then pop out from around the corner and

unload on him with whatever you have (Shotgun, machinegun,

magnum).



Once he falls, step through the metal door.



Follow the hall, dealing with the freaks as needed. The

door at the end of the hall is locked, but just to the

left is an unlocked door.



Watch for the crawlers in this hall. Follow the path and

through the door at the end.



Watch for the bugs, then take a right and through the

double doors.



Another banshee hallway. Duck into the side rooms for

pick-ups and cover. Run straight down the hall, do not

take the left. Both doors lead to the same place, but the

left path is the longer way.



There are crawlers in this area. Follow the path, when it

branches, do not go left through the double doors, that

leads you right back to the banshee hallway. The hallway

past the right door is blocked, a dead end, so go straight.



The first door to your left is an office with flying bugs

and health. The other office on the left is empty of any

thing, so once the path opens up, go to the right. Step

through the wooden door with your gun/saw in hand.



Quickly take out the freak then go through the white

double doors on the right.



Run past the bugs and to the double doors on the other

side of the room.



Up and to the left, take the doors to the skywalk.



As you have probably guessed, there are banshees out here.

The door to the left is locked, so just keep running to

the other end.





__________________________________________________________



CHAPTER 15 - The First Encounter





__________________________________________________________





Proceed forward until you see the counter, there is a map

waiting for you. Search the room for pick-ups, just

watch for the bugs on the west side of the room. Once you

have all that you need, exit the door on the west.



Get past the freak, then through the door.



After killing the crawler, head north.



Make your way through the very linear maze, then exit the

door in the northwest corner.



Follow the path, again linear, and head out of the north

east door.



The door to the stairs is locked, so go right (south).



Prepare yourself for a banshee, then proceed south.



Watch for the crawlers. The door to the right (west) is

locked, so keep going south.



The west door is still locked, so keep going south.



The first door to your right is locked, as is the first

office to your left, the next office is empty. Man-handle

the freaks and keep going south.



Mr. Redmoor? Is that you? Well who was that guy in black?

It will all be over soon?



Look up ahead where that guy was standing, a note. So the

little girl's name is Amanda. And so maybe you didn't kill

her Mommy, Jane Doe.



After grabbing all of the pick-ups you need out of this

hall, step through the door leading east to the stairwell.



Follow the stairs down and through the basement doors.





__________________________________________________________



CHAPTER 16 - The Final Encounter





__________________________________________________________





Ironic that you are in the basement and no longer need the

flashlight. Follow the path. For several rooms, it doesn't

deviate, no other paths to take. You will eventually come

to a T-intersection. When you do, go left.



Keep following the path. Like before, it will remain

linear for many rooms. When you come to another

T-intersection it doesn't matter which way you go. It

makes a circle that meets up at the door to the path.



Keep following the path, dealing with enemies as they come.

Again, it will stay straight for a long time, then branch.

This next branch though is just another circle path within

the room. Pick-ups line the floor. Grab what you need,

then step through the door.



BOSS 6



Run and gun, run backwards that is. Hit him whenever

possible but watch for when he flashes red. Wait for the

flashing to stop before you fire at him again or else you

will just waste ammo.



Periodically, he will use some kind of ability to grab you.

You will know he is doing it when you see white around the

edges of the screen. You can still hurt him, but you cannot

break away from his grip.*



*I read on the Gamefaqs message boards that once he grabs

you, if you shoot his hands he will release you.



I found that the sniper rifle does the most damage to him

(head shots) but it might be a bit tedious to set up the

shot.



This is the last boss of the game, there is no reason to

conserve ammo, so just hit him with what you can and try

to keep your distance.





*****************************





Boss tip provided by: Arkrex



Anyway, regarding you strategy for the final boss, it

seems a bit empty, so I thought I'd lend you my fail-proof

strategy.



Hit him up with the shotgun at a distance, never letting

him get too close, nor too far away. That way, when he

eventually tries to levitate you, you can switch to the

revolver and blast away at his hands easily (massive

damage). Switch back to the shotgun once he puts you

down again (the spread prevents him from dodging the

blasts) and rinse and repeat until he's a goner.





*****************************





Enjoy the ending.













__________________________________________________________





XV - FAQ UPDATE HISTORY



__________________________________________________________



12-05-07 - v1.3



- Boss 2 tip provided by Ron W

- Zooming Glitch info given by Chas Brother



11-21-07 - v1.2



- Performed a long over-due spell check

- Boss tips provided by:



XenomorphNL

Arkrex

eric

Xieyi21



- Granted hosting requests by:



Gamefaqs - (http://www.gamefaqs.com)

Cheat Code Central - (http://www.cheatcc.com)

Super Cheats - (http://www.supercheats.com)

Games Radar - (http://gamesradar.com)

Cheat Planet - (http://cheatplanet.com)



11-06-07 - v1.1



- Submitted the completed guide

- Granted hosting request by:



Super Cheats (http://www.supercheats.com)

Cheat Code Central (http://www.cheatcc.com)



11-02-07 - v1.0



- Submitted a rough and incomplete version of the guide.



10-28-07 -



- Bought the game, began the guide.





__________________________________________________________





XVI - CREDTIS, THANKS & HOSTS



__________________________________________________________



CjayC -



- Without you none of this would exist in its current

form.



Watsham, Hargrove, & Renegade Kid -



- Thank you so much for this game. I have enjoyed it

thoroughly. I'm looking forward to more from you guys.



- XenomorphNL, Arkrex, eric, Xieyi21, Ron W -



It is the input from guys like you that make the guide

better and helpful. Thank you for your tips and

suggestions.



- Maryn, hardangelfan -



Thank you both for the kind words and for making the

effort to let me know. I am very pleased that this

guide was able to be a service to you.



Sites that have obtained permission to use this guide are:



Gamefaqs - (http://www.gamefaqs.com)

Cheat Code Central - (http://www.cheatcc.com)

Super Cheats - (http://www.supercheats.com)

Games Radar - (http://gamesradar.com)

Cheat Planet - (http://cheatplanet.com)



__________________________________________________________





X - CONTACT INFO



__________________________________________________________







If you need to contact me for any reason, feel free to

do so by sending an email to



[email protected]



Just make sure you identify this game in the subject

so I won't mistake your mail for spam. All comments are

welcome.



Be sure to check out metroidmetal.com for some free

rocking remixed MP3s of your favorite Metroid melodies.





Movie Reference answers -



"Now I have a machinegun. Ho ho ho."



- Die Hard 1, Hans Gruber



"Say hello to my little friend!"



- Scarface, Tony Montana



"Watch out for the green worms, they're not ripe yet."



- A Fish Called Wanda, Otto



"Once you locate him, pop him in the head, paint the walls

with his brains."



- Fight Club, the Narrator







END OF GUIDE
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