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

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 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

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



You wake up alone, in the dark, only to find yourself in a
mysterious, derelict hospital that appears to be frozen in

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

             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


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

Options       - Go to the options menu.

                - Control Type - Choose between a right
                                 or left handed control 

                - 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

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



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



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.



The following is the list of enemies in the game.  I will
try to detail characteristics and strategies for killing

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


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

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

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 donÂ’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

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

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

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.

__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

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:


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

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

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.


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

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:
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