Dementium: The Ward Walkthrough :
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Walkthrough - WalkthroughGuide Type - Walk-through Game Title - Dementium: The Ward Platform - Nintendo DS Date submitted - 01-12-08 Version - 1.4 By - obishawn In this update: 01-12-08 - v1.4 - Added a few tips from: Grant O, Sean, Shannon, The Ace, D W - Chrissy, Michael, nikruss added to the thanks list 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. Be sure to give me a name so that I can give you your due credit. 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. 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 - - If all you need from this guide is a puzzle solution, just use the search feature (ctrl-F) as I go into detail about how to solve the puzzles in the walkthrough. - This guide is NOT spoiler free, but it is as spoiler free as possible in regard to the plot. The are spoilers mostly for the scary moments. If you don't want those moments 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. - 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 "******." - 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.) __________________________________________________________ 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) - "The right is right, right?" 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) - "Lefties have rights too!" 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 them 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! (Episode III reference) 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 attacking 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 she 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: 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! ********************************************************** so with the first boss, the cleaver. i found a clever and slightly cheating way to do it. -Once you enter the room and the little movie segment plays, shoot him and move to the right as close to the wall as you can. this SHOULD make him not be able to get to you its almost short of blocking him so you can shoot away and i think only his green stuff will shoot at you. BTW shooting him in the mouth does massive damage to him. :) hope it helps all - Shannon ********************************************************** When you enter the room to fight the cleaver. wait until he shoots his green stuff at you when he does side step right and wait in the corner to the right of the door you came in from. He will get stuck on the corner and won't shoot his green stuff at you but you have a perfect shot at his head. - The Ace ********************************************************** 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 floor 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. What am I saying, there's no such thing as bad Tace 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: ]* [ ] [ ] [ ] [ --------- ------------ >>>>>>>>>>>>>>>>>>> |
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Another Dementium: The Ward Walkthrough :
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