Geist - Strategy Guide (Page 04)
Below are the cheat codes, hints and help for Geist - Strategy Guide (Page 04).
- Text Log 9-1: "Path" - The rubble to your right, opposite the other way out. Note the slip-hole in the door. You can use this to scout ahead in the next room. Note that there are two guards on the upper window to the right, a rocket launcher soldier far opposite the entrance of this room, and a ghost below him. - Ghost Collectible 9-2: On a ledge to your left as you enter. Easily accessible. - Host Collectible 9-2: Past the ghost in the lower corridor, at the dead end. Ladder Room: Enter the room, and blast the ghost from long-range using grenades, then step into the room and quickly boost so you can nail the rocket launcher guy before he fires. He'll have a ghost you need to remove, as well. The last two guys shouldn't be too hard, in any capacity. Leave via the far door. Tunnels: The first guard here will start shooting long before he can see you, so boost around the corridor and cap him. The next two guards are in the storage rooms at the bottom of the set of stairs, so boost quickly down to be able to get them. - Host Collectible 9-4: In the right-hand of these two storage rooms, behind a barrel. Move on to the big spiral staircase. There are three guards on the way up, here, so boost and get the drop on them. Head through the far door. Passage: There are three guards in here, but they should be easy to knock off if you boost quickly enough. *CHECKPOINT* Courtyard: Tough room. There are two guards in the left alcoves, two in the right, and two rocket launchers on the platforms above. Boost quickly to take out the four ground floor guards, then hide and shoot at the two launchers. Once they're all kaput, two guards will come out of the far room, so take them out. Also, take out a ghost hanging out on a high ledge nearby. - Text Log 9-2: "Pot" - Any of the standing pots in this room. - Text Log 9-3: "Pot" - The tipped-over pot on the right side. - Text Log 9-4: "Bench" - The tipped-over bench in the grass as you enter. - Ghost Collectible 9-1: Head to the far room on the ground floor to find the ruined library. The bear is on a balcony in the far left corner. Naturally, you'll need to float. - Host Collectible 9-1: Also in the ruined library, mentioned above, on the lower ground. Head to the rubble in the back to climb out. Start climbing up the rubble to the upper area. You'll find two guards up here popping out to say hi. Head up the stairs in the southeast corner, and take out three more guards before reaching a suspension bridge. - Host Collectible 9-3: Go past the suspension bridge and out the window in the northwest corner. The collectible is on a ledge. Cross the bridge quickly, because there are two rocket launcher soldiers and a guard at the far end. The guard also has a ghost in him, so be careful. Once they're all dead, head left at the end and down the corridor to another spiral staircase. Don't worry. That was the last of the soldiers. Only bosses from here on out. Head to the top of the staircase and out the door. *CHECKPOINT* BOSS: TWIN GOLEMS These fellows waddle around on their stone legs trying to step on you. When they move slowly, they give out shockwaves that hurt really bad. They can also move quickly to try to knock you over, but that's actually easier to avoid than the shockwaves. When you're far, they'll fire eye blasts that will probably hit you unless you're moving. The way to beat these guys is to look for the sections on their body where blue light is leaking. These spots you need to hammer with your primary fire and expose. There are eight spots on each golem (this is from your point of view): the left knee, the right shin, the right hip, the right shoulder, the chest, the left arm, the back, and the face. Once all eight spots are exposed, the golem will stop and glow. You need to hit the exposed spots now with AS Grenades. If you hit one enough times, you'll drain about half of its health before it restores its armor (which is a quarter altogether, the life bar is for both golems), but realistically, you're looking at about three times per golem. Focus on one golem and make sure you take it out before going after the other, because it's a lot easier going against just one. Continue shooting, grenading, and running, and you'll eventually take both golems down for the count. Phew. Head out by the demon-headed door and heal if needed. *CHECKPOINT* BOSS: VOLKS This is the big time, kids. Volks rides around in his floaty wheelchair, either shooting a machine gun at you or firing missiles. First thing's first. Take out that ghost floating around so it can't possess you. Here's how it goes down. Watch Volks as he floats. He tends to try to move into a good position to shoot you. Watch him closely. Immediately after he begins shooting, activate the Boost and get out of the way. If he was firing the machine gun at you, deactivate a safe distance away and wait for the next volley. If he fired missiles, get a safe distance away, then dispossess and grab one of the missiles. Use the C Stick to steer it back into Volks. You'll knock off a fourth of his health. Immediately head back to your body (you'll be facing it as you fall out of the missile), because knocking off a fourth of Volks' health releases a ghost, so head back to your body before the ghost can push it into the flames. Now, do the same thing, wait for a missile, then steer it into him, get back to your body and destroy the ghost. After the third time, you'll have to deal with two ghosts. Once you hit Volks a fourth time, he'll be defeated. *CHECKPOINT* FINAL BOSS: VOLKS' DEMON Now, it's time to destroy the evil that plagued Volks since his childhood. The controls are a different setup, here. The C Stick still lets you look around, but the Control Stick now has you moving up and down and circling around the Demon. Press R to fire spectral blasts. The Demon attacks by flinging the barrier rings surrounding it at you. Your job is to fire at the Demon through chinks in this armor. You won't cause it damage, but repeated fire will cause it to fade, revealing four blue "chunks" and a beating heart. First, destroy these four chunks, then start hammering the heart. This goes for three waves, for every third of his health you reduce. As you get him weaker, he'll fling more rings at you at a time, and his heart will fire back at you. After the third pounding of the heart, the beast will be no more. Congratulations! You've freed the spirits of Alex and Gigi and saved the world from Project Z! Now, go play some multiplayer. ****************************************************************************** 5. COLLECTIBLES ****************************************************************************** Here is collected a listing of all the stuff in your Game Stats. I haven't listed Possessed Hosts because nearly all hosts are required to beat the game, and they're all covered in the walkthrough. ======================= 5A. Possessed Objects = ======================= Unlike Hosts, it's much easier to miss Objects throughout the game, so here's the list for completion sake. Remember, you don't need to possess EVERY object, just every DIFFERENT object. All cans of yellow paint are the same, for instance, even across chapters. I've ordered these in the chronological order you should find them, which isn't necessarily the numerical order. Chapter 2: 2-1: "Trapped Rat" - These first nine items are all in the room where Gigi teaches you about possession. Just snoop around and you'll find them all. 2-2: "Mop Bucket" ^ 2-3: "Antique Shooting Gallery" ^ 2-4: "Dynamo" ^ 2-5: "Schwalk Ale" ^ 2-6: "White Paint Bucket" ^ 2-7: "Blue Paint Bucket" ^ 2-8: "Yellow Paint Bucket" ^ 2-9: "Explosive Container" ^ 2-10: "Phone" - Gigi will point it out to you. 2-11: "Containment CPU" - In the room you started in, only you can only access it when you come back with a host. 2-13: "Trash Can" - In the containment room, once you come back with a host. 2-12: "Ammunition Rack" - In the corridor after the crane room, before fighting Cord. 2-14: "Seraph Statue" - In the room where you fight Cord. 2-15: "Grenade" - Cord drops these if you shoot him just before he throws it. Chapter 3: 3-1: "Dog Bowl" - In Phantom's pen. 3-2: "Security Camera" - On the wall near Phantom's pen, just above the fence. 3-3: "Halogen Lamp" - On a stand in the southeast corner of the first room. 3-4: "Explosive Crate" - Found in Chapter 2. 3-5: "Ladder" - These next three are in the steam room. 3-6: "Fire Extinguisher" ^ 3-7: "Pressure Gauge" ^ 3-8: "Fire Sprinkler" - It's easy to miss, but this is in the room with the first green-lined door you'll find. There are two soldiers in the room. 3-9: "Robot Arms" - These four are in the Hydroponics room, with the Engineer. 3-10: "Laptop" ^ 3-11: "Computer Monitor" ^ 3-14: "Fuse" ^ 3-12: "Catalyst Laser" - In the Control Room. 3-13: "Gun Camera" - Just past the Control Room. Chapter 4: 4-1: "Floodlight" - The light on the wall in the cave with bats. 4-2: "Floodlight" - The light on the floor in the cave with bats. 4-3: "Manhole Cover" - Found in the section near the custodian. 4-4: "Showerhead" - Found, naturally, in the shower room. 4-7: "Bathroom Mirror" - Found just outside the shower room. 4-5: "Keypad Lock" - Found in the construction area leading to the Surgery Wing. 4-6: "Heart Monitor" - Found in the ICU room, near each of the three Failed Ops. Chapter 5: 5-13: "Exploding Gas Canister" - A couple of places. One is on the bottom floor of the first catwalk room (float down and slip back up), and another is in the big three-level room when you try to escape with Bryson. 5-1: "Moving Container" - In the Cargo Room, once you activate the panel. 5-2: "Vintage TV" - In the pantry. 5-3: "White Paint Bucket" - You probably got it in Chapter 2, but it's in the Rat Poison room. 5-4: "Yellow Paint Bucket" - You probably got it in Chapter 2, but it's in the Rat Poison room. 5-5: "Oven" - In the kitchen, behind the cook. 5-6: "Wall-Mounted Fan" - In the kitchen, near the oven. 5-7: "Stack of Plates" - In the kitchen, near the fan. 5-8: "Wall-Mounted TV" - These four are all in the Lounge and restroom. 5-9: "Soda Machine" ^ 5-10: "Soda Can" ^ 5-11: "Sink Faucet" ^ 5-12: "Security Camera" - On the wall on the top floor of the "Bryson Escape" room. You may have picked this up in Chapter 3. 5-14: "Grenade Crate" - In the "Bryson Escape" room near the third group of soldiers. 5-15: "Grenade" - In the Grenade Crate. You probably got this in Chapter 2. 5-16: "Electrical Box" - Near the crane in the "Bryson Escape" room. 5-17: "Missile" - In the aforementioned crane. 5-18: "Motorcycle" - Bryson uses it to escape. 5-19: "Gatling Turret" - On the back of the truck that chases you on the motorcycle. Chapter 6: 6-1: "Antique Clock" - In the Linen Room, required to open the first stone door. 6-2: "Oil Painting" - On the south wall of the Library. 6-4: "Grandfather Clock" - On the east wall of the Library. 6-6: "Statue With Crystal" - The central statue in the Library area. 6-3: "Musical Clock" - In the secret study in the Library area. 6-5: "Engine" - In the truck after escaping the Volks house. Chapter 7: 7-1: "Missile" - In the training sim, but you should have picked it up in Chapter 5. 7-2: "Grenade" - In the training sim, but you should have picked it up in Chapter 2. 7-3: "Electrical Box" - In the training sim, but you should have picked it up in Chapter 5. 7-4: "Scientific Tool Array" - In the Weapons Lab, after you've turned the power on. 7-5: "Filing Cabinet" - In the southwest Weapons Lab room. 7-6: "Severed Tentacle" - In the southeast Weapons Lab room. 7-7: "Microscope" - In the north Weapons Lab room. Chapter 8: 8-1: "Bed" - In Rourke's office. 8-2: "Rattrap" - In the Storage Room. 8-3: "Work Light" - In the Trainer's Room. 8-4: "Catalyst Laser" - You already possessed it in Chapter 3. 8-5: "Computer Monitor" - You had a chance in Chapter 3, but you can go for it again here. Again, these are used in the Control Room. 8-6: "AC Unit" - On the roof during the fight with Rourke. Chapter 9: 9-1: "Missile Turret" - On the far side of the helipad. 9-2: "Electrical Box" - You already possessed one in Chapter 7 (maybe in Chapter 5). 9-3: "Ammunition Rack" - You had a chance in Chapter 2, but if you missed it, there are some around the helipad. 9-4: "Helicopter Gun Turret" - You had a chance in Chapter 5, but if you missed it, on the crashed helicopter. 9-5: "Missile" - You had a chance in Chapter 5, but if you missed it, Volks fires these at you. ======================== 5B. Ghost Collectibles = ======================== There are two of these ghostly teddy bears in every chapter besides the first, and they can only be picked up if you're a ghost. They tell the tragic story of the Volks/Tallant family, and will extend your spiritual life meter. Chapter 2: 2-1: In the kennels, use the slip-hole in the southwestern-most kennel, then follow the tunnel to the end. 2-2: In the room with the cable tram (after the fight with Cord), dispossess your host and drop down to the canyon floor, where you'll find the bear in the water. Use the slip-hole to get back to the tram. Chapter 3: 3-1: This occurs after #2 below, actually. Once you're past the Control Room and fighting your way down the big stairwell, you'll find this bear floating in the center of the room about halfway down. 3-2: Possess the Explosive Container in the Fuse Room (where you replace it to repair the lift) and blow it to reveal a slip-hole. You'll end up inside a large stone head and you'll find another bear. Chapter 4: 4-1: Right at the beginning of the chapter, float straight across the hole to the end of the opposite passage. 4-2: After possessing a bat and reaching the area with the custodian, possess and flip the manhole cover near the door to create a slip-hole, which leads to the bear. Chapter 5: 5-1: In the room right after the beginning room, there is a conveyor belt to your left with a bunch of boxes on them, some labelled (BOOM or FRAGILE). Shoot up all destroyable boxes, then look down over the edge of the catwalk to see a suspended platform. Dispossess and float down and the bear is on that platform. 5-2: After possessing the Moving Containers early in the chapter, hop out as soon as you leave the Cargo Room to find a small back storage area. The bear is behind a chainlink fence down here. Chapter 6: 6-1: After your body blows up the bridge, instead of slipping through the hole into the old house, continue following the path up the rocks to where the bridge used to be and you'll find the bear there. 6-2: In the second section of the house (with the Library and Parlor), go to the far southeast corner of the area, behind a desk, you'll find the bear. Chapter 7: 7-1: While going down the spiral staircase towards the Power Room, you'll see black support beams running from the central structure to the walls. At the bottom are three on the same level. Float from one to the next and you'll reach a duct where the bear is. 7-2: After returning to the real world and possessing the Engineer, go up to the long corridor and down to the Containment Room trapdoor. Behind the nearby console is the bear. Chapter 8: 8-1: After entering the Control Room, use the slip-hole near the Catalyst Laser. You'll end up in the Separation Ruins. Float onto a piece of wreckage to get some height, then float over to the bear hovering over the wreckage. 8-2: After getting Rourke's armor and shooting up the Security Room, the bear is in the Crane Room after it, on one of the piles of crates. Chapter 9: 9-1: From the big Courtyard, go straight across to find the ruined library. The bear is on a balcony on the far side that you'll need to float to. 9-2: In the second room after the helipad (has a broken ladder in it), easily accessible on a nearby ledge. ======================= 5C. Host Collectibles = ======================= There are four of these chevrons in every chapter besides the first, and they can only be picked up if you're in a host. They are used to unlock stuff in Multiplayer. If you find these in one game, they will remain "found" for good unless you remove your game file from the memory card. Check the Multiplayer section below to find out what things you can unlock with your Collectibles. Chapter 2: 2-1: In the first room after possessing the custodian, walk under the stairs from the left side and along this tight passage to the end. 2-2: In the kennels, use the switch to open the doors, then find the collectible in the northeastern-most one. 2-3: In the first room after you break cover, which has a crane in it, look behind the crates on the south side of the room. 2-4: In the room where you fight Cord. Possess the Seraph Statue and turn it 180 degrees so it's pointing the nearest wall and panels will open to give you access to the collectible. Chapter 3: 3-1: As a Rat, enter the Rat Hole and take the right-hand junction in the tunnel all the way to the end. 3-2: As Phantom, in the room before the barrier, hop into the vent in the southeast corner to find this collectible. 3-3: From Phantom's pen, take him onto the system of shelves next to it and jump up to the vent system. In the next room, you'll find a stack of broken vents. The collectible is underneath that stack. 3-4: Once you don the Hazmat suit, you'll have to rivet three panels to move on in the area. To get the collectible, rivet the remaining nine panels in the area, and check the lockers. Chapter 4: 4-1: After finding the Morgue Key, go back to the bloody corridor near the locker room and laundry room and head to the offices in the west section. The back office is now unlocked and has the collectible. 4-2: This is found in the Morgue area, in the office side room, right in the middle of the floor. 4-3: This collectible is in the women's locker room, in the locker across from the other girl. 4-4: This is in the fridge in the Morgue (not the freezer room, the actual fridge). Chapter 5: 5-1: In the Mess Hall, head up the stairs, and to the dead end all the way on the right. 5-2: In the Cargo Room, head towards the garage door in the back right of the room. It's in plain sight. 5-3: In the Pantry, but you must be there as either the scientist or the chef. 5-4: In the restroom off the Lounge, in one of the stalls. Chapter 6: 6-1: Before hopping on the subway, walk over and past the cars to the other side of them, and you'll find it behind the locked car. 6-2: Before or after driving away the Tentacle Beast for the first time, exit the car you're in and look down and to the right to find it. 6-3: In the next car after the first Tentacle Beast fight, look to the left at the far end. It's right near the door. 6-4: After climbing the crushed stairs (and fighting the Spiders), go back down the other stairway and find this at the end of the rubble. Chapter 7: 7-1: In the Main Hub room, climb up the rubble on the south side and walk around the catwalk clockwise to find this near the west part of the room. 7-2: On the path down the Command Center, before you fight the Hydra. 7-3: Before entering the door to the Power Room, looking around the pillar to the door's right. 7-4: In the Security Room, in the southwestern alcove behind a crate. Chapter 8: 8-1: In the Check-In Area, behind the staff check-in desk (near the guard). 8-2: In the Rat Room, look behind one of the scattered vents. 8-3: After going up the elevator as Rourke, go around the elevator to the right to find it. 8-4: In the Garage (fourth combat room as Rourke), to the right of the truck on the lift. Chapter 9: 9-1: From the big Courtyard, go straight across to find the ruined library. It's on the lower floor, there. 9-2: In the second room after the helipad (has a broken ladder), you'll find this at the end of the lower corridor, near where a ghost floats. 9-3: In the big Courtyard, go up to the third floor, near the suspension bridge, but don't cross. Instead, go past it to the window on the wall and hop out to find the collectible on the ledge. 9-4: In the tunnels after the Ladder Room, in the right-hand of the two storage rooms halfway through, behind a barrel. This is before climbing a long set of spiral stairs. =============== 5D. Text Logs = =============== While the Text Logs have numbers, I've listed them in chronological order to make them easier to find. They serve no purpose for unlocking anything, so this is just for "completionist" sake. Chapter 1: 1-1: "Computer Workstation", check just about any computer in the main lab. 1-3: "Mysterious Ooze", examine any of the bright blue tubes in the main lab. 1-5: "Large Fan", look up at the ceiling of the main lab. 1-6: "Strange Dead Creature", head up the stairs on the north side of the main lab and check the box. 1-7: "Severed Tentacle", head up the stairs on the south side of the main lab and find it on a table. 1-2: "Computer Workstation", while you make your escape, check the desks or the computers near the next set of blue ooze capsules. 1-4: "Mysterious Ooze" - After fighting the Tentacle Creature, check the blue stuff in the hole in the floor. 1-8: "Dangerous Hole" - After fighting the Tentacle Creature, check the hole the creature retreated into. Chapter 2: 2-1: "Containment Unit" - Check the machine Gigi blows up, either when you escape or when you return to the room. 2-3: "Computers" - Check the computers in front of the pods in the containment room. 2-2: "Plaque" - In the room where you fight Cord, right in the center. Chapter 3: 3-1: "Dog Fan" - These first five are all in the first room. 3-2: "Dog Bed" ^ 3-3: "Tools" ^ 3-11: "Generator" ^ 3-26: "Spool" ^ 3-4: "Rat Hole" - Examine the small hole near the rats in the second room. 3-5: "Pumping Machine" - It's the big machine right near the ghost barrier in the second room. 3-6: "Cracked Wall" - Just past the ghost barrier, examine a crack on the southeast wall with one pipe visible. 3-27: - "Cover Crate" - Near the slip-hole, two non-explosve crates. 3-7: "Floor Grate Pipes" - These next five are all in the room just beyond the room with explosive crates (there's a slip-hole here). 3-8: "Cracked Wall Steam" ^ 3-9: "Hall Air Vent" ^ 3-28: "Spark Lights" ^ 3-37: "Control Room" ^ 3-10: "Steam Shelves" - These two are both in the steam room. 3-29: "Power Box" ^ 3-12: "Lab Equipment" - The following four are all in the hydroponics room. 3-13: "Coffee Mug" ^ 3-17: "Burned Fuse" ^ 3-30: "Pool" ^ 3-14: "Essence Vat" - A vat near the west wall of the Fuse Room. 3-31: "Encased Coils" - A power box on the north wall of the Fuse Room near the fuse box. 3-15: "Big Head" - It's in the Fuse Room. If inside collecting Ghost Collectible 3-2, you can look out the eyeholes, or you can view it when walking past it after fixing the lift. 3-16: "Control Panel" - Any of the computers in the Control Room. 3-38: "Reactor Room" - The sign on the door in the Control Room. 3-18: "Mop Bucket" - Just after the Control Room. 3-32: "Creaky Boards" - After possessing the Grenade Soldier, look down when passing through the next door. 3-19: "Stair Pipes" - Pipes at the bottom of the large stairwell fight. 3-20: "Decontamination" - The shower above you in the Decon Room. 3-33: "Decontamination Drain" - The drain below you in the Decon Room. 3-21: "Ground Fog" - The fog in the early part of the hazardous hallway. 3-34: "Work Lamps" - The lights in the hazardous hallway. 3-35: "Gate Sign" - The signs flanking the gate past the riveting challenge. 3-22: "Computer System" - In the Reactor Room, check any of the monitors attached to large machines. 3-23: "Ooze Tanks" - In the Reactor Room, check the tanks near where you entered. Chapter 4: 4-17: "Sign" - This is the sign on the door leading from the cavern area to the medical wing. 4-1: "Dirty Clothes" - The hamper near the exit of the Laundry Room. 4-2: "Washing Machine" - The three working washing machines in the far end of the Laundry Room. 4-6: "Junk" - Shelves in the Custodian's room (near the Laundry Room). 4-7: "Boxes" - Boxes in the Custodian's room. 4-18: "Sign" - Laundry Room sign near the Custodian's Room. 4-3: "Towel Rack" - These six are all in the women's locker room. 4-4: "Paper Towels" ^ 4-5: "Trash Can" ^ 4-11: "Shower Bag" ^ 4-12: "Clothes Hamper" ^ 4-13: "Soap" ^ 4-8: "Sign" - This sign is near the ceiling near Dead Guard 4-46 below. 4-9: "Lamp" - This lamp is in the floor in the bloody corridor. 4-40: "Dead Bubble Girl" - In the locker room after getting your uniform. 4-41: "Dead Janitor" - The dead custodian is near the uniforms. 4-42: "Dead Pervert" - Outside the locker room after getting your uniform. 4-46: "Dead Guard" - This guard is found in the bloody corridor. 4-43: "Dead Med Tech" - These four are found in the room with the Extinguisher. 4-49: "PC" ^ 4-52: "PC" ^ 4-53: "PC" ^ 4-44: "Dead Guard" - These four are found in the room opposite the above room. 4-48: "PC" ^ 4-50: "PC" ^ 4-51: "PC" ^ 4-10: "Statue" - The busts in the big construction room. 4-11: "Construction Area" - The lifts in the construction room. 4-19: "Sign" - The sign on the door in the construction room that says "Morgue". 4-20: "Sign" - The sign on the door leading to the Surgery wing from the outer corridor. 4-21: "Sign" - The sign on the door leading to the ICU from the outer corridor. 4-16: "Bryson" - On the operating table in the Surgery room. Examine him before getting the counteragent. 4-47: "Dead Guard" - After visiting Surgery for the first time, check any of the three guards that had just been killed by the Imps. 4-54: "PC" - These three PCs are in the back office in the bloody corridor, unlockable after you get the Morgue Key. 4-55: "PC" ^ 4-56: "PC" ^ 4-12: "Fax Machine" - These ten items are all in the Morgue Office, on the way down to the Morgue itself, except for the Gurney which is just outside it. 4-22: "Gurney" ^ 4-23: "Box" ^ 4-24: "Box" ^ 4-25: "Box" ^ 4-26: "Cabinet" ^ 4-27: "Files" ^ 4-28: "File Cabinet" ^ 4-29: "Tub" ^ 4-30: "Monitors" ^ 4-31: "Fuse Box" - Just outside the doorway to the Morgue. 4-32: "Sink" - These eight items are all in the Morgue. 4-33: "Corpse" ^ 4-34: "Table" ^ 4-35: "Table" ^ 4-36: "Preservatives" ^ 4-37: "Bin" ^ 4-38: "Cabinet" ^ 4-39: "Box" ^ 4-45: "Dead Pantsless Guard" - After changing to Rambo Anna, examine the guard you just frisked. Chapter 5: 5-1: "Lockers" - In the small room behind the Cargo Room control room, also accessible from the cafeteria. There's also a set in the men's restroom. 5-2: "Coatrack" - In the small room behind the Cargon Room control room, also accessible from the cafeteria. 5-3: "Pane of Glass" - In the control room in the big Cargo Room. They can be shot out or blown with a grenade, so be careful not to shoot all three. 5-4: "High-Tech Panel" - In the control room in the big Cargo Room. 5-5: "Crane Control Panel" - In the control room in the big Cargo Room. 5-6: "Storage Shelf" - These three are in the pantry. 5-7: "Folding Chair" ^ 5-9: "Pile of Junk" ^ 5-8: "Rat Poison" - It gets pointed out to you as you exit the rat hole. Make sure you examine it as a rat, or it won't count. 5-10: "Generator" - These four are in the Rat Poison room. 5-11: "Oil Barrels" ^ 5-12: "Small Shelf" ^ 5-13: "Filing Cabinet" ^ 5-14: "Tray Window" - These nine items are all in the Mess Hall/Kitchen. 5-15: "Condiment Stand" ^ 5-16: "Recycle Bin" ^ 5-17: "Dish Station" ^ 5-18: "Pot of Water" ^ 5-19: "Deep-Fat Fryer" ^ 5-20: "Empty Shelf" ^ 5-21: "Buffet Counter" ^ 5-22: "Cash Register" ^ 5-23: "Game Consoles" - These eight are in the Lounge and nearby restroom. 5-24: "Bookshelf" ^ 5-25: "Ladies' Room" ^ 5-26: "Checkerboard" ^ 5-30: "Calendar" ^ 5-31: "Note" ^ 5-32: "Towels" ^ 5-33: "Urinal" ^ 5-27: "Gaping Hole" - These two are in the Lobby area beyond the lounge. 5-28: "Paint Cans" ^ 5-29: "Overhead Crane" - A big crane in the middle of the "Bryson Escape" room. 5-34: "Destroyed Keypad" - Near the door where you start in the "Bryson Escape" room. Chapter 6: 6-34: "Large Door" - Examine the door you entered through. 6-1: "Large Mirror" - In the cavern after the first slip-hole. NOTE: The following are all in the first section of the house. 6-2: "Pantry Shelves" - In the pantry. 6-5: "Storage Barrels" - In the pantry. 6-3: "Old Freezer" - In the food storage room. 6-6: "Old Canned Food" - In the food storage room. 6-7: "Large Kitchen Table" - In the kitchen. 6-4: "Bathroom Stalls" - In the restroom in the southeast corner. 6-9: "Crack in the Wall" - A crack at the west end of the dining room. 6-27: "Large Dining Table" - In the dining room to the north. 6-35: "Locked Door" - The door in the northwest corner. 6-36: "Medium Stone Door" - The door at the east end of the hall. 6-42: "Stone Statue" - In the center of the main hall. 6-8: "Linen Shelf" - The shelves in the linen room. NOTE: The following are all in the second section of the house. 6-10: "Diary Entry" - Southeast corner of the Library (book pile). 6-11: "Diary Entry" - Closed book at the top of the northeastern steps in the Library. 6-12: "Diary Entry" - West wall of the Library, on shelf just north of the west podium. 6-13: "Diary Entry" - Southeast corner of the Library (open book on shelf above book pile). 6-14: "Diary Entry" - North end of the Library, on the floor near the north podium. 6-15: "Diary Entry" - Northeast corner of the Library (open book on a shelf). 6-16: "Finger Painting" - On the wall in the hidden study. 6-17: "Chemistry Set" - On a shelf in the hidden study. 6-18: "Antique Vase" - The vases in the hidden study. 6-19: "Old Globe" - On the desk in the hidden study. 6-23: "Tall Bookshelf" - The shelf to the right of the Oil Painting. 6-30: "Fireplace" - In the Parlor on the far wall. 6-34: "Large Stone Door" - The big door on the north wall. 6-40: "Power Generator" - In the Parlor near the entrance. 6-49: "Small Stone Statue" - Any of the five statues circling the center one. NOTE: The following all appear in the third section of the house. 6-26: "Large Dead Tree" - Right in center of the area. 6-37: "Rusty Merry-Go-Round" - Next to the tree. 6-41: "Old Metal Slide" - Next to the tree. 6-45: "Abandoned Swing Set" - Next to the tree. 6-20: "Alex's Bed" - Bed in Alex's room. 6-21: "Alex's Books" - Books in Alex's room (on the shelf). 6-25: "Child's Desk" - Desk in Alex's room. 6-33: "Glass Globe" - Globe in Alex's room. 6-38: "Wooden Model Ship" - Either ship in Alex's room. 6-24: "Children's Books" - The bookshelf in Gigi's room. 6-28: "Doll Cabinet" - The cabinet in Gigi's room. 6-29: "Wooden Doll House" - Near the window in Gigi's room. 6-31: "Gigi's Bed" - Bed in Gigi's room. 6-22: "Old Bathtub" - Bathtub in Giselle's bathroom. 6-32: "Giselle's Bed" - Canopy bed in Giselle's room. 6-39: "Old Toilet" - Toilet in Giselle's bathroom. 6-47: "An Antique Vanity" - Vanity in Giselle's bathroom. 6-48: "Chair by the Window" - Chairs in Giselle's adjoining sitting room. NOTE: These last two are after you escape the house. 6-44: "Deserted Subway Car" - A subway car at the far end of the first room, before actually entering the subway cars themselves. 6-46: "Volks Truck" - The truck you see with the soldier inside. Chapter 7: 7-14: "Ladder" - The following six are all in the first two rooms of the area after you finish the simulator (Containment Room and Maintenance Room) 7-15: "Dead Soldier 1" ^ 7-16: "Dead Soldier 2" ^ 7-17: "Stack of Paint Cans" ^ 7-18: "Old Rusty Motor" ^ 7-19: "Stack of Boards" ^ 7-6: "Large Metal Door" - The door at the east end of the long corridor. You must examine it before the power comes back on. 7-20: "Containment Room Trapdoor" - The trapdoor at the west end of the long corridor. 7-21: "Weapons Lab Room Sign" - The sign leading from the corridor to the lab. 7-34: "Power Room Sign" - The sign leading from the corridor to the hallway to the Power Room. 7-7: "Scientific Tool Array" - The big robot arms in the middle of the weapon lab. These must be examined before the power's back on. 7-22: "Weapons Lab Boxes" - Any of the boxes stacked up in the Weapons Lab. 7-24: "Supply Cabinet" - In the northwest corner of the Weapons Lab. 7-25: "Sticky Note" - On a PC in the southeast corner of the main Weapons Lab. 7-26: "Sticky Note" - On a PC in the southwest corner of the main Weapons Lab. 7-31: "Lab Equipment" - One of the microwave-like mechanisms on the lab benches in the Weapons Lab. 7-32: "Microscope" - Any of the microscopes in the Weapons Lab. 7-33: "Lab Manuals" - A white book in the central Weapons Lab table. 7-1: "Unpowered Equipment" - Any of the elevator controls in the subway area. You must examine this before the power comes back on. 7-35: "Hazmat Filter" - The showerhead at the top of the Decon Room (you may need to float to it). 7-36: "Hazmat Sign" - The sign next to the door leading to the hazardous area. 7-39: "Fuse Box" - Check the box on your right after exiting the spiral staircase down to the Power Room. 7-37: "Vent Shaft" - Either of the two vents in the subway tunnel spewing green gas. 7-38: "Map of the Subway" - On the wall near the rubble-filled doorway early in the subway tunnel. 7-5: "Body Parts" - What's left of the guy who was helping you turn the power on in the Power Room. 7-2: "Hydra Beam Gun" - On the rack in the north Weapons Lab room. 7-3: "Imp Flamethrower" - On the rack in the southwest Weapons Lab room. 7-4: "Tentacle Cannon" - On the rack in the southeast Weapons Lab room. 7-23: "Password-Protected Computer" - PCs in a Weapons Lab room without a sticky note. 7-27: "Sticky Note" - On several computers, such as the one in the upper area of the southwest Weapons Lab room. 7-28: "Weapons Lab Computer" - A few turned on computers in the main lab after the power's turned on, such as on the south wall of the main room (talks about virus scanners). 7-29: "Weapons Lab Computer" - A few turned on computers in the main lab after the power's turned on, such as in the southeast corner of the main room (talks about "jargon"). 7-30: "Weapons Lab Computer" - The computer in the southwest corner of the main lab (talks about movie reviews) after power is restored. 7-40: "Lab Whiteboard" - In any of the Weapons Lab rooms. 7-41: "Empty Lab Tank" - The tank in the north Weapons Lab room. 7-42: "Lab Tank with Hydra" - In the southwest Weapons Lab room, in the tank. 7-43: "Lab Tank with Tentacle" - In the southeast Weapons Lab room, in the tank. 7-8: "Locked Double Doors" - The doors on the east wall in the Main Hub. 7-10: "Command Room Directions" - Sign on the south door in the Main Hub. 7-11: "Conference Room Directions" - Sign on the east door in the Main Hub. 7-12: "Containment Room Directions" - Sign on the west door in the Main Hub. 7-13: "Security Room Directions" - Sign on the north door in the Main Hub. 7-9: "Malfunctioning Equipment" - After passing through the Command Center retinal scanner, check the scanner on the south side of the door.
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