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Million Pixels - Million Hooters
Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter G » Geist - Strategy Guide (Page 04)

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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