DECISIONS, DECISIONS

Destruction. Darkness. We quickly raced forward knowing all well that each decision we made held newfound hope or endless despair.

Image10.jpg
 

AIPC CHART

NOTE: The AIPC partner that requires the left trigger on the control stick will take the P-Base located in B2F route while the other AIPC requiring the up trigger on the control stick will take the V-Poison located in B4F route. 

Offline AIPC Chart DD.png
 

University 1F (EASY)

DD Map 1F Easy.png
 

University 1F (NORMAL)

DD Map 1F Normal.png
 

University 1F (HARD)

DD Map 1F Hard.png
 

University 1F (VERY HARD)

DD Map 1F Very Hard.png
 

Entrance Hall

You’ll start at the center of the entrance hall. Your objective here will be to find the 2 jewels required for the moose head that is located behind the stairwell. The first jewel is located on the first floor while the second is located on the floor above. Head up the stairwell to find items on the table here. A First Aid Spray and Handgun can be found on the desk here on the Easy difficulty, while the Handgun is replaced with a Folding Knife here on the Normal difficulty But the First Aid Spray remains. The Hard difficulty will only have a Folding Knife on the desk, and the Very Hard difficulty, you’ll find only a Handgun here which will have no ammo in it. If you proceed up the western side of the stairs, near the window on the south west side, you’ll find herbs here. Proceed to the only door on the 2F section of this hall.

 
pcsx2 2019-09-06 08-11-54-134.png

ATTACKING THE DOOR

Refer to the WEAPONS category to understand what these values means. The number of attacks required to open the door by force.

EASY & NORMAL: 5250

  • 100: 53

  • 250: 21

  • 450: 12

  • 500: 11

  • 625: 9

  • 1250: 5

  • 3000: 2

  • 6000: 1

  • ∞: 1

HARD: 6250

  • 100: 63

  • 250: 25

  • 450: 14

  • 500: 13

  • 625: 10

  • 1250: 5

  • 3000: 3

  • 6000: 2

  • ∞: 1

VERY HARD: 7250

  • 100: 73

  • 250: 29

  • 450: 17

  • 500: 15

  • 625: 12

  • 1250: 6

  • 3000: 3

  • 6000: 2

  • ∞: 1

pcsx2 2019-09-06 08-11-54-134.png

ATTACKING THE DOOR

Refer to the WEAPONS category to understand what these values means. Once the door's initial structural points have been reduced to 0, the door will have lesser structural points. The numbers below, are how many attacks are required after the door has been forced open the first time. 

EASY & NORMAL: 5250

  • 100: 53

  • 250: 21

  • 450: 12

  • 500: 11

  • 625: 9

  • 1250: 5

  • 3000: 2

  • 6000: 1

  • ∞: 1

HARD: 6250

  • 100: 63

  • 250: 25

  • 450: 14

  • 500: 13

  • 625: 10

  • 1250: 5

  • 3000: 3

  • 6000: 2

  • ∞: 1

VERY HARD: 7250

  • 100: 73

  • 250: 29

  • 450: 17

  • 500: 15

  • 625: 12

  • 1250: 6

  • 3000: 3

  • 6000: 2

  • ∞: 1

 

University 2F (EASY)

DD Map 2F Easy.png
 

University 2F (NORMAL)

DD Map 2F Normal.png
 

University 2F (HARD)

DD Map 2F Hard.png
 

University 2F (VERY HARD)

DD Map 2F Very Hard.png
 

2F Passage
→ Drawing Room

There will be a Green Herb on the thin bookshelf here near the door you came from on all difficulties except the Very Hard difficulty. On the Easy difficulty, you’ll find the Brass Spectacles on a bust here. Grab them as if you have noticed in the previous room, the bust over there requires something to trigger an unlocking mechanism. You’ll find an Anti-Virus Pill on the table on the northwest corner here on all difficulties. A Handgun will be on the small coffee table here on the Easy and Normal difficulties. If playing on the Very Hard difficulty, there will be a zombie here. Note that the zombies from the 2F Passage will also enter this room on higher difficulties, so it will be difficult to grab any items here without being swarmed so it is best to ignore the items here. Proceed to the door near the coffee table.

 

Entrance Hall
→ 2F Passage

A zombie will greet you shortly after entering the passage on all difficulties except the Easy difficulty. The tiny cabinet near you if pushed has an Iron Pipe under it. Straight ahead on the corner cabinet in front of you is a Blue Herb on all difficulties except the Very Hard difficulty, where it’ll be a Green Herb here instead. Another zombie will be standing here. Further down on the floor on the northeast corner are Handgun Rounds on the Easy difficulty. You’ll notice a bust at the end of the corridor. You cannot do anything about it right now (unless you’re playing as Cindy, head for the door on the west side wall, red door) but if playing as Cindy, head for the east door (green door).

 
 

Drawing Room
→ Presidents’ Room

You’ll notice something sparkling underneath the table here. On all difficulties except the Very hard difficulty, you’ll find a Handgun Magazine here but there will be Handgun Rounds here on Very Hard (remember that if you’re playing as Mark or Mark-Type NPCs, you cannot crawl underneath the table to obtain the item here). If the zombies enter the room shortly after you did, you can hide under the table and wait for them to leave. Consider this option since the zombies can attack you if you try to examine the fireplace here. If the coast is clear, examine the wall with the fireplace in the middle and you’ll be prompted to select which cord to pull down. Regardless of which cord you pull; it’ll lower the arm of the statue in the Art Gallery. You’ll have a 50/50 chance of releasing a zombie sealed inside the closest here. Once you pull the cord, you can leave the room. However, if the zombies left the room, it is suggested you press and hold the door and wait for them to return so they won’t possibly ambush you in the previous rooms then leave as soon as they start trying to break back in.

Presidents’ Room
→ Drawing Room

Head for the door leading back to the 2F Passage. Avoid the zombies if any.

 

Drawing Room
→ 2F Passage

Head straight for the door that is in front of you.

 

2F Passage
→ Art Gallery

You’ll find a Folding Knife on the Easy difficulty underneath the piano sitting here while there will be an Iron Pipe laying here instead on the Very Hard difficulty. If you examine the gun display at the north east corner, you’ll find Handgun Rounds sitting on the floor here on all difficulties except the Very Hard difficulty. Approach the large statue and you’ll notice the arm of the statue is lowered. Take the Blue Jewel and leave the gallery.


NOTE: Previously, the guide mentioned if playing as Cindy, to come straight here from the 2F Passage, instead of heading to the Drawing Room. Have Cindy approach the piano and press the Action button and Cindy will play the piano which will lower the statue’s arm and allow you to obtain the Blue Jewel.

 

Art Gallery
→ 2F Passage
(All difficulties except the Easy difficulty)

Head back to the door that leads to the Entrance Hall. Watch out for awkward zombie positions due to the camera angles.


Easy difficulty ONLY: Approach the bust at the end of the corridor and use the Brass Spectacles. The wall will lower near the bust revealing a door. Enter through this door.

 

2F Passage
→ Testing Passage A
(Easy difficulty only)

Head down the metal walkway. Halfway you’ll find a Grenade Launcher loaded with Burst Rounds here. Proceed to climb down the ladder further ahead until you reach the 1F part of the room. Ignore the control panel and the broken cable above and continue down the passage until you reach the end. You’ll find Handgun Rounds on the ground here near a door. Enter through the door here.

 

Testing Passage A
→ 1F Passage B
(Easy difficulty only)

Head east until you see a door in front of you and examine the boxes close to the small ladder to find the Part of Torn Memo file here. It contains part of a code. There is also an Iron Pipe here as well. Ignore the door and backtrack to the other side of the passage. You’ll notice another broken power cable and panel here. Ignore them and continue down the passage and you’ll notice another door as well as a Green Herb and Blue Herb sitting here. The end of the passage has a large double door which is locked and requires a card key to open. Ignore it and use the door near the two herbs to enter the Entrance Hall.

 

2F Passage (All difficulties except the Easy difficulty) / 1F Passage B (Easy difficulty only)
→ Entrance Hall 

Head down to the 1F section of the hall. Approach the moose head at the rear of the hall behind the stairwell and place the Blue Jewel on the moose. Head towards the east side of the hall and use the door that is in the middle.

 

Entrance Hall

→ Student Affairs Office

A zombie that is further down the room will give chase shortly after entering the room. If playing on the Hard and Very Hard difficulties, there will be two zombies in this room instead. Right as you enter the room there is an Anti-Virus Pill in front of you. To the right side of the room where a coat is hanging, you’ll find Handgun Rounds inside the coat on all difficulties except the Very Hard difficulty. The desk across from the coat is the Peter’s Diary file. Further down you’ll notice a sparkle on the north side of the room on top of the counter. Here contains the Genealogy Facts file. Across from this file’s location you’ll see a small drawer which can be opened. Inside contains a Handgun on all difficulties except the Very Hard difficulty where you’ll find a Folding Knife inside instead. It may be difficult to grab any files or items here with the zombies chasing you so you may need to ignore them for now until the room is clear. Proceed to the door up ahead.

 

Student Affairs Office
→ General Manager’s Room

If playing on the Hard or Very Hard difficulty, before doing anything, wait for the zombies to enter shortly after you. Leave the room to re-enter the Student Affairs Office then wait for the zombies to start attacking the door then re-enter back into the General Manager’s Room. On lower difficulties, you won’t have to worry about the zombies barging in. With the coast clear, approach the small picture on the wall near where a Blue Herb is sitting on all difficulties except for Very Hard. Examining the picture will cause it to lift upward and reveal a switch which you must activate to supply power to the Cuckoo Clock up ahead. On the desk, there is a Number Memo file which will reveal the time you must input on the Cuckoo Clock to solve the puzzle.


Approach the Cuckoo Clock and apply the correct time (the time will be different on each difficulty) and once solved, the clock will reveal the Red Jewel. Once you have the Red Jewel, leave the office.

 

SOLVING THE CUCKOO CLOCK PUZZLE

pcsx2 2020-03-24 15-01-01-655.png
 
 

Use the numbers of the last page of the Number Memo and line them up with the other pages of the file. 

HOUR: 9 on page 1 and 0 on page 2.

MINUTE: 8 on page 3 and 1 on page 4.

NOTE: Solution will change based on difficulty.

 
DD Clock Easy.png

EASY DIFFICULTY

Time: 03:25

DD Clock Normal.png

NORMAL DIFFICULTY

Time: 10:05

DD Clock Hard.png

HARD DIFFICULTY

Time: 07:40

DD Clock Very Hard.png

VERY HARD DIFFICULTY

Time: 02:50

 

General Manager’s Room
→ Student Affairs Office

If the room is clear enough, you can grab any files or items you might’ve had to ignore due to the zombies. Otherwise continue to the door back to the Entrance Hall.

 

Student Affairs Office

→ Entrance Hall

Place the Red Jewel on the moose head which will reveal a secret passage behind you. You can enter the passage if you like, but will require a memo to enter a code soon (unless this is a repeated playthrough and you know the codes you can ignore some sections of this walkthrough, otherwise this is aimed for newer players that want to know the locations of everything. If playing on the Easy difficulty, and you’re following the guide, you’ll already have the file so you can enter the secret passage right away). The door at the far east side on the same wall as the moose head cannot be opened from your side so it will require force to open. There is a chance the zombies may attack the door from the other side to deplete its base structural points making it weaker and easier to open but they may not. If you want to avoid “activating” zombies by entering rooms they inactively reside in, this is an option and it’ll lead you to the passage where one of the pieces of elevator code is located at. Otherwise head for the door at the far south side (the door George goes through at the start of the scenario).

 

Entrance Hall
→ Waiting Room
(All difficulties, except the Easy difficulty)

A zombie will be at the other end of the room as soon as you enter. If you’re playing on the Normal difficulty, you’ll find the Brass Spectacles on the bust here. A Green Herb will be on a table next to a couch on all difficulties except the Very Hard difficulty, in which you’ll find a Blue Herb there instead.

 

Waiting Room
→ 1F Passage A
(All difficulties, except the Easy difficulty)

If you approach a small cabinet close to the door you came from, you can push it to find a First Aid Spray underneath on all difficulties except the Very Hard difficulty. Further down you’ll encounter another zombie here. There is a 50/50 chance it will go for the door further down the passage if it hasn’t begun to aggro. Straight ahead, you’ll find another bust sitting here housing the Brass Spectacles on the Hard difficulty halfway down the passage (if playing on the Hard difficulty, you will need to grab them as this isn’t optional like the other difficulties). A Red Herb sitting on the floor near another small cabinet that can also be moved straight ahead. The cabinet, if pushed, contains Handgun Rounds on all difficulties except the Very Hard difficulty, which contains a Handgun Magazine here instead. Head for the door further down the passage.

 

1F Passage A
→ 1F Passage B
(All difficulties, except the Easy difficulty)

If you examine the box near where the small ladder is located, you’ll find the Part of Torn Memo file here which contains part of a pass code. You’ll also find an Iron Pipe sitting near the boxes on the Easy and Hard difficulty. You may notice a door on the same wall the file was at, unless you’ve entered from the other side or attacked it to force it open, you cannot use this door so ignore it for now.  Further down, you’ll notice sparks raining down from a severed power cable and a panel nearby. You can activate the panel to cause the broken power cable to send an electrical charge to the ground. Be careful as this can damage other characters but it can significantly damage zombies. There will be a cool down after you’ve used the panel. Continue down the passage and you’ll find a Green Herb near the wall across from a door on all difficulties while if playing on the Easy and Normal difficulties, there will be a Blue Herb sitting here as well. Ignore the double doors at the end of the passage as it requires a card key to unlock and head for the door across from where the herbs were at.

 
pcsx2 2019-09-06 08-16-26-983.png

ATTACKING THE DOOR

Refer to the WEAPONS category to understand what these values means. The number of attacks required to open the door by force.

EASY & NORMAL: 11000

  • 100: 110

  • 250: 44

  • 450: 25

  • 500: 22

  • 625: 18

  • 1250: 9

  • 3000: 4

  • 6000: 2

  • ∞: 1

HARD: 12000

  • 100: 120

  • 250: 48

  • 450: 27

  • 500: 24

  • 625: 20

  • 1250: 10

  • 3000: 4

  • 6000: 2

  • ∞: 1

VERY HARD: 13000

  • 100: 130

  • 250: 52

  • 450: 29

  • 500: 26

  • 625: 21

  • 1250: 11

  • 3000: 5

  • 6000: 3

  • ∞: 1

 

1F Passage B
→ Entrance Hall
(All difficulties, except the Easy difficulty)

Back at the Entrance Hall, if you grabbed the Brass Spectacles (this is mandatory for the Hard difficulty), then head back up to the 2F and return to the 2F Passage and use the Brass Spectacles on the bust there to reveal the hidden door. On the Hard difficulty, you’ll need to enter the Testing Passage A and unlock the door which will lead you to 1F Passage B so you can enter back into the testing passage later on without having to force the door open or access the passage or backtrack back up to the 2F passage to access. Otherwise, enter the secret passage that was concealed behind the moose head.

 

University B1F (EASY)

DD Map B1F Easy.png
 

University B1F (NORMAL)

DD Map B1F Normal.png
 

University B1F (HARD)

DD Map B1F Hard.png
 

University B1F (VERY HARD)

DD Map B1F Very Hard.png
 

Entrance Hall
→ Study Room

Head down the flight of stairs and about halfway down the ground level, a cutscene will trigger finding that Peter (the character who contacted George) has been murdered. After the cutscene resolves Peter will come back to life as a zombie on the Very Hard difficulty. To the left side of the room on a cabinet, you’ll find an Anti-Virus Pill (L) sitting here. You’ll find a Recovery Medicine (L) on the Easy and Normal difficulty but a Recovery Medicine on the Hard difficulty next to the cabinet which had the Anti-Virus Pill (L). The cabinet on the opposite side from the two cabinets will have another Anti-Virus Pill (L) here on the Easy and Normal difficulties. Head for the desk and examine the computer to find the Reagent Generation Memo file and next to Peter’s corpse, you’ll find the Blood-Stained Memo file. On the right side of the desk, you’ll find the Torn Memo file which contains the last part of the pass code needed for the elevator controls.  Afterwards, head back up the stairs and leave the study room (if you killed Peter in his zombified state on the Very Hard difficulty, he will respawn up here so don’t linger too long in the room).

 

Study Room
→ Entrance Hall

Head west (to the character’s left) after entering the hall (if playing with AIPC partners, follow them, as they’ll automatically head for the door you’re required to enter) and enter the only door near the table.

 

Entrance Hall
→ 1F Passage Elevator

Right in front of you is a computer that you must enter the passcode into to unlock the elevators and progress further. The Torn Memo and Part of Torn Memo files must be combined to get the correct code (or read below for all possible passcodes). You’ll find a set of lockers near the computer here. The locker closest to the computer will allow your character to hide inside it (except Mark) and the locker next to it holds an Iron Pipe inside on all difficulties except Very Hard. On a table on the opposite side of the lockers there is a Lighter. The lighter is useless on its own but can be of some value to David. Near a glass window and small ladder is a Typewriter if you wish to save. Behind the window on the floor, you’ll find a Red Herb hidden from the camera view.


On the metal shelves across from the second set of lockers, you’ll find the Map for the entire university. The first locker here allows you to hide inside. The second locker is locked and requires Alyssa’s Picking Tools to open (see below). The third Locker will contain a Green Herb inside on all difficulties except the Hard difficulty. Once you’re done, examine the elevator to open the doors and proceed inside in which you’ll be prompted to select which floor to visit.

 

PICKING THE LOCKER

Use Alyssa's Picking Tools to unlock the Locker. ​

  • Easy: S

  • Normal: S

  • Hard: W

  • Very Hard: W

pcsx2 2019-07-04 16-44-54-552.png
 
 

ELEVATOR PASS CODE SOLUTION

Use the Torn Memo and Part of Torn Memo to get the pass code for the elevator. The first number will always be 4 while the remaining will be randomized. The code isn't always the same on the very first game like some previous puzzles were so you cannot cheat and know what it is already (Unless using the cheating-version Tracker).

 

ELEVATOR PASS CODE SOLUTIONS

All possible solutions. Doesn't require either files to input. 

  • 4032

  • 4161

  • 4927

  • 4284

pcsx2 2020-03-24 15-09-09-618.png
 

DETERMINING THE ROUTE

Similar to the Hellfire scenario, you’ll be prompted to select which floor to visit in order to retrieve one of the compounds required for the Daylight reagent. For Single Play Mode, if playing with AIPC partners, depending on which floor you take, one of them will accompany you and the other will explore the other floor on their own (See the AIPC Chart above to know which characters will go to which floor). Like with Hellfire, the AIPC character that does not accompany you will suffer vitality point decay the longer they’re separated from you, so stacking them up with recovery items before separating will help ensure that they survive long enough to retrieve the compound on their floor. If you take too long, they may die and will force you to end up having to retrieve the additional compound yourself.


Once you have retrieved your compound and if that AIPC partner is still alive, they’ll have the other compound in their inventory the next time you rendezvous with them. If playing with AIPC partners, it is best to handle B4F and allow the AIPC character that doesn’t accompany you, handle B2F as it is easier to rendezvous and safer compared to doing B2F yourself. If you’re trying to complete the scenario as fast as possible, then having AIPC partners will ensure that is possible. Keep in mind that if you’re going for the Pair Ending, and the AIPC character that won’t be accompanying you is the character that needs to be kept alive until the end of the scenario, necessitating that you take extra precautions to prep them so they do not die.


If playing alone or if your AIPC partners have died before even gaining access to the elevator, you’ll need to handle both B2F and B4F. The fastest route is to handle B4F first, as this’ll position you to be able to gain quicker and easier access to the T-Blood later on, and then focus on B2F afterwards.


As far as difficulty, B4F is well-known for being the most difficult floor. If you go for B4F, expect a lot of Poison status as you’ll encounter enemies that can inflict Poison with their attacks. However, a certain passage is known for being very dangerous (especially in Network Play Mode) and can lead to game overs if you’re not careful. Also, zombies will hinder you constantly in sections that you need to visit. B2F is much easier, but you’ll encounter an enemy that cannot be permanently killed and revives itself to full vitality after a while of dormancy. These enemies can also be a threat if you’re in the water. Fortunately, you’ll gain access to a weapon which will be powerful against this particular enemy.


This guide will cover both floors and the proper routes to ensure as little struggle as possible. Though you’ll need some luck (or at worst need to backtrack in the case of B2F) to get to certain areas due to the enemy AI. B4F will be covered first and then B2F, since doing B4F first leads fluidly to areas you need to go and you’ll have quicker access compared to finishing B2F first.

 

B4F ROUTE

 

University B4F (EASY)

DD Map B4F 1 Easy.png
 

University B4F (NORMAL)

DD Map B4F 1 Normal.png
 

University B4F (HARD)

DD Map B4F 1 Hard.png
 

University B4F (VERY HARD)

DD Map B4F 1 Very Hard.png
 

1F Passage Elevator
→ B4F Corridor

In a corner in front of the elevator is a Pesticide Spray on all difficulties except the Hard difficulty (if David has the Lighter, he can combine the Lighter and Pesticide Spray to create a Flame Spray, provided he has Vinyl Tape remaining in his Tool Box). An Antidote can be found on the floor in the middle of the corridor. Down the corridor, there is a Map of the B4F section on the pipes. At the end, you’ll find 2 Blue Herbs sitting here on the Easy and Normal difficulties, but a lone Green Herb on the Hard and Very Hard difficulties. Once you’re done, use the door near the center of the corridor.

 

B4F Corridor
→ Access Waterway

As you head down the waterway, as you approach the first flight of steps leading down, if playing on the harder difficulties, hang back, as a Giant Spider will be right ahead and will most likely surprise you with a pouncing attack for moderate damage (you can use the character’s Ad-Libs to tell if the Giant Spider is here). Climb down the ledge but be careful of the Giant Spiders that may be ground-level or hanging on the walls or ceiling. An Iron Pipe is on the ground on all difficulties except the Very Hard difficulty as it’ll be a Curved Iron Pipe here instead. A Folding Knife will be at the end near the iron bars on the ground. Climb up the ledge. On the left side of the ledge you climbed up on are 45. Auto Rounds on the ground here on all difficulties except the Very Hard difficulty. Be careful of another Giant Spider here that might ambush you off-screen due to the camera angle. On the Very Hard difficulty, there are Handgun Rounds on the ground near the bottom of the steps here. Proceed to the end of the tunnel.

 

Access Waterway
→ Old Subway Tracks

Head up the flight of stairs and head for the trolley parked here to find an Assault Rifle on all difficulties except the Very Hard. Further down the platform is a Green Herb and a Blue Herb except on the Very Hard difficulty. Back on ground level with the tracks if you head towards the pillar, there is a Red Herb sitting here on all difficulties except the Very Hard difficulty, where there is a Blue Herb instead. On the wall near the entrance to the Access Waterway way you came up, by the pipes covered by a greenish sheet you’ll find a Lighter on the Easy difficulty, Curved Iron Pipe on the Normal difficulty, and Handgun Rounds on the Very Hard difficulty. Head north following the tracks to the open section of the giant gate.

NOTE: If you started with B2F first and retrieved the P-Base and are playing with AIPC partners, the AIPC that didn’t accompany you will be here with the V-Poison in their inventory (provided if they’re still alive) and preventing you from having to enter the emission tower. However, if they’re not here, then you’ll have to complete the B4F section like normal.

 

Emission Tower B4F (EASY)

DD Map B4F 2 Easy.png
 

Emission Tower B4F (NORMAL)

DD Map B4F 2 Normal.png
 

Emission Tower B4F (HARD)

DD Map B4F 2 Hard.png
 

Emission Tower B4F (VERY HARD)

DD Map B4F 2 Very Hard.png
 

Old Subway Tracks
→ Old Subway Tunnel

After crossing the short bridge of tracks ahead, on the right, there is an Iron Pipe sticking out on the ground here on all difficulties except the Very Hard difficulty where there is a Curved Iron Pipe instead. On the wall here, are Giant Wasps. Unlike crows, Giant Wasps are much more durable and tougher to take out once they become active. They can cause heavy stun with their Air Tackle attacks or inflict Poison with their Poison Stings. However, if you don’t carelessly approach them, you can kill them while they’re hanging on the walls. At the very end of the tunnel, you’ll find a Green Herb on all difficulties except the Very Hard difficulty, where there is a Blue Herb instead. You’ll notice the wrecked train on the left, you can climb to enter the train - though this is optional. If you want to ignore the items inside the train, head for the door near the end of the tunnel.

 

Old Subway Tunnel
→ South Car
(Optional)

A zombie will immediately aggro upon entering the train. You’ll find a First Aid Spray in front of you sitting on the seats here except on Hard difficulty. Further down the train about halfway down is a Pesticide Spray on the seats except the Normal and Hard difficulties. On the seat at the back of the carriage near the sliding door is a second Assault Rifle here on all difficulties. On Very Hard, this is the only rifle available in the scenario. If you’re wanting more items, head for the door. Otherwise if you want to leave the train, backtrack to the open section of the train.

 

South Car
→ North Car
(Optional)

A zombie will be a short distance in front of you as soon as you enter if you’re playing outside the Easy difficulty. Another zombie will be further down the car. There is an Assault Rifle Magazine and Handgun Rounds halfway through the train on the seats (It is a bit dark in this room, so they may be hard to spot) on the Easy and Normal difficulties. The Handgun Rounds will only be here for the Hard difficulty but neither will be here on the Very Hard difficulty. At the end of the car is a Red Herb on the ground. Once done, head for the open section of the car.

 

Old Subway Tunnel
→ T-Shaped Passage

On the cart in front is a First Aid Spray on all difficulties except the Very Hard difficulty. On the harder difficulties, a zombie across the corridor will give chase. Past it, is a door with a fragile lock that will require force to open (the Assault Rifle you’ve acquired will deal decent damage to the door). Or you can crawl into the duct near the door. You’ll hear banging when you enter the room. A good number of zombies will be breaking into the passage if you linger too long. If you want to spare the ammo to attack the door, then the zombie that appears further down the passage that isn’t attacking the window will have to be dealt with. Otherwise if you want to conserve ammo, proceed into the duct.

 
pcsx2 2019-09-06 08-27-12-723.png

ATTACKING THE DOOR

Refer to the WEAPONS category to understand what these values means. The number of attacks required to open the door by force.

EASY & NORMAL: 11000

  • 100: 110

  • 250: 44

  • 450: 25

  • 500: 22

  • 625: 18

  • 1250: 9

  • 3000: 4

  • 6000: 2

  • ∞: 1

HARD: 12000

  • 100: 120

  • 250: 48

  • 450: 27

  • 500: 24

  • 625: 20

  • 1250: 10

  • 3000: 4

  • 6000: 2

  • ∞: 1

VERY HARD: 13000

  • 100: 130

  • 250: 52

  • 450: 29

  • 500: 26

  • 625: 21

  • 1250: 11

  • 3000: 5

  • 6000: 3

  • ∞: 1

pcsx2 2019-07-04 16-47-48-944.png

PICKING THE DOOR

Use Alyssa's Picking Tools to unlock the door without attacks. ​

  • Easy: P

  • Normal: P

  • Hard: S

  • Very Hard: W

 

T-Shaped Passage
→ Emission Tower Inside Wall
(Optional)

Two Green Herbs will be sitting on the platform in front of you on the Easy difficulty. There will be a single Green Herb here on the other difficulties. A Giant Wasp will appear here at the northern part of the platform on all difficulties except the Easy difficulty. It is suggested you kill it because it can potentially instant kill you by knocking you off the ledge you need to shimmy across. There is a chance it’ll fly off after it attacks and it will become inactive, allowing you to shimmy safely but this will be a rare occurrence. Shimmy across the ledge to the other side of the platform. This platform will have a Red Herb on the Easy and Hard difficulties, while a Blue Herb will be here on the Normal difficulty. Climb into the duct on this side of the platform.

 

T-Shaped Passage / Emission Tower Inside Wall
→ Store Room

A zombie will give chase upon entering the room. If you came from the Emission Tower Inside Wall, there is a chance you’ll have to deal with another zombie on the harder difficulties. An Iron Pipe can be found inside a box next to the door you came from (unless you came from the Emission Tower Inside Wall). The southwest section of the room has lockers. Unfortunately, you cannot hide inside them but one of them can be opened for a Blue Herb on all difficulties except Very Hard. There is a door by the lockers which also has a fragile lock and will require several attacks to force open. Alyssa can also use her Picking Tools to open it. Next to the door is a moveable cabinet which will reveal a duct that you can crawl into to access the next room.

 
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ATTACKING THE DOOR

Refer to the WEAPONS category to understand what these values means. The number of attacks required to open the door by force.

EASY & NORMAL: 11000

  • 100: 110

  • 250: 44

  • 450: 25

  • 500: 22

  • 625: 18

  • 1250: 9

  • 3000: 4

  • 6000: 2

  • ∞: 1

HARD: 12000

  • 100: 120

  • 250: 48

  • 450: 27

  • 500: 24

  • 625: 20

  • 1250: 10

  • 3000: 4

  • 6000: 2

  • ∞: 1

VERY HARD: 13000

  • 100: 130

  • 250: 52

  • 450: 29

  • 500: 26

  • 625: 21

  • 1250: 11

  • 3000: 5

  • 6000: 3

  • ∞: 1

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PICKING THE DOOR

Use Alyssa's Picking Tools to unlock the door without attacks. ​

  • Easy: I

  • Normal: I

  • Hard: S

  • Very Hard: W

 

Store Room
→ Spare Power Supply Room

If you examine the table next to the door, you’ll find a Lighter sitting here. Approach the panel in order to access the buttons. You must light up all the switches (similar to Hellfire’s power puzzle) in order to supply power to the entire emission tower. The game will randomly select one of two possible patterns per difficulty. On harder difficulties, zombies will break in and interfere so you may need to leave the room and wait for them to follow you back into the Store Room in order to solve the puzzle peacefully. Once power has been restored, leave the room.

 

POWER PUZZLE SOLUTIONS (EASY)

 
 

POWER PUZZLE SOLUTION (NORMAL)