Ruined Nurse

Ruined Nurse

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Walkthrough
By Spidey01
Spoiler protected guide of where to go, what to do, how to solve the puzzle, and their solutions. If you get lost, this will help you find your way through the game.
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Introduction
This guide is divided into sections based on what the current floor and objective is. From there, you should be able to find the specific puzzle or key item needed to progress. You can also follow the guide section by section, if you wish. But I recommend playing the game 'free style' and just referencing the guide when you get stuck trying to find how to move forward.

The purpose of this guide is to walk you through where to go, what needs to be done to progress, and to help with the puzzle solving. We won't get into the nitty gritty detail of where every ammo box and enemy might spawn, but following this guide should however, be sufficient to get you through the entire game.

If you're stuck and looking for a specific what do I do next(tm), first check the section corresponding to what floor you are on and the current objective displayed in the tab menu. From there, you can likely find what you need to do, or what you may have missed.

Enemies
Not quite zombies, but not quite people. The nurses of the Ruined Hospital will almost always attack the player character (Zuel). If they grab you, keep pressing E to shake them off before your health reaches zero.

Except for the Peace Nurses, an achievement is there taking down each enemy type.

Reception

The most basic enemy, and ironically the one with the most clothes. If she gets close, expect hugs that will be hazardous to your health. Entering their sphere of awareness will cause them to make with the zombie behavior, only a lot more appeasing to the eye.

Scalpel

The most common enemy. Easily recognized by the cleavage on display and the scalpel in their dominate hand. Expect stabbings if they get close. They behave largely the same as a Reception. I assume they do more damage thanks to the scalpel, but can't say I want to find out :P.

Quiet

The most interesting enemy. Covered in bandages and wielding a scissor, they will pretty much ignore the player until a sound--such as gunfire occurs. After which they will progress toward the player. If the world goes silent they will stop until provoked.

Lumen

The most tank looking. They move slowly, wearing an N95 respirator and brandishing a pipe to beat you to death with. Often found in darker areas and easily spotted by the glowing eyes. Later in the game, an upgrade to the flashlight can be acquired that affects their light sensitivity.

Special Enemies

Peace Nurses

In a few places are nurses who will not attack. I've dubbed these the "Peace" nurses, since there is usually a peace sign nearby. They're just on break. If you don't hurt them and respect their rest, you'll be rewarded with coins as thanks and unlock an achievement.

Aberrant

A special enemy that only appears in the basement and in Survival Mode. The most dangerous of the nurses, because they will run right at you. Having a speed closer to a person in a hurry than a shambler means they have the highest chance of doing damage to you while sipping through the crowd control.

Overdose

Found in a large tank in the hub area near the server room. She is roughly the same as a Scapel, but towers over head. I'm sure someone will be thinking of Dark Siren when they see her...

Director

Encountered during part of the hub area. Director Delsi has dawned a black outfit an a work ethic that Mr. X could be proud of, if he wasn't too busy watching the way her body moves. The mechanics are similar: she will follow the player and strike. Damaging her only results in a stun/recovery period, you need to progress or trap her.

Bosol

The boss fight. She doesn't quite live up to the expectations of a giant Dark Siren, but can be classified as a bullet sponge. Fortunately, unlike most video games the boss fight will not be frustrating, unless your batteries die mid-game. Now that I've jinxed that, what do you think of me now?
Weapons
The game is easy enough that weapons are mostly about preference and available ammunition. For best results, use head shots and rely on body shots when firing from the hip or overwhelmed.

Pistol

An unassuming 9mm handgun featuring a tactical light and a 15-round magazine. Ammunition comes in red boxes of +5 rounds and can be found virtually everywhere including hidden under or alongside places you wouldn't typically look.

It takes about 5 head shots to take down a nurse. Damage may vary. I've occasionally done it in 2 hits or 6. But 5 seems the most common. Body shots to their jiggly bits average 10 body shots, but 8-12 is possible. If you want to stun the director, it's about 2 magazines.

Aiming the pistol is quite precise and it has night sights for ease of use. Later in the game, you can unlock a suppressor upgrade during the server room / hub area for 3 coins. Rapid rate of fire and decent capacity make the pistol a mainstay weapon, and it can be upgraded to +8 rounds in future play throughs using the coin shop.

Shotgun

Double barrel fun with superb stopping power but poor accuracy. Loads 2-shells in a breach action and can be fired very rapidly with a recent reload speed. Can be acquired for 3 coins in the 2F Storage Room. Ammo is relatively common, but to a lesser extent than the pistol. It comes in +5 shells per green box.

It takes about 2 shells to take down most enemies. Might be 1 or as many as 4 depending on the shot spread, range, and some luck that's probably critical hit chance. Budget 2 shells per enemy.

The shout spread is wide enough that it can easily damage two or three targets with a little geometry. However, the damage will spread out enough that unless used for crowd control purposes, you will probably conserve ammo by finishing enemies with the pistol instead of just spreading shells around.

I find 2 shells up close, backpedal, and slap in a fresh pair of shells works better than trying to damage multiple enemies in most cases.

Later in the game, you can get an ammo pad for 3 coins that upgrades the reload speed.

Magnum

While the achievement sounds like a reference to the Dollars Trilogy, the weapon itself has more in common with a certain detective's .44 Magnum. Blue boxes of +5 magnum rounds are pretty rare but enough to expect a few dozen rounds during the game.

Typically puts down the target in 1 or 2 hits. The stopping power is offset by the revolver's 6-round cylinder. You can either favor speed with the pistol, power with the revolver, or somewhere in-between with the shotgun.

Later in the game, you can get lubricant for 3 coins that enhances the reload speed.
Outside
The goal is to enter the hospital and find the customer. There's nothing here but the key items we need to solve the plot. There's a note on the fence (left side, by the padlock) if you want to read it.

Take the wire cutters by the boxes in the middle, cut the barbed wire to the right.

Inside the fence, the hospital door requires a battery and electrical tape. Get the electrical tape from the bench and the sensor module from the dumpster. A shack nearby the dumpster has a power switch. You need to throw the switch after fixing the card reader.

Use both items on the key card reader at the front doors. Then go throw the power switch, return and use your key card to enter the hospital for a cut scene.
1F - Let's find a way to get to the second floor
Grab the ammo and note on the table, step outside into the corridor. To your left is the goal: 2F Stairwell and a note from Nell telling us where she put the keys.

Search the corridor and each room. There is plenty of ammo and you will need it! Look carefully, just as Nell's first note tells you. It may feel like ammo is littered everywhere but many are well hidden, and you only get +5 rounds per box.

Doctor's Office 2 contains a safe. The combination 1-50-15 can be found on the wall in front of the desk. The reward is ammo and a coin.

Doctor's Office 3 cannot be accessed until much later in the game.

Our first enemy, a Reception, is near the front desk. Fortunately, enemies do not just get up and shamble-on like in the cutscene, or in some Resident Evil games. Dead is pretty much dead in Ruined Nurse. Like crawling lab, you cam hold E to move the bodies. There is no good reason to avoid eliminating enemies unless you have no ammunition, or they are one of the rare "Peace" nurses on break.

The door with the pink symbol cannot be opened until later in the game when Neil joins you. I will refer to these generally as Nell Locks, or similar. A listing of each appears later in this guide where it's applicable.

The table with the red lamp and notepad can be used to save your game. There are 15 slots to use as you see fit, and you can overwrite slots. If you die, you must reload from a save or start over.

Clear the other side of the hallway room by room, and don't forget to check everywhere for ammo. The 1F Storage Room and B1 Stairwell cannot be accessed until later. The EPS Room and Security Room require keys. Don't forget the note on the security room door.

Clear each Restroom. After the angry Reception takes a few years off your life, there's ammo on the toilet seat in the men's room. The Security Room Key is in the lady's room on the stall door across from the jacket, which is probably Nell's.

Unlock the Security Room and loot everything you can. The note on the desk is a clue for unlocking the keypad lock on the electrical box, which we need to progress, but first we must obtain the EPS Room Key from the locker here. The locker has a number lock, the combination 4237 can be found on the back of the Painting referenced by the clue on the wall. Hint: Reception. Open your inventory and examine the item, the combination is on the back. Take the EPS Room Key.

Unlock the EPS Room. Throw the power switch to power up the shutters at the end of the corridor. We cannot cut the barbed wire here until later.

Open the shutter. Search each room. Examine the X-Rays in X-Ray Room 1, X-Ray Room 2, and the CT Room. Each contains a color coded piece of the combination for the lock. The Restroom contains a coin, and the Locker Room contains the CT Room Key and another locker with a number lock. The locker combination is 1717, which can be computed by comparing the Medical Records found in the Security Room with the pieces of the combination in each room. How to order them is the clue above the locker. This gets us a coin and ammo.

Return to the Security Room and open the key box. Keypad combination is the first digit from the clue and then each in the order of the rooms, or 6175. This gets us the 2F Stairwell Key

Head back to where we started and unlock the 2F Stairwell.
2F - Let's check the Internet port
Upstairs are several enemies. Try not to miss the ammo on the railing. Another Nell lock is near by the stairs. Secure the corridor and the Restrooms. Near the shutters are a vending machine that will give an item pouch[/b] for 2 coins. I recommend you take it, but you can probably complete the game if you want to save the coins for unlocking outfits.

The objective is across the room from the item pouch. The Restrooms contain ammo along with an Out of Order stall with a padlock in the lady's room and a coin stuck to the back of the rest room door in the men's room.

Check the Internet Port. This gets us a cut scene and a new objective.
2F - Let's check the internet port on the 3rd floor.
Throw the power switch to power up the shutters. There are a lot of enemies here. Keep your distance and go for head shots if you want to conserve pistol ammo. Open the shutters and render the area safe. At the nurse's station, there is a note with a clue about which room requires what item to solve the next puzzle.

Collect the box from the cabinet. Examine it and open to reveal a box of Vitamins. Another cabinet contains Compression Bandages. We need these for the ward puzzle, but first

Check the Storage Room

  • Get the Transfusion Pack.
  • There's a Solvent and a clue for the 2F Men's Restroom, which you probably missed if you weren't reading this walkthrough.
  • Vending machine has the Shotgun for 3 coins. You'll have 1 left if you took the item pouch.
  • A pink Nell locker. We need Nell with us to open this.
  • A safe and a clue to find its combination. Do as the clue tells you to find 9321 and collect a coin.
  • A save point in the corner.

If you took the item pouch earlier, solving the two puzzles (safe and solvent) will get you enough coins to buy the shotgun. If you did not take the item pouch but collected everything you can, your inventory will be full until you use the solvent and clear the ward puzzle ahead. Now is a good time to double back to the 2F Men's Restroom. step inside and shut the door. Then return to the lobby/reception area outside of the Storage Room.

In the ward ahead, we need to place items on a tray. The Inpatient chart (note) from the reception counter tells us the order:
  • 201 - Vitamins
  • 202 - Compression Bandage
  • 203 - Transfusion Pack
  • 204 - Alchohol

At the end of the ward is another door with a Nell lock. Each room has a clue and a threat to deal with. The Alcohol can be found in Room 202 in a drawer near a note with a puzzle clue to open the blinds in Room 203. This gets us the 2F Restroom Key for the lady's room out of order stall.

Solving the ward puzzle powers up the electrical box for the next set of shutters. First, however, go to the 2F Lady's Restroom and use the key from Room 203 on the Out of Order stall. This reveals a safe, the combination 5-40-7 is on the wall. This yields 2 coins and a large cache of ammunition. If you acquired both the item pouch and shotgun, we now have two coins for the next vending machine!

Now open the electrical box and throw the power switch inside. Lock'n'load and open the last shutter on the 2F. Watch out for the Quiet one ;).

The 3F Stairwell is locked. The note tells us how to solve the number lock. Examine the notes Nursing Log 1 through 4 and note the time stamp in each. Put these in chronological order from the earliest to the oldest time stamp and then use the corresponding Patient ID as the nth digit. This yields the combination 7329

Unlock the door and keep on carrying on.
3F - Let's check the internet port on the 3rd floor
Upstairs are multiple enemies as you enter the 3F. I suggest taking a good look at the Quiets while you can. Once the shooting starts, so will they! Secure the area and then check the Internet port in the corner.

You can use your two coins for the second item pouch, if you wish.

Throw the power switch and open the shutters. Deal with the Scalpels inside. You may want to use the save table in the lobby if you have any concerns about your CQB skill versus these lovely ladies. What they lack in threat they make up for in damage if they actually touch you.

The 3F ward is divided into two corridors to either side of the lobby. Rooms 300 to 303 on the left and Rooms 304 - 307 on the right. Each has a Scalpel and a Pink Nell Locker at the end.

  • Take the Room 302 Key off the reception counter and unlock Room 302 - Daniele.
  • Take the Room 304 Key and cross the lobby. Unlock Room 304 - Alex.
  • Take the Room 300 Pantry Key and cross the lobby. Unlock Room 300 - Pantry. Inside is a safe with a clue saying 305.
  • Take the Room 306 Key and cross the lobby. Unlock Room 306 - Rachael. Inside is a safe with a clue saying 303.
  • Take the Room 307 Key off the IV hanger (it's easily missed). Go next door and unlock Room 307 - Sam.

You don't need to kill the Quiets here in Room 307, but be prepared if you don't. Take the note and the East Annex key. A Reception will spawn outside when taking the East Annex Key and fighting means the Quiets will move. It's possible to escape if you prefer to live dangerously. Examine the note to get the Shutter Door Key.

The extra loot is optional but worth it:

  • If you stand in front of Room 305 (sign is on the floor) and look through the hole in the wall, you will see the combination 5-0-12 for the safe in Room 300 - Pantry. This yields a coin and a cache of ammo.
  • If you stand in front of room 303 and crouch to look through the lower hole, you'll see the combination 10-42-45 for the safe in Room 306 - Rachael. This yields a coin and magnum ammo.
  • If you use the Shutter Door Key and lower the lobby shutters, you get 3 coins and 5 disturbed Quiets[/spoilers].
  • We cannot access Room 301 - Karie until later in the game.

Return to the 3F Lobby and unlock the door marked "Stairwell" using the East Annex Key from Room 307 - Sam. Inside is an access corridor with another Nell Locked door, a blocked door to the 4F Stairwell, and the East Annex door with a password lock. Use Nell's note to find the password: DARKS

Take out the Lumens and interact with the keypad to update the objective. Look around carefully for supplies. You probably need to be looking from both sides to get all of it.
3F - You need a keycard to enter the server room. Let's go back to Nell on the first floor.
Go back the way you came: through the lobby, through the red door shutters, and down the stairs to the 2F. Go straight, make a right, and go down the stairs to the 1F. If you forgot, Nell's Room is down the corridor to your right. The red lights will more or less lead you there.

If you pay attention during the cut scene, you may recognize some of Nell's posters. These actually turn up periodically during the game, and I think it's a really nice bit on the developer's part. They're references to the company's other games.

Nell will now follow you for a portion of the game. This means we will be able to access the various Nell Locks!
1F - Take the elevator in the central hall to the 4th floor
Nell is armed with a silenced pistol, but has a fairly low rate of fire and remember it takes 5-10 shots to take down a Ruined Nurse. She will generally stay out of trouble and shoot at the last thing that you shot at. Her main benefit is that she can unlock numerous goodies and give you a slight DPS advantage in combat.

The objective is located behind the first Nell Lock that we encountered, the one right outside [b[1F Reception[/b]. Just use the lock and Nell will work her magic. After dealing with the enemies inside, you can use 2 coins to buy a third item pouch from the vending machine near the elevator.

Interact with both the elevator and display to progress. This tells us we need to active 4 PCs

  • 1F reception
  • 1F doctor room
  • 2F nurse's office
  • 3F lounge

It will also give us a set of camera photos to help locate them. They are easily identified compared to other monitors because the screen is on and displays a blue image.
1F - Let's give permission to the computer indicated to operate the elevator
Now go to the reception desk in the middle of the room. Activate the monitor and authorize the elevator here. You could also save this one for the return trip, since we need to come back for the elevator itself.

Take the Doctor's Office 3 Key from the desk. It's next to the computer screen, around the center. Turn around and read the note and take the three potted plants. We get goodies for returning them. If you did not acquire any of the item pouches, you will need to come back for at least two trips, maybe three.

Returning the Blue Herbs

Return to 1F Main Corridor and hang a left, go back to the CT Room past the shutters, and place the Blue herb on the planter behind the CT machine. You may have spotted this when we first explored the 1F. Now head back to the main corridor. Have Nell unlock the 1F Storage for some supplies, including a coin. Head back towards Nell's room to get back on track.

Authorizing the 1F computer

Unlock Doctor's Office 3 and use the computer to authorize the elevator. In the corner is a locker with a password lock and a clue above it. The combination is SRAKE, which you can find by taking the first letter of each patient's name from the 3F wards. For this, we receive a bundle of shotgun shells!

Now take the 2F Stairwell. If you didn't upgrade your inventory with item pouches, don't forget to take both the Red and Green Herbs along. You should have room for both, if not be prepared to make an extra trip.
2F - Let's give permission to the computer indicated to operate the elevator
Have Nell unlock the door near the stairs. This yields a coin, ammo, and a cute joke.

Returning the Green Herbs

Place the Green Herbs on the planter at the far end of the corridor, just past the 2F Restrooms.

Authorizing the 2F computer

Now go through junction at the middle of the corridor, and take a right into the 2F Reception lobby just outside the 2F Storage Room. Use the computer at the nurse's station to authorize the elevator.

Don't forget to have Nell unlock the locker in the 2F Storage Room and the door at the end of the 2F Ward. There are 2 coins in the locker and another coin on the dart board in the room. Don't forget the ammo and to admire Nell's artwork.

Now take the 3F Stairwell. If you forgot, the door is by the shutters at the middle of the 2F.
3F - Let's give permission to the computer indicated to operate the elevator
Authorizing the 3F computer

Use the computer in the first area to authorize the elevator. It's in the same room where the vending machine was. If you activated the one in reception already, which I assume you have, this will update the objective.
3F - Take the elevator to the 4th floor and meet Delsey
Returning the Red Herbs

Place the Red Herbs on the planter in the 3F lobby. It's located behind one of the reception desks.

The last Nell Locks

Have Nell unlock the lockers at either end of the 3F ward.

Now head through the Stairwell door and have Nell unlock the room next to the 3F Annex. The 4F Stairwell is locked from the other side until later in our adventure, because we need the elevator.

Take the elevator from the 1F

Return back the way you came, taking the stairs down to the 2F and then back to the 1F.

Return to to 4th floor elevator in the 1F Reception area. If you placed the herbs correctly, you'll hear a sound when entering the 1F, and there will be a note and a 2 coins where you found the herbs.

Now call the elevator using the control panel and take the elevator to the 4F.
4F - Take the elevator to the 4th floor and meet Delsey
Save your game at the table if you like.

Enter the room in the center of the 4F to meet Director Delsi in a cut scene.

Once the cut scene concludes, we need to continue in our mission to install the Internet. We will also be entering the most complicated area of the game, especially if you have not upgraded your inventory with the item pouches along the way. The only reason not to upgrade your item pouches is to conserve coins for unlocking cosmetics.
(WIP)4F - Let's find the server room card key on the 4th floor
Throw the power switch and open the shutterss with the red "Turn out light" note on it. Inside is a vending machine with the fourth item pouch. The 4F Duty Room 2 and 3F Stairwell doors are currently locked. Note the 4 scales near the door to Duty Room 2.

Opening Duty Room 2

Open the unmarked door by the vending machine. Don't forget to read the note by the door. This room is full of nurses who want to beat you to death, but one has a coin down in her extra dimensional storage space. Deal with them and search everywhere.

Inside this area is the Director's Room protected by a symbol lock. We need to find the combination to the Director's Room. Interact with the window and you'll spot the Server Room Keycard inside.

We need to solve the scales puzzle outside to open Duty Room 2 to get the combination. Opening the duty room requires items from this room.

Take these items from the unmarked room or note their locations:

  • Notepad from the cabinet by the director's room
  • Armband from the desk/table
  • Flashlight from the drawer by the sink
  • Drink from the desk near the flashlight
  • Candy from the cabinet in back
  • Pocket watch from the overturned end table near the candy

If you didn't upgrade your inventory, leave the Drink and Candy behind. We only need the other items for opening Duty Room 2.

I don't know if the note Close the door well and go on the door actually explains this. It stumped me enough to need Cosav's guide here. The solution is from left to right: Flashlight, notepad, pocket watch, armband.

This unlocks Duty Room 2. Go there now.

Opening the 4F Pantry Room

Inside Duty Room 2, we need to acquire or note the location of more items. You can safely carry all items if you've been upgrading your inventory, otherwise you will need to prioritize the ones you need in the order you need them.

Inside Duty Room 2 are the following key items:

  • A note on the table. Read it to find the code for the electrical box to the next zone.
  • The 4F Pantry Room Key on a table in the middle of the room.
  • A locker with a password lock. We need to open the Pantry Room to find the clue for it, and we need its contents to complete the Pantry Room Puzzle.
  • Coffee from the drawer in the corner. We need this for opening the Pantry Room.

The only item we immediately need is the Pantry Room Key. You should bring the Coffee unless your un-upgraded inventory is full.

Return to the middle of the 4F and use the code 7345 for the electrical box. It's the one on the other side of the Director's Office, by the shutters that are still closed. Pull the power switch and open the shutters. Deal with the threats inside.

3 coins in the vending machine nets you a .44 Magnum, the most powerful weapon in the game except for Zuel's determination for satisfied customers and Nell's desire for the Internet. Next to the vending machine is the Tracksuit Cat Doll (Yellow) on the wheelchair.

Note the scales below the picture from Forest of Relics with the color blocks along the bottom. This puzzle takes the cat plushies. Go ahead and place the first one now if you have space. They go in the order of the colors.

Unlock the 4F Pantry Room and go inside.

Opening the Director's Room

In the pantry room is the Tracksuit Cat Doll (Red). If you've got space take it and place it on the scale outside the Pantry Room. Otherwise, come back for it.

Read the notes in the Pantry Room for the solution to the scales puzzle there, and the password to the locker in the Duty Room 2 with one of its items. There is also a Battery on the table by a picture of Abyss School. Take it now if you have upgraded your inventory, otherwise come back for it after we've gotten the Server Room Key Card.

Go collect the Cookies from the locker in Duty Room 2, now that we have the password JUICE. If you didn't grab it earlier, don't forget the Coffee in Duty Room 2. We also need the Drink and Candy from the unmarked room.

Place each item on the scales according to the note: Coffee, Drink, Candy, Cookies. This opens up the electrical box driving the projector in the Lecturer Room that we've yet to explore. Go throw the switch.

Leave and return to where the track suit scales are. Across the way is the Lecture Room. Enter the Lecture Room and secure the area. It consists of a "Classroom" like area and a smaller "Lecturer's Room" area behind an unlocked door.

Inside the Lecture Room area is the the Tracksuit Cat Doll (Blue) in one of the cabinets and the Tracksuit Cat Doll (Green) on the desk across from the computer where the note is. Go place these on the color coded scales and get 2 coins as a reward. You can do it now, or finish the lecture room first.

In the outer Lecture Room or "Classroom" area is a note on the lecturer's desk with a clue and a textbook. As you might imagine from the clue, you need to place the textbooks on the desks that you can interact with. The other textbooks are in the cabinets inside the inner Lecture Room or "Lecturer's Room".

Once you've placed all the text books, the desk drawer will unlock. It's the one you found the first textbook and the clue on. Inside the drawer is the CD Case. Examine it in your inventory to collect the Training Room CD If you haven't already, go inside the inner Lecturer Room and look at the computer here. The somewhat obvious clue is that the Pantry Room must be complete before there will be power. If you haven't yet, make sure you've completed the Pantry Room and enjoyed flipping the switch in that electrical box!

Now place the Training Room CD in the computer in the inner Lecture Room. Go look at the projector screen. This gives the clue to the director's room. Take note of each image.

Obtaining the Server Room Key Card

Now return to the Director's Room with the symbol lock. If you don't remember where it is, return to the center of the 4F where the Director's Office, main save table, and elevator are located. Go through the first set of shutters you opened, and it's right by the vending machine.

Input the combination from the Lecture Room's projector, IV bag, stethoscope, syringe, tooth. Each symbol matches an element of the projector's image.

Be aware that both a Lumen and a Peace Nurse are inside. Do NOT harm the nurse sitting on the couch by the peace sign. Do, however, eliminate the Lumen who tries to club you.


Collect the Server Room Key Card from the desk by the window, and step out into the main room. You should hear a nurse's voice say "Thank you", provided you respected the Peace Nurse's break time. In return, she will have left two coins next to the tea set.

Take note of the display with cut wires in the Director's Office, and that there is one more electrical box with a keypad lock that we will need to interact with in the future. For now, return to where the elevator is.
4F - Let's connect to the Internet in the server room
4F Let's connect to the Internet in the server room

Take the elevator back to 1F Reception Room and then proceed to the 3F East Annex. If you've forgotten, it's the middle door when you get to the ward / lobby area on the 3F, and you can get there from the 2F Stairwell.

If you missed any Nell Locks or puzzles yielding coins, I'd suggest completing them now. For the things you need Nell to unlock, there's an appendix at the end of the guide.
3F Annex - Let's connect to the Internet in the server room
Interact with the card reader, placing the Battery and using the Server Room Key Card to enter the annex proper. If you're missing the Battery, it's in the 4F Duty Room 2.

Server Room Corridor

For lack of a better name, we can call this particular area the Server Room Corridor. There's a few points of interest worth noting here:

  • Red Chart - used to unlock stuff.
  • Display - needs another Battery.
  • Yellow Locker - needs combination.

Proceed ever onwards and you will find the Server Room and some more points of interest.

  • 4 x vending machines - takes coins
  • Save Table - by server room
  • Blue Chart - missing a chunk

There is also a door that cannot be opened at this time. For now, we need to get the server room operational. But now is a good time to upgrade your weapons from the vending machines. Each upgrade costs 3 coins, and if you did all of the optional puzzles / coin hunting then you should be able to fully upgrade your weapons. Notes on each machine give a brief word of what they offer.

Upgrade Suggestions

If it's your first time playing, I would suggest getting all of the upgrades. On subsequent play throughs, feel free to only take those you like or pass entirely. There are many enemies in the East Annex's hub areas.

The tactical flashlight allows you to freeze Lumens by toggling your light. Click it on and off and watch their glowing eyes turn dark. It can be helpful since they don't seem to require a steady light beam, just a good flashing.

The suppressor does as you expect. The benefit, however, is that it can be fired without antagonizing Quiets. Most enemies react based on some form of line of sight and/or proximity, but Quiets react to noise like gunshots.

The ammo pad and the lubricant respectively juice up the reload speed of your shotgun and magnum. Making them quite useful for crowd control and aggressive negotiations.

Server Room

Now that we've sorted out the upgrades, enter the Server Room through the black doors. The console in the center of the room won't work without powering up the servers. There is a lot of ammo here! Search all over the place, and you'll probably spend more time collecting all the ammo than solving the puzzle.

Interact with the blue wire junctions to align them with the conduit scattered about the Server Room. There are at least 6 junctions, and some require multiple movements to align.

The electrical box in the corner has the clue: Red: A2 Blue: B13. Go take a look at the carts outside the Server Room to get the combination 4923.

Open the box, throw the switch. If you've moved all of the junctions into place, it should power on the servers and light up a monitor at the network operator's desk in the center.

JUMPING OFF POINT - interact with the now powered up computer in the center for a cut scene. After this point, you will be on your own again, and Nell Locks will not be openable.
3F Annex - Activate all three Internet hubs (0/3)
After the cut scene, Zuel has fled through the locked door by the broken blue chart. It will be awhile before we can comeback to the Server Room Corridor.

Take note of the room to our left, Lab A (Green). We need to acquire the three missing tubes to unlock the door.

Go around the corner and secure the area. Take the Rusty Bolt Cutters by the chairs and the Solvent from the cabinet shelf. Cut the barbed wire at the bottom of the broken wall, crouch, and use the solvent to get the Locker Room Key. You may want to check the hole next to the key.

Note the group of Quiets and Receptions, and (only click if you truly must know in advance) some of the lockers have nurses. Whether you make use of the peep hole and some sharp shooting, go unlock the Locker Room and search all of the lockers.

Take the green liquid tube from the desk in the Locker Room. This is the first of the three keys for Lab A.

Now take a look at the workspace in the center of the room outside the Locker Room. Put the red beakers on the red scales and the blue flasks on the blue scales. This gets us the second and third green liquid tubes to unlock Lab A (Green).

You can do all this in inventory base by moving items one or two at a time. If you've upgraded your inventory with all the pouches, you basically have no worries.

Unlock Lab A (Green) by installing the three green liquid tubes next to the door. Secure the area and move into the inner room with the nurses. You surely saw them through the window outside, right?

Throw the switch to power up the shutters and the first hub.
3F Annex - Activate all three Internet hubs (1/3)
Exit Lab A (Green) and open the shutters that were powered up.

Director Delsi will eventually pop open the door that we started by, the one in the corridor with the chair propped under the knob. She cannot be killed, only forced to take a knee after sustaining enough damage to stun her. After her loading bar recovers, she will resume hunting you with a work ethic that would make Mr. X proud, if he wasn't too busy staring at Delsi's figure. It is possible to trap her between the shutters if you wish.

There is a missable achievement for attacking/stunning Delsi at least once. If using the 9mm pistol it should take about two mags to stun her, or a few magnum rounds. Just unload until she pauses and kneels.

Enter the Dark Passage behind the shutters that we just opened. Note the fish doodle, and look behind that curtain for a White Cat, Brown Ears locker clue: 5973. There is a lot of ammo here, and some tight spaces. It may be worth while to make a couple trips, just avoid getting slapped silly by Delsi.

Open the next shutters at the other end of the Dark Passage

Trap Director Delsi

You can lock her in by closing either shutter, and stepping through before it drops. We won't need to come back until we open the shutters to the Server Room Corridor, at which point we can trap her by dropping the other shutter and then complete the level.

The only thing that you lose by trapping Delsi in the Dark Passage is being able to watch her sashay after you with determination. If you don't want to waste ammo nor trap Delsi, it's best to to just jog back down the corridors a bit, wait for her to catch up, and then sprint past before she can slap you silly. Keep an eye on her position, and you'll be fine. It's less bother to just trap her though.

Opening the Pantry Room

Exiting the Dark Passage, we found ourselves in what I dub the Pantry Corridor. The Pantry Room Door is locked, requiring power. Note the Green Chart on the wall in the middle of the corridor. Further ahead of us appears to be a lab area. Off to one side just before reaching that lab area is a large server rack, an electrical panel, and a save table in the corner.

Interact with the blue junction on the floor and connect the conduit near the server rack. Now check the electrical box on the wall and note its label: (green) C14 and (green) C27. Go check the chart and enter the code 8301. Throw the switch to unlock the Pantry Room.

Enter the Pantry Room. Take the drink from the soda machine and examine it to find the safe's combination: 2911.

Open the safe and take the first blue liquid tube.

Opening Lab B (Blue)

Head back to the Pantry Hallway and proceed onward into the lab area further down the corridor.

Take the second blue liquid tube from the microscope.

Read the note by the safe next to the lab. Follow the clue and open all the drawers in the lab. The number by the symbols go in the same order as the clue: 7830. There is also a lot of ammo scattered about and within the many drawers. Take care to keep an eye on Delsi's position if you haven't trapped her behind the shutters, or she will slap you silly while you top off.

Take the third blue liquid tube from inside the safe. The door is nearby. It's the same drill as with the previous hub.

Unlock Lab B (Blue). Open the power box and throw the switch to power the second hub.
3F Annex - Activate all three internet hubs (2/3)
Proceed through the next door.

Grab the picture frame with cat - examine it to find the code 2482. This is another locker clue, as with the cat drawings near the fish doodles.

Proceed through the next door. Note the shutters and the power switch that doesn't work. We need to power it up.

Clear both Restrooms.

In the Lady's Restroom, there is a stall with a fish doodle on it. Peek inside to find the Brown Cat locker combination: 1058

In the Men's Restroom, there is a missing corner of the Blue Chart on the vanity. Shoot the 2 x blue power junctions on the ceiling to route power to the switch outside.

Throw the power switch and open the shutters.

There are a lot of enemies here - secure the area! If Delsi is still hot on your tail, keep an eye on her as well as the enemies. I find the old strafe sideways / back step / shoot / reload while running in circles, screaming, and shouting works just fine. If you trapped Delsi, it becomes a lot simpler to just pick them apart, since no one else is pursuing and trying to smack you upside the head.

Check each of the 3 rooms.

  • Room near where you entered: shoot blue junction on ceiling, fix another blue junction on floor, power up safe, and take the first red liquid tube from inside.
  • Room behind reception desk: shoot the two blue junctions on ceiling. Note the electrical box code: (red) A30 (blue) B30. The blue part is in the men's Restroom but the Red Chart is on the Server Room Corridor outside the shutters. The code is 1176.
  • Far room: fix the blue junction on floor, throw the power switch, and take blue liquid tube from the safe.

    Open the shutters. If you locked Delsi in the dark room, expect her to greet you fondly. You can go lock her in the Dark Passage from the other side the same way that you did before. Just make sure that she's in the dark passage with both the shutters are closed; and that you're not trapped with her, alone, in the dark, getting slapped.

    Go check the Red Chart and enter the code (see above) in the room behind the reception desk. Throw switch to open the last safe. Take the red liquid tube from inside the safe.

    The power flow frees an Overdose, aka that big nurse from the tube in the middle of the big room. She can easily be eliminated as with any regular enemy. Take the final red liquid tube from the big nurse's extra-dimensional storage space. I kind of wish the Overdose was more of a boss fight, but I guess it balances out if you didn't trap Delsi.

    Unlock Lab C (Red).

    Check all the lockers inside Lab C (Red) for some loot. Each of the yellow cat lockers rewards us with 2 x coins per locker.

    Each yellow locker has a cat drawing that matches the ones we found earlier.

    - Brown Cat: 1058 from the Lady's Restroom stall
    - White Cat, Brown Ears: 5973 from the curtain in the Dark Passage
    - White Cat: 2482 from the picture frame with cat

    Read the note by the power box for a clue.

    Take the Insulating Tape from the cart and the Battery from the locker. Go to the first yellow locker just outside the shutters, near where the red chart is in the Server Room Corridor. Use the Battery on the display next to the locker to get the code: 1220 and 2 more coins.

    Throw the power switch in Lab C (red) for a cut scene.
3F - I'm worried about Nell. Let's look for her in the server room bathroom
Head back to the lady's Restroom and knock on the door. It's near by where the giant nurse tank was, just after the Lab B (Blue) area that led there. The first time I played the game, Neither Delsi nor Nell's textures updated, but the second time I played, they both rendered correctly when the artifacts were removed.

By now, I kind of hope you want to help Nell. In any case, it's time to get moving.
3F - Meet Delsy on the 4th floor to help Nell
Head back to the 3F East Annex door and take it back to the hospital proper. If you forgot, make sure to bring the insulating tape from the Lab C (Red) area with the lockers.

Go back to the stairs to the 2F and down to the 1F, take the 1F Reception Room elevator up to the 4th floor and meet with Director Delsi. She's in her office again.

She gives you the Basement Key for the B1 Stairwell located on the 1F. But we have a stop to make.
[WIP] 4F - There's a spare necklace in the basement. Let's find the necklace in the basement to impress the customer
Remember that display with the cut wires in the Director's Room that had the Server Room Key Card? Go there and repair the display with the insulating tape. This gives us the code 5916. Use it on the last electrical box on the 4th floor and use the button to close the shutter.

=== I could swear there's supposed to be a key or something here. But I found nothing but a shutter button on my last play through. Carrying on \o/ ===

Return to the 1F Main Corridor and use the Basement Key to open the B1 Stairwell and go to the basement.
B1 - There's a spare necklace in the basement. Let's find the necklace in the basement to impress the customer
Collect the ammo, read the note. I suggest saving your game in the big room directly ahead with the metal bars. Read the boss note now if you like. It tells you how to deal with the boss.

Now clear each of the 4 side rooms with the red biological material. As soon as you enter the room far enough, it will activate the bio-wall. This begins spawning Aberrants. Shoot the yellow pustules. Throw the switch and collect the ammo and meds.

If you're quick, you can disable one or all bio walls before the nurses are spawned. 2 pistol mags is enough to clear the room. Once the yellow pustules are gone from a section, that section tops spawning nurses. The Aberrants go down as easily as regular enemies, but they will run at you, which makes them far more dangerous than any other nurse. If you take damage, prioritize your safety over shooting the yellow pustules.

Be aware that the room with the downed shelves has some yellow pustules on the ceiling, not just the walls and floor.

Now go to the bars by the save table. Inside is the boss fight. Throw the switch for a cutscene. You probably should save your game first.
B1 - Boss Fight
Bosol periodically morphs into the bio-mass on the walls, turns into giantess, and tries to attack you. Just dodge. When she appears in her 'throne' unload bullets. Rinse, repeat until the fight ends. Her attacks are easily avoided. It's not a frustrating boss fight, unlike some survival horror games.

She's a bullet sponge and can eat several loads of magnum rounds. You can pop a few magnum rounds until she disappears, or do a cycle of pistol -> shotgun and then reload when she disappears, if you can avoid emptying the pistol magazine. If you empty the pistol magazine before she disappears, you won't have time to get the shotgun out before its too late.

Probably takes about 100 to 150 x pistol rounds plus a handful of shotgun/magnum rounds, or just a few dozen magnum rounds to win.
B1 - Let's go back to Nell room
It's a round about way out due to the damage caused by Bosol.

Take the sturdy bolt cutters.

Cut the barbed wire and avoid the large hand.

Find the giant nurse with the red eyes and the really nice rack. Cut the barbed wire.

Avoid angry footsie: just run underneath when the nurse extends her first leg, and you'll be fine.

Take the stairs up to 1F.
1F - Let's go back to Nell room
Take a detour into the EPS Room that we unlocked early in the game. Use the bolt cutters on the barbed wire. Take the two coins and the Room 301 Key off the crate.

Go up to the 3F Ward and find that remaining locked door, Room 301 - Karie.

Inside are a group of "Peace nurses" having a little dance party. DO NOT SHOOT if you want the achievement. Actually, one of them reminds me of an Abyss School zombie. You'll get the reference if you played the developer's earlier game. Enjoy the show! (Author's note: this is one of my favorite secrets)

Step outside and close the door, and you should hear another "Thank you" as with the Director's Room. Inside the room will now be 3 coins as a reward for respecting their dance party.

Now return to the 1F Main Corridor and go to Nell's Room to end the game. Congratulations!
Appendix - Nell Locks
These can only be unlocked by Nell. Typical reward is coins and ammunition, making them worth while since you need to pass through each floor with Nell.

  • 1F Reception
  • 1F Storage
  • 2F Door (near stairs)
  • 2F Storage Room
  • 2F Ward
  • 3F Locker (right)
  • 3F Locker (left)
  • 3F Stairwell (outside East Annex)

Complete each one during your shared mission to power up the elevator on the 1F. If not, then at least before you part company in the Server Room after completing the 4F.
Appendix - Herb Locations
The three potted herbs are located in the 1F Reception near the elevator.

  • Blue Herbs - 1F CT Room
  • Green Herbs - 2F Corridor
  • Red Herbs - 3F Reception / Lobby

In addition to a note of praise, you get two coins for taking care of this along the way.
Appendix - Tracksuit Cat Doll Locations
For the scales in the room outside the 4F Pantry Room, 4F Lecture Room, and 3F Stairwell.

  • Yellow - 4F wheel chair by the vending machine
  • Red - 4F Pantry Room
  • Green - 4F Lecture Room
  • Blue - 4F Lecture Room
4 Comments
iRossas 15 Aug @ 2:18pm 
Very thorough guide, my friend. Easy to follow. You have my thanks!
Salsand 12 Jul @ 10:59am 
In the Director's Room on the 4F there's a key to the staircase to the 3F Annex hallway on a hook in the back, next to the windows. There's a light shining at it.
Means you don't need to head back down to 1F, AND it explains why you want to be able to open the shutter door later.
Ecchi_Hayate 11 May @ 9:23am 
The 'quick' version should be, go to 4th floor via the annex exit on 3rd floor. Go to the director room and fix the display using the tape to get 5916, then enter the code where the shutter closed (due to story line), and enter the director office.
Ecchi_Hayate 11 May @ 9:21am 
I was just as confused as you why the tape was required to fix the code 5916, and why your guide mentioned to go to first floor.

The story auto locks the shutter if you attempt to shortcut it from the 3rd floor. That's why you need the tape code 5916 to shortcut it from the 3rd floor. (Which is why your guide didn't say to go through the 3rd floor stairwell that is directly right next to the annex room, and instead asked the players to go all the way to take the lift up.)