dementium walkthrough

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Dementium: The Ward: FAQ/Walkthrough by obishawn Last Updated 2009-01-30 View/Download Original File Hosted by GameFAQs Return to Dementium: The Ward (DS) FAQs & Guides Liked this FAQ? Click to recommend it to other GameFAQs users. Guide Type - Walk-through Game Title - Dementium: The Ward Platform - Nintendo DS Date submitted - 01-12-08 Version - 1.4 By - obishawn In this update: 01-12-08 - v1.4 - Added a few tips from: Grant O, Sean, Shannon, The Ace, D W - Chrissy, Michael, nikruss added to the thanks list If you feel like you have a better strategy for any of the boss fights, by all means, send them my way, I will add them to the guide and give you full credit for it. Be sure to give me a name so that I can give you your due credit. At the time of this submission, there is now a Boss Guide up at GameFAQs.com and I highly recommend you take a look at it. Sure, I have covered the bosses in this guide and some people have now offered their advice which is posted in each bosses' respective section, but you never know who will have the one tip that will make your game easier. You may not have read the introduction and you may in fact be skipping over this part and if you are, well, that's

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Page 1: Dementium Walkthrough

Dementium: The Ward: FAQ/Walkthrough by obishawnLast Updated 2009-01-30 View/Download Original File Hosted by GameFAQsReturn to Dementium: The Ward (DS) FAQs & Guides

Liked this FAQ? Click to recommend it to other GameFAQs users.

Guide Type - Walk-throughGame Title - Dementium: The WardPlatform - Nintendo DSDate submitted - 01-12-08Version - 1.4By - obishawn

In this update:

01-12-08 - v1.4

- Added a few tips from: Grant O, Sean, Shannon, The Ace, D W - Chrissy, Michael, nikruss added to the thanks list

If you feel like you have a better strategy for any of theboss fights, by all means, send them my way, I will addthem to the guide and give you full credit for it.

Be sure to give me a name so that I can give you your duecredit.

At the time of this submission, there is now a Boss Guideup at GameFAQs.com and I highly recommend you take a lookat it. Sure, I have covered the bosses in this guide andsome people have now offered their advice which is postedin each bosses' respective section, but you never knowwho will have the one tip that will make your game easier.

You may not have read the introduction and you may in factbe skipping over this part and if you are, well, that'stoo bad. A glitch has been discovered that lets you havethe zooming function of a sniper rifle with any of theguns.

Equip the sniper rifle once it is out of ammo. Beginfiring the gun. While you are firing it, tap on theweapon you want to use a scope with. And that is allthere is to it!

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A big thanks to Chas Brother for submitting that to theguide. If Chas did discover that, I don't mean to robhis credit. I had seen it posted on the GameFAQs messageboards once before, but didn't copy the info or rememberhow to do it. I don't know who discovered it, but Chasmade me aware of it.

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Table of Contents

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To easily and quickly find anything in this guide,simply perform a search and enter the subject as yousee it listed in the Contents, even if it is just theRoman numerals.

I - IntroductionII - ControlsIII - Understanding Both ScreensIV - WeaponsV - Pick-UpsVI - EnemiesVII - Walkthrough Chapter 01 - The Admittance Chapter 02 - The Rooftop Chapter 03 - The Infant Ward Chapter 04 - The Cleaver - Boss 1 Chapter 05 - The Courtyard Chapter 06 - The Electric Buzz-saw - Boss 2 Chapter 07 - The Main Security Room Chapter 08 - The Flashback - Boss 3 Chapter 09 - The Hole in the Wall Chapter 10 - The Torn Photograph Chapter 11 - The Guard Tower Chapter 12 - The Cleaver's Return - Boss 4 Chapter 13 - The Door with no Handle Chapter 14 - The Wheelchair's Return - Boss 5 Chapter 15 - The First Encounter Chapter 16 - The Final Encounter - Boss 6VIII - FAQ Update HistoryIX - Credits, Thanks, & HostsX - Contact Info __________________________________________________________

Introduction

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Page 3: Dementium Walkthrough

You wake up alone, in the dark, only to find yourself in amysterious, derelict hospital that appears to be frozen intime.

Confronted by the deadly, grotesque surgical experimentsthat wander the halls, a series of challenging puzzles anda cast of peculiar characters, you must face your deepest fears, unlock the mysteries of the hospital, and escape with your life.

Things you should know -

- If all you need from this guide is a puzzle solution, just use the search feature (ctrl-F) as I go into detail about how to solve the puzzles in the walkthrough.

- This guide is NOT spoiler free, but it is as spoiler free as possible in regard to the plot. The are spoilers mostly for the scary moments. If you don't want those moments ruined, then I do not recommend looking at the walk-through portion of this guide.

If you need help with puzzles, then perform a search for that particular puzzle.

- You cannot carry extra ammo with you, only what will fit in a gun.

- You cannot carry extra health with you either, but you can usually find just enough lying around, but the thing is you have to look.

- Enemies usually respawn if you go back into a previously visited room. From what I've seen, health and ammo do not.

- Most open closets hold health or ammo. Be sure to check them when you find them.

- After I guide you to a map, I will then revert to using directions:

North - Up South - Down East - Right West - Left

If we go through a chapter and I didn't guide you to a map that is because there either wasn't one or I just couldn't find it and believe me, I searched quite thoroughly.

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- Some people have stepped up and offered some additional information in an attempt make this guide more helpful. Their contribution is book-ended by a line of "******."

- And just for fun, there are four movie references in this guide. See if you can guess which movie each reference comes from. (Ctrl-F: movie reference. See the end of the guide for the answers.)

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II - Controls

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This guide is based on the default control setting, which is Type1 1 and caters to right handed folks.

TYPE 1 (Right handed) - "The right is right, right?"

D-pad Up - Walk forward, double-tap and hold to runD-pad down - Back upD-pad left & right - Strafe

L Shoulder Button - Use weapon

R Shoulder Button - Toggle between the flashlight and the previous weapon

Start - Options menu

Touch Screen - Look & turn, aim, examine, take and use objects, change weapons, access the notepad, map, items and options

TYPE 2 (Left handed) - "Lefties have rights too!"

X - Walk forward, double-tap and hold to runB - Back upY - Strafe leftA - Strafe right

L Shoulder Button - Toggle between the flashlight and the previous weapon

R Shoulder Button - Use weapon

Start - Options menu

Touch Screen - Look & turn, aim, examine, take and use objects, change weapons, access the notepad,

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map, items and options __________________________________________________________

III - Understanding Both Screens

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Top Screen -

Sight - Used for aiming your currently equipped weaponAmmo - Displays the remaining ammunition for the weapon currently equipped

Bottom Screen -

Notepad - Once acquirred, use it to keep notes

Action window - As you encounter objects the actions you can take appear here. Touch here to perform the action.

Map - Tap to view the map. A map can only be view once it is found.

- White arrow is your current position. - Yellow doors are doors you have entered. - Red doors are locked.

Heart Monitor - Displays your health condition.

- Green = good health - Yellow = slightly wounded - Red = critically wounded

Items - Store, access, and use your items.

Health - Displays your current health. You have ten green dots indicating your remaining health.

Options - Go to the options menu.

- Control Type - Choose between a right or left handed control setup.

- Y Axis Invert - Set your axis preference.

- Brightness - Choose between three levels

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of brightness.

- Heartbeat - During the game, you can hear your heart beating, here you control the volume.

- Music - Choose between 3 volume levels of sound.

- Quit - Allows you to save your game and quit.

Weapon Icons - Tap a slot to equip a weapon in your inventory

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IV - WEAPONS__________________________________________________________

Flashlight - Chapter 1: The Admittance

While not a true weapon, it is placed among the weapons onthe touch screen. Its primary use is to obviously lightyour path but it can also be used to deter the roaches!

Nightstick - Chapter 1: The Admittance

Some guard was nice enough to die and leave this behind.It is your basic melee weapon and used as a fallbackoption when the ammo is too low.

Pistol - Chapter 2: The Rooftop

A standard 9mm handgun with a 24 round clip. Not terribly powerful, but is better than the nightstick in that youcan defend yourself from a distance.

Shotgun - Chapter 4: The Cleaver

A weapon that packs a punch. Much better than the pistol,the shotgun can hold 16 shells.

Electric buzz-saw - Chapter 6 - The Electric Buzz-saw

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It is a close range weapon and it makes a lot of noisebut it will also make short work of whatever gets in yourway. Just hold the attack button down for continuous use.You can now officially retire the nightstick.

Machinegun - Chapter 07 - The Main Security Room

An automatic that packs a punch, literally. Watch thatit doesn't kick you back too far when you use it.

.357 revolver - Chapter 09 - The Hole in the Wall

Slow but powerful.

Sniper Rifle - Chapter 11 - The Guard Tower

Equip the sniper rifle to use it. UP and down on the D-padlets you zoom in and out, L fires. It can hold up to 16rounds of ammo. The gun comes equipped with a nightvisionscope.

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V - PICK-UPS__________________________________________________________

Health -

A bottle of pills that will replenish two green health dots per bottle.

9mm Ammo -

Bullets for the handgun. One box provides 8 rounds.

Shotgun Ammo -

Shells for the shotgun.

Machinegun Ammo -

Rounds for the machinegun. One clip provides ten rounds.

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Magnum ammo -

Rounds for the .357 revolver. One box holds 6 rounds.

Sniper Ammo -

Rounds for the sniper rifle. One box contains 4 rounds.

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Enemies__________________________________________________________

The following is the list of enemies in the game. I willtry to detail characteristics and strategies for killingthem.

If there are official names for these guys, I am unaware,but I will describe them the best I can so you will knowexactly which enemy I'm talking about.

Freaks -

These are the first enemies you encounter, and you willencounter many more before the game is over. They arehumanoid with an exposed heart. Target the heart when youfight these since that is its weak spot.

I call these guys freaks in stead of zombies because to methey really don't classify as your stereotypical zombie.These guys are more akin to the infected in the 28Days/Weeks Later movies. They don't want to eat you, they just want to kill you. Isn't that nice of 'em?

Roaches -

Not terribly formidable, but numerous. Keep your distanceif possible. The flashlight can be used to drive themaway from you.

Worms -

You first see these in Chapter 3 - The Infant Ward. Theyusually come from the duct work. Don't waste too muchammo on these things as they usually can be ran past.

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Banshees -

Holy terrors. You are not equipped to properly fight thebanshees when you first encounter them. These things arethe flying heads that scream as they patrol which everroom they are in. I suggest running from them until youget your hands on the buzzsaw.

Crawlers -

These are like the freaks in that they too are humanoid,but these guys have no legs. They are the evil version of Lt. Dan. They can crawl on floors, walls or ceilings, sobe sure to check every where in the rooms where you hearthem scream.

Be careful when fighting them though. If you blast their heads off, their torsos will continue to spout greenfluid at you. Attack with something fast and powerful andpreferably from a distance. The buzzsaw is generallyineffective against them.

Flying insects -

The polar opposites of the roaches. Like the roaches,they move en mass, but in stead of being driven away bythe flashlight, they are drawn to it. Be sure to shut itoff when you are near them.

Green worms -

These are like the regular worms but they are harder tokill.

BOSSES -

Cleaver -

One hand is a meat cleaver, the other has a syringe. Hewill hit you with the cleaver to injure and stun you andshoot some kind of fluid at you from a distance with thesyringe.

Gatlingun Wheelchair Guy -

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He likes to keep his distance, so if you get too close, hewill flee from you. Don't let him get still though, oncehe does, he will ready his gatlin gun and fire at you.

Green Mouth Room -

Such a creepy room. Several mouths are positioned on thewalls, emitting some foul green fluid and generatinggreen worms.

Boss 6 -

I don't want to spoil this for you . . .

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Dementium: The Ward Walkthrough

CHAPTER 1 - The Admittance

__________________________________________________________

Once you have control, follow the on-screen prompts. Thisfirst Chapter acts as a tutorial, yet it is still a partof the story. The controls are covered in a previousportion of this guide and as you play the game you will beinstructed as well, so I will not go over them in thewalkthrough unless it seems necessary.

Do what the screen says and get adjusted to the controls.Take a look around the room. Notice the osculating fan inthe corner? The rain outside the windows? The way the room slights up from the lightning flashes? How about thatmusic? This game has set a nice, dark atmosphere.

Look around the room until you find the hallway. Proceedtowards the door. Stop to check out the flashing thing onthe floor, it is the notepad. This will come in handy in just a minute. Head out of the door.

Now you are in the hallway, it is dark and there is anannouncement saying to evacuate the building. Explore allyou want, but there are only so many places you can go right now, all the doors are locked. Notice the clipboardhanging by the door to the room you just came out of?

Turn right and head down the hallway. Examine the news-paper on the floor. "Man brutally murders wife?" Thenotepad said, "Why did you do it?" Are both of these

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referring to you?

Just past the newspaper is a room on the right, go in. Onthe wall is a number written in blood, "081399," better mark it down on your notepad, it might come in handy later.Head back to the hallway.

Turn right and go straight. What the crap was that!?!The blood trail begins in the room with the number. Theclipboard doesn't have a name for her.

Make a left turn and proceed down the hallway. Notice theflashing object on the cart? It's a flashlight! Nice!Tap it on the screen to equip it and use the L shoulderbutton to turn it on or off. Don't worry about batterylife, they won't run out.

There is nothing behind the counter, so make a left and head towards the red door. There is a keypad, try enteringthe code you found scribbled on the wall.

An alarm and a dead guy, this doesn't bode well. Look pastthe dead guy, it is a nightstick. Finally, something todefend yourself with!

Take a look in the room to the left, inside you will findthe 7th floor map! Now you can get an idea of where youare at and where you are going.

Look past the computer monitors, in that cage. SHOTGUN!!Damn! It's locked.

Head back out into the hallway and follow the path. As itmakes a right turn, you will hear a new noise, doesn'tsound too friendly. Use the R shoulder button to quicklyswitch between the flashlight and nightstick.

Ease forward and look in the closets in the hall. What thehell is that thing? Beat it down with the nightstick, bequick or you will take some damage. Or, you could justrun right past it. It will chase you for a bit, but youshould be able to out run it.

Continue down the hall. As it turns to the left, there will be a closet directly in front of you, look inside forsome health pickups. Continue down the hallway.

To your left are some restrooms and to your right thePatient Ward. There is a message written on the men'srestroom mirror. I don't recommend entering the women'srestroom. Huh, I wonder if curiosity will get the betterof you... From the hallway, open the door to the PatientWard.

As you make your way through the room, you notice the deadbodies scattered about. Listen for that creepy breathingnoise the freaky guys make. If you hear it, one of them

Page 12: Dementium Walkthrough

rose from the floor and is about to attack you. For bestresults, just run through this room to the other side andthrough the door. If you want to though, you may find itsafer to approach the bodies on the floor and beginbeating them with the nightstick.

In the next room, you can find some health pick-ups behindthe counter, but that is all there is here, keep going.

After you enter the next room, roaches will come out and attack you. you can't defeat them, so just run past them(double-tap up on the D-pad) or you can use the flashlight to drive them back into the shadows. After entering the room, turn left. At the end of the hallway the path isblocked, so head through the doors.

It's a stairwell. Can't go down, so proceed upwards.There's a sign saying "ROOF ACCESS." When you reach thetop of the stairs, you will be at the door leading to the roof, step outside.

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CHAPTER 2 - The Rooftop

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Great, rain. Follow the path and as you round the corneryou will probably hear more freaks climbing over the fence.The chances of you getting ambushed and out numbered arepretty good here, so I recommend just running. Sure, youwill probably take a little bit of damage, but it won't benear as bad as fighting the bad guys. Once your reach thepart where the path way declines, the enemies won't chaseyou past that.

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Tip provided by: eric

Roof—the reason I am emailing is to point out the youdon’t have to run thru the roof—it is safer but you cantake those guys out when they climb up no problem

All you have to do is walk and when you hear them justturn to face them with the night stick and head inswinging—you can actual connect while they are stillclimbing and get a good hit or two in before they havetime to face you—in all I think there was three climbersand I got hit once—its not perfect like the pistol killsbut if you don’t want to just run but rather fight thisis effective-- eric

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*********************************

As you proceed across the roof top, you will see a trail of blood. It is difficult to tell if it is leading to or coming from the small building to the left, but take yourchances and enter it anyway.

Let this be a reminder to you to always watch your back.Look! That guy dropped his pistol! Get it! That's muchbetter than the nightstick! Don't just shoot the freak,aim for his exposed heart, that is his weak spot. Obi-wanwould be proud! (Episode III reference) Before you leave,check the back of the room for some more ammo and a fewpill bottles.

After you finish up in this room, head back out on the rooftop and follow the blood trail. I still recommendrunning to the next door. Again, you may get attacked atime or two, but just keep running. You will see asolitary freak in the path ahead of you. Quickly dispatchhim with your pistol then enter the door. If you somehowgot turned around , just remember to follow the bloodtrail.

Another stairwell. There are three bottles of pills inthe corner on the floor to replenish any health you mayhave lost, but be quick! As you approach the steps leadingdown, you'll face roaches once again. Just run downstairs.

Ignore the first set of double doors, running past them tothe second set of double doors. You can't go any furtherdown, the path is blocked. Step through the double doors.

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CHAPTER 3 - The Infant Ward

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There's that little girl you saw earlier. Where'd she runoff to?

Damn, more creepy hallways. Watch out as you begin walkingdown the corridor. A freak will burst out of the firstroom to the right. Look at the clipboard on the wall,"Jools Watsham." You just killed Jools, the lead guy ofRenegade Kid, the producers of this game! Good thing hecompleted the game before you off'ed him.

Inside Jools' room you will find some ammo, grab it if youneed it.

Back out in the hallway, across from Jools' room is theroom of Greg Hargrove, Jools' partner (in the non-gay way).As a matter-of-fact, all of the clipboards in this hallway

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bear the names of the guys that helped to get this gamemade, see the back of the games booklet for more info.

As you make your way down the corridor, you will get ambushed two more times. After dispatching the freaks,raid their rooms for extra ammo.

The path to the left is the way that little girl ran to.You can hear her crying, but the path is blocked. Go through the double doors at the end of the hall.

An operating room. There is some health to the right onthe counter. Go through the door on the left wall, youknow, the one with blood all over it, not the nice, clean,safe-looking door (its locked anyway).

Before you move into range and the freaks become aware ofyou; there are health pick-ups in the open closets. Youcannot enter the door directly across from you, and the left path is blocked. Either kill or run past the freakand go right and through the door.

You just stepped into a hallway that looks like a waitingroom. Notice the yellow door to your left? We'll becoming back here in a minute. For now though, go right and into the waiting area. On the first chair you come toyou will find the map for this floor. Continue down thecorridor. At the end will be a freak aimlessly pacing thefloor. I suggest ignoring him and running to the door onthe left.

Proceed through the hallway. There will be a freak in acloset to the right, but he is easily bypassed. Wait!Look in the incubators! What the hell? Those certainlyaren't human babies. Keep going down the hallway, ignoringthe door on the right, it is locked, round the corner andstep through the door.

Head right. The closet on the right has some ammo. Thereare some more of those worm things, keep going. At the endof the hall will be a door with a picture of a rainbowsome kid colored. Before you step through the door, lookat the chair just to the right. On it is a book, examineit. It is a piano book with this image:

C# D# F# G# A#| | | | | | | || | | | | | | || | | | | | | || | | | | | | || C | D | E | F | G | A | B || | | | | | | |

Now, step into the room. In here you will find health and ammo, take what you need. In the back of the room is a

Page 15: Dementium Walkthrough

small piano with the word "DEAD" written on the wall aboveit. Is it a trap? One way to find out! Examine the pianoand play the notes D,E,A,D. Look, the top of the pianoopened! Check inside. You got a keycard. Cool. This iswhat you need to go through the yellow doors like you sawearlier.

Backtrack to the door I said to remember. The worms will burst out of the incubators and attack you. They crawl along the floor and walls as they approach. Treat them like the Flood in Halo, fire at them while retreating.

For now though, I recommend just running. Once you stepthrough the yellow door, you should find enough health toreplace what you may have lost. This will also reserveyour ammo.

After stepping through the yellow door, check the securityroom to the right for some ammo and that health I told youabout.

Proceed down the corridor. After it turns to the right,you will see the path ahead blocked off, so keep followingthe open path. Check the closets for pick-ups and keepyour ears open for freaks. You can actually run past themif that is your preferred method.

Look at your map, this area makes a "figure 8," only square, like on a digital clock. You need to get to theyellow door on the other side of the blockage.

_______________________Y___S___ __*__ _____ | | | | | | | | | | | | | | |____| |____| | |_________________|

"S" is where you started from. "*" is the blockage. And"Y" is the yellow door. Once you turn right at theblockage you can take either way to get to the door.

After stepping through the yellow door, you will see someammo ahead of you. Don't grab it just yet. As you roundthe corner worms will drop from the air conditioning duct-work. Take them out with the pistol, then replenishyour ammo. As you go down the hall, there will be a coupleof freaks in the closets, either kill them or run pastthem. Step through the next yellow door.

You will have to do some fighting in this hallway. Behindthe counter is some ammo, but don't get it yet unless you absolutely need it. Turn to face the hallway.

If you try to run, towards the end of the hall, worms willdrop out of the duct-work again, and this time they will

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hit you and slow you down, which will give the freaks youjust evaded the time they need to catch up with you andjoin the attack. Slowly make your way down the hall,taking the enemies out one at a time and picking up thepick-ups as you go. After you clear the hall of nasties, go back and get the ammo if you left it there, then exit the door at the end of the hall.

As soon as you enter this small room, worms will drop out of the duct-work like before. Just run past them to thedouble doors directly in font of you.

You are in a Patient Ward like you saw in Chapter 1, thistime, it is a haven - no enemies and some recovery items!Before you go through the double doors at the other end ofthe Ward, equip your pistol. Enter the next room with yourpistol in hand, not your flashlight.

Quickly take out the freak, now the room is secured. Youcan find some ammo in the corner of the room. Go out the glass double doors.

You are in a skywalk. There are two flying enemies justahead that will soon notice you and begin attacking you.It takes 6 bullets to put one of these guys down, sounless you are a really good shot, firing at them is a waste of time and ammo, and even a waste of life. I diedseveral times trying to fight my way past them. So, as youno doubt have guessed, I recommend running for your dearsweet life!

Run past them and take the path to the right.

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Tip provided by: Xieyi21

I managed to found out another way to take care of thebanshees that you had specified Jus need to equip with the pistol and when you hear themcoming then shoot straight at their face for about 5 to 6 rounds, they will then escape away. They will not comeback for a while makes it easier to walk pass the areawithout getting hurt by running away by them hope them helps in your walkthrough.

***************************

If you managed to kill the flying monstrosities, take yourtime and in stead of going to the right, go straight. Sure,the path has been destroyed, but with the flashlight

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equipped, you will be able to see that you are in fact ona skywalk, connecting two buildings and that there are 7floors.

After exiting to the right, you will be in a long,straight pathway. Here you will find recovery items andchances are, you will need them. Make sure your health isas good as you can get it before you go through the doorsat the end of the walkway.

There are two more flying banshees here. What ever you do,make sure you turn left. The path to the right is a dead end, and quite literally. So run to the left and go through the doors.

__________________________________________________________

CHAPTER 4 - The Cleaver

__________________________________________________________

Make your way down the corridor. What is it about a littlegirl singing that is so damn eerie? The first path to the right holds some ammo and behind the counter is some more ammo and health.

Proceed down the path across from the counter. There isthat girl again! Why did she point? Keep going. Wormswill pop out of the sidewall vents and from an overheadvent. Deal with them and go through the door.

To your right, on top of a cart is the map. You can eithergo straight or take a left. Both lead to the same placebut I find the left path to be easier. Which ever way youtake, go slow and easy and take the enemies out as quickly as possible.

If you went straight, it connects to the left path, soonce you are in that hallway, turn right. If you took theleft door in the room where you found the map, just keepgoing straight. Round the corner to the left at the endof the hall, and keep going to the exit.

You are now in a morgue. There are dead bodies and roachesevery where. Don't worry, these dead guys will not riseto attack you. You can find some recovery items in theclosets and once you are done, exit the door at the otherend of the room.

You are in another area with a security room. Check insidefor anything you can salvage. There is a piece of paperon the counter top, it reads:

Perhaps you seek the truthThe truth is all liesPurloined of their youth

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Count the dead men's eyes

. . . Ok? Probably some weird "artsy-fartys" guy wrotethat. Anyway. Look, there is another cabinet with a shotgun inside. Examine it. Whoa! There is a combinationlock, but what is the combination? Maybe that poem hadthe answer.

Perhaps you seek the truthThe truth is all liesPurloined of their youthCount the dead men's eyes

No numbers in it, but it said to count the dead mens eyes.What dead men? Those you saw in the morgue? Give it a try.Go back and count the dead guys and then enter the number of eyes to unlock the cabinet.

The answer is:

012

SWEET! Now you've got a shotgun! Now you can step throughthat yellow door and deal with anything!

Make your way down the hall. Watch out! This freak spitsat you! Now they attack from a distance too!?!

Take the wooden door on your right, the path ahead islocked and blocked.

In the room past the wooden door, you'll find some shotgunand pistol ammo. Part of the wall has been busted down,that is your pathway. Run to the right and go through the door at the end.

What is that sound? Scraping? Metal on metal? Maybe some one sharpening something? Check the closets for pick-ups,then go through the clean door.

The path ahead is blocked, so take the only other option.

Up ahead is another blood trail, follow it to the right.Before you go through the double doors, take the path tothe right. At the end, you will find some very valuablepick-ups. After you get them, go through the double doors.

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BOSS 1 -

Ok, that thing doesn't look too friendly and it is comingyour way. Hit it with your shotgun. It will try to squirtsome kind of fluid at you, so side step it.

Your shotgun blasts will hurt it, but it will stillprobably run up to you and hit you. You will fall to the ground a bit stunned. The Cleaver will walk away from you.

Use this time to recover and get into a better firingposition. Continue the pattern of firing and retreatingand dodging his attacks when you can. Also watch out forworms that will be in the room.

Once he falls, follow the blood trail out the other end ofthe room.

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The following boss tip provided by: XenomorphNL

boss 1: the cleaver. your hit and run technique is good, used it myself as wellwhen i first encountered the cleaver. but instead of firing your shotgun-shells into his body,its better to fire them to his mouth. the damage will bemuch greater in that way!

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so with the first boss, the cleaver. i found a clever andslightly cheating way to do it.

-Once you enter the room and the little movie segmentplays, shoot him and move to the right as close to thewall as you can. this SHOULD make him not be able to getto you its almost short of blocking him so you can shootaway and i think only his green stuff will shoot at you.BTW shooting him in the mouth does massive damage to him.

:) hope it helps all

- Shannon

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When you enter the room to fight the cleaver. wait untilhe shoots his green stuff at you when he does side stepright and wait in the corner to the right of the door youcame in from. He will get stuck on the corner and won'tshoot his green stuff at you but you have a perfect shot

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at his head. - The Ace

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Ahead of you is some health, grab it then step into the elevator. Approach the buttons and "Use" them. Touch the flashing button.

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CHAPTER 5 - The Courtyard

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Head out of the elevator, down the hall and through thedoors.

Cool, you're outside, no more creepy hallways. Go downthe steps. Is that Jane Doe from earlier? So she didn'tget chopped up! She dropped a key, go get it.

Before you head down the steps, there is a door to yourleft. It is unlocked and leads to the roof of that small building. Once you reach the top, you will find a doorwith a keypad. The code you found earlier will not workhere, you'll have to find another.

Back in the courtyard, go down the steps and through the iron gate.

You are in another courtyard. At the top of the steps,stop and look to the left. You will see a set of doubleglass doors, double wooden doors, and a single metal door.

Go in the single metal door. Another stairwell to theroof. Check it out.

On the rooftop, there is another door with a keypad andyou still don't have the code. But look at your feet,there is a picture of a woman with the number 31scratched into it. "31" isn't the code for the dooreither. Head back down to the courtyard.

The double glass doors looks like they lead back into thehospital, so let's try the wooden doors.

It is a chapel. To your left is a book with the originaltitle scratched out and "3rd Floor West Building" writtenbeneath it. You don't know what this means yet, but keepit filed in the back of your mind. You may even want to

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write that down in the notepad.

Head up the isle and look in the first pew on your left,another book. Its title has been scratched out too withGuard Tower written beneath it.

Go up and behind the pulpit. There is an open photo albumwith a picture missing. The part of the picture you foundearlier fits there, but it seems there are two missingparts. You'll have to return here once the others arelocated to complete the image.

Head back out to the courtyard and through the doubleglass doors.

Go around the corner and head towards the elevator. Thereis another part of that picture here on the floor. Aftertaking in picture, set into the elevator, approach thecontrol panel and press the flashing button.

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CHAPTER 6 - The Electric Buzz-saw

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Step off the elevator. The path is blocked on all sidesexcept the left path. If you look past the blockade tothe right, you will see a yellow door. You can't reach ityet though. Turn to the left and be sure to snag the mapoff of the table.

In this room, there are two yellow doors that lead to theright. It doesn't matter which you take, they both leadto the same place. There is health scattered around theroom. Once you are finished scavenging the room, go tothe yellow door in the south west corner of the room.

Across the hall is a wooden door, quickly enter to avoidthe worms. Inside is a briefcase but you need three keysto open it. Look around the rest of the room. On the deskis what looks like a journal entry. Just who are thedifferent pronouns referring to?

On the floor is another journal entry. Experiments? Thinkit is referring to the monsters you've been fighting? Ifso, then what do you think it is talking about in reference to the cures? Cures for what? And who is this"He?"

Go in the restroom and look by the sink, another entry.

Step out of the restroom and you will see another note onthe chair. It mentions a bronze key, possibly one of the

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keys needed to open that briefcase. Might want to checkthe men's room by the staff lounge.

Go through the busted wall. On the restroom floor isanother note, this one about the silver key. So, we needto look for the office near the central walkway.

Look at all of the blood in that last stall. Either someone got killed on the pot or ate some really bad Taco Bell.What am I saying, there's no such thing as bad Tace Bell!Exit the restroom through the main door (not through thebroken wall).

You will encounter a new enemy here. These humanoidswith no legs, just torso, will come crawling at you, andwill spit at you when in range. After you deal with thethree crawlers, go left (west on the map). Peek into theopen rooms to look for health or ammo, then go through thedouble doors at the end of the hall.

You are in a stairwell, go down. It is blocked, but therelies the golden key! The way upstairs has been blocked aswell, so head back out into the 5th floor hallway.

Defeat the crawlers again, then go straight and throughthe double doors marked "Staff Only."

Grab health from the closet if you need it then stepthrough the yellow door.

Turn left and go through that yellow door.

The security room has plenty of ammo, make sure to max outyour guns, then go through the white door.

We don't know where the staff lounge is yet, but thecentral walkway is down the hall to your right.

You are back in the room that the elevator is in, thistime you are on the other side of the blockage. A lookaround this rooms reveals it to be a dead end, though youcan find recovery items in the closets. Once you arethrough here, exit the north west door.

There are worms, but you can avoid them. Go through thedoor directly across from you.

Go straight then hang a right at the end of this hall.Follow it around to the next junction. You will see somedouble doors in front of you and a single door to yourleft. Take the double doors, they are marked "Lounge."This sounds like one of the places we want to be.

Avoid the roaches and go left. Step through the doubledoors at the end of the south end of the lounge.

Ah, a men's room and a lady's room. The note for the

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bronze key said to check the men's room. Watch out forthe roaches and check the middle stall. You now have the gold and bronze keys. One more to go. If the roacheshurt you, check the lady's room for some health, then goback into the lounge.

Shoot straight across the lounge and through the northexit double doors. The flying bugs in this room are drawnto your flashlight. Quickly shut it off to avoid takingdamage. Make your way to the other door.

The path to the left leads to a stairwell, but there is ablockade set up. You can find some recovery items though.

Watch out for crawlers. When the hall branches left orright, go left and through the yellow door. The rightpath is a dead end.

Simply run through this room, avoiding the worms, to theother end.

Straight ahead is a dead end, blocked off. The woodendoor to your right leads to pick-ups. Once you arefinished gathering goodies, head to the east across fromthe wooden door.

BOSS 2

This guy may be handicapped but he can still kick your ass.Look at your map. Use the path of the outer perimeter toapproach the gatlin-gun-wheel-chair-guy.

As soon as the cut scene is over, dash to the right andmake your way to him. he sees that you ware getting tooclose, so he will flee from you. Chase him down, firingas often as you can. Only use the flashlight it he getsfar from you. There is enough light when you are withinrange.

When he gets far away enough from you, he will turn to face you and start shooting. When he does, take the patharound the outside again to get close to him.

Repeat the process of cat-and-mouse and sneaking around tohis side, firing off a round as often as you can. Oncehe is down, orenintate yourself by looking at the map andtake the east exit.

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The following boss tip provided by: XenomorphNL

boss 2:

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mister "i'm-handicapped-but-i'll-shoot-yer-eye-out". multiple times i've tried to find the weak spot of thisboss, but now í've got it: you might want to try this: ]* [ ] [ ] [ ] [ --------- ------------ >>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<<< --------- ------------ ] [ ] [ ] [ he:*the way you walk: >/< run up and down the hallway, so that he fires his gunempty on you. when you've done this 3/2 times or so,he'll reload. then run to him and start shooting 1 bullet.íf you hit him he'll get hit, and after that he'll startreloading again. so he can't drive away when youapproach. then you'll be standing in front of him. guesswhat comes next? yup, a nice and clean headshot! use thistechnique until he's dead. - XenomorphNL

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The following boss tip provided by: Ron W

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You start in the room like this:^ - you* - enemy _____| |_____| || ___* ___ || | | | | || |_| |_| || |

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| ___ ___ || | | | | || |_| |_| || ||_____ _____| |^ |

You want to get yourself into a position like this:

_____| |_____| || ___* ___ || >| | | | || |_| |_| || || ___ ___ || | | | | || |_| |_| || ||_____ _____| | |

or this:

_____| |_____| || ___* ___ || | | | | || |_| |_| || ^ || ___ ___ || | | | | || |_| |_| || ||_____ _____| | |

Basically positioning yourself close enough so that hetries to shoot at you, but behind the wall where his shotswon't hit you.

Make sure you are not too far away, like this:

_____| |_____| || ___* ___ || | | | | || |_| |_| || || ___ ___ || | | | | || |_| |_| || ^ ||_____ _____| | |

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or he won't shoot at you.

After five bursts of gunfire, he will begin reloading.That is your chance to run up to him and unload oneshotgun blast to his head. Only one though because youcannot hurt him while he is still flashing red from thefirst shot, so any other shots are wasted. From there, he will ride off to another intersection,and you begin the process again.

- Ron W

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After exiting through the east door, the way to the leftis blocked. So head down the hallway to the wooden doorat the end.

This is the office near the walkway that the one notereferred to. Grab whatever health and ammo you may need and look in the restroom to find the silver key near thesink.

Step back out into the hallway. Now ask yourself, do Ireally want to backtrack all the way to that briefcase? Because if you don't, the exit to CHAPTER 7 is just up ahead. If you want to back track, then read on, if not,then skip ahead to the triple asterisk (***). But it iswell worth the effort to look in the briefcase.

Use your map to find your way back to the briefcase. Theyellow doors are the opened paths that you can take. Itreally isn't as confusing as it may seem. Return to andpass through the Staff Lounge. In the Lounge, take the doorin the middle of the room.

Once you get to the very center of the mp, head south tothe next intersetion. Go west through the door and youwill see the lady's room to your left.

Go back through the hole in the wall and into the office.Locate the briefcase and open it. you now have theelectric buzz-saw!

Now make your way back to the office where you got the silver key, well, not to the office, but that hallway.

***

Go through the yellow door. You are back in the room withthe elevator, but you cannot go far. Take the double glassdoors to your left.

You are on another skywalk and there are two screaming

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banshee that will soon be on you. You have a shotgun thistime and it only takes two direct hits to kill them or youcould just run. Either way, take the left exit, the partof the skywalk that heads north. After you step throughthe doors, it is quite safe. Go to the left and throughthe double doors to find recovery items. Once you haveyour fill, go back to the skywalk and take the double doors at the north east part of the map.

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CHAPTER 7 - The Main Security Room

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You are in some sort of lobby. To your right are somerestrooms. The lady's room is empty and surprisingly NOTbloody. There is some health pick-ups in the men's roombut you probably won't need them.

Go through the double doors.

You are in some kind of shopping area. The first set of doors to your right are locked. Go into the next room on the right. On the bottom of the shelf to your left is the5th floor map. Ignore the door in the back for now.

The last store on the right is Deuncil Drug where you can find some health.

I do not recommend going east through the double doors.That path is the long way to the same hallway you willreach by going through the back door of the room where youfound the map.

I have gone east and it simply isn't worth the time, health, or ammo. there are no other paths to take (after going east) or things to get other than health and ammo.

Go back to the room where you found the map and exit through the door in the back. You are a some storage room.Go deeper into the room, passing through the hole in thewall and out the door leading south.

There are crawlers in this hallway. They seem to stay justout of range of the buzzsaw, so switch to the shotgun.

The path leading east will just bring you back to thedouble doors in front of Deuncil Drug, so do not go that way. Turn to the right (west) and through the door.

There is nothing in either of the restrooms, so just gothrough the yellow door.

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Looking at your map, there are two exits to this room, oneto the east and one to the south, go south.

Just ahead are some red double doors marked Security andlocked with a keypad. You don't have the combination, buta poem to the right of the door reads:

A dead end is not what you've foundInstead a riddle you may have missedTake some time to look aroundSomeone's office may have the list

Ok, so this gives us a goal; find an office and look forthe combination. Look at your map. The map shows fiveoffices on the south east section of the building. We'regoing to head east down the hallway.

Towards the end, it will branch off to the left, gostraight through the white door.

Don't bother with the wooden door here, it is locked,just keep going.

The path in front of you is blocked, so head east. Thehallway is shaped like a backwards "L." Round the cornerand head north until you see a wooden door on the left,go in.

On a chair in front of you is a note that reads:

1. Wooden Chairs2. Paintings3. Computer Monitor4. Clock5. Trash Cans6. Newspaper Pages

Look around the room and count how many you see of eachitem on the list.

1. Wooden Chairs - 32. Paintings - 23. Computer Monitor - 14. Clock - 15. Trash Cans - 26. Newspaper Pages - 3

There's your code, 321123

Go back out into the hallway. All other paths are lockedor blocked, so use your map and go back to the securitydoors. Enter the code then step through the doors.

Head to the right and check the cabinets. Booya! "Now Ihave a machinegun. Ho ho ho." "Say hello to my littlefriend!" (Two Movie References)

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Search the room for more machinegun ammo, then exit theroom through either door heading south.

You'll be in a hallway with some worms. Deal with themas you see fit then exit through the door at the end of the hall.

The door to the left (north) is locked so just keep goingthrough the wooden door.

Look at your map. The room on the south east corner islocked, so don't bother running over there. Head north upthe hallway. If you need some health, the double doors tothe right (east) leads to a blocked off stairwell, butthere are some health pick ups here.

Continue north up the hallway and exit through the whitedoor.

All of the doors are locked. One office to the right isopen and holds some shotgun ammo, only go after it if youneed it, otherwise, just run to the yellow door.

You are now in the Cafeteria. Look at your map. The northexit leads to a stairwell, that is your destination. Youcan explore the cafeteria if you like but there is nothing to find.

In the stairwell, the path up is blocked, so obviously,go down. Exit to the 4th floor.

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CHAPTER 8 - The Flashback

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Directly ahead of you is an old gramophone, examine it.It seems to still work.

The clean door to the left is locked, so take the bloody door.

Here is a new enemy, a green worm. There is nothing inthis room, so run across it to the double doors.

This room doesn't have anything either. Just make yourway through the mess of beds and out the door on the other side.

The wooden door is locked, so take the bloody door to the left.

Take the first door on the left, all others are locked or

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blocked.

Watch out for the crawlers, then exit the double doors.

Go down the hallway. On the left, in a chair, is thegramophone record, take it. Then keep going past the chairand around the corner to the left. Step through the door.

Take out the crawlers then go through the bloody door.

The door in front of you is locked, so go out the rightdoor.

You are back in the room with the beds, go right throughthe double doors.

Run straight across the room and through the doors.

Place the record on the gramophone. Is this the flashback?There is Jane Doe again and the little girl. Just whatare we seeing here?

You can now go through the door across from the gramophone.

BOSS 3 -

On the walls and ceiling are mouth-like things that spew forth worms. Attack each mouth until it stops pulsating,it will also not produce any more worms. As you attack amouth, it will flash red. After you destroy it, it willfade to black.

Make your way around the area attacking and destroyingeach mouth and run from or fight off the worms asnecessary.

Try to take out the ones on the ceiling first using yourguns. If you run out of ammo, the buzzsaw cannot reachthe mouths on the ceiling and then you will be stuck withno way to reach them.

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Grant O

Here's a simple way to get a good start on the CHAPTER 8boss. Its best that you first have full health beforeentering. Also, like the other bosses don't hit them whenthey flash red (otherwise it'll waste amo). Use themachine gun and then the shotgun (I found the shotgunonly takes 3 bullets to kill each tree mouth), and thenneed be the handgun (which I only needed a few on thevery last mouth).

First stay in the corner where the door is and take outthe tree mouth things that are closest to you. This way,obviously you won't have to worry about a bunch of worms

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coming up on you.

Next, take out every single other tree thing that you cansee (even the furthest ones) with your back at the door,while killing any worm that comes close (at this pointyou can even kill them from a good distance, whilewaiting for a mouth to stop flashing red). Just keep yourback against the door and stand there shooting at the oneseven in the far distance with the machine gun. They willstill go dead after a few each.

After that I managed to finish the room going in aclockwise direction. Although I just barely managed toget through, I had only lost one health dot killing the first several with the strategy I mentioned.

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once the room is cleared, go through the wooden door.

On a chair in front of you is the 4th floor map. The onlyexit from this room is in the south east corner, stepthrough the door.

Round the corner to the right and run straight for thewooden door at the end of the hall.

Round the corner to the right. The wooden door to theleft is an office with health and ammo. From the hallway,head north through the door. Keep following the pathuntil you reach an intersetion.

There will be a door across from a counter, the door willbe locked, so keep heading west.

In the room with the flying bugs, the door leading southis locked, so continue west.

Keep running west. there is nothing in this room and noother paths to take, head for the skywalk.

There are two banshees on the skywalk. You now have themeans and experience to deal with these things. The doorto the north is locked, so go straight across the skywalk.

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CHAPTER 9 - The Hole in the Wall

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The only available path is to the right, so step throughthe double doors.

Great, banshees in the hospital now. Make your way acrossthe room through the other double doors.

The door to the skywalk is locked, so take the wooden door.

The room straight ahead and in the alcove on the rightleads to an office, inside is the map. There is also some health and ammo in the restroom and closet. Head back outinto the lobby area.

Go south down the hallway, stopping in the other office for some ammo, if you need it. Then head south againthrough the gray door.

Only go through the door on the left heading east if youhave become good at killing banshees. Two guard thecorridor, of which at the other end is ammo and health,but that is all. You really don't need to go that way, sotake the door to the right (west).

Follow the hallway. It will lead you to another hallwaythat goes from east to west. Some of the clipboardsdeviate from the typical clinical diagnosis and havemore humorous conditions. Search the rooms for pick-ups andonce you are done in this hall, head out the double doorsto the west.

Follow the hall until it intersects. On the wall, writtenin blood is a message saying "If You Dare." Approach themetal box and examine it. Seems you need something to improve your grip. Apparently, this level activates thedoor on the east. So go through the door on the west.

Follow the hallway north and go through the door marked"staff only."

In the closet to your immediate left is a glove, take itthen return to the metal box. Move the lever, then gothrough the door.

The walls in this room generate green worms. Consult your map to orientate your self then exit through thesouth door.

Ahead of you on the floor is a .357 revolver! Don't missthat!

The only open path is to the west, so go that way.

Head down the hallway. Look in the closets for magnum ammo.At the end of the hall, exit the north door towards thestairwell.

Go down the stairs and through the door to the 3rd floor.

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CHAPTER 10 - The Torn Photograph

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Proceed down the hallway. The rooms to your left allcontain pick-ups of a various nature, grab what you need.

After turning the corner, at the end of the hall are twodoors, one to the right and one to the left. There is alsoa 3rd floor map located on the counter top between thedoors. Once you are finished here, take the west doors.

Watch out for the banshee in this hall, don't forget thatthe buzzsaw can really even the odds for you against thosethings. There's nothing to be found here so just go upthe hallway and exit the north door.

The way west is blocked, so head east. Watch out for the green worms, they're not ripe yet. (Movie Reference) Turnyour light off before entering the next room, there areflying insects.

There is nothing to be had in this room, so from the door,go towards the left (east on the map) and out the doublewhite doors.

There are a couple of Crawlers in this hallway. All the ofdoors are locked, so follow the hallway to the northeastexit.

In this room the way south is locked, so keep going east.

Oooo, that eerie laughter again. There are a few pick-upsin this room, once you have them, take the south exit.

There are a few Freaks lying on the floor. Take them outbefore they can get up, then just keep following the path.

There are two Crawlers in this T-intersetion of a room andnothing in either closet. The north door is locked, sotake the south door.

On the floor straight ahead of you is a flashing object,go see what it is. It is the last piece of the torn photo.Now we can complete the picture.

Step into the elevator (same hallway, east side) and activate the panel, touching the flashing button.

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CHAPTER 11 - The Guard Tower

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Follow the path and out the double doors.

You are back in the courtyard. Return to the church andplace the three picture pieces in the book on the pulpit.

There is someone with their face scratched out, Jane Doe,that woman that dropped the key earlier, and that littlegirl you've been seeing. There is also a date - 10/31/07.That is the same date that was on your clipboard outsideof the room you woke up in.

Leave the church. Back out in the courtyard, turn right and go around the corner. Go through the gray door and upthe stairs.

Once you reach the roof, try entering the date in thekeypad. Bingo!

you are inside the guard tower. To your right, past thedead guy is the last weapon, the sniper rifle!

You could have skipped ahead earlier and looked here forthe code to get into the guard tower and had the sniper rifle much earlier and it may have even helped you, but Ididn't mention it because that wasn't the correct sequenceof the game and you would have robbed yourself of thechallenge of NOT having the rifle.

Next time you play, remember this. If you pick it up inChapter 5, then you will be able to use it against theGatlingun-Wheelchair-Boss, which will make that fight much easier.

Exit the tower out of the opposite door that you entered.Down the stairs and back into the courtyard, then go toright and take the elevator.

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CHAPTER 12 - The Cleaver's Return

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BOSS 4

After the doors open, the Cleaver will be coming straightat you from down the hall. Whip out the sniper rifle andtag that fool in the head. Wait until he stops flashing

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red before shooting again as he is not vulnerable whenflashing. He will again attempt to hit you with the greenwhatever from his syringe, just side step it. This fightshould be simpler than before.

You may not want to hang out in the elevator. The roomyou are in makes a giant figure 8. Lure the Clever towardsyou, then put some distance between you and keep tagginghim. You will probably run out of sniper ammo, so be readyto fall back to one of your other guns.

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"I'm sure many have told you this, but the thing is you donot want to leave the elevator. Back yourself as far asyou can into one of the corners. He'll come teeth nashingclose, but he won't be able to attack you."

- Grant O

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I have a tip or hint or whatever you want to call it tohelp your readers with the Cleaver the second time around. When you first get to him you'll still be in the elevator.Move back so your back is against the far wall of theelevator, shine your flashlight on the Cleaver (withoutmoving) and he will start walking towards you. Eventuallyhe will get stuck in the door of the elevator and will notbe able to hit you. Switch to your shotgun and blow his brains out with about 6-7 shots. Its real easy =D

- Sean.

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You do want to stay in the back of the evelevator shine your flashlight on him(so he won't shoot acid fromthe needle) and wait for him to run into the elevator he can't attack you he just runs in place because he is 2big to get into the elevator stay in the back or he will cut you with the butchersknife just keep shooting him until he dies he'll just run inplace while you shoot him eventully he'll die - D W

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**********************************************************

After the fight, put the counter to your left, then exitthe door at the end of the hall.

Keep going straight, the first room has some health pick-ups, then pass through the second room. Follow thehallway, make the right turn then through the door.

There are banshees in this next hall. The wooden door on your right is an office with some health and 9mmm ammo.Follow the hall, it will make a right turn, then come toa T-intersection. Look to your right to find the map!Now exit the south door.

There is some sniper ammo in the wheel chair in front ofyou. After snagging that, take the east door.

Look at your map. The room you are in is in the shape of abackwards "L." The office in the southeast corner has somehealth. The doors to the stairwell are locked, but theoffice just north of the stairwell has some magnum ammo.Back in the hallway, turn off your light then exit the door to the north.

There are two offices off of this hall but one is emptyand the other is blocked, so just run past the bugs andthrough the yellow door.

Run straight ahead and across the cafeteria, taking outthe banshees as needed, then exit the door to the north.In the cafeteria, ignore the other doors and don't lookin the kitchen. The kitchen is empty and the middle doorsleading west is the long way to where we're heading.

The path to the stairs is block, so head west.

Keep going west (straight) and into the Patient Ward.

Handle the three Crawlers, then keep going west.

There's some health in the foyer, after grabbing that,head out to the skywalk.

Prepare to take out a couple of banshees, then take thedoor to the south. (The west door is locked).

After passing through the corridor running south, turnback to the west. Watch for more banshees.

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CHAPTER 13 - The Door with no Handle

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Walk forward down the hall. There will be a yellow dooron your right, ignore it for now. Follow the path as itturns to the left. Just ahead you will see a box on thefloor. After examining the box, you see that a specialfour letter word is required to open it. There must be aclue some where. Ah! there is a piece of paper right beside the box that reads:

It could be randomThat might be trueBut, I don't think soIt brought me to you

Hidden in the codeIt's easy to seeJust remember thatTen equals E

Ten equals E? The code on the box is AULA. Hmmm, stilldoesn't make sense, maybe there is another clue somewhere.Search the rest of this area to find some pick-ups, thengo back to and through the yellow door.

All of the doors in this hallway are locked, so just runto the double doors at the end of the hall.

To your left is a wooden door and on it are scratched:11, 6, 25, 10. Four numbers, four letters for thespecial word.

In reality, five equals E but according to the poem, Tenequals E. So they added 5. In reality one equals A, soadd five and six equals A. Seven equals B, eight equals Cand so on.

11 would equal F6 would equal A25 would equal T10 would equal E

Enter "FATE." Now you have the door handle! Return tothe wooden door with the numbers scrawled on it.

After watching the news story, go across the room andthrough the double doors.

Another surgery room, exit the bloody double doors.

Fight your way to the door on the right.

The wooden door is locked, so take another right.

Kill the Crawlers, follow the hallway, take the yellowdoor.

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All of the doors in this hallway are locked but one, takea right down the branching hall and go straight to thedoor at the end.

Does this receptionist area seem especially bloody to you?Enter the lounge through the double doors.

Watch for the green worms. Skip the doors to the left,they are locked and go directly to the doors across theroom.

Directly across from you is the lady's room, there is somehealth in there, and one freak as well. The hallway leadsleft, watch for the flying insects. Run past them andthrough the door at the end of the hall.

Banshees. The hall leads to the right, keep following ituntil you can go left, then go through the door.

The doors to your left and front are both locked so headright, all the way to the end of the hall and throughthe door.

Bugs, mind the light. The door left is locked, the pathstraight is blocked, so go right.

Take out the banshees and worms, check the open rooms forpick-ups, then exit the double doors leading to the stairs.

Follow the stairs to the first floor and step through thedoors.

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CHAPTER 14 - The Wheelchair's Return

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In this first room, there are pick-ups a-plenty. Raidthe place, turn your light off and once you are ready stepthrough the metal door.

Don't move! Equip the sniper rifle and get one good headshot! He will run, er, roll off after you hit him. Givechase! Don't use your flashlight to find him. Keep yourdistance and look down the long hallways with the sniperrifle. If he sees your flashlight's beam, you give awayyour position and he will open fire.

As he runs, check each hallway with the scope to see if hestopped at the end. Once you locate him, pop him in thehead, paint the walls with his brains. (Movie Reference)

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Keep up this pattern and do not fire unless the reticuleis red. With about 8-10 shots, he will fall. If you findthat you don't have enough sniper ammo, try to sneak up onhim from the side, then pop out from around the corner andunload on him with whatever you have (Shotgun, machinegun,magnum).

Once he falls, step through the metal door.

Follow the hall, dealing with the freaks as needed. Thedoor at the end of the hall is locked, but just to theleft is an unlocked door.

Watch for the crawlers in this hall. Follow the path andthrough the door at the end.

Watch for the bugs, then take a right and through thedouble doors.

Another banshee hallway. Duck into the side rooms forpick-ups and cover. Run straight down the hall, do nottake the left. Both doors lead to the same place, but theleft path is the longer way.

There are crawlers in this area. Follow the path, when itbranches, do not go left through the double doors, thatleads you right back to the banshee hallway. The hallwaypast the right door is blocked, a dead end, so go straight.

The first door to your left is an office with flying bugsand health. The other office on the left is empty of anything, so once the path opens up, go to the right. Stepthrough the wooden door with your gun/saw in hand.

Quickly take out the freak then go through the whitedouble doors on the right.

Run past the bugs and to the double doors on the other side of the room.

Up and to the left, take the doors to the skywalk.

As you have probably guessed, there are banshees out here.The door to the left is locked, so just keep running tothe other end.

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CHAPTER 15 - The First Encounter

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Proceed forward until you see the counter, there is a mapwaiting for you. Search the room for pick-ups, just

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watch for the bugs on the west side of the room. Once youhave all that you need, exit the door on the west.

Get past the freak, then through the door.

After killing the crawler, head north.

Make your way through the very linear maze, then exit thedoor in the northwest corner.

Follow the path, again linear, and head out of the northeast door.

The door to the stairs is locked, so go right (south).

Prepare yourself for a banshee, then proceed south.

Watch for the crawlers. The door to the right (west) islocked, so keep going south.

The west door is still locked, so keep going south.

The first door to your right is locked, as is the firstoffice to your left, the next office is empty. Man-handlethe freaks and keep going south.

Mr. Redmoor? Is that you? Well who was that guy in black?It will all be over soon?

Look up ahead where that guy was standing, a note. So thelittle girl's name is Amanda. And so maybe you didn't killher Mommy, Jane Doe.

After grabbing all of the pick-ups you need out of thishall, step through the door leading east to the stairwell.

Follow the stairs down and through the basement doors.

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CHAPTER 16 - The Final Encounter

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Ironic that you are in the basement and no longer need theflashlight. Follow the path. For several rooms, it doesn'tdeviate, no other paths to take. You will eventually cometo a T-intersection. When you do, go left.

Keep following the path. Like before, it will remainlinear for many rooms. When you come to anotherT-intersection it doesn't matter which way you go. Itmakes a circle that meets up at the door to the path.

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Keep following the path, dealing with enemies as they come.Again, it will stay straight for a long time, then branch.This next branch though is just another circle path withinthe room. Pick-ups line the floor. Grab what you need,then step through the door.

BOSS 6

Run and gun, run backwards that is. Hit him wheneverpossible but watch for when he flashes red. Wait for theflashing to stop before you fire at him again or else youwill just waste ammo.

Periodically, he will use some kind of ability to grab you.You will know he is doing it when you see white around theedges of the screen. You can still hurt him, but you cannotbreak away from his grip.*

*I read on the Gamefaqs message boards that once he grabsyou, if you shoot his hands he will release you.

I found that the sniper rifle does the most damage to him(head shots) but it might be a bit tedious to set up theshot.

This is the last boss of the game, there is no reason toconserve ammo, so just hit him with what you can and tryto keep your distance.

*****************************

Boss tip provided by: Arkrex

Anyway, regarding you strategy for the final boss, itseems a bit empty, so I thought I'd lend you my fail-proofstrategy. Hit him up with the shotgun at a distance, never lettinghim get too close, nor too far away. That way, when heeventually tries to levitate you, you can switch to therevolver and blast away at his hands easily (massivedamage). Switch back to the shotgun once he puts youdown again (the spread prevents him from dodging theblasts) and rinse and repeat until he's a goner.

*****************************

Enjoy the ending.

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XV - FAQ UPDATE HISTORY

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01-12-08 - v1.4

- Added a few tips from: Grant O, Sean, Shannon, The Ace, D W - Chrissy, Michael, nikruss added to the thanks list

12-05-07 - v1.3

- Boss 2 tip provided by Ron W - Zooming Glitch info given by Chas Brother

11-21-07 - v1.2

- Performed a long over-due spell check - Boss tips provided by:

XenomorphNL Arkrex eric Xieyi21

- Granted hosting requests by:

Gamefaqs - (http://www.gamefaqs.com) Cheat Code Central - (http://www.cheatcc.com) Super Cheats - (http://www.supercheats.com) Games Radar - (http://gamesradar.com) Cheat Planet - (http://cheatplanet.com)

11-06-07 - v1.1

- Submitted the completed guide - Granted hosting request by:

Super Cheats (http://www.supercheats.com) Cheat Code Central (http://www.cheatcc.com)

11-02-07 - v1.0

- Submitted a rough and incomplete version of the guide.

10-28-07 -

- Bought the game, began the guide.

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XVI - CREDTIS, THANKS & HOSTS

__________________________________________________________

CjayC -

- Without you none of this would exist in its current form.

Watsham, Hargrove, & Renegade Kid -

- Thank you so much for this game. I have enjoyed it thoroughly. I'm looking forward to more from you guys.

- XenomorphNL, Arkrex, eric, Xieyi21, Ron W, Grant O - - Sean, Shannon, The Ace, D W -

It is the input from guys like you that make the guide better and helpful. Thank you for your tips and suggestions.

- Maryn, hardangelfan, Chrissy, Michael, nikruss -

Thank you for both the kind words and for making the effort to let me know. I am very pleased that this guide was able to be a service to you.

Sites that have obtained permission to use this guide are:

Gamefaqs - (http://www.gamefaqs.com)Cheat Code Central - (http://www.cheatcc.com)Super Cheats - (http://www.supercheats.com)Games Radar - (http://gamesradar.com)Cheat Planet - (http://cheatplanet.com)

__________________________________________________________

X - CONTACT INFO

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If you need to contact me for any reason, feel free todo so by sending an email to

[email protected]

Just make sure you identify this game in the subjectso I won't mistake your mail for spam. All comments arewelcome.

Be sure to check out metroidmetal.com for some free

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rocking remixed MP3s of your favorite Metroid melodies.

Movie Reference answers -

"Now I have a machinegun. Ho ho ho."

- Die Hard 1, Hans Gruber

"Say hello to my little friend!"

- Scarface, Tony Montana

"Watch out for the green worms, they're not ripe yet."

- A Fish Called Wanda, Otto

"Once you locate him, pop him in the head, paint the walls with his brains."

- Fight Club, the Narrator

The Obi-Wan/Episode III reverence doesn't count becausethere wasn't a direct quote to the movie, just a mimicingof Grevious' death at the hands of Obi-Wan.

END OF GUIDE

Dementium: The Ward: FAQ/Walkthrough by obishawnLast Updated 2009-01-30 View/Download Original File Hosted by GameFAQsReturn to Dementium: The Ward (DS) FAQs & Guides