

When you head back to the “real” Maternity Ward take a look at the patient on the bed in order to solve the puzzle and receive the metal T handle. If you haven’t combined both pieces of the heart, do so now and then place it into the baby. Kill Arms, and seek out the morphine and nail clip. Little Room (Mirror) and Maternity Ward (Mirror) Grab the 7-inch tape before you light the candles alongside the mirror and step inside. Keep your eyes open for a nail clip, and while you are in here pull the flashing (pink?) lamp. Take the Left Side of a Heart, the 7-inch tape, and examine the cabinet by the door for morphine.Ī maintenance crew logbook greets us. Grab the right side of the heart, morphine, the nail clip, and William diary. The two enemies that are now in here are absolutely worth killing. Anyways, kill wheels and head back out to the Waiting Room. On the map it calls this “Basement West”. Remember where you picked up the logbook? Head back there and try out your small valve to solve the puzzle. Nearby is a maintenance crew logbook and further in the room is a map and a small valve. Use your new crowbar on the “puzzle”, but don’t unequip the lighter.Ĭheck the locker by the door for a nail clip. Across from the door is morphine and in the hall itself is a Maria Diary. Talk to the father for a hint and extra lore, and then head down the dark hall. Take the nail gun and loot the room of the following: An Instructional Sheet, Crowbar, nail clip. Enter it.Ĭinematic, lore, and dialogue.If you listen closely you can hear a hint of Caroline’s Canadian upbringing (though if you miss it, I apologize). After the cinematic run to the end of the hall (away from wheels) and there should be a door to your right. Spooks! Head left at the t-intersection, turn and head straight. Once you’ve read the report and opened the locker to grab the hex and socket, head through the door behind you. Near the landing is a nail clip, and past an open gated area is a patient report. Head down the stairs, but hold off on going through the door. When you see a diving helmet after some stairs keep your eye out for a Maria Diary. This room, and the examination room, can be done later if you’d like. A Tismuit Tribe document is available here, as well. Visit the waiting room to pick up the nail clip, and admire just how poorly the paintings were hung along the wall. Equip it to allow yourself to explore within the darkness without taking massive psychic damage. Be sure to take the items inside said puzzle.įacing away from the restroom door, take a right (your character’s right) and grab the lighter. In the locker you’ll find a William Diary, to the left of the door you’ll find an instructional sheet, and to the right of the door there will be a puzzle that’ll help you escape. You may notice the door’s locked, but we’ll get that in a minute. Walk towards the mirror, enjoy the cinematic, and keep moving. Check the front and then check the back.Ĭaroline is not living her best life, but it can only go up from here (probably). You don’t actually need to save after you kill every enemy. Use them wisely, and only after you’ve completed an adequate amount of progress. Your saves are one of the many resources you need to juggle in the game. * Don’t use up all your saves and then complain to the Devs that the save function is unfair. It saves time and can be done in the middle of combat w/out penalties. * Reload your weapons when inside the menu. Use this to your advantage when entering rooms. * If you don’t want to experiment (lame) I’ve put my experience down below in spoilers * Building off of the last point, count the # of shots it takes to down an enemy. While running up to an enemy and swinging won’t do you much good, there may be situations when fighting an enemy where melee can save you ammo, health, and time. * Experiment with using melee attacks to save ammo. This may not be high-end speed running levels of routing, but it will get you to the end. I’ll be going in order of what you’re likely to pick up. On top of all this, the camera angles are just phenomenal. The music, the exploration, the puzzles, and the designs of the world, the characters, and the monsters are all handled with care and skill. Tormented Souls does a remarkable job of blending what made Resident Evil 1 work with what made Silent Hill 1 and 3 work, all while being it’s own, unique experience.
