5/2/2020 The Crooked Man
Once David's friends have left, pick up Paul's license from the table. Try to leave your apartment (2 screens down). After, go back to the main room and answer the phone, then go to bed.
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The Crooked Man Fantasy, Horror, Mystery. The movie, a spin-off of The Conjuring franchise, focuses on a character from an English nursery rhyme called 'There Was a Crooked Man'. Added to Watchlist. Add to Watchlist. View production, box office, & company info Production Notes from IMDbPro.
When David wakes up, knock on doors until someone answers. The correct door is the one on the far right. Go back inside your apartment (205, second from the left), and to the bathroom (one screen right from the entryway). Examine the sink.
Get back in bed, and David will look underneath.Get up and answer the phone. Leave the apartment. Paul will be there- talk to him. You'll arrive at the hospital. Go in the room on the far right side of the hall. David will talk to his mother. After, talk to the doctor on the left side of the hall.
Go back inside your apartment. When David stops and hears a noise, go into the computer room (one screen left from the entryway) and examine the drawers. Go back to the main room and answer the phone again. After, attempt to go to bed, then examine the TV. Go investigate the sink (the kitchen sink in the main room, not the bathroom washbasin.) Try to go to bed again, and when David wakes up, leave the apartment.
After he hears the sound of something breaking, go back inside.After the phone call with Paul, go talk to the landlady. She's on the leftmost door of the first floor (outside the apartment, down the stairs, and directly to the left of the crack).
After speaking with her, go back into David's apartment and follow the tracks to the main room and the crack on the wall. Examine it, then when you have control of David again, try to go to sleep, then go to the computer room and investigate the wardrobe.
Go back to the main room. After the scene, the chapter will end.Scene 1: Hotel Ruhenheim- Sissi. Go inside the hotel. The two doors behind the counter (one locked, one wired off) are inaccessible for now.
The two doors up the stairs lead to a music room and a dining area, but there's nothing to do there yet.Let's explore the halls. On the lower left are rooms 101-107 and a passcoded storage room of some sort. 107 is locked and 105 contains a puzzle clue: a child's treasure map. On the lower right are rooms 108-115. 109 and 113 are locked. On the upper left are rooms 201-206. There's a locked library (with a notice on the door that the key is lost), and 203 contains a notebook scrap by the mirror.
On the upper right are rooms 207-210 and a bar. The bar and 210 are locked. Every other numbered room is inaccessible from the hall.Time to solve the treasure map puzzle (clued in room 105).Hint. Go to the dining area and inspect the upper right table.You'll get a gold key, which unlocks the library. Get the key to room 109 from the left table, read the book on the right table, and move toward the window until David hears a sound. Leave.Go unlock room 109.
There's a shiny object on top of the wardrobe. Move a chair in front of it, and pick it up. Get the wire cutters.
Before you cut the wire on the door in the main area, you need to go to the music room to investigate the piano playing and meet your new friend, Sissi. After, go cut the wire and go through the door to the staff room. Examine everything (there's a puzzle clue on the bulletin board), but especially the book on the table, since it contains the key to room 107.Go unlock room 107. Go into the bathroom (other door in the room) and get the doorknob.
Go back to the staff room and use the doorknob on the door with no knob. Examine everything (there's a puzzle clue on the bulletin board again), then take a look at the lighter-colored tile and choose to stomp on it. Go down the trapdoor. Check your items screen and use your lighter to see in the dark. It's a good time to save your game. Examine the shadowy figure.What to do. As soon as you have control again, run for the ladder as quickly as you can.
When prompted, mash the spacebar to shake your attacker off.Let's check back on Sissi- she's in the upper left hall, in room 203. After, go back to the staff rooms. Go back down the trapdoor. Use the lighter again, and look for the sparkle behind the crates on the left side of the room.
Pick up the bronze key.The bronze key unlocks the bar (in the upper right hall). Examine the blue journal on the table for a puzzle clue.Time to solve the passcode puzzle.
Before you leave the library, it's a good time to save your game.Hint. Examine the pit, and David will push the Crooked Man down. Don't bother trying to examine the Crooked Man himself, you'll just die.Let's go use that passcode! Go to the lower left hall, examine the door, and input the solution you found. Examine the sparkle on the crates, then examine the ladder, and David will move it.
Get the key to 210, and go unlock it. Examine the ash. After the scene, leave. When you go through the hall and pass the bar, David should hear a noise. Before you examine the red message, it's a good time to save.After you see the message, the Crooked Man will show up again.What to do.
Examine the nearest table of drinks, and David will smash a bottle of brandy on the Crooked Man. Quickly go to your inventory screen and use the lighter to set him on fire.Go back to the passcoded food storage room and get the knife. Leave, and follow the trail of blood to room 113, which is now unlocked. Talk to Sissi. After the scene, she'll give you a key, which unlocks the other door behind the front desk. Leave the room, watch another scene, go unlock the door, and go through it to the courtyard.
Examine the sparkle in the fountain to get Sissi's box. Go back to 113, then up the stairs to the music room. The game will prompt you to save before the fight- do it, because this next section is difficult and you'll probably die more than once.What to do. Use the space bar or the Z key to swing the knife at the Crooked Man. There's more than one working strategy, but what helped me was to lead him in a straight line toward David, swing the knife until I got a hit, and then run away quickly.
It's not really worth it to try to get in two hits in a row- it'll save you time, but you'll get hurt. The game's visuals can be a little confusing about combat, so if you can, listen to the sound effects. A swishing noise means that David swung the knife but didn't hit the Crooked Man, a smacking sound means that David did hit the Crooked Man, and a smack with a breathy, gasping noise means that the Crooked Man hit David. Try to save your health, and if you survive with low health and think you could do better, it might be a good idea to try again.According to Vgperson, the Crooked Man takes 15 hits to go down at this stage.After, you'll get a scene with Sissi, and you'll get to choose what to say to her, but choosing wrong can get you a bad end.Think about. Go inside the school. Let's take a look at our surroundings- the law school is mostly divided into three floors, and thankfully, this time more of the rooms are named. If you're confused about a room's name, there's usually an examinable plaque by the door.You enter the school on the first floor.
Directly down the screen is the lecture hallway, currently locked. Down the stairs is the basement, with a looked door to a storeroom and a blocked door to the basement bookshelves. From the very left end to the very right one, the rooms are: the infirmary (locked), the janitor's room (unlocked, so read the memo about the basement repairs, and the list of faculty), the women's and men's bathrooms, and the faculty room (with two doors.) In the faculty room, examine the sparkle at the bottom left desk, and get the infirmary key. If you'd like, read the notice- it'll hint at which keys can be obtained where, but I didn't find it particularly useful. Unlock the infirmary, and examine the shelves to find a parlor key.Go to the second floor. You'll see a shadow move right, but there's nothing we can do about it now.
Instead, let's take a look at the rooms. From the very left end to the very right one, the rooms are: the parlor (locked, but you should have the key), the computer room (locked), the reference room (locked), Leftie Lewis' office (unlocked), and Euge McGuire's office (unlocked.) Unlock the parlor and examine the wire sculpture on the desk, which is a puzzle clue.
Note the shape of the sculpture and the professor who made it. Next, go to Leftie Lewis' office.
Examine the toolbox- you can take any two tools with you at a time, but in case you need a tool that you don't have, remember all three of them: the screwdriver, the hammer, and the crowbar.Take. A screwdriver. Either of the other two tools is unimportant right now.Examine Eugh McGuire's office if you'd like, but for now, there's nothing to find there.Go to the third floor. From the very left end to the very right one, the rooms are: John Keith's office (unlocked), Andrew Robinson's office (locked with a passcode), Cyndi Peterson's office (unlocked), Ray Twain's office (unlocked), and Franz Moore's office (unlocked.) Go to John Keith's office. Read his journal, which is a puzzle clue. Note the person mentioned inside. Also of note: John Keith's combination-locked security box, which most of the professors have.
Get John Keith's room key off the desk, and go look at Cyndi Peterson's office. Read her journal, and note what she says about her security code, what she has in common with a student, and that student's name. Next, go to Ray Twain's office. Examine his journal and his shelves for some more puzzle clues. Then, go to Franz Moore's office. Note what he says about where his security code might be, and a different professor's password-keeping behavior.We're now ready to solve for the first professor's security code.Hint. Ray Twain's security code is 2515.Take the reference room key, and go use it.
On the way, you'll end up meeting your second new friend, D. Once you've arrived at the reference room, note the elevator in the back, read the book, and examine the picture of George Wythe- pay attention to the way he's described.
David mentions needing the right tool to unscrew it. If you have the right tool, use it, and if not, go get the right tool. Note the number.
You're ready to unlock one of the professor's security boxes.Hint. First, you need to get out of there. Lead the Crooked Man around the middle desk, then run for the door. Once you're in the hallway, remember- you have this professor's office key!
Use it to lock the door and trap the Crooked Man.Go back to the first floor, and unlock the lecture hall (remember, it's straight down from the entrance). There are three doors in the first floor of the lecture hall. From left to right, the first is locked, the second is inaccessible, and the third is unlocked. Go inside the unlocked door, and watch the scene with D. After, examine the sparkle on the bulletin board to read a newsletter about a student. Note the information about this student, and the student's name. We're ready to unlock another professor's security box, but before leaving the lecture hall, go up the stairs and get the notebook scrap.
You can go inside the auditorium, but for now, it's locked.Puzzle-solving time!Hint. First, examine the sparkle to get the iron pipe. Remember the janitor's notice about the east basement wall by the bookshelves? Examine the bookshelves along the right wall, and you'll be able to move one aside a bit. Examine the wall. Use either a hammer or the iron pipe to break the wall- if you have it, the hammer is more efficient.
Then, examine the elevator, and use the crowbar. Move up through the elevator shaft as quickly as you can.Watch the scene, then go find D. He's in the auditorium. It's a good idea to save before you talk to him.Like with Sissi, you'll get a scene with two ways to respond, and also like with Sissi, one response leads to a bad end.Think about. Go inside the hospital. Again, let's explore our surroundings. At the bottom of the room is a door to the outpatient clinic, but it's locked with a combination and also the batteries are dead.
There's an elevator, but it's not operational. Note that it seems to have stopped on the fourth floor.
Behind the counter, an unlocked door goes to a room that appears to be a nurses' station.Go to the nurses' station. Note the one locked locker, and what David says about it. Then, examine the keybox on the top right corner. Switch on all the lights to unlock it. Selecting a light and pressing space switches that light (whether from off to on, or from on to off), but also switches whatever lights the selected one touches.Hint.
Switch each corner, and then the middle light.Get the cafeteria key and the elevator trunk key.Let's move up to the second floor. At the top left, there's an elevator (still not accessible on this floor), and rooms 205 (unlocked, with blood), 203, 202, and 201- all but 205 seems to be busted. On the left wall, there are four doors that seem to be busted, and on the bottom wall, there are five. In the middle island, accessible from the bottom, is the cafeteria (locked). Go in room 205 if you like, and examine the bloody message. Then, unlock the cafeteria, and go inside.
Examine the cans, then walk away. One can will fall over. Examine it to get a small wire.Move to the third floor. At the top left, there's the elevator (still can't access it, sorry) and rooms 305, 303, 302, and 301 (all of which seem to be busted). Every door on the left side but the bottom one seems to be busted, and when passing the bottom one, a cat noise plays. All of the bottom doors are busted.
In the middle island, accessible from the bottom, is the dayroom (unlocked). Go through the bottom door on the left side, examine the cat, and 'take what's inside' to get the bloody key. Then, go to the dayroom if you'd like. You can read the book on the table, but there's nothing to do here yet.Move to the fourth floor. At the top right, there's the elevator again (finally accesible from this floor) and rooms 405, 403, 402, and 401. All the doors on the left wall seem to be busted, and all the doors on the bottom seem to be busted except the one below the stain (second from the right.) In the middle island, accessible from the bottom, is the counseling room (locked). Go to the elevator, and pry open the doors.
Unlock the trunk in the back to get the AED. Go through the bottom door with the stain and read the notebook scrap.Go back down to the third floor. Go inside the dayroom, and meet your third new friend, Fluffy. Then, go back down to the nurses' station on the first floor. Use the small wire to open the locked locker.
Get the number lock note, and look at it in your inventory to get the combination for the outpatient clinic.Solution. 4489.With the combination and the AED, you can now unlock the outpatient clinic. Use the AED in your inventory to get the battery, then go back and examine the outpatient clinic lock.
Enter the password, and go through the door.Explore the first floor of the clinic. On the top wall, there's the staff room, the director's room, and an elevator that won't open. On the right wall, there's an exit to Emergency Patient Transport, but it also won't open. On the bottom wall, there are men's and women's bathrooms, which won't open either. Go in the staff room. Note the locked cabinet and the big hammer. Examine the sparkle to get the key to the counseling room.
Next, go in the director's room. Note the locked safe, and read the diary to get the scrap of paper with hints. You'll need solve each clue to get a letter piece. Let's look for the first letter piece right now.Hint. Examine the flowerpot.Get the Y piece. Next, let's explore the basement. There's a locked medicine room and a door with a faded plate that won't open.Not much there, so let's go to the second floor.
On the top wall. There's a pediatrics department (unlocked), a surgical department, an ENT, and an elevator, but the latter three are all inaccessible. On the bottom wall is a pair of inaccessible bathroom doors and a door that leads to a long hallway. The hallway contains three rooms on the left that currently don't contain anything to do, and a door at the end of the hallway supposedly goes to the emergency stairs, but the stairs are inaccessible. Go to the pediatrics department for a scene with Fluffy.Then, continue on to the third floor. On the top wall, there's an inaccessible 'orphamology' (intended to be opthamology, I believe) room, an unlocked maternity and gynecology room, and an inaccessible dermatology room.
Like the second floor, there are two bathrooms and a long hallway leading off to three rooms, but this time, the bathrooms are accessible and unlocked, and the door at the end of the hallway is locked with a three digit code.There's also another letter piece here.Hint. Examine the phone.Get the F piece.
Go to the maternity and gynecology room. Examine the shelves for a small key, then leave.Move up to the fourth floor, and take the notebook scrap. On the top wall, there's a radiology room (inaccessible), a cranial surgery room (inaccessible), a psychiatry room (locked), and the elevator, which still won't open.
There are two bathrooms that don't open, and a long hallway leading off to three rooms and to an emergency stairs door that doesn't open.Go back to the fourth floor of the regular (non-clinic) wing and to the counselling room. Examine the left cabinet, read the diary, and get the psychiatry key.Before going back to the clinic wing, there are two more letter pieces to find in the regular hospital.Hint.
Get the hammer from the staff room on the first floor of the clinic.Come back with the item, go to the women's bathroom, and use it. Go to the stall, and talk to Fluffy.Go back to the staff room, and use the small key on the locked cabinet. Get the key to the medicine room.
Go to the basement, and use it. Read the diary, then look on the shelves for the hydrogen bromide. It's on the top left shelf. Take it, and go back to the emergency stairs. Use the hydrogen bromide on the fifth floor door, and go outside. After the scene, examine the old newspaper at the bottom left corner of the roof.
Then, find the last letter piece.Hint. The hard part here is not shooting Fluffy. The Crooked Man won't kill Fluffy, and won't directly chase you. There's a bit of luck involved because Fluffy runs so randomly, but basically, just wait for Fluffy to run away a little before you shoot the Crooked Man. Even if you have a clear shot, don't risk it if it looks like Fluffy might get in the way.According to Vgperson, the Crooked Man takes 10 shots to go down at this stage.After the scene, go down to the entrance in the main hospital, then go back to the clinic. The other door in the basement is now open.
After another scene, the level will end. Unlock the front door of the house with the Bloody Key.There's nothing to find through the bottom two doors, but if you'd like to explore, feel free. Through the top left and right doors, there are notebook scraps.
Get them and read them, then go up the stairs.There's another notebook page in the main hall by the top right door. Through the bottom right door, there's yet another notebook scrap, and through the top right door, there's the notebook itself. Save, then go through the door on the left. After the scene, you'll need to fight the Crooked Man one more time.What to do. As before, run from the Crooked Man, attack when he comes near you, then run again. He seems a little faster in this stage, and has a new attack- when he screams, you lose a little health each time, so try to finish up somewhat quickly.
Fortunately, you still have a gun. It helped me to run him in a loop around the table, firing twice when I was going vertically and using the horizontal runs to get more space between us.Vgperson didn't give a number for how many shots it takes to bring him down in this round, and I couldn't get an exact count. But it seems to be somewhere between 10 and 15.Go up the stairs and open the door. After the scene, the game ends. You might want to play again to see the extra content.Posted by:Alice April 6, 2013 1:24 AM.
Once David's friends have left, pick up Paul's license from the table. Try to leave your apartment (2 screens down). After, go back to the main room and answer the phone, then go to bed. When David wakes up, knock on doors until someone answers. The correct door is the one on the far right. Go back inside your apartment (205, second from the left), and to the bathroom (one screen right from the entryway). Examine the sink.
Get back in bed, and David will look underneath.Get up and answer the phone. Leave the apartment. Paul will be there- talk to him. You'll arrive at the hospital. Go in the room on the far right side of the hall. David will talk to his mother. After, talk to the doctor on the left side of the hall.
Go back inside your apartment. When David stops and hears a noise, go into the computer room (one screen left from the entryway) and examine the drawers. Go back to the main room and answer the phone again. After, attempt to go to bed, then examine the TV. Go investigate the sink (the kitchen sink in the main room, not the bathroom washbasin.) Try to go to bed again, and when David wakes up, leave the apartment. After he hears the sound of something breaking, go back inside.After the phone call with Paul, go talk to the landlady.
She's on the leftmost door of the first floor (outside the apartment, down the stairs, and directly to the left of the crack). After speaking with her, go back into David's apartment and follow the tracks to the main room and the crack on the wall. Examine it, then when you have control of David again, try to go to sleep, then go to the computer room and investigate the wardrobe. Go back to the main room.
After the scene, the chapter will end.Scene 1: Hotel Ruhenheim- Sissi. Go inside the hotel. The two doors behind the counter (one locked, one wired off) are inaccessible for now.
The two doors up the stairs lead to a music room and a dining area, but there's nothing to do there yet.Let's explore the halls. On the lower left are rooms 101-107 and a passcoded storage room of some sort. 107 is locked and 105 contains a puzzle clue: a child's treasure map.
On the lower right are rooms 108-115. 109 and 113 are locked.
On the upper left are rooms 201-206. There's a locked library (with a notice on the door that the key is lost), and 203 contains a notebook scrap by the mirror. On the upper right are rooms 207-210 and a bar. The bar and 210 are locked.
Every other numbered room is inaccessible from the hall.Time to solve the treasure map puzzle (clued in room 105).Hint. Go to the dining area and inspect the upper right table.You'll get a gold key, which unlocks the library. Get the key to room 109 from the left table, read the book on the right table, and move toward the window until David hears a sound. Leave.Go unlock room 109. There's a shiny object on top of the wardrobe. Move a chair in front of it, and pick it up. Get the wire cutters.
Before you cut the wire on the door in the main area, you need to go to the music room to investigate the piano playing and meet your new friend, Sissi. After, go cut the wire and go through the door to the staff room. Examine everything (there's a puzzle clue on the bulletin board), but especially the book on the table, since it contains the key to room 107.Go unlock room 107. Go into the bathroom (other door in the room) and get the doorknob. Go back to the staff room and use the doorknob on the door with no knob.
Examine everything (there's a puzzle clue on the bulletin board again), then take a look at the lighter-colored tile and choose to stomp on it. Go down the trapdoor. Check your items screen and use your lighter to see in the dark. It's a good time to save your game. Examine the shadowy figure.What to do. As soon as you have control again, run for the ladder as quickly as you can. When prompted, mash the spacebar to shake your attacker off.Let's check back on Sissi- she's in the upper left hall, in room 203.
After, go back to the staff rooms. Go back down the trapdoor. Use the lighter again, and look for the sparkle behind the crates on the left side of the room. Pick up the bronze key.The bronze key unlocks the bar (in the upper right hall). Examine the blue journal on the table for a puzzle clue.Time to solve the passcode puzzle.
Before you leave the library, it's a good time to save your game.Hint. Examine the pit, and David will push the Crooked Man down. Don't bother trying to examine the Crooked Man himself, you'll just die.Let's go use that passcode! Go to the lower left hall, examine the door, and input the solution you found. Examine the sparkle on the crates, then examine the ladder, and David will move it.
Get the key to 210, and go unlock it. Examine the ash. After the scene, leave.
When you go through the hall and pass the bar, David should hear a noise. Before you examine the red message, it's a good time to save.After you see the message, the Crooked Man will show up again.What to do. Examine the nearest table of drinks, and David will smash a bottle of brandy on the Crooked Man. Quickly go to your inventory screen and use the lighter to set him on fire.Go back to the passcoded food storage room and get the knife. Leave, and follow the trail of blood to room 113, which is now unlocked. Talk to Sissi.
After the scene, she'll give you a key, which unlocks the other door behind the front desk. Leave the room, watch another scene, go unlock the door, and go through it to the courtyard.
Examine the sparkle in the fountain to get Sissi's box. Go back to 113, then up the stairs to the music room. The game will prompt you to save before the fight- do it, because this next section is difficult and you'll probably die more than once.What to do. Use the space bar or the Z key to swing the knife at the Crooked Man. There's more than one working strategy, but what helped me was to lead him in a straight line toward David, swing the knife until I got a hit, and then run away quickly. It's not really worth it to try to get in two hits in a row- it'll save you time, but you'll get hurt.
The game's visuals can be a little confusing about combat, so if you can, listen to the sound effects. A swishing noise means that David swung the knife but didn't hit the Crooked Man, a smacking sound means that David did hit the Crooked Man, and a smack with a breathy, gasping noise means that the Crooked Man hit David.
Try to save your health, and if you survive with low health and think you could do better, it might be a good idea to try again.According to Vgperson, the Crooked Man takes 15 hits to go down at this stage.After, you'll get a scene with Sissi, and you'll get to choose what to say to her, but choosing wrong can get you a bad end.Think about. Go inside the school. Let's take a look at our surroundings- the law school is mostly divided into three floors, and thankfully, this time more of the rooms are named. If you're confused about a room's name, there's usually an examinable plaque by the door.You enter the school on the first floor. Directly down the screen is the lecture hallway, currently locked.
Down the stairs is the basement, with a looked door to a storeroom and a blocked door to the basement bookshelves. From the very left end to the very right one, the rooms are: the infirmary (locked), the janitor's room (unlocked, so read the memo about the basement repairs, and the list of faculty), the women's and men's bathrooms, and the faculty room (with two doors.) In the faculty room, examine the sparkle at the bottom left desk, and get the infirmary key. If you'd like, read the notice- it'll hint at which keys can be obtained where, but I didn't find it particularly useful.
Unlock the infirmary, and examine the shelves to find a parlor key.Go to the second floor. You'll see a shadow move right, but there's nothing we can do about it now.
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Instead, let's take a look at the rooms. From the very left end to the very right one, the rooms are: the parlor (locked, but you should have the key), the computer room (locked), the reference room (locked), Leftie Lewis' office (unlocked), and Euge McGuire's office (unlocked.) Unlock the parlor and examine the wire sculpture on the desk, which is a puzzle clue. Note the shape of the sculpture and the professor who made it. Next, go to Leftie Lewis' office.
Examine the toolbox- you can take any two tools with you at a time, but in case you need a tool that you don't have, remember all three of them: the screwdriver, the hammer, and the crowbar.Take. A screwdriver. Either of the other two tools is unimportant right now.Examine Eugh McGuire's office if you'd like, but for now, there's nothing to find there.Go to the third floor. From the very left end to the very right one, the rooms are: John Keith's office (unlocked), Andrew Robinson's office (locked with a passcode), Cyndi Peterson's office (unlocked), Ray Twain's office (unlocked), and Franz Moore's office (unlocked.) Go to John Keith's office. Read his journal, which is a puzzle clue. Note the person mentioned inside.
Also of note: John Keith's combination-locked security box, which most of the professors have. Get John Keith's room key off the desk, and go look at Cyndi Peterson's office. Read her journal, and note what she says about her security code, what she has in common with a student, and that student's name. Next, go to Ray Twain's office. Examine his journal and his shelves for some more puzzle clues.
Then, go to Franz Moore's office. Note what he says about where his security code might be, and a different professor's password-keeping behavior.We're now ready to solve for the first professor's security code.Hint. Ray Twain's security code is 2515.Take the reference room key, and go use it.
On the way, you'll end up meeting your second new friend, D. Once you've arrived at the reference room, note the elevator in the back, read the book, and examine the picture of George Wythe- pay attention to the way he's described. David mentions needing the right tool to unscrew it. If you have the right tool, use it, and if not, go get the right tool. Note the number. You're ready to unlock one of the professor's security boxes.Hint.
First, you need to get out of there. Lead the Crooked Man around the middle desk, then run for the door. Once you're in the hallway, remember- you have this professor's office key! Use it to lock the door and trap the Crooked Man.Go back to the first floor, and unlock the lecture hall (remember, it's straight down from the entrance). There are three doors in the first floor of the lecture hall. From left to right, the first is locked, the second is inaccessible, and the third is unlocked. Go inside the unlocked door, and watch the scene with D.
After, examine the sparkle on the bulletin board to read a newsletter about a student. Note the information about this student, and the student's name. We're ready to unlock another professor's security box, but before leaving the lecture hall, go up the stairs and get the notebook scrap. You can go inside the auditorium, but for now, it's locked.Puzzle-solving time!Hint. First, examine the sparkle to get the iron pipe. Remember the janitor's notice about the east basement wall by the bookshelves? Examine the bookshelves along the right wall, and you'll be able to move one aside a bit.
Examine the wall. Use either a hammer or the iron pipe to break the wall- if you have it, the hammer is more efficient. Then, examine the elevator, and use the crowbar. Move up through the elevator shaft as quickly as you can.Watch the scene, then go find D. He's in the auditorium. It's a good idea to save before you talk to him.Like with Sissi, you'll get a scene with two ways to respond, and also like with Sissi, one response leads to a bad end.Think about.
Go inside the hospital. Again, let's explore our surroundings. At the bottom of the room is a door to the outpatient clinic, but it's locked with a combination and also the batteries are dead.
There's an elevator, but it's not operational. Note that it seems to have stopped on the fourth floor. Behind the counter, an unlocked door goes to a room that appears to be a nurses' station.Go to the nurses' station. Note the one locked locker, and what David says about it.
Then, examine the keybox on the top right corner. Switch on all the lights to unlock it. Selecting a light and pressing space switches that light (whether from off to on, or from on to off), but also switches whatever lights the selected one touches.Hint. Switch each corner, and then the middle light.Get the cafeteria key and the elevator trunk key.Let's move up to the second floor. At the top left, there's an elevator (still not accessible on this floor), and rooms 205 (unlocked, with blood), 203, 202, and 201- all but 205 seems to be busted. On the left wall, there are four doors that seem to be busted, and on the bottom wall, there are five. In the middle island, accessible from the bottom, is the cafeteria (locked).
Go in room 205 if you like, and examine the bloody message. Then, unlock the cafeteria, and go inside. Examine the cans, then walk away. One can will fall over. Examine it to get a small wire.Move to the third floor. At the top left, there's the elevator (still can't access it, sorry) and rooms 305, 303, 302, and 301 (all of which seem to be busted).
Every door on the left side but the bottom one seems to be busted, and when passing the bottom one, a cat noise plays. All of the bottom doors are busted. In the middle island, accessible from the bottom, is the dayroom (unlocked).
Go through the bottom door on the left side, examine the cat, and 'take what's inside' to get the bloody key. Then, go to the dayroom if you'd like. You can read the book on the table, but there's nothing to do here yet.Move to the fourth floor. At the top right, there's the elevator again (finally accesible from this floor) and rooms 405, 403, 402, and 401. All the doors on the left wall seem to be busted, and all the doors on the bottom seem to be busted except the one below the stain (second from the right.) In the middle island, accessible from the bottom, is the counseling room (locked). Go to the elevator, and pry open the doors.
Unlock the trunk in the back to get the AED. Go through the bottom door with the stain and read the notebook scrap.Go back down to the third floor.
Go inside the dayroom, and meet your third new friend, Fluffy. Then, go back down to the nurses' station on the first floor. Use the small wire to open the locked locker.
Get the number lock note, and look at it in your inventory to get the combination for the outpatient clinic.Solution. 4489.With the combination and the AED, you can now unlock the outpatient clinic. Use the AED in your inventory to get the battery, then go back and examine the outpatient clinic lock.
Enter the password, and go through the door.Explore the first floor of the clinic. On the top wall, there's the staff room, the director's room, and an elevator that won't open. On the right wall, there's an exit to Emergency Patient Transport, but it also won't open. On the bottom wall, there are men's and women's bathrooms, which won't open either.
Go in the staff room. Note the locked cabinet and the big hammer. Examine the sparkle to get the key to the counseling room. Next, go in the director's room.
Note the locked safe, and read the diary to get the scrap of paper with hints. You'll need solve each clue to get a letter piece. Let's look for the first letter piece right now.Hint. Examine the flowerpot.Get the Y piece. Next, let's explore the basement. There's a locked medicine room and a door with a faded plate that won't open.Not much there, so let's go to the second floor.
On the top wall. There's a pediatrics department (unlocked), a surgical department, an ENT, and an elevator, but the latter three are all inaccessible.
On the bottom wall is a pair of inaccessible bathroom doors and a door that leads to a long hallway. The hallway contains three rooms on the left that currently don't contain anything to do, and a door at the end of the hallway supposedly goes to the emergency stairs, but the stairs are inaccessible. Go to the pediatrics department for a scene with Fluffy.Then, continue on to the third floor.
On the top wall, there's an inaccessible 'orphamology' (intended to be opthamology, I believe) room, an unlocked maternity and gynecology room, and an inaccessible dermatology room. Like the second floor, there are two bathrooms and a long hallway leading off to three rooms, but this time, the bathrooms are accessible and unlocked, and the door at the end of the hallway is locked with a three digit code.There's also another letter piece here.Hint. Examine the phone.Get the F piece. Go to the maternity and gynecology room.
Examine the shelves for a small key, then leave.Move up to the fourth floor, and take the notebook scrap. On the top wall, there's a radiology room (inaccessible), a cranial surgery room (inaccessible), a psychiatry room (locked), and the elevator, which still won't open.
There are two bathrooms that don't open, and a long hallway leading off to three rooms and to an emergency stairs door that doesn't open.Go back to the fourth floor of the regular (non-clinic) wing and to the counselling room. Examine the left cabinet, read the diary, and get the psychiatry key.Before going back to the clinic wing, there are two more letter pieces to find in the regular hospital.Hint.
Get the hammer from the staff room on the first floor of the clinic.Come back with the item, go to the women's bathroom, and use it. Go to the stall, and talk to Fluffy.Go back to the staff room, and use the small key on the locked cabinet. Get the key to the medicine room. Go to the basement, and use it. Read the diary, then look on the shelves for the hydrogen bromide.
It's on the top left shelf. Take it, and go back to the emergency stairs. Use the hydrogen bromide on the fifth floor door, and go outside. After the scene, examine the old newspaper at the bottom left corner of the roof. Then, find the last letter piece.Hint. The hard part here is not shooting Fluffy. The Crooked Man won't kill Fluffy, and won't directly chase you.
There's a bit of luck involved because Fluffy runs so randomly, but basically, just wait for Fluffy to run away a little before you shoot the Crooked Man. Even if you have a clear shot, don't risk it if it looks like Fluffy might get in the way.According to Vgperson, the Crooked Man takes 10 shots to go down at this stage.After the scene, go down to the entrance in the main hospital, then go back to the clinic. The other door in the basement is now open. After another scene, the level will end.
Unlock the front door of the house with the Bloody Key.There's nothing to find through the bottom two doors, but if you'd like to explore, feel free. Through the top left and right doors, there are notebook scraps.
Get them and read them, then go up the stairs.There's another notebook page in the main hall by the top right door. Through the bottom right door, there's yet another notebook scrap, and through the top right door, there's the notebook itself. Save, then go through the door on the left. After the scene, you'll need to fight the Crooked Man one more time.What to do. As before, run from the Crooked Man, attack when he comes near you, then run again. He seems a little faster in this stage, and has a new attack- when he screams, you lose a little health each time, so try to finish up somewhat quickly. Fortunately, you still have a gun.
It helped me to run him in a loop around the table, firing twice when I was going vertically and using the horizontal runs to get more space between us.Vgperson didn't give a number for how many shots it takes to bring him down in this round, and I couldn't get an exact count. But it seems to be somewhere between 10 and 15.Go up the stairs and open the door. After the scene, the game ends. You might want to play again to see the extra content. Sissi wasn't Duke's former girlfriend- she was, like the other NPCs, a representation of Duke himself at a particular time in his life.The notebook scraps seem to imply that both Duke and Sissi were dumped by their respective partners, still had a lot of feelings, and had trouble letting go.
Duke decided to try to stop caring because losing his girlfriend hurt too much, but it seems like Sissi really wanted to hold onto her feelings for her ex and accept that she still loved him.I think it goes back to the conversation with David and Paul- I don't have the game open right now, but I think Paul implied that it was unmanly for David to still be so sad about the breakup with Shirley. He was trying to be a good friend and help David get over it, but David's feelings just didn't work that way. He couldn't magically stop caring simply because he wanted to be happier (and because gender roles, too). I'm guessing that Duke faced similar pressures at the time, either from others or from himself, and hated that part of himself, thinking he was, well. A sissy.It's a little confusing that Sissi is a girl, but D, Fluffy, and the Crooked Man also have quite a few physical differences besides age.
Corpsiness, so a female Duke-ghost doesn't seem that out there.But the game seemed deliberately vague about this, so plenty of interpretations are valid. Run to the pit, avoiding the Crooked Man. Examine the pit (NOT the Crooked Man himself) and David will push the Crooked Man into the pit. I'm not sure if every position on the pit was examinable, but the corner on the left definitely was.I've edited your comment to include spoiler tags.
Please remember when commenting here that many people read the comments before playing, and would prefer to have a choice about whether to be spoiled for game events- even minor ones like this.Good luck with the game! Please consider creating a Casual Gameplay account if you're a regular visitor here, as it will allow us to create an even better experience for you. You may use limited for style:(a href, b, br/, strong, em, ul, ol, li, code, spoiler)HTML tags begin with a less-than sign:. No exceptions. To post spoilers, please use spoiler tags: example If you need help understanding spoiler tags,.
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