Yuppie Psycho

Yuppie Psycho

270 ratings
Yuppie Psycho Full Walkthrough (EXECUTIVE EDITION)
By Onibi
A updated guide to the newest version of the game....a year or so late ^^'

Finally had the motivation and time to actually sit down and make it soooooo

Key note that this will be largely the same as the old version, but updated to include all the new content! (hopefully)

Again, if I've missed something let me know, if you are stuck, backtrack in the guide and the game. Make separate saves in case you get locked into a ending
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What you should still know
Edited as of 22/07/2024 for better readability and to fix mistakes

This game is very good at hinting you towards mechanics and telling you what is necessary without handholding you through everything, but this will summarise it for you in case you may have missed the cues. However I will be doing my best not to spoil things in advance and just give directions to locations where the story will continue

I will primarily be talking about specific actions to take, as well as puzzle solutions then a step by step process. Explore yall and make sure to do other stuff before following what I tell you to do next. I'll also have a listing off all the possible usable extra's you can get at each point at the very end so skip to that if that's all you wanna know. Also this is not an achievement guide, there is a perfectly good one right here you can use for that

Default Key bindings
[WASD] Movement (or WSAD as the game says)
[Shift] Hold down to run
[E] Interact/Speak
[.I] Inventory (Press Tab to cycle through the sections, press [E] to Use/Look at items and press [I/Esc] to exit inventory)
[T/Y] Quickly switch/turn off items

General Tips
-Interact with everything. Cupboards, filing cabinets, trashcans, bookshelves all have the possibility to give you health items, kill mines, or have witch paper which is vital to saving. Check every thing you see
-You can buy usable items from Mappy and Doshi in the first section of the game, I'd recommend doing this only if you need them, as the needed items tend to be fairly plentiful if you're looking around and not using them all willy nilly. However the option is there
-This isn't an action game, but Brian has a health bar that you need to keep an eye on, try not to take unnecessary damage and be careful. Brian only has the ability to sprint, so just run until you can escape, or avoid until you figure out what to do. However Brian can't sprint if his health is too low, so keep that in mind
-Whenever you find a water cooler, drain it dry. You can get max 3 Cups of Water from a water cooler, however some only give you 2. Try and save them to make coffee
-Items can either be Used or Looked at, occasionally just interacting with an object in the area is enough to prompt the needed item, but occasionally you will have to go into the Inventory (i) and use it while standing close enough to the interactable object
-Manual saving is done at Printer’s, they require Ink Cartridges to activate (only needed once), after which you only need Witch Paper to save. It also occasionally happens after story activated events
-Save's are limited. You only have as many saves as you have Witch Paper. That being said, don't hoard them needlessly. A good rule of thumb is to do it when you complete a puzzle that took you a while, defeated a boss or area, are either about to or have just entered a new area, and/or just done a bunch of scavenging around for items that you don't want to do again :D
-You will need 4 Witch Paper and 2 Batteries spare to proceed to certain things through the game, so make sure you have keep those to the side
-If you are doing a no saves run, I would recommend playing the game as intended first and not just following this guide, as I do go through optional things that could get you killed. Only advice is just be cautious and use your heals, do not be precious

Even though it is outdated now, for a video playthrough/walkthrough, watch ManlyBadassHeroes LP of the game
if you need visual help

With that said: let's go comrades
Welcome to Sintracorp! or Let's Hunt This Witch
Lobby
-New Coworker(s): Mr. Chapman and Kate Hicks
>Speak to Mr. Chapman (Upper left beside elevator)
>Speak with Kate Hicks (Lower right on the furthest possible seating)
>Once both characters have left through the elevator, interact with the elevator, use the Job Offer from the inventory (i) and then return to the entrance. The elevator will then open for you. Go in~
10th Floor (Management)
>When you arrive, exit the elevator and follow the "red paint" to the executive table
>Check the remote on the table on your way, it needs two batteries. This will come up later...way later
>Examine the writing behind the desk on the glass screens, and then look at the contract which will give 2 choices.

(This ending will require you to start a new game to continue playing)

ENDING: I'm better off at home
>Choose No, and then after choosing not to sign after interacting with the contract, return to the Elevator and go back down to the Lobby, then leave the building

>To continue the game, instead choose yes and then head back to the elevator and interact to open it and then enter. Examine the keypad and go to the 5th floor. You could alternatively explore floors, but you can't actually do much aside from gather a few resources in advance, but you will get to it all in due time, so I'd just leave it for later

5th Floor (Offices)
-New Coworker(s): Mr. Hugo and Ms. Sosa
>When you have control of Brian, look around the office for the items Hugo needs
>Coffee Powder is in the wastebasket to the lower right hand corner
>Water Cup can be gotten from the Water Cooler (3x Water Cup)
>Interact with the Coffee Maker to get Coffee
>The following scene will automatically save your game for you, so don't waste any paper immediately afterwards
>After this examine the power cord next to the door and interact with your computer (the ancient one on the top left, next to the photocopier)
>Speak with Hugo, and then interact with the Phone, You'll be asked to visit Office D to the upper right of the 5th floor
>Exit your office and go west, and then up past the receptionists, and then right at the very end of the hallway

Office D
>Push the chair out of the way of the door (line it up nicely with the other chair we aren't savages) and then enter, your only option will then be to continue north
>Walk to the shaking machines, and then stop when the screen goes red, they will then yeet themselves safely past you. If you do not, they will hit you and cause Brian to lose health
>Attempt to interact with the tied-up employee, and then push him to the west as far as you can and grab the Cardboard Box off the floor, avoiding the machines. Push him back to the centre of the room and slightly north for the next cardboard box. The shelf blocking your path will then politely move out of the way
>Continue pushing the employee north through the now open hallway, following the path when it goes west, grab the last cardboard box and read the warning on the wall, then immediately begin sprinting back the way you came (rip tied and bound dude you will be missed)
>Once you're back in the room, head to the air duct to the east, and use the cardboard boxes from your inventory to stack them up and escape through the air vent, follow the air duct back to the 5th floor open area
>Follow Sosa into Office E

Office E
>Grab the cat food from Hugo's desk while you're there and he's gone
>Enter the Boss' Office. You can then grab your ID Card from the desk in the centre before returning to and interacting with your computer
-New Coworker(?): Sintra
>Sintra will explain that you were hired as a Witch Hunter, and that your first task is to locate the Hexenhammer, which is located in the Library on the 7th floor

-You can now enter Sintranet at any time by interacting with your computer
-You can also follow Hugo's suggestion and check out the canteen for items
The Archives or Finding the Hexenhammer
7th Floor
>Go to the elevator and press 7 for the archives and library
>Interact with the terminal next to the large Library doors. It will give you Form R-301, you will need to fill with info gathered from the Archives before the terminal will open the door to the library. Once you've received it, go through the white door to the far left to enter the Archives

Archives
-A useable switch is green, an unusable one is red
>Press the switch directly ahead of you and save if you have an Ink Cartridge
>Go West and turn on the next switch. There will be a mark on the wall behind the filing cabinet, move it out of the way and make a note of it (Triangle)
>Head north and turn on the next light switch
>Note the marking on the ground around the filing cabinet, and then push it aside to reveal a hidden Square (make note of these). Continue east to interact with the corpse, and examine the fuse box at the end of the hall with a missing fuse and the out of reach ladder. Ignore the white door with the cassette tapes for now and go back to the T-junction. Continue west and go through the door

Mobile Archivers Room
NOTES:
-Those odd landmine looking things will detonate and cause you damage if you get too close to them, so try and go around them. They will flash red and beep before exploding if you keep getting closer. You cannot detonate them in advance, or Sprint past, and they will reactivate after exploding
-The moving filing racks are grouped in two sets (A and B), and numbered with Roman Numerals 1-10, a quick guide to those who might not know


number table
Number
Roman Numeral
1
I
2
II
3
III
4
IV
5
V
6
VI
7
VII
8
VIII
9
IX
10
X

>Return to the A series racks to the south, and move the racks using the black handles on the sides, you can only move a rack if at least one side is free
>Move them until you can access rack A-2, and then examine it to receive the next clue
>Answer: Examine rack A7 for the next clue
>The X in the image will mark the next rack you need to examine, fill in the blanks to work it out
>Answer: Go to rack B2 and examine it
>Return to the A series racks to the south, and move the racks using the black handles on the sides, you can only move a rack if at least one side is free. Move the racks in the top left section down to create a path avoiding the mine
>Head north up the stairs and turn on the switch, examine the artistic expression on the wall, and then grab the cardboard box, move the filing cabinet to find the last hidden Upright triangle
>Go south to the broken barrier, and drop down-oh wait we forgot to line them up, go back down the stairs to the B series racks, move the racks in the top right section as far up as possible, go back up the stairs to the broken section, admire the artwork on the way, and then drop down and walk to the file containing the Hexenhammer's Author's Names. Go back, and then exit to the door to the east
>Now you're back in the main area, but on the second level, continue to the north and east towards the hanging corpse from before, untie it so that it will drop back down to the ground level. Interact with the Emergency ladder to create a shortcut
>After the short scene, run left to turn the light back on via the switch, and examine the briefcase on the ground, near the pool of blood to get the Wrapped Sandwich. Examine the slightly open door and then enter the room

Audio Cassettes Room
> Examine the poster of the list of differently grouped symbols, recall the symbols that had been hidden behind filing cabinets and locate the right one (there is no particular order you need, only the shape and position)
Hint: Upright Triangle-Upright Triangle-Square
Answer: Third row up, third shelf from right
>You will get a Cassette Tape when you examine the correct shelf
>Examine the second cabinet from the left to talk to the "corpse" for information
>Head back out and return to the fuse box. If you haven't already, Look at the Wrapped Sandwich /then Use it in front of the fuse box. This will restore power to the two rooms on the upper level/
>Climb back up the ladder and enter the room surround by eyes
Videoclub Misterio
>Turn on the light switch, and go west, you will notice a destroyed landmine with a pencil sticking out of it
-New Coworker: Mappy
>Speak to Mappy who will spell it out for you that using pencils on alerted mines kills them
>Exit, and then enter the middle door, get close enough to the landmine that it starts flashing red, then go into your Inventory and Use a Pencil to kill it
>Head north, and use the Cassette Tape on the Tape Player to the right of the room to learn the Hexenhammer's Year of Publication and leave the rooms
>Return to the second floor of the main room

Box Storage Room
>Enter the door to the east of you, just before the ladder and turn on the switch. Activate the Photocopier and save if you like, I'd suggest waiting until you've finished this room if you're confident or saved a little while ago
>Navigate between mines or destroy them with pencils at chokepoints. Go along the right wall and then the upper wall. On the way, take out the mine in the upper left corner and grab the box
>Examine the folder on the desk to acquire the Hexenhammer's Publisher
>A definitely unrecognisable someone will then turn off the lights off the room, and you will need to carefully return back to the entrance, avoiding landmines. They will however light up if you get too close, so as long as you walk and go carefully you won't be injured
>Turn the light back on if you like and explore, or just leave the Archives
>If you make your way to the lower right of the room (destroying any remaining mines in the way), you can get a Chrysalis VHS Tape from a fallen cabinet. You can play this VHS Tape in the same room you used the Cassette Tape back in Videoclub Misterio.
The Hexenhammer and The Spider
Inbetween Section
>Head back to the library entrance and interact with the terminal, where you will be prompted to return to Sintranet
>Enter the elevator
-New Coworker: Ms. Rostov
>Go to the 5th floor and return to your office
>Speak with Sosa and then interact with your computer
>Head to the far east, and then go north to find Sintra on a swingset. After talking with her and getting the stamp, attempt to leave Sintranet and you'll receive a new message mentioning a motivational talk in Office C, but that's not relevant just yet, right now exit Sintranet, where you'll receive the Stamped Form R-301

Library
>Return to the Library Entrance on the 7th floor and interact with the terminal to unlock the door
>Enter the Library, and pick up the Flashlight from the ground
-Use [T/Y] to toggle the flashlight on and off. You can check the remaining charge by Looking at it in the Inventory. If you have spare Batteries in your inventory, the flashlight will automatically use them as necessary, so keep it off unless necessary
Red Book- Go north and grab the Red Book from the broken display case
Green Book- Continue north and examine the Green Book inside the locked display case. Push the case down south, and then go east to a Wooden Cart with an Owl. Push this cart to the left so it crashes into the case. Return to the case and grab the Green Book. Push the display case back up, and then push the Cart back the way it came
Blue Book- Go northeast to the far wall to grab the Blue Book off the couch
Yellow Book- Go northwest and push a different Owl Cart to the right to reveal the Yellow book
>Now, head north to the large portrait behind a switch
-Pressing the switch before you place the books correctly triggers a gas trap, quickly press the switch again to stop it if you do, or just die, I won't make you not
>Examine the portrait, it will give you a clue as to which bookstands you put each of the four books
Hint 1: Make note of the visible Roman Numerals and what Colour they are
Hint 2: Move the Owl Carts to reveal the other locations
Answer:
Red Book- II (centre)
Blue Book- VIII (centre)
Green Book- XII (northwest)
Yellow Book- XIII (northeast)

>After placing all four books, go back to the switch in front of the Portrait and press it. If you did it right, you'll be able to continue
>Follow the path and read the Red Notes on the ground as you go. Push the owl cart and note the mine and how it reacts, this will be helpful for the boss, take it out with a pencil, and keep walking
>Continue until you reach the dead end. Grab the Hexenhammer, save and head back down to the library

The Spider
>You are trapped in the library, the exits have all been sealed off
>Run around, avoiding it until it spawns mines on the ground
>You need to damage the Spider with a mine at least three times as it explodes.
>The boss itself won't detonate the mines, so your only options are to loop around and detonate the mines yourself, taking a hit with it, or use the Owl Carts to detonate the mines when the Spider is nearby
>Keep your health as high as possible whatever you decide to do, but remember, Brian can't sprint if his health is too low

>When the Spider flees, you can leave the Library (be warned the mines are still active) and either go to the cafeteria or your office. The former gives some flavour text, but if the latter go to Sintranet through your computer and complete your first mission.
Optional Cafeteria
>Go to the elevator and press 1 to go to the cafeteria. Exit the elevator and go left, Check the large board on the wall. This will tell you how to use both supplies more effectively. Combine them whenever possible
>Optional New Coworker: Ms. Malone
>Speak to Malone and then take the empty cornflake box from the guy eating my hopes and dreams
Motivational Meeting
>After you give Sintra the Hexenhammer, you will receive your next 3 main tasks; the witches base, how to identify a witch, and finally how to kill the witch
>You will then be interrupted and have to leave for your motivational group meeting in Office C
New Coworker(s): Col. Dulmott and Dada
>Pay attention to the employee motto each time it's given, as you will have to recite it back to the Colonel at the end. You also lose 200 credits for ever part you get wrong when it's your go

Motto:
I'm the lowest of the low!
I'm garbage!
The best!
The best of the best!
With my work!
My blood!

Enjoy your new office nickname Parsnip

>You now have a new goal, make a friend on the 4th floor, also known as The Hive, wonder who we're going to look for?
>Going to the receptionist area, you will see a familiar girl from the Videoclub Misterio, is now selling various items

Mappy's Shop:
Item
Price (Credits)
Max Available
Packet of Coffee Powder
150
4
Pencil
100
6
Cardboard Box
250
1


>While you are here, go to Office B, and speak to Rostov, when she brings up the sleeping pills, say yes
>You can also speak with Malone who will ask you a question. The second answer seems to get a better reaction from her, but it doesn't seem to have much of an effect gamewise
>West of the toilets is a shrine, make an offering of 5 Credits
The Hive or Hi Kate!
The Hive
>Take the Elevator down to the 4th floor where you'll want to look for Kate Hicks from the beginning of the game. The Hive is very dark, illuminated only by monitors, but not difficult to explore, use your flashlight when needed, keep dit off when not
-Leave the employees alone, as talking to them can cause them to lash out and cause minor damage to your health
>Kate is northwest of the elevator, so go directly north of the elevator, and then turn west at the T-junction
-New ...Coworker?: ???
>Kate will be there, ready to teach you to how to duck under certain desks, as well as hide in double door cabinets. This lets you avoid enemies, and ducking under desks means you can also crawl underneath and access more areas of The Hive
>Directly after this talk, you will offer to help lure back the four missing employees of the Marketing Department east of Kate. You will do this using Peppy Marketing Slogans

Slogans and Goat herding
-The slogans are found throughout The Hive, there is no obvious similarities between them, but look out for odd (well odder) events in the office, or things that catch your eye
-The missing employees are far easier to spot, as all four will be crawling on the ground on all fours. Just speak to them and use the right slogan on them to get them to follow you, then lead them back to the marketing section
-You have to lead them back one by one


Anarchy Slogan
>Head south, back where you meet the unknown NPC, near the cubical covered in yellows flyers, and with an anarchy symbol on the wall. Examine the flyer on the wall for the first slogan "Unite and be free!"
>Duck under the nearby desk and crawl to the west to reach two filing cabinets that contains the Blood Trail VHS tape

Diet Slogan
>You will hear a conversation between employees. Speak to the employee's to learn the next slogan "Make diet your best medicine"

Holiday Slogan
>Return back to the Elevator, and go east, and then north. You will hit a fork in the road at this point, go west and examine the travel brochures on the table in between the vending machines and the employee on his crying break, this will give you the third slogan "When you like your work, everyday is a holiday"

>Once you get a short event about hicks to the southeast, you should examine the computer with the glowing blue screen, this is only possible if the man is gone. Get the combination and then continue south

Rage Slogan
>Head east until you reach the fork, and then go north. Be wary of mutant mines, and take out the mines at chokepoints. Continue until you reach a corpse surrounded by mines. Here you will use the combination you got from the glowing blue computer screen on the briefcase to unlock it and learn the final marketing slogan needed "Swallow your anger. Pretend!"

Rage Employee
>Head directly north and east of the unlocked briefcase and talk to the employee
>Answer: "Swallow your anger. Pretend!"
>Return them to the marketing department

Anarchy Employee
>Head west of Kate until you reach a locked door. ignore it for now and just go directly south for this employee. Push the chairs aside
>Answer: "Unite and be free!"
>Return them to the marketing department

Holiday Employee
>You probably noticed the employee that seemed to be stuck in a closed off area, she's the next target. Go south of the chairs you got the previous employee at, and then go east at the T-junction until you see a desk with a broken monitor on top. Crawl underneath the desk, and then crawl under the L shaped desk to enter the area
>Answer: "When you like your work, everyday is a holiday"
>Return them to the marketing department

Diet Employee
-New Coworker: Mr. Doshi
>Finally, go back to the Elevator, and then go east to speak to the last employee. He is chewing the cable.
>Answer: "Make diet your best medicine"
>When you’ve won him over, and Doshi will reward you with a screwdriver as thanks and tell you to visit the 3rd floor some time. Lead the last of your little herd of employee's back to the marketing department
>Kate will tell you that one of the marketing employees that had been inside the department has escape to human resources, the locked door to the west. Guess where you're going next?

OPTIONAL
-When this occurs is debatable, but this is around when I got this
>Return to your office on level 5, go in Sintranet and head right and up, to see a new passage. Go in and talk to Sintra
>After the scene, examine the cocktail next to Sintra. She will tell you she’s drinking Devil’s Blood
>Next go down to the southeast corner of the room, and grab that cocktail. Loop back on out and then go to the room where Sintra was previously, to the left
>Go north through the processing room the the empty Canvas marked “Devil’s Blood”. Use the Cocktail while standing in front of it to splash the canvas. Enter the area and wander until you can’t go further, then leave
Human Resources or Who's the HR for HR?
HR Staff
>Turns out it's still locked, so you will need to climb-uh I mean Yoga your way up the empty cabinet to its right, and the Use the screwdriver (courtesy of Doshi) to get into the air duct. Head west and then south, to exit into the department itself from the airduct, where you will have short scene with the escaped marketing employee
>You can now enter and leave through the main door between The Hive and the Human Resources department at any time. Speak to the guy right next to the Photocopier
>*Kinkshame this guy and then follow where the employee went to the west, where you meet the HRS (Human Resource Spitters) for the first time. Getting hit by their spit will, of course, cause you damage, so try and avoid that
>You can use moveable objects to block the projectiles, or crawl under convenient tables/desks
>Move the cabinet next to the closest HRS to block her spit so you can continue west
>Either duck under the table at the bottom of the screen to avoid her spit, or time your sprint through well to avoid being hit
>Move the last filing cabinet west to block the third HRS' projectiles and continue west where you will see the employee crawling north, move close enough for her to notice you, then either run back and wait under the nearby table until Mobile Patrolling HR goes past, or you can run and try and dodge her spit attack
-Patrolling HRS' spit attacks will slightly home in on you, keep this in mind when deciding what acion to take
>Head west and then north once you have an opening and enter the next area
>Speak to the employee in his undies about resumes, and then continue north

The Mouth of HR
>You will see the employee scurrying off to the east, but explore the room for now. Ignore the head of HR's offer, and make to speak to the only two clothed employees sitting in the room. One will give you a slogan, while the other gives a clue on how to deal with the very normal mouth of HR. Don't even move towards the mouth, or do, I can't make you not but I'd recommend against it
>Follow the employees path east, where you will find her hiding under a table, examine the filing cabinet to the north east for another slogan. Now return back to the unclothed employee south of the mouth, and speak to him again for the last slogan. Then go back to the room with the hiding Marketing employee
>Now go back to to the Marketing employee and choose the right slogan to win her trust
>Answer: No more slogan’s, just be yourself
>Make sure you push aside the filing cabinet to the south, the one blocking the table, this will create a shortcut for you to leave later
>Next, while standing beside the female employee to the right hand side of the room, use the paper doll in your inventory that was absolutely there the whole time, and then try again with the Marketing employee to attach it to her, then lead her to the large creepy mouth without going near yourself. After the mouth spits out the employee, you can safely grab the Family Photo off of the floor while the employee is in her mouth
>Go east and the large mouth will sic the HRS on you, so start running and leave the area through the path you cleared before and head for the exit
>Once you talk with Kate and return the employee, start heading back for the elevator. However, 3 HRS' will be patrolling the Hive from this point onward, so either dodge the spit or duck under desks and hide in cabinets until you can get to the elevator
-Before leaving however, make sure you've gotten the Electronic Piece that's west of the elevator, you will need to duck under a desk, and it will be in a filing cabinet with Raw Pizza
>Head to the 3rd floor and go east, Doshi will now be fiddling around with the electronics there, speak to him for x3 Glowsticks and an upgraded Flashlight
>Go to the Cafeteria on the 1st floor and go to the far left of the room
>The ??? Coworker will leave you a gift on the floor, speak to him before he runs off, cause the dialogue is funny, and then pick up the envelope for your sweet sweet random item
Intermission and Promotion
or a Short Intermission Because I Was Already Over the Word Count
Promoting Chapman
>You're going to want to return to the 2nd floor, and speak to Chapman near a large set of double doors in the south. After a short talk, he will "ask" that you do the Initiation Test on his behalf; you can demand 1,000 credits for it, but you won't get the money anyway
>Agree to do it, and press the intercom button, say yes and then say that you're Mr. Chapman
Initiation test
-Failing the first 2 tests is honestly just fun and I kept doing it on purpose cause it made Chappy angry
-You will start from the test you failed, not the beginning


Test #1
>To successfully completely the test, you need to tag 5 Box headed employees
>But of course it's not that easy, you can't leave the marked out circle for more than 3 seconds, and only the employees with hearts on their back and smiles are valid, the one's with frowns are not. You will know you hit the right one if a small heart appears above its head
>If you hit 3 frowny boxes, you will fail the test

Test #2
>With your new attire, you will be in control of all the box heads, but most importantly the one in the large table
>You need to manoeuvre the box head around, grabbing briefcases and avoiding the papers
>As it goes on, different items will appear, you need to grab each of them to proceed. This always occurs after a stack of papers appears. However after a few steps they will turn into briefcases and you will need to wait for the next chance. Each time you fail, another paper stack will appear, and make it more difficult to grab it in time
>There is a delay to each movement, so each time you change directions, you are changing for the next following turn, as the box head will move automatically
>If you hit the paper even once, you will fail immediately

Test #3
>There is a beach now, it is not for you...or anyone really
>The objective is to push at the boxheads just wanting a holiday, until they give up and angrily take off the snazzy beach attire. This is either timed or numbers, I can't tell
>The best tactic I've found is to just them into the dark and then run back to the entrance until you break their will. Focus on the fast walkers
>They will dodge around you and also speed up
-This probably the most annoying test, more annoying and frustrating than the original

>All that done you will be rewarded with...absolutely nothing, yay. However Chappy will leave and head to his new job on the 3rd level...if you follow him to the elevator he will rudely close it on your face

New Mission, Doshi's Shop and Glowsticks!
>Before continuing with the task, we're going to do some exploring with that there screwdriver, to use it, you have to do so from the inventory (i).
>Go to the Cafeteria and fix the shrine, and then make an offering of 5 credits
>Go to level 7 and back to the VideoClub Misterio area
>Go to the first door that was previously blocked. Use the Cat Food in your inventory to feed the kitties. Crawl under the table to go through the crack in the wall behind it
>Follow it up for a Witch Paper and some lore
>Leave and go back to the vent and open it up by using the Screwdriver on it, go through
>Shortcut! Well once you gather 3 boxes that is. This will give you a quick route to the VideoClub Mysterio area, so you can watch the VHS tapes you find, and listen to the Cassette. I'd recommend waiting to make this shortcut in the later part of the game if you tend to buy things from stores, as you get a 3rd box later on
>Return to the elevator and head to 3rd floor, you will be treated to a short scene, after which you can either follow him to the cafeteria to poke him a little (could potentially stop you from getting the Control achievement or at least it did in my experience), or go into the security room. We're going to take the third option and speak to Doshi first, head east of the elevator
>Speak to him and he'll open up shop, you will also be able to sell to him if need be

Doshi's Shop:
Item
Price (Credits)
Max Available
Battery x1
100
Unknown
Ink Cartridge
150
Unknown
Glowsticks x1
125
Unknown

>He will give you three Glowsticks for free no matter what

-The Glow Sticks provide light in dark areas similar to the Flashlight. Now while Glow Sticks don't need batteries and have a near unlimited life span, They have far less range which is just centred around them in a small circle, so I would recommend using them in a dark area you are exploring to save battery and to give you better range of vision in a fight, or to remember a puzzle or unexplored area for later
-Glow Sticks can be dropped on the ground by holding down E, while you have one out. You can drop as many of them as you have in your inventory, and after you can grab them off the ground again to reuse them

>Next he'll mention searching around in filing cabinets, if you got it, you will give him the Electronic Piece and he will upgrade your flashlight to have a bigger beam of light
>Ask Doshi about the Dot Matrix's, and then head back past the elevator to the door Chapman just exited, the Security Room
Security Room or Boss I Would Most Like to Hug
-In this area, assume you are never safe and just always be hiding, do not wait for a enemy to pass, as the Camera Man (CM) will likely see you and beat the life out of you
-The numbers indicate which floor the camera is for
-You should not have shown Sintra the Family Photo yet if you want the Achievement
-If you get caught in the red sensor range of a Camera Man you take damage. And sentries will continue to chase you until you hide, leave the stairway, or get far enough away. Stay out of the sensor and you'll be fine. Being caught in the yellow alerts it to follow you, red hurts you after a second
-I will guide you to the security booths that will help you get all the scenes from the camera's, but the specific requirements to activate the achievements isn't exact, but it's the best I can do


The Security Room
>Go in through the ajar door to the new area
>Head right and open up that vent, you can't go through yet, but open it anyway
>Press the big red button to get some good ol family problems from Chappy
>Onwards left there will be a fellow in the hallway (who actually attacked me as i was writing this lol) he will immediately wander up, if you wait for his next rotation, do so under the monitor desks to the left, as he will go completely down, look left and look right, and has a wide range of vision. If you are seen you will take damage
-I would recommend only completing what’s necessary, as you can more easily go around and complete things when the Camera Men are taken out after the Boss is done

Security Card #1
>Continue left to the next monitor, nothing on it but it's for the cafeteria
>Speak to the man currently going through something, see how much empathy Brian has had beaten out of him through the past few hours as he just takes his security card and moves along
-You can however put them out of their misery by using the screwdriver on the TV that is attached to them
-Disconnecting the employee’s makes the Security Boss far easier to deal with

>When the CM turns around to walk back, follow after him and push the filing cabinet up and out of the way, and once he passes, IMMEDIATELY, run left, as when he turns back around, he will spot you
-If he’s coming from the south, you are safe in the right hallway. If he’s coming from the left, you are safe in the alcove with the filing cabinet
-Basically this section is a hellscape duck and dodge
>Immediately run up and hide under the desk and wait for the CM to do it's rotation, then check out Security Camera 2 ah, soothing
>Going left, you will see one of the ladies from HR out and about, she will disappear to the left
>Follow after her in the labyrinth, avoid the patrolling CM as you go
>The directions are Left-North-Left-Left
>On the way you should pass a static TV, push it to the right to block the path
>Speak to the HR Woman
New Coworker: Ms. Jung
>So they're apparently looking for someone from floor 4, and it's not you for once, keep this in mind as you start to wander about

Security Card #2
>Directions from Jung are Down-Down-Left. Go into alcoves or cupboards to avoid the patrolling CM
>Continue on this path until you hit the patrolling CM
>He will go clockwise around a pillar in the centre of the room. When he goes right, he goes up and when he goes left, he goes down
>You want to hide behind the pillar available, and then move around the opposite way as he passes. Head on up examine CM #2 to get the second security card, disconnect them and then examine Security Camera 10

>Continue to the lower left, duck under the desk to reach the vent on the top left. Use the screwdriver to open it up and head through
>The vent leads to the blocked off section of the Security Floor. Head east for the T junction, and then go north. Proceed carefully to avoid the CM ahead. Use the cupboard and side door alcove to hide until it goes past, and then continue north
>Moving carefully, make your way east. There is a CM that patrols left to right in this hallway, wait until he goes right, and follow behind him and hide in one of the two alcoves. Wait for him to pass left, and then leave to the right
>Head north into the alcove with the vent and use the Screwdriver to open it
>The vent will take you right to Security Camera 5
>Destroy the mine, and then examine the Station
>Head left to the filing cabinet, push it aside to reveal a vent. Use the Screwdriver on it to open up a shortcut to the entrance of the Security Area
>But for now head back through those vents, and then go right, Push the filing cabinet south to open up a passage back to Security Camera 2

Security Card #3
>Interact with the CM on the floor to get HIS security card as well. His best quality is his wiggles. Disconnect him as a reward
>Examine Security Camera 3 for a scene with Doshi and a hurried employee. Huh, suspicious
>Return to the Photocopier, and then go up the path to its left to reach the next 3-way junction

Security Card #4
>Now go left, taking out the mine, and examine Security Camera 8 (oof)
>Repeat this process with the Security Camera 9, when it stops, examine it again to see the floor he stops on…well that’s not concerning
>Next talk to the guy that seems a bit tied up, examine the TV, and then use the screwdriver on the TV and then examine to him again for his security card

>Head on east through the junction to Security Camera 6, examine it and then continue east to Security Camera 7 and examine that as well

>Head to shelves to the right of the monitors, and grab the Blank VHS Tape from the far right one
>Return to Security Camera 3 via the vents and use the Blank VHS Tape while in front of it. You will receive a VHS Tape with Evidence
>Return to Jung and hand it on over

OPTIONAL: Promoting Chapman
>Jung will ask if you have anyone you want to promote. Use Chapman’s Card on her to do so
-NOTE: If you decide not to just yet, or you haven’t completed the Initiation yet. You can promote him later by speaking to Jung at the door to HR in the Hive on the 4th floor

>Regardless of what you choose, Jung will leave, giving you access to the vent she was blocking. Use the Screwdriver to open it up and go through to Security Camera 4, this is the only way to reach it. Examine it, then leave through the vent and go back to the junction

Security Card #5
>Now finally, we go north. the last fighting CM will be lying there, but she will run down if we attempt to help, follow after her, she will run if you get close to her
>Follow her down and she will run into the labyrinth, Take the route you did to get to Jung earlier and you will eventually spot her running north into the room with the TV. If you moved the TV earlier, she will have no choice but to run back toward you, be quick to grab her before she escapes!
>If you didn’t block the path with the TV or you missed her, just follow her back to the room you first saw her in, she will actually run directly towards you there too, and you can catch her at that point as well
>Doing either of these will give you the final Security Card we need

>In the entrance area, use the pillars to avoid line of sight of the wandering CM, you'll notice there is something on them, examining will tell you they are card slots. Use the five red security card's you should have by now in the slots, dodging the CM as you go. Move in a clockwise motion behind it to be quick. Once you do, the door at the top will turn green. Return to the Photocopier and save, then head back up, avoid the still patrolling CM and go through

Before proceeding you should have:
-Disconnected all 5 employees to make the boss easier
-Handed the evidence to Jung
-Examined all the monitors

>Save and then continue
Boss-Big Brother
-The answer’s don’t really matter, but the answer’s I provided give a more positive response
-Do not attempt to grab anything as you go, you will likely just take damage and have to redo this all over again, like me, who forgot to save during this entire section. Do not be like me
-Just be cautious and patient during this section and you will be fine


>Go up into the room, it's all red. Walk into it for a short scene, and notice that it flickers and fails as you speak to ???. Who is far friendlier bur mopier than the Spider was, but the bar is pretty low honestly
>You're going to be basically playing red light green light with the man...tv
>Wait for the period when the red drops, and sprint for the nearest clear space
>Head to the top and then left, there will be a filing cabinet that you're going to use like Solid Snake. Push it down until it blocks a row, and then get behind it and push it forward as far as it can go. Or close enough to the cable that you can duck through, make sure that it's either after or before so it doesn't catch you will you sprint for the next spot
>Run up at the next point and examine the cords, do this 3 times overall
>Answer: [YES]
>Wait for the next gap and then dive for the table. The man will politely send off the CM out of your way if you disconnected all 5 of the employees from their CM monitors. If you did not, you will also have to avoid him as you go
>Wait, duck to the next table. Wait, duck to alcove and pull out those cables 3 times
>Answer: [4:3]
>Wait, then run to hide at the next table, right of the corpse.
-Now you can do either of the two TV's first, but this is how I did it, and it's what worked best after trialling both
>Head right into the alcove below the TV, on the next outage, push the TV forward a bit, and then run back to the alcove, repeat this 2 or 3 times. DO NOT wait until the screen is flashing, as you will not have the time to get back
>You want it to push it until there's a gap in between, enough that you can duck through to the alcove below. Push it up to the second to third square
>Wait in the alcove, and then run up to the furthest table. Wait, and then run up to the button. Press it and the cubicle will move out of the way
>Wait for an outage, and then duck down, around and up to the second TV in the second alcove (there is a gap between the cubicle and the wall so don’t worry about that). Get above it and push it down, to lock the cubicle in place.
>Wait for an outage and then run down to the cables. Examine them 3 times to remove them all
>Answer his questions however you like
>??? is going to have a mild yandere moment but it's okay he seems nice...well he seemed nice :'(
>Examine him to gain the worst confirmation and also a Video Camera
>You are now free to examine the room as you like and also leave said room
>immediately after leaving, you'll notice the CM's are disabled. So no need to worry about them anymore
>Head down to the Security Camera 2 where you'll notice the red interference is gone, so time to examine level 2 (creepy but okay)
>So since this red interference is gone…head on over to Security Camera 5 where it looks like a certain someone has put something under a potted plant. This is the key to unlocking the new route
>Leave the security room to see a lovely, uh, commemoration to Brian? How sweet

NOTE:
If you promoted Chapman, go to the elevator and head back to Chappie, he will have the benevolence to grant us an empty cigarette packet


OPTIONAL: Cocky Contract
>Take the barcode on up to the 9th floor, via the 5th floor's vent and speak to the Forest Goblin
>He will offer a contract the will give you 30HP each time you save for 4 Witches Paper
>If you are on a no-save run this is basically useless, but you aren't using the Witch Paper anyway so just go baller my dude
>Whether or not you get it is dependent on you, if you feel you would benefit, grab it, if not, don't


BEFORE MOVING ON YOU SHOULD HAVE
-Spoken to the employee praying in front of the AM Shrine
-Gone to the cat room, and duck under the table, move around until you go through to the next area. Grab the paper and the info
-In the room where Mappy was, you can find Lost Tape #1 in the pile of VHS'
-Head to level 7, the archives, and then then Videoclub Mysterio
The Garden or Goblin Guy is Vibing
>Return to your office on the 5th floor to speak to Sintra about the Family Photo, she will be in a new area to the left. Use your flashlight, or go as far down as possible, left and then up
>Your next task is to investigate the Sintra Family Cemetery, located on the 8th floor, The Garden. Exit Sintranet, and then head for the elevator

The Garden
>Go to the 8th floor from the elevator and exit to a...indoor forest??
>Head west and speak to the crying employee on the bench and make note of what he says (that the goblin likes to smoke as much as he likes to eat cheese)
>Just south of them, at the flowers, go west until you reach a chest contains the Follow a Cat through the Woods VHS Tape
>Continue north, following the path. Speak to the smoking employee beside the swingset and note what she says (..that the goblin saw the Witch so many times that he went blind)
>Interact with the cemetery gate to the north (it's covered in flies if you try to do this too soon), then head back down and follow the path to the west
>Here you will have to avoid the glowing flies, similar to the patrolling HRS' attacks, they will hone in on you and hurt you until you get far enough away. You will need to duck in and out of bushes to avoid the flies, using them to lure the flies away so you can get through
>Approaching the employee directly doesn't give you anything, so you need to head around and eavesdrop on him
>You will need to head southwest, ducking into bushes and then running past the flies to the next one, keep doing this until you see the candles beside a rock, to the right of this, there is a path up.
>Go up, past the chest until you see the employee and then you can eavesdrop on his conversation(?), note what he says (that the goblin is invisible because it uses magic from the consumer driven society of common folk)
>Continue west and then north through the delightful torches towards the river. You need to push the three boxes in that area into the river (yes river) where the rather chilly looking fellow is. You will also need to lure the flies around so you can do this without taking damage. If you attract them while trying to push the boxes, just lure them out of the way again to put them at a distance before trying again
>You need to push all three of them in to make a path across the river to the next area
>Speak with the last employee floating in the river as you go north, note what he says (the goblin was controlling, obsessive and ambitious)
A Chat With a Forest Goblin
>Once in the new area, head northwest to the campfire, use a Witch Paper from your inventory at the campfire to trigger a quiz, if you've spoken to (or eavesdropped on) all the employees as you went, you should know all the answers to the questions. If you get one wrong, you have to Use another sheet of Witch Paper to try again

Answers:
Cheese
For seeing the Witch too many times
You use magic from the consumer-driven society of common folk
Controlling, obsessive, and ambitious
>Completing this will allow you to trade with the Forest Goblin. If you grabbed the cereal box (if not you'll need to do that it's in the cafeteria to the southwest, on the table beside the guy eating my hopes and dreams), he will offer a Poison Gas Contract for 2 Witch Papers, which you will need to continue, you can also get additional sheets of Witch Paper for one slice of Cheese per sheet from him
>Now, go to the nearby air duct grate and use the screwdriver, this will return you to the 5th floor through the washrooms. You can now use these ducts at anytime to return to the Forest Goblin on the 8th floor without having to go through the forest itself
>Grab the From the Drain VHS tape in the next stall
>Head back to the Forest Goblin’s camp through the vent, and then return back to the river in the south. The employee that was in the box will be gone, and in it’s place is Lost Tape #2
>Head back to the offices, and then on to the elevator, avoid Rostov’s cannibalistic harassment if she shows up, and go down to level 4, time to return to the Hive
>First Head for the HR department entrance, go south past the circle of chairs, and then west into the poison gas to the new area
>Or you can go through the entrance just northwest, and then continue southwest until you see the broken monitor, and keep going west until you get to the new area in the poison gas
>There is a path up towards a house made of cubicles. Go in
>New Coworker/Bartender: Mr.Sweary and Sharapova (Monke)
>Sweary has rigged the machine to be cheaper than usual, so go here for up to x11 Soda and Forrest Kaysen number theory
>Go left and grab the empty beer bottle, this will give a barcode for the Forest Goblin
>In the chest to the furthest side is an electronic piece, grab it
-This is a good time to return the second electronic piece to Doshi so you can get the Lantern in return. The lantern is similar to the Glowsticks, but has a much larger range. However it consumes batteries twice as fast as the flashlight, so use it carefully and only in wide areas or to figure out a path
-If you do this, you may as well take the Barcode to this will give you the water contract, which will let you breath underwater and give you an x5 Water from your office Water Cooler
--You will want at least a few Ink Cartridges and Pencils for the following area, just in case. The Glowsticks from Doshi are a necessity in my opinion, so make sure you have them, they can mostly replace the flashlight as a light source, except for when you are in complete darkness, which is rare except for the Boss
The Hive 2: Electric Boogaloo
Going to meet the Dot Matrix
>Now, head south from the elevator and speak with the employee that just spewed an impressive amount of blood. He will give you a short message, after which you should continue south into the fog, following the blood trail (it would look great in a children's hospital, because you know, colour theory)
>You will enter a new area, full of poison gas, but that doesn't matter to us now! Head west and press the blue switch to move the nearby cubicle down. >Continue south and crawl under the right side of desk you just moved, and press the next blue switch
>Now there is a new enemy in this area, Poisoned Employees (PE's), who damage you by spewing on you, but they only direct what is directly in front of them. So as long as you stay behind or to their sides, they won't attack. They also won't attempt to seek you out if they see you, but some move in a set pattern, so you have to find a safe path around them, or wait for the opportunity to sprint past. You will also be able to push them around, which is necessary for getting past a few of them and clearing areas
>Go south and around the first PE. Crawl under the table and then push the next PE west until you reach a small open area with the next blue switch to the north, with a mine in front. Destroy the mine, and push the PE's around so you make a clear path to the blue switch, press it
>Return east and north to where the first PE by ducking through the middle desk
>Go east to the next area
>Crawl under the desk to the south, then go west, avoiding the rotating PE, then crawl under the next desk to reach some filing cabinets that contain The Weary Human Face VHS tape in the left one
>Next you will want to go north, push the PE right in two goes past the just hanging-by-a-thread employee to get to the next switch, press it, then sprint back to the junction
>Talk to the employee, who for once won't be about to bite you, and learn the race is about to start
>Go east where you'll be met with a wall of PE's. You can avoid them by pushing one forward to give yourself a gap, go behind another PE before the one you pushed turns around, and then dive through the gap
>In the next area you'll find another blue switch. North of the switch is a Photocopier, this is the last chance you'll get to save before the boss, so do it
>Activate the switch and go east, but be aware that once you do, you can't go back the way you came from, so make sure you collect everything you can first to avoid having to come back to explore for items and save first

The DOT MATRIX
-This suspiciously large area is exactly what you think it is, but until you activate it, the boss won't appear just yet, so familiarise yourself with the area, just don't open the cupboard in the top right corner before you're ready. There are PE's along the walls, but unless you get very close, you shouldn't really worry about them.
-To the north, next to the coffee machine is a filing cabinet with 3x Glowsticks, near what looks like the massive broken Photocopier in the centre, is a cabinet with x3 Glowsticks

>You will notice these odd rectangles on the ground, these will come into play during the boss, so clear any obstacles around them, and drop some glowsticks next to them so you can find them easily. Hold (E) to do so. There are 7 rectangles in total, but there are 7 glowsticks you can find in the area if you didn't talk with Doshi first. So you should be fine
-If you have extra, use them to note tables you can hide under, I also put one next to the PE that’s hiding one of the circuits
>Head northeast, in a doubledoor cabinet, you will find Kate, but only do this once you're done looting as this triggers the Dot Matrix
>If you talked with Doshi earlier, you will have an idea about what to do. But these are some points to keep in mind
  • Do not sprint, it's better to walk or hide if you hear it nearby, otherwise it will notice you and head directly for you. If you do sprint, immediately hide after
  • The Dot Matrix (DM) moves in a big circle, to start it goes clockwise, but it can switch directions if it managed to spot you but you escaped
  • Despite what Doshi says about it's sight, the DM is entirely able to spot you in the dark and chase after you
  • If you duck under a table within view of the DM while it's chasing you, it will spill a pool of poison underneath to try and flush you out. This pool spreads, but just try and stay out of the pool but under the table and it will eventually fade away
  • If the DM manages to grab you, quickly open your inventory and use and Ink Cartridge. If you don't have any left, or aren't fast enough, the DM attack. Two hits in succession will kill you. Successfully doing this will force the DM to toss you a short distance away, and you should immediately find a place to hide until it loses sight of you

>Your first task is to go to where the DM used to be in the centre, and grab the switch button where the DM used to be. What you need to do is Use the Switch Button on 3 of the 7 circuits, while avoiding the DM. You'll know you got the right circuit if the cubicle to the north moves, otherwise you'll hear an error noise. Once you Use the Switch Button on the third correct circuit, the cubicle will move completely out of the way and open up the escape route out

Notes:
-The correct circuits change each playthrough
-One of the circuits is blocked by a PE, move him out of the way
-Either follow right behind the DM, or go anticlockwise around the room to best avoid it and know it's general location-directly in front of you or far away. Once you pick a direction, stick to it so you don't lose track of which circuits you've tried. If you are using you can alternatively pick them up as you go


>With the exit opened up, you need to head north, but the DM is still actively wandering around, so you need to avoid it as you go. Duck under desks to hide as it goes past, and point your flashlight around to get a good view of the area before continuing onwards. Exit through the escape route to the north to the new area. When Brian starts a dialogue, you're home free
>Once you have control of Brian after his monologue, use the Screwdriver on the DM, this let's you move it around the pool when you interact with it. A new cute lil buddy for the next tiny section

Controls
Clean = West
Out = East
Inject = South
Select = North
Print=Prod


>The task here is to use these commands to move yourself to the ladder north, but first, move east to the filing cabinet which contains the Dot Matrix Manual. You will need to use an Ink Catridge on the DM to unlock the Print command which will allow you to poke things out of the way
>Head up towards the ladder, right of the floating body, and Use the Print command to make entertainment for the grossest childrens birthday party, then move in front of the ladder and climb out of the pool
>Go to the northeast corner and interact with the drain valve, once the pool is empty, investigate the skeletal remains that were apparently lying on the bottom. Climb back into the pool and interact with the skeleton that's just decked, to receive R.Corvo's ID Card
>Exit the pool to the southeast and you'll find yourself on the 2nd floor in the lower right corner.
>Go left and then go through the now available doors. Continue left until you see a shrine. Make an offering. Leave
>Head north towards the elevator, once you enter you will automatically return to the 5th floor and have some scenes to watch and a certain someone to boot out of employee of the month. Mmm Delicious
The Golden Key
or a Short Intermission Because I Was Already Over the Word Count on the Either of the Two Sandwiching This
A Golden Key
>Your almost escape with Kate now foiled, head back to office E, ignore Hugo being a a brat, and interact with your computer, then examine the double door cabinet beside it
>After that you will have a discussion with Sosa, and if you ask about the metallic card, she will say it was what Hunters used to be given
>You can get a Videoclub Misterio membership card from her, joy? You can also get some information as well
>When you're done, if you go into Sintranet, you'll find Sintra isn't there, so instead you should use R.Corvo's ID on the computer
>You will enter a similar virtual world, but it's completely glitched. There are 3 corrupted emails lying around on the pathways, as well as one flying around the area, and you will occasionally run into a corrupted version of Sintra who will give you a code. This code is randomised. You want to listen for a sort buzzy noise, which will tell you your close to Sintra
>The flying email will say At the girl's grave if you can catch it
>Head Down-Left-Down-Left, stop at the fork, go left two spaces, and walk down over the invisible path. Check out the area, and if you like you can also search out Rei’s ghost here
>An easier way is to just go to east, where the ghost of Rei is clearly visible, not basically invisible like she is in the other area. Once you have an idea of where she will go through on the far right, exit and reenter Corvo's Sintranet and then camp it until she repasses and talk to her for a short scene
>Alternatively, go out through the "glitch" in the path to walk in the red area. She can also be found wandering around in here, but I found the previous method far easier. The invisible wall disappears in the southwest area, along the bottom of a horizontal path, and a few steps past a vertical path
>There is nothing else you can do from here so you will want to follow up on that code you just received. Make sure you have at least 1 pencil first, and if you don't understand the code, maybe Doshi on level 2 can help you?
>He isn't very helpful, try the elevator
>Go to the elevator and press the bell 3 times before entering the codehe isn't very helpful, try the elevator
>You will land on an unknown floor, n head right, take out the mine as you go
>Use R.Corvo's ID Card on the device beside the door at the end. Once your inside, grab the Golden Key dead ahead of you

Decision Time
This is a key point that significantly alters the second half of the game, so before you decide on the route you want to take, complete this checklist and then make a save. Note the save for later, so you can get the other set of endings without replaying the whole game
For the Second Route, go to Stealing the Athame Early section

REMINDER: After a point in this next section, some areas will be completely changed and others inaccessible, do any needed backtracking for collectables now
AGAIN SO IM ABSOLUTELY SURE after completing the following section, either way, there is a massive change to the Sintracorp building, and many areas will become inaccessable, so first lets do a checklist of missable items that can't be done after this point
If you have missed something, but are past this section I CANNOT HELP YOU

Activate all 3 Shrines to A.M. Cost's 5 Credits each to activate
  • Far western side of the Canteen on the 1st floor. Require's Screwdriver to fix, use from Inventory
  • Inside the Residences hallway on the second floor. Go south from the elevator, and then west at the wall. After entering through the double doors, continue west until you reach the shrine
  • Same hallway as the washrooms on the 5th floor, just keep going west
Complete the Initiation Test on the 2nd floor and the Security Room
Visit Swery’s Bar and gotten the Empty Beer Bottle for the Water Breathing Contract

Get the Flashlight upgrade and Lantern by trading in both Electronic Piece’s with Doshi on the 3rd floor I.T. Department
Have the Water Breathing Contract and the Cocky Contract(if you want the latter)
Get the VHS Tapes and Cassette

-Blood Trail and Weary Human Face from The Hive on the 4th floor
-Voice Cassette Tape in a chest north of Dot Matrix's Lair on the 4th floor
-Chrysalis from the Box Storage Room in the 7th floor Archives
-Follow a Cat through the Woods from the hidden area just to the northwest of 8th floor Garden Elevator
-Lost Tape #1 from the far left room in Videoclub Misterio
-Lost Tape #2 from the river south of the Forest Goblin
All 9 Familiar Illustrations
Cardboard Boxes

-4 on level 7 in the archives, box storage
-5 on level 8 in the forest, south of the fireflys
-6 from Mappy's store on level 5
You need to grab at least 2 of these 3. There will be another box available in front of the shrine on 5th floor
So, if you've completed these tasks, let's continue onwards to the first set of endings
FINAL WARNING
First Route: The Graveyard and the Party
Sintra Family Cemetery
Why is a Whole Cemetery Up Here Seriously
>Go north towards the locked gate blocking the way to the Sintra Family Cemetery, examine the gate to use the ~Golden Key~ automatically
>You will notice a familiar little owl flying north, follow it up
>northwest there is a broken fountain, use the Sleeping Pills on it from your Inventory
>Head east, there is a chest behind a gravestone containing the Apparition . The gravestone is the one large one directly behind the cross that is fenced
>Examine the mausoleum, there is an angel missing a red eye on the door
>Next head for the tree to the side of the Mausoleum, and the owl will fly away from you. It will then go for a gravestone to the south, chase it from there and it will head for the fountain. If you didn't put the pills in or you scared it away before it could drink, then the owl is back at the cemetery entrance, shoo it from there and repeat the cycle
>Once it takes a drink, the owl will become drowsy and fall asleep. Examine it and answer [YES] remove the owl eye...sorry...
>Return to the door and Use the Owl Eye from the Inventory. Enter the Mausoleum, and then interact with Rei Sintra's tomb. Answer [Yes] to desecration of the dead, and open the tomb and you will find some familiar Jingle Bells inside, but no body?
-If you activated all three Shrines to A.M before this, then you'll get some neat and VERY expansive backstory once you try and leave the Mausoleum
>Leave the Cemetery and return to the Elevator, where you will be jumped by Rostov and forced to go to the Canteen on the first floor to help with Hugo's "Surprise" Birthday Party preparations. You won't be able to leave the area until then. Yay
-There is not way to avoid Rostov here
Hugo's Birthday or But He's Tried To Kill Me Twice Now?
>Ah, it's so nice to be doing something normal, unfortunately, it's for Hugo, which puts a bit of a damper on the whole thing
>This section is just get the items, and then use them where necessary. If there was a section that needed adjusting it's this one honestly, it will be tedious but it could be worse
>Once you've spoken with all the main people here, then Rostov will tell you to place the balloons around the room. Use them (from the inventory) on the pink weights with hooks in them
>When you're done, Kate will ask for help with putting out the glassware (from the inventory). Go to the east of the room where the massive table is, and use the glassware on both sides to set it out
>During the following scene however, you will learn the first names of the main characters, you need to remember them if you want to complete a sidequest later on

Irina Rostov
Catherine/Kate Hicks
Marta Sosa
Jenna Malone
Anthony Chapman
Inay Doshi


>Repeat the action of the glassware with the dishes
>Rostov will tell you to make Cheese Sandwiches, and Sosa will cough. Talk to Sosa first, and then make a break for it
New...person: Mr. Spader
>Foiled once again, this time by a new character, called Mr. Spader, and now we have to teach Chapman how to make a Cheese Sandwich. Cheese is in the fridge, Bread is on the table to the left of where Rostov was sitting
>Talking to Spader will point out the uh, interesting shade of his punch
>Speak to Chapman and he will make some, uh, delicious sandwiches. Repeat what you did with the glassware and dishware with the Burnt Sandwiches
>Now the party will begin, speak to everyone at the party, (I don't like being mean but hell yeah to telling off Hugo on his b-day) especially Doshi, and then attempt to leave. Watch everything go to literal hell BECAUSE HUGO IS A BRAT WHO OUTED US
>5 out of the original 6 friends you had at this party are still present, all of them have sustained horrific injuries and are in varying states of mental ♥♥♥♥♥♥♥. But their wounds will help you identify them later on, so make a note of what it is for each of them as you did with the names
-You can come back for the glowsticks later, for now leave them there
>Now that She is here, She will try and begin to move towards you, at this point She will mostly stick to the centre, so just run on the opposite side of where ever she appears.

Mouth-Irina
Eyes-Marta
Middle-Jenna
Splattered-Anthony
Ears-Inay

>Speak to Doshi beside the Shrine, go to the elevator, and then return to Doshi to get his help. He will try and get the elevator running again, but he needs you to keep shining the flashlight on him while he's trying to hack it
>The goal is to keep your Flashlight pointed at Doshi throughout this. This would be fairly simple, if not boring, if you weren't being chased down by a massive Child of the Witch. Your friends are also being turned into creepy cocoon-like things that will crawl around the Canteen, Fortunately they won't actually hurt you, but they will indicate where the massive one that will harm you might be. If they're close, she's likely to be nearby. She causes a huge amount of damage if she is close to you. White markings will appear when she's closing in on you, so move to a different spot when that happens
>The idea is to lure the Cursed Child away to the west side of the canteen every time She starts getting close to you. She is invisible most of the time, but occasionally She will appear so you can tell how far away She actually is. Once the telltale white markings start flashing on your screen, run back to the elevator and hold the light for Doshi, who apparently couldn't take his lantern back or hold a flashlight in his teeth
>The main tactic here is to wait for the slight white flickering, move left a bit, then rinse and repeat until she's as far left as you can get her. Then, loop around and run to the elevator
>The cocoons can block you, getting you hurt, try and avoid that
>The more cocoon's there are near you, the faster she seems to home in on you
>Once all the lights on the display are lit up, Doshi will give you his keys, and you'll automatically jump in, try to select a floor, but it doesn't matter, you have no choice's left
>The Elevator will travel as it pleases, while it does this you need to avoid the bloody spikes that will appear from the floor, you will be able to see where they are a bit in advance.
>Keep dodging generally until it's starts crushing in, then start hovering around the top until you can take the hand of the NPC you might have seen before on 4th floor
New Coworker: Mr. Marshall
Hanging on a Prayer
>You'll be hanging from a rope next time you see Brian. use your left and right input to slowly alternate going left and right, so Brian can swing to the emergency ladder on the left, once you are close, hold left and he will jump on. Try and be quick, the tentacles slowly rising will kill you instantly if they manage to grab you. Which means redoing all that. Again
>Climb up the ladder to be beside the air duct grate, then Use the Screwdriver to open it, then go in. Head east following after our saviours trail, which is relatively straightforward aside from some obvious dead ends, or minor goodies.
> Directions are, Left-Right-Down-Right. Quickly, quickly now, She is Directly behind you
>The choices in the following scenes do not matter
>Buckle up kiddos, the real Yuppie Psycho (1) starts here
Back to Work or Hugo is Bad and No One is Surprised
-You can tell where the cocoon’s/your friends are as there will be a creaking noise that you would have heard in the cafeteria when the witch got close. This will give you a hint that tell you if you are in the right area. If you have the Athame, when you are near a Cocoon, as well as the sound, you will be prompted that Brian "feel's something inside the briefcase", the Athame will be glowing, this will also help prompt you. However, I wouldn't suggested picking it up unless you've gotten to the Fired ending, as well as the bonus credit attached to not having it
-Using the Athame instead of the plastic knife is exactly the same, except for that you don't have to tell your friends their names


>After escaping that eventful birthday party, Brian will wake up in Office E. South of your computer is a note from the U.S.S.R. Access Sintranet, you will find the destroyed remains of Sintra and a scrawled message across the wall. There's nothing you can do there, so head back to the office, and I'd suggest you save now. The image might look a bit different though…
>Use Corvo’s card on the computer to enter his Sintranet, and go up and right
>Head towards the cocoon with bleeding ears and use the plastic knife/Athame
>Answer: Inay
>Via the vents in your office, go to the 7th floor (if you only have 2 boxes, exit the room and go just left of the washroom,. A cardboard box will be there)
>In the room where Mappy was before (Furthest to the west), use the plastic knife/Athame on the cocoon with bleeding eyes
>Answer: Marta
>Leave Office E and go west to the elevator, which has been blocked off by fallen cabinets
>Look out for a familiar fellow, who will be patrolling the floor from this point on. You might recognise them from such encounters as when you got tricked into going into Office D by Hugo at the very beginning of the game
>If it sees you, it will charge at you, but you can easily avoid it by just moving out of it's way then going on your merry way, or hiding under tables. But if it hits you it will take you down by half your max health
New Coworker: Col. Dadamont
>Go north, in Office C you can speak with Col. Dadamont, who will encourage you to seek out your friends, and tell you to call their names to save them. Just east of Office C is a briefcase with the Fired VHS Tape. Continue east to Office D, which will be open
>Check out the area behind where it was to the far north and west
>Use the plastic knife/Athame on the cocoon with the bleeding Mouth
>Answer: Irina
>Leave via the vents (or through the door, I’m not the boss of you)
>Go directly west to the 5th floor washrooms, just in front of the A.M shrine, and use the air duct shortcut you made earlier to speak to the Forest Goblin on the 8th floor. Speak with him to update Brian's next objective: Get to the IT Department on the 3rd floor
>Before following up on that, head south towards the river, and use the plastic knife/Athame on the cocoon split down the middle
>Answer Jenna

-Now, the elevator is no longer available to travel between floors, instead you have to make use of the Emergency Exit Stairwells that can be accessed by the unlocked doors, typically placed on the far west of most floors. The 5th floor Emergency Exit is to the northwest of the floor. Left of vending machine

>Now you have a sort of inbetween area to travel to the different floors. There are patrolling mines now that you need to be wary of, they run on a predetermined path, so just go around them, or take them out if you're impatient
>Go down to the 3rd floor and head for Doshi's room, you need a head for the android, but where would that be?
>Head back to the stairway and go down to the 2nd floor, head in and you will arrive out at the middle left door. Go east towards the Initiation Room, and then go in
>Use the plastic knife/Athame on the cocoon splattered in blood
>Answer: Tony/Anthony
>Leave the 2nd floor and head for the 1st floor Canteen where that amazing party was held, enter the Canteen, and head east towards the Elevator so you can grab the Yuppie Devil disguise off the body in the centre of the pentagram. You can also grab the glowsticks, if you want, as well as use the machines to make food if you can
>When you are examining the man in the Yuppie Devil costume, there will be a note in the pocket saying "The entrance disguise is the Yuppie Devil"
>Exit the 1st floor and go back to the stairwell, then walk all the way up to the 9th floor
The Devil Wears a Dead Man's Suit
>Once you get to the 9th floor, head all the way east until you get to the intercom, then change into the Devil Suit from the inventory and then you will enter the new area. You will not have access to your inventory here, so be careful
>Head north and speak with the receptionists, they will hand you a pamphlet for the exhibition. After thanking them, head behind them and up
>Now this bit seems a bit tricky at first, but once you have the layout figured out, you'll be relatively fine
>After you go behind the receptionists, it's a set space with 9 art installations set up with walls, so you don't have to worry about getting lost
>There are 3 wings on each side, with 3 paintings on each one. There are 2 in the centre, one with Sintra's head in a glass case, the other with a non functional Dot Matrix above it. At the very top is a empty painting, with an unhung empty painting leaning next to it
>Basically this ♥♥♥♥♥♥ drawing is the layout:>Examine the painting with red marks dotting the floor in front of it. Interacting with the Lady in Red will cause damage, maybe don't do that again.
>Examine all the other paintings, This will break the barricade around the Dot Matrix, which is what we want don't worry (It doesn't seem to require all of them being examined, but I'm unsure of how many exactly)
>The Lady in Red will cycle between the 4 empty paintings in the gallery (excluding the topmost left set, and the bottommost right set which are filled upd), she will do this every time you interact with a painting beside her, this is important to note
>Towards the north is a red cocktail on a table that will replenish health so use that if you feel you're in danger, and an unhung painting. Grab the empty painting
>Next head east, there will be a blank spot in the centre, interact with it to hang up the blank painting, then search out the Lady in Red
>The goal here is to warp her to the solitary painting to the north at the far end of the gallery
>Now depending on the side you interact with, the painting will go to a different spot
-If she's on the left, examining the painting to her left will cause her to travel up or down on the left side, examining the painting to her right will cause her to switch to the right wing. The opposite is true for if she's on the right side of the gallery

Answer:
Right, Row 1, Left Wing "The creature's skin was whitish."
Right, Row 2, Right Wing: "Method"
Left, Row 3, Right Wing "Olivier"

>When the painting is in it's rightful place, you will have a short scene with Mr. Spader. Your answer here doesn't matter but he will give you the Sintra head, and then follow you to the entrance of the gallery. Drink from the cocktail to top off your health, and then head own
>If you broke the barricade around the Dot Matrix earlier, then you can grab the Office Party VHS tape on the walk back down from the briefcase
>Leave the exhibition, you will automatically change clothing and Sintra’s head will be floating behind you. Return to the stairway and head back to level 3
>Lead Sintra’s head back to Doshi’s lab all the way down on the 3rd floor. The head will automatically reattach itself and a short scene will play (Rei is adorable and I would kill for her)
Sintra, Rei and Domori (Oh My!)
-From this point on, it's the first route's endings time. I'd advise doing them once you have everything done, but before you say Yes to Sintra in the lab, so you can minimise having to repeat things. Before saying yes should

-Have either used the Athame or plastic knife on all 5 cocoons. The result is the same regardless, but the former doesn't require you remembering the names. But will lock you out of some endings
-Have 9 VHS tapes

-Have all the Familiar Illustration's

Ending: Fired
>Sintra will ask if you're ready, say nope, and get going to the 10th floor buddy it's a long walk
>Save as you go up, ou need the reload point, and then just continue to the 10th floor, then walk forwards to talk with Hugo, and at the end of the discussion, you'll receive a Dismissal Letter from him, as well some slight backstory on Hugo himself (still deserves a punch though)
>There's nothing else you can do now, so you need to go all the way back down to the lobby. And you still have to avoid the sentry. Thanks Hugo, you're a real p...each
>You are now free to leave the Sintracorp office building forever by leaving through the entrance you started the game at
>And now it's time to reload!

Optional: Stealing the Athame
-Having the Athame means that you will get a credit sequence you wouldn't have otherwise, but you need to complete the Depth's sequence twice, one without the Athame, and one with
>Now as entertaining as it would be to just hit Hugo over the head with a pot, you need to get the Athame through stealth means
>Head to the 10th floor just like you did before, but once you enter the room, DON'T go all the way north to confront Hugo, we're gonna be stealthing this, and for that, you need to get the remote, which you can find between the elevator and the CEO's desk on the long table, in between the 2 sofa's
>Use two batteries from your Inventory to get the remote working. Brian, our lovable idiot, will automatically turn it on, which isn't the best timing for us. Don't worry though, just run east and hide under the long table while Hugo walks down to turn the screen off. When Hugo is back at the desk, head back for the remote and wait there
>What you're waiting for is Hugo to leave the Athame out on the desk, the timing for this is when he's making those "croaking" (quacking) noises, not when he's bouncing about. You need to turn on the television while it's out to startle Hugo, so he'll forget the Athame on the desk while he goes down to turn off the screen
>As soon as you turn on the screen, run east and dive under the long table. Crawl under it until you face to the north, as close as you can get to the CEO's desk without standing up
-If the Athame isn't on the desk, just keep repeating these steps until you get the timing down
>While Hugo is on his way down, quickly run out of hiding, grab the Athame, and run west to duck under the nearby table, then crawl south. Keep going south and then crawl under the next table
>Now sprint for the Emergency Exit (the door to the very south you entered through) BEFORE Hugo gets there
>Head back to Doshi's lab

-Now, this is the point where your accomplishments up to this point will lock you into an ending. Stealing the Athame locks you out of getting the Fired ending and one bonus credit scene, and missing the final friend will lock you out of one ending
-Make sure you have bought the Water Breathing Contract from the Forest Goblin if you did the Initiation as it will make the next section a piece of cake. If you didn't, seek out pipes with bubbles to replenish oxygen so you don't drown
The Depths of Sintra or the Underwater Level
>If you're ready to go, accept Sintra's offer
-If you took it from Hugo, you'll bring up the Athame, and Rei will break the dagger (lol). But at least Hugo can't have it?
>Next she'll take you to the 2nd floor Residences to the southwest. Once you have control again, attempt to leave the area, and you'll discover the door has become a wall. Follow the door Sintra went through, then examine the north wall inside of the room, on the right hand side. A familiar symbol should appear in red
>Continue north of the new area, and I suggest saving at the Photocopier here
>Jump into the water and head east until you reach a T-junction
>Go south and then east at the T-junction, stay at the top of the passage to avoid the spiky coral trap and keep going until you get to a fork
>Head south, it's longer, but there's a VHS tape on the way and less mines
>Follow the south park until you hit a fork, go east, destroy the mine and then open the briefcase for Mom & Dad VHS tape, the last one you can find!
>Continue north along the path, sticking to the west to avoid more coral spikes
>At the next junction, you can go southeast to refill your oxygen, but you need to go northwest to the next one
-To the west is a pencil in a filing cabinet for the VHS tape if you need it
>Head north past the oxygen supply to the last T-junction, go east. Bait the spiky coral, then wait for the spiky coral to retract their spines enough, and then quickly continue to swim east to the new area
Nest of Vipers
>Continue going east, and follow after the white snake. Once the white snake bites you, you'll be transported to the Hive, now underwater, with a bandage wrapped around your noggin, the final area of the game! The photocopiers don't work, even if you use Witch Paper, so ignore them

-Avoid the PE's who can still harm you, but the key danger here are the white snakes, who will take a sense from you every time they bite you and make it more difficult to move around/get the clues for the other ending. You will know you’ve messed up if the object is not interactable/has different dialogue
-Some objects are false, and if you get close to or interact with them, they will become white snakes and chase after you. If you are careful you can avoid them for a bit as they move fairly slow
-The false objects are randomised, the possible objects include Vent, Photocopier and Briefcase. Typically they are located around the codes themselves

Sense
Causes
Nose
Your oxygen will be smaller
Ears
Mutes the game audio
Eyes
You will be unable to use your lights
Mouth
Can't restore health
Hands
Can't interact with objects

-The table is in order of best to worst senses to lose, however eyes and Mouth are switch able
-If you don't have the Water Breathing Contract, pick the nose (lol) 4th or second to last


>If you do get bitten by all 5 snakes, you will be transported to a rather unsettling area, just head north and Sintra will come to the rescue. After that the game will continue as usual, however you will be locked into the default ending
The First Route Finale's
Kate's Ending: Stay With Me
-In this ending, you need to rescue Kate at the very bare minimum
>First head west from where you started, and look for Circuit on the ground, like the ones that were in the Dot Matrix's Lair
>Use the Switch Button in your inventory on it, to move a cubicle to the east out of the way
>Head northeast to the wall where the next Circuit is and use the Switch Button on that. This will move a cubicle out of the way and reveal a briefcase to the southeast. Interact with it to grab the first bit of the code
>Go around the mines, then grab next part of the clue from the right filing cabinet, the one just in front of the spiky coral
>Go northwest to two photocopiers in front of two vending machines, use Witch Paper on the one to the right to get the next part of the code (if theres a snake, there will 3, its the upper Photocopier)
>Swim to the north wall where you'll notice a bunch of air duct grates. Go for the one above a tower of fallen cabinets, third from the left, then Use your screwdriver for the next piece (if there's a snake its the lower vent)
>Go to a filing cabinet on the far northwest corner for the last part of the code
>Now head back to the elevator and ignore Mr. Devil, and enter in the code you should have now into the elevator keypad, as you did to get to Corvo's Office

Code: Bell, Bell, Bell, 2, 4, 6, 8

>This will warp you to a hidden area, head towards the familiar figure ahead of you and use your Plastic Knife on it (occasionally it will glitch and disappear, just use the Plastic Knife near the northern wall) and then tell the last Cocoon, the "Witch" from the Canteen Party, its name
>If you rescued all your other friends, then the answer is obvious as it will be the only one left. But otherwise, the answer is Kate. Whether you get the answer right or not, you will still be forced to leave the area
>You will appear with Sintra in the Serpent's Lair. After the dialogue, run past the Serpent and Sintra, and interact with the Serpent's body to climb on top of it, and then run along the body until you get to the entrance of the den.
>Get as close to the cave as you can, and climb up onto the Serpant for minimal slidings
>Press E to climb up onto the cliff, then Use the Jingle Bells from your Inventory while standing next to the large crystal containing Rei Sintra
>Domori will wake up, and you will see how she lived with the family, and how things became like this
>After the scene on the 10th floor, where Hugo brattily smacks us (would appreciate less psychopathic laughing Rei), speak to everyone in the lobby, then interact with the emergency Stairwell to view Kate's ending

Sintra's Ending: Back Home
>This is the default ending, and can always be achieved by leaving the Sintracorp lobby via the entrance after the 10th floor scenes

Bonus Credits
The Bonus Scene after the credits is based on whether or not you stole the Athame Dagger from Hugo on the 10th floor
Second Route: Ruining Hugo's Birthday
>Head to Level 5, and examine the pot plant, it's just to the right of Office C, in a corner
>You will receive a Bloody Key! Yay!
>Go to Office F and use the Bloody Key on it. Enter the room and then duck under the table to the right until you can stand and then go through the door to the northeast
>Puzzle time!! Here you need to use the button you received during the fight with the Dot Matrix on these buttons, each interaction will cause the cubicles to move
Button 1 = Moves Cubicle 1 and 2
Button 2 = Moves Cubicle 2 and 3
Button 3 = Moves Cubicle 1 and 3
The buttons at the top make it so that cubicle won't move

Answer: Go up and press the first button, go down and press the third, go up and press the first button, go down and press the first

>Head through to the NEXT room, and go up to the top left where the broken security camera is. Use the camera from your inventory on it to repair it
>Examine the computer next to picture, and then examine poster itself, a symbol will be there
>Leave Office F, you can follow Brian's suggestion, but there's no difference really if you do or don't, just minor dialogue changes
>Go back to Level 3, and then the security room, go to the right and through the vent that goes directly to Security Camera 5. Examine the monitor and watch the short scene
>Super-Toad is gonna do a villains monologue and conventiently tell us the answer
>Return to Level 5 and Office F, and go back to Corvo/Hugo's hideaway (grab the key first if you hid it)
>Head on up to the poster and examine it, Brian will recite the phrase we learned via the Camera and a crack with a sparkle will appear. Say [YES] to taking it
>You now have the Athame Dagger
>Oh DAMN, run for the cupboard and hide!
>Hugo is going to follow a set path, turn off your light, exit the cupboard and head down to where you can just see him. Wait until he heads right and then run for the table. Wait for him to pass by you again and then go through to the next area
-If your light is on you will have to restart from the cupboad
>Turn your light back on and head left, there will be three mines, stick either dodge around them or take out the lower one as you go along the bottom
>Leave Office F, return the key to the potted plant if you like. It's good to return what you've borrowed
>Head for the elevator and enter, Rostov will accost you. APPARENTLY Hugo has been MYSTERIOUSLY indisposed...wonder what could have happened…
>Rostov will do a cheap shot and leave Parsnip to break the news, when you have control, go about and talk to everyone you can. Say [YES] to coffee with Kate when she asks
>After Rostov's incredible peptalk, you will go to the elevator with Sosa. Turns out all the level's are blocked...except the 2nd floor. Kate is going to be the most amazing person once again. Go to the 2nd floor if you're ready

Fixing Your Glasses or Brian Should Have Considered Contacts Today
>Exit the elevator and head to the south, or your left is the Family Residences, head in
>Go up to Room II, use the Athame from your inventory (you can also do it on the other doors for funsies). Head in. Kate will help with the next one, because she is bestie. You will then go left to the ash pyre room. A crack in the wall will appear and then...of course, Hugo will show up. He will take back the knife and then also break your glasses (the hell dude??) and then everything will go bad again
>You will wake up, badly damaged and with blurred vision, Kate will still be unconscious. Once you have control again, you can heal yourself back up if you like. Go through the crack to save at the photocopier
>Leave the pyre room, and go right towards the room you were going into before you got distracted (if you head down, there will only be a wall)
>Inside will be a (blurred) house. You want to go to the end of the hallway, through the door, and go directly left into the bathroom. Then up and to the right towards the medicine cabinet, you will be prompted if you want to open it, say [YES] to recieve the Ducttape and leave the bathroom
-There are lights on the way, turn them on if you notice them
>Head to the door across from you and examine it, Return back to the other section of the house
>Go down until you reach the hallways with the large doors, go through and head up and to the left. Lit up in the top left is a workbench, interact with it to fix your glasses
>Since you can (thankfully) see now, you can actually explore the Sintra Residences

Note:
-In the upcoming area, Rei? can and will wander into any room at will, if there is a place to hide then assume she can come in. Keep an ear out for the sound of the door, and duck under a table or in a cupboard or behind some curtains. This seems to happen if you spend a more time than usual in one spot, or are repeatedly doing something. There is Candy located throughout, use this when she spots you to distract her and escape
The Sintra Family Residences
>In the centre left, there will be a mix of furniture, turn on the TV. You will be prompted to turn the tuner, leave it alone for now
>Head up to the top right corner where the cupboard is, examine it to get a tea set
>Go up through the door where Kate? will be washing dishes...and apparently believe you are João. You will be told that She has hidden the key from you and one of the pans
>Use the Screwdriver on the coffeemaker in order to make some Coffee if need be. There is Candy in the bin, grab it.
-The Candy is similar to Ink Cartridges during the Dot Matrix fight. Use it when Rei? spots you, and you will have a chance to run/hide
>Open the fridge and you will recieve the Office Key...and Kate? will stop washing dishes
>A flashback to a simpler time, as you get close to certain objects, they will wiggle and glow red, bait them into destroying themselves without hitting you. You can do this by just standing near them while they wiggle and glow red
-Head back to the hall and head left, go up and left to the door that was previously locked, you'll use the Office Key on it. Inside the room will be a Photocopier if you want to save
>Examine the shelf in the top left corner for a piece of a Photograph
>Examine the table for a Cigarette
>Use the button on the circuit to open up Rei?'s room
>Go up the next hallway section, head left for the bathroom. Enter it and turn on the tap for the bathtub. Leave the bathroom
>Head up and right, then go down the offshoot toward's Rei's Room, where the door is now slight ajar, go in and to the right and examine the bed for the second Photo Fragment. Examine the table for Candy
>Then examine the cupboard with the blood at the base, turns out somebody hasn't been having too great a time since he screwed us over huh?
-Note the markings on the blackboard
>Welp, exit the room to see just exactly what you want to see in a house without people
>Head towards it and then just immediately book it back to the cupboard. You can then leave and continue your exploration
>Head up to the Master Bedroom and head right. Kate? will be sitting at the vanity, grab the plant on the table just south of her before speaking with her. Then leave the room
>Return to the bathroom and turn off the tap and leave
>Go back to the first hallway section and return to the Living/Dining room, go to the staticky TV and input the code we saw earlier

Code: Right-Right-Left-Right-Left-Left

>Next go to the workbench to examine the photograph pieces
>When you hear the noise, stop examining and try to leave the room, you will be blocked from doing so by the baby trolly
>Answer doesn't appear to matter, just run for cupboard and hide, wait for her to appear below you, and then leave, run along top of room and hide under the table and wait there until Rei? leaves the room. This is the best method I've found, but if it doesn't, run to the furthest hiding spot, and don't stay in one spot for too long
-Rei? might glitch at the table, so you could just have to take the hit.
>Once she leaves, she takes the trolley with her, so you can leave the room now
>Head up to the second hallway, you will be alerted by something, but ignore it for now and go Rei's room
>Rei? will say she likes Candy (hint hint). She will also say she's going to hide a treasure in her room. Hide behind the curtain to see her hide it in the small chest just left of the window
>Once she leaves, exit and examine the chest. You will receive the frying pan, this can be used to make sandwiches in the kitchen
>Leave Rei's Bedroom and head left and up to the Master Bedroom
>To the right of the room is a shattered picture frame, examine it to get another photo fragment and talk with Kate?
>Leave the Master Bedroom and head for the Living/Dining area. On the way there the phone will ring. Answer it and have a incredibly helpful talk with Mr. Marshall, who you may remember from the Hive and the Cafeteria. Did you know Brian gets dental?
>Head to the right and hide in cupboard. Wait until you see Rei? leaving the hallway and then run out and hide under the table across the hall. Wait for her to walk down towards the cupboard you were hiding in, and run back up to the other section
>Immediately u-turn and head down, and go out through the door (you could possibly go directly out to the entryway)
>Once in the entryway, head left for the room covered in paper signs. Examine the chest in the top left corner, and you will hear a door open, immediately dive for the cupboard and wait for Rei? to leave
>Examine the chest for a piece of Candy
>Head back to the right, but head down to see a yellow envelope chilling where the front door should be. Inside is x2 Batteries, superb
>Go back inside, and return to Hugo's cupboard, examine it and there will be a uh delightful doll left inside. Take it
-If he's still in the cupboard, try examining the photograph, you should have all but 1 of the fragments. I'm unsure what definitely triggers the Hugo finally buggering off
>Leave the room, cry a little
-Rei? will pop out of the trolleys and attack you, there is a certain path through the room to take, go slow and when you get close to any that are shaking, go a different way. If it's fallen over, it's safe. She doesn't do much damage, so you can just blitz it
>Once you get to the end the door will...go back to the other side...sigh...follow it back. The pattern will have changed, but the method won't. Go slow and avoid shaky trolleys.

>With the last piece needed in your hands, go back to the Living/Dining Room and examine the photo using the workbench. This will tell you how to arrange everything correctly
>An image of the correct placement, the red circle is where you will be sitting later on, remember it
insertimage-While you are moving things and putting them in the correct places, Rei? could walk in, leave the room, and reenter before continuing
>When you are done, the apparently not so dead radio will begin to play and Kate? will walk in. When you have control again, speak to her
>Exit the room and then hide when you hear Rei? She will mention another treasure, wait till she leaves and then examine the leaves (lmao) of the tree to the left of the door for the final piece of the Photograph
>Go inside and examine the completed picture. João will be sitting at the table and smoking. That's the missing piece
>Hugo will walk in looking a little bit worse for wear, talk to him and he'll say he's got the camera. Talk to Kate? next and she'll tell you to take a bath and change into something more appropriate. Well let's do that, nothing like a relaxing bath in a haunted house
>Head on up to the bathroom where Brian and I were not ready for Kate to waltz in
>So after that fun experience, the Devil will wake up, check yourself out in the mirror and you're good to go! You could even save!
>Return to the Living/Dining Room and then go through to the Kitchen. Use the Cigarette on the stove to light it, and then leave the kitchen
>Recall the photo, and sit in the chair facing south, first from left. To sit and have a good ol smoke. Hugo will speak up looking very very bad. Rei? Will then kiss both Kate? and Brian? then hide behind the curtains. Timing doesn't really matter
>DOMORI!! or ??? will appear, and you are controlling her. Head left and Mr Devil! Brian will appear

Fire Maze
-Surviving the maze is optional, but do your best to survive for Lore
>Go to the south east and down the path to the swing
>Go north west and enter the maze
>Go Right-Left-Right-Straight-Straight-Up for the toy ball
>Return to the beginning of the maze
>Go Left, follow the maze north to a bookcase. Kate? will then chase you. Circle the bookcase until a path opens up on the opposite side. Take the first path north and follow it around to the pool
>Avoid the employees and head to the right to a coffin
>Maze complete, scene unlocked
The Second Route Finale's
-If you don't do the following step, there is an extra credit scene that will hint towards what you have to do here

>Before going through the crack to the ending, Mr. Devil has some thing's to do. First head on up to the Master Bedroom. Use the Athame on the vanity mirror to reveal a hidden door. Inside is a control room, ignore it and leave the residences
>Go back to the ash pyre and then go through the crack. Next dive right on in
>Head left and jump up to where Rei's body is, use the Athame dagger on the Crystal containing Rei
>Your choice here, does not matter
>Once you have control of Brian, is where the ending's diverge, I'd suggest saving here

Default Ending: Goodbye
>Ignore everything and choose to leave the hallway through the south exit, for probably my favourite ending overall
-You will also get this ending if you didn't do the step in the Mr. Devil section, with an extra credit scene hinting you at what you need to do

Ending: The Secret to My Success
>Once you have control of Brian again, examine Hugo, and take the head. Return to the Master Bedroom, and then previously unlocked Control Room. Use the head on the the control panel, and choose CEO Selection to activate the card reader
>Use CHAPMAN's ID Card from your inventory on the reader to get this ending

Ending: The Boss of It All
>Once you have control of Brian again, examine Hugo, and take the head. Return to the Master Bedroom, and then previously unlocked Control Room. Use the head on the the control panel, and choose CEO Selection to activate the card reader
>Interact with the card reader to get this ending
>The cycle begins again


Cocoon's and Collectables
Cocoon Locations and Names
You can also just use the Athame to avoid the name question as well as get a visual hint to the locations, but remember this locks you out of an ending and bonus credit so leave it till the last minute if you must

Inay Doshi
>In your office, use R.Corvo's card (gained after the fight with the DOT by checking the skeleton at the bottom of the pool) on your computer and enter Sintranet
>Head towards the cocoon with bleeding ears and use the plastic knife/Athame
>Answer Inay

Marta Sosa
>Using the vents in Office E, go to the 7th floor
>In the room where Mappy was before (Furthest to the west), use the plastic knife/Athame on the cocoon with bleeding eyes
>Answer Marta

Irina Rostov
>In the office where the the filing cabinet monster was (Office D, floor 5) Head through the now opened area and check out the area behind where it was to the far northwest
>Use the plastic knife/Athame on the cocoon with the bleeding mouth
>Answer Irina

Jenna Malone
>Use the vent in the bathroom of floor 5 to go to the Forest Goblin on floor 8
>Head south of the forest goblin, back towards the river, and use the plastic knife/Athame on the cocoon split down the middle
>Answer Jenna

Anthony Chapman
>Use the emergency staircase to go down to the 2nd floor, then go to the room where you helped him get promoted (The Initiation test room)
>Use the plastic knife/Athame on the cocoon splattered in blood
>Answer Anthony

Catherine/Kate Hicks
>Once you have found all the pieces of the code, go into the elevator and enter it on the keypad, then go up to the Child of the Witch that was chasing you at the party earlier
>Code Bell, Bell, Bell, 2, 4, 6, 8
>Use the plastic knife on it (If it disappears due to a glitch, don't panic, just use the knife on on the furthest wall and it will still work)
>Answer Kate

VHS Tapes
Can be retrieved any time

From the Drain>5th floor restrooms, toilet stall, second last one
>This tape is not obtainable until the employee in there leaves, it's always open and you'll end up going through there at some point or another

Get before examining Rei's tomb
Blood Trail
>4th floor, The Hive, directly south of the photocopier and west of the Marketing Goats
>Speak to Kate first, as you will need to duck under the desk to the right of the yellow flyers, inside a filing cabinet

The Weary Human Face
>4th floor, Poison area south of the elevator, just before entering the Dot Matrix's Lair
>Duck under the desk, go past the the Poisoned Employee, crawl under another desk
>Go west, the left filing cabinet

Chrysalis
>7th floor archives, box storage room, in a fallen cabinet to the southeast corner, take out a mine to get it

Follow a Cat through the Woods
>8th floor, Garden, west of the elevator, just below the crying employee
>Go west where the flowers are, into the forest. Located in a chest

Apparition
>8th floor, Family Cemetary
>In chest behind a tombstone to the northeast, large one behind the fenced in grave

After the Party

Fired
>5th floor, Office C
>Briefcase on the floor, right of the entrance

Mr. Fileto
>3rd floor, IT, Doshi's Lab. East and north of the elevator
>Machines left of the incomplete android

Office Party>9th floor, exhibit. Examine all the the paintings in the gallery and then after speaking with Spader. The Dot Matrix will have left, the VHS is in the briefcase where it was

Mom & Dad
>Depth's section, located in a briefcase to the south east, blocked by a mine. Viewable from the main menu

Lost Tapes
Lost Tape #1
7th floor Archives, Videoclub Mysterio, last room. You cannot grab this until after the motivational meeting, when she leaves for the receptionist area

Lost Tape #2
8th floor, river south of the FG, located in the floating box where the employee was. In order to have this employee disappear in the first place, you need to speak to FG and then leave the 8th floor at least one time

Lost Tape #3
Only accessable after the party, after stealing the dagger from Office F, on the 5th floor
2nd floor, Residences to the bottom left, Living Room. Adjust the television via the tuner using proper combination
Combination: Right-Right-Left-Right-Left-Left

Familiar Illustrations
White Wolf
>Activate the shrine to AM on the 5th floor, left of the toilets, before going to HR
>Get the Sintra Family Photo from the Mouth, then return to the shrine, a employee will be sitting there, praying
NOTE: You need to speak with her at least once before meeting the Forest Goblin for the first time
>After you meet the Forest Goblin, the praying employee will be gone, but there will be an illustration in it's place, pick it up

The following need to be grabbed BEFORE examining Rei Sintra's Tomb in the Mausoleum

Rat
>This is on the CEO's desk on the 10th floor

Owl
>In the Library on the 7th floor, innermost room, on the shelves behind the cocooned Librarian

Toad
>Shelf at the Hunter's Lair, far west of the Hive on the 4th floor

Bat
>You will get a clue to this one via a post-it note on the small alcove on the 9th floor
>The clue will say Bx, which refers to the filing system in the Mobile Archives room on the 7th floor. Head there
>Inside the Mobile Archives room, move the filing racks to gain access to rack BX and just examine it to recieve it

Spider
>Located in the Mobile Archives on the 7th floor
>Behind BV is a crack in the wall. Move the top right set of filing racks down to expose the crack
>Examine the crack to recieve it

Raven
>Located on the hidden floor with R.C's office with the code you recieved from Sintra in his corrupted Sintranet (Use his card on your computer to get it)
>Fallen filing cabinet to the left

Cat
>Located in Office E, 5th floor
>Examine Sosa's cubicle whenever Sosa is not at her desk

You will need to acquire the Poison Contract from the Forest Goblin to safely get this last one
Snake
-In the Family Residences of the 2nd floor, bottom left rooms, far left side on the table. Examine to get
Thanks and Final Notes
First of all, thank you to the Dev's for making such an amazing game, one that I was so deeply invested in that I spent all that time originally making this guide for version 1.0, and then redoing it all over again for the update (even if it was a year or so after release, so sue me it's been a year)

And of course thank you to everyone who used my first guide and found it helpful, or even not helpful, as well as the people who donated (???) steam points to it as well. The corrections were very helpful, later ones annoying enough they prompted me to actually remake this somewhat (also new meds and my procrastinating personality needing something to focus on so I don't have to do the thing I need to do)

This entire thing was a massive labour of love, it took me days the first time, and days again this time around. I've attempted to make it so that you will be able to experience thing's as they are meant to appear, even if you are using a guide, so that you get the most of the extra bits and pieces I can give

A word doc version of the guide is available here[docs.google.com] however it won't be as up to date as this steam one as this is easier to edit on the fly, i'll try and remember it exists though and at least not delete it

I will be uploading the Items guide separately this time, as I feel that will work better, and this guide is a mammoth as it is (50 pages in the word doc...not including the Item's section which is 15,,,,help)

And finally, if you found this guide helpful and have a moment to spare, consider rating the guide or dropping a thanks in the comments! Or don't! I can't tell you what to do

Stay safe, wash your hands and get vaxxed friends

Also Free Palestine, Sudan, Congo and Hawaii
22 Comments
<flashmoZZg> 28 Dec, 2024 @ 5:04pm 
Apparently there is a a note if you interact with Domori's "ghost" in her room (new route) before she disappears. Anyone know what it's contents? Wasn't fast enough.
Onibi  [author] 12 Dec, 2024 @ 12:49am 
@kuriboi sorry for the late reply, I'd check the discussions for if a similar bug has been mentioned and if it hasn't/the report isnt recent, then do so
Kuriboi 22 Nov, 2024 @ 9:59pm 
currently trying to get all endings/achievements. I reached the part where I give Doshi the red electronic piece for the flashlight upgrade, but after I gave it to him my flashlight bugged.

It thinks it's equipped and refuses to unequip. Shoulder/Trigger buttons on the controller don't work either. My only lightsource now are glowsticks :lunar2019madpig::battlesfacepalm:

I wanted to get the achievement where I beat the game without saving soul once. While no flashlight is genuinely infuriating I might tough it out and attempt beating the game without it anyway.

Is this bug worth reporting?
Камин Корабликов 11 Feb, 2024 @ 3:09am 
@jay i think the 14th extra is the episode of a horror show you can watch at the bar in the Hive (4th floor). i can't recall at which point of the game exactly you have to visit it, but for me it was just the second time i went there
TommyGun 6 Nov, 2023 @ 10:28pm 
How can I get boxes if I only have one at the moment of saving my friends? :( I can't go to the 7th floor
Sky 20 Oct, 2023 @ 8:51am 
*invincible
Sky 20 Oct, 2023 @ 8:50am 
In canteen section you can become invisible while shining if you try to eat something while full (just don't touch anything and keep the dialogue active)
icaruswings 18 Jun, 2023 @ 7:20pm 
The canteen section after the party can be dealt with by shining your light at the witch until she teleports!
jay 5 Feb, 2023 @ 5:14am 
heyhey, just finished getting all the endings but saw in the extras for video club misterio that there's supposedly a 14th one? anyone have any ideas on how to get it?
karlcalv 21 Dec, 2022 @ 8:40pm 
Thank you for this! I've been enjoying the game so far, but I got stuck after Big Brother. Apparently I missed that item at camera 5.