The Training Facility

33%
Guide Progress
  1. 1

    Getting Your Bearings

    Main Hall & Meeting Room

    You surface in the Training Facility's Main Hall, with a Typewriter and some herbs at the base of the stairs.

    • Upstairs, enter the Meeting Room. Grab the notes on the coffee table — remember the time they mention, 8:15, for a puzzle later — and take the Crank Handle from the armoire before crows smash the window and force you back out.
    • Downstairs, clear the Dining Room's two zombies and continue north into a store room guarded by two more zombies. Grab the real Shotgun here and drop the Hunting Gun — you won't find enough ammo for both.
    • On the second floor, check the Classroom for Shotgun Shells and an Ink Ribbon, then push through into the hall beyond (two zombies) and into the Library.
  1. 2

    The Library Lift & the Centurion

    Library & Wet Room
    • In the Library, equip Rebecca with the Shotgun, split the team up, and send her alone up the strange lift using the Crank Handle while Billy holds the lift controls.
    • At the top, two plague crawlers ambush Rebecca one after another — a Shotgun blast to the head handles each. Grab the Handgun Ammo on the table, then head outside and push through the crow-infested walkway (there's Green and Red Herbs if you want them) to unlock the door for Billy from the far side, in the Wet Room.
    • Regroup, then push through the door Rebecca unlocked into a quiet room. Grab the Grenade Launcher from the couch, Shotgun Shells from the fireplace, and the White Statue by the blue door.
    • Head up to the Wet Room and have Billy wind the machine's chain — it raises a cage in one of the pools, opening access to the Fire Key for Rebecca.

    Centurion (Giant Centipede)

    Boss · Medium

    A T-Virus-infected centipede that erupts from the pool the moment Rebecca goes for the Fire Key, forcing Billy to save her.

    Attacks
    • Lunging bite as it advances
    • Constant repositioning between two set points
    Strategy
    • It patrols back and forth between two fixed stopping points around the pillars.
    • Position yourself at one stopping point, unload the Grenade Launcher as it arrives, then move to the other.
    • Getting touched by its body causes damage even when it's not actively attacking, so keep moving.
  1. 3

    Fire Motif Doors & Molotov Cocktails

    Kitchen & Study
    • Back in the Dining Room, unlock the Fire Motif door at the rear with the Fire Key (don't discard it yet) to reach the kitchen. Grab the Lighter Fluid and Glass Bottles, then combine the fluid with Billy's lighter and the bottles with any Gas Cans you're carrying to make Molotov Cocktails.
    • Return upstairs, fight through the Classroom hall, and use the Fire Key one last time on the second Fire Motif door to reach the Study.
    • Inside, push the small table west, hop over it, then push it south until it sits under the mounted moose head. Flip the light switch in the northwest corner to reveal the Iron Needle hidden behind the moose. Also grab the Shotgun Shells and Handgun Ammo here.
    • Back in the Library, use Billy's lighter on the candle in the northwest corner to open a door guarded by two zombies. Push the bookcase near the tall step-up to find a book — open it to get the White Wings. Grab the Microfilm A on the table outside before heading back.
  1. 4

    The Clock Riddle & Microfilm Password

    Wet Room Clock & Classroom Podium
    • Return to the Wet Room clock with Billy and use the Iron Needle to complete it. Set the hands to 8:15 — minute hand on III, hour hand on VIII — then set it to hold.
    8:15
    

    Sparks fly and two new doors unlock around the facility.

    • In the newly opened room on the Main Hall's east side, fight through a small crowd of zombies and grab Microfilm B from the mantelpiece.
    • Downstairs to the west, past a possible humanoid leech hatching mid-hall, use both Microfilms at the projector to reveal a labeled diagram of the Classroom desks and eject an MO Disk.
    • At the Classroom podium, use the MO Disk to get a secret two-character password. Split the team up, position each character at the desk matching the diagram, and activate both switches nearly simultaneously to enter it. This opens every knight-guarded door in the facility.
  1. 5

    The Chess Puzzle & Balancing the Scales

    Chess Room & Infirmary
    Don't Touch the Wrong Piece

    In the Chess Room, moving any piece other than the White King floods the room with poison gas.

    • The White King is in check. Move it south three spaces, east one space, then north two spaces to solve it. The desk slides open to reveal a book labeled "EVIL" — examine it, flip it so the spine faces away from you, and open it to get the Black Wing. Grab the Napalm Grenades, Ink Ribbon, and Handgun Bullets scattered around the room.
    • In the Infirmary nearby, clear the two zombies and grab the Blue Herbs, First Aid Spray, and notes. Have Rebecca examine the Green Canister and mix its chemical into her Mixing Set.
    • Back in the Main Hall, combine the White Wings with the White Statue and the Black Wing with the Black Statue (found in the Store Room), then bring both statues to the scale statue upstairs to balance it and reveal the door to the Basement.

Enjoying the content?

Help keep our guides 100% ad-free and support future game additions.

Buy me a coffee
Buy me a coffee