ChaptersAlchemilla Hospital
Alchemilla Hospital
- 1
Finding Dr. K. Gordon
Back in the normal Boiler Room after the boss fight, grab the K. Gordon's Key from the floor. Outside, a new objective marks itself on the map: the Balkan Church. Return to the reception desk to check the staff list posted there — it points you toward K. Gordon's address, a stop on the way to the church.
- 2
The Church & the Flauros
Follow the map to Bradbury Street, where a bloodied garage door leads into K. Gordon's backyard. Cross through to Bloch Street using the key you found there, and continue on to the Balkan Church.
Balkan Church AltarFlauros & Drawbridge KeyA short scene follows, after which you collect the Flauros — a serious melee upgrade over the Kitchen Knife — and the Drawbridge Key.
- 3
Lowering the Drawbridge
Continue down Bloch Street to the gas station, then to the nearby Bridge Control Room. Inside, you'll spot a pneumatic drill you can't take yet, along with a map. Head to the upper level and use the Drawbridge Key to lower the bridge, opening the way into the Commercial District and, beyond it, Alchemilla Hospital.
- 4
Meeting Dr. Kaufmann
Enter the hospital grounds through the gate and the left-hand door. Turn the corner inside and take the only door available. After a scene introducing Dr. Michael Kaufmann, head into the adjoining office and through to reception for the Hospital Map.
- 5
The Basement Key & the Red Substance
Backtrack to the Medicine Room, then continue to the Doctor's Office for the Basement Map, and into the adjoining Conference Room for the Basement Key on the table. On the way, swing by the Kitchen for a Plastic Bottle — you'll need it in the Director's Office, where a pool of red liquid behind the desk fills the bottle.
- 6
Restoring Power
Head down to the basement beside the Director's Office. The first room on the left is the Generator Room — interact with it to restore power to the building and activate the elevators.
- 7
Riding the Elevator into the Otherworld
Take the elevator to 2F, then 3F, interacting with a locked door on each floor without being able to open it yet. Ride up once more — and the elevator delivers you to a "4th floor" that wasn't there before. The hospital has slipped into the Otherworld.
No Turning Back HereOnce the elevator opens onto the extra floor, the hospital's normal layout is gone for the rest of this visit. Make sure you've cleared what you need from the first floors beforehand.
- 8
Collecting the Four Plates
Men's RestroomTurtle PlateFour colored plates are scattered across the Otherworld hospital floors, each behind its own short detour:
- Turtle Plate — men's restroom, this floor.
- Cat Plate — Room 305, further down the hall.
- Hatter Plate — Room 204 (grab the Blood Pack from the Storage Room first, and use it here — steel yourself for what happens next).
- Queen Plate — back in the Director's Office, one floor down.
Along the way, pick up the Lighter from Room 202 as well — you'll need it shortly.
- 9
The Hammer
With all four plates in hand, head down to the basement Generator Room once more. A Hammer is waiting here — a solid, ammo-free option against weaker regulars for the rest of the game.
- 10
The Color Poem Puzzle
Head to the Nurse Center on 2F. A wall puzzle here needs all eight plate colors, arranged counter-clockwise as a short poem:
- White clouds passing over a hill
- The sky on a sunny day (Turtle — Blue)
- Bitter tangerines
- A four-leaf clover
- Violets in the garden
- Yellow flowers along a path (Cat — Yellow)
- At this hour, sleep is inevitable
- Liquid runs from a cut on the wrist (Hatter/Queen — Red)
Solving it unlocks the Operating Prep Room ahead.
- 11
Storage Key & Disinfectant
Through the Operating Prep Room and into the Operating Room, grab the Storage Key. The adjoining Intensive Care Unit has a bottle of Disinfectant Alcohol — collect it before heading back down to the basement.
- 12
The Secret Basement Passage
In the basement Storage Room, push the cabinet aside to reveal a hidden door. Use the Disinfectant Alcohol on the overgrown plants blocking the way, then the Lighter to burn them clear, opening a stairwell down.
- 13
The Videotape & the Analysis Room Key
Follow the new corridor straight through, then take the center door on the left, ignoring the others. One of the rooms here holds a Videotape — useful later. At the end of the hall, the Sick Room holds the Analysis Room Key.
- 14
Lisa Garland & Dahlia's Key
Return to the Examination Room where you first met Kaufmann. A scene introduces Lisa Garland; when you come to afterward, Dahlia Gillespie leaves the Antique Shop Key on the desk before vanishing.
- 15
Green Lion Antiques & the Axe
Follow Simmons Street to the antique shop. Drag the cabinet inside aside to reveal a hole, and continue through it to find an Axe beside the altar — a strong upgrade over both earlier melee options.
- 16
Through the Shopping Mall
Shopping Mall, 2FCollapsing floor — boss triggerWith the hospital route blocked, cut through the Shopping Mall instead. Take the escalators to 2F and head for the upper-left section — the floor here gives way, dropping you straight into the chapter's second boss encounter.
- 17
Boss Fight: Twin Feeler & Floatstinger
Twin Feeler (Larva Form)
Boss · MediumExpect a long fight — it keeps escaping underground. It eventually flees rather than dying outright, leaving the way clear to press on.
Attacks- Burrows underground between attacks
- Ranged poison spit
Strategy- A Hunting Rifle appears near a broken storefront mid-fight — grab it
- Stand on the metal grating so it cannot burrow beneath you
Follow up through Simmons Street and down Crichton Street, back into the hospital's Analysis Room to talk with Lisa. Leaving the hospital afterward leads straight into round two.
Floatstinger (Moth Form)
Boss · HardWhat the larva becomes after mutating. Tougher and airborne now, but the fight is a war of attrition rather than a reflex check — patience wins it.
Attacks- Aerial stinger lunge
- Ranged poison spit, now stronger
Strategy- Finish any remaining Rifle ammo, then switch to the Shotgun
- Keep circling at range — it can absorb a lot of hits