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So how long has it been? xD
Anyway finally we're back with some updates and new findings! We have discovered some interesting thing since last running this game and hopefully this time we'll actually finish a run.. We think went about it totally the wrong way when we started the run and didn't really go into details about what the game has to offer in terms of speed running so we going to be posting a series of videos of all our findings in the game so you can get a better understanding of what actually is going on in a full speedrun.. We really think this is a great game to run and would like to keep you updated if you're interested.
(Previous Routing)
ObsCure (Ps2) Co-op Speedrun - Intro/Chapter 1 - Segment 1 [0:05:02] Normal
View Video
*Updating* Adding Map Data
*We have now found a section of this route to be obsolete. Read for details*
Segment 1 Route (Details)
*Updating* Adding Segment 2 & Route Details
ObsCure (Ps2) Co-op Speedrun - Chapter 2 - Segment 2 [0:07:47] Normal
View Video
*Updating* Adding Map Data
Segment 2 Route Details
Hello to everyone on SDA!
This is something we have been working on for quite some time. We have done test speedrun of this game before to try out different starts and little tricks and did plan to do a final run but was dropped because we lost the motivation to complete the project. Recently we made a thread on how to overcome this & we got some excellent feedback. So we decided to use their advice which is why we made this thread.
Click this link to see thread mentioned
http://forum.speeddemosarchive.com/post/looking_for_advice_please_respond.html
We have picked back up this project and made major improvements from our last run but we'd like anyone who has knowledge about this game to offer any information they can to help us out. We have looked around on the forums and only found one thread covering this game. Although it's useful it is played solo and on a harder difficulty (hard mode). Depending on the difficulty influences the items available. Harder difficulty = Less items. So using the route and strats used in this run isn't really helpful.
Click this link to see thread mentioned
http://forum.speeddemosarchive.com/post/obscure_hard_mode_03941_speed_run.html
We also posted a thread a while back on the category this speedrun would come under. If anyone can shed any more light on the subject it would be very helpful
Click this link to see thread mentioned
http://forum.speeddemosarchive.com/post/looking_for_some_help.html
Anyway finally we're back with some updates and new findings! We have discovered some interesting thing since last running this game and hopefully this time we'll actually finish a run.. We think went about it totally the wrong way when we started the run and didn't really go into details about what the game has to offer in terms of speed running so we going to be posting a series of videos of all our findings in the game so you can get a better understanding of what actually is going on in a full speedrun.. We really think this is a great game to run and would like to keep you updated if you're interested.
(Previous Routing)
Story & Info
*Update* Character Bio & Data added
Character Bio's & Data
Story (As given in booklet)
A few years ago, strange things started happening in the usually quiet American school of Leafmore. It is said that some students heard awful screams, and there's talks about mysterious disappearances.
Motivated by the disappearance of one of their friends, a group of students decide to start investigating themselves on those worrying events.
One evening after class, they lock themselves inside the school, fully determined to discover what seemingly ordinary appearances hide. Through long corridors and dark halls, Shannon, Kenny, Ashly, Stan and Josh will come to understand why their school has turned into such a horrid place, while trying to survive.
ObsCure is a survival horror video game developed by Hydravision Entertainment and published by DreamCatcher Interactive for the PlayStation 2, Xbox, and Microsoft Windows. It was released on October 1, 2004 in Europe and North America on April 6, 2005
There are also 2 tracks that play during the game that are not in the official soundtrack. 1. "Still Waiting" performed by Sum 41
2. "Don't Think The Way They Do" performed by Span
A few years ago, strange things started happening in the usually quiet American school of Leafmore. It is said that some students heard awful screams, and there's talks about mysterious disappearances.
Motivated by the disappearance of one of their friends, a group of students decide to start investigating themselves on those worrying events.
One evening after class, they lock themselves inside the school, fully determined to discover what seemingly ordinary appearances hide. Through long corridors and dark halls, Shannon, Kenny, Ashly, Stan and Josh will come to understand why their school has turned into such a horrid place, while trying to survive.
ObsCure is a survival horror video game developed by Hydravision Entertainment and published by DreamCatcher Interactive for the PlayStation 2, Xbox, and Microsoft Windows. It was released on October 1, 2004 in Europe and North America on April 6, 2005
There are also 2 tracks that play during the game that are not in the official soundtrack. 1. "Still Waiting" performed by Sum 41
2. "Don't Think The Way They Do" performed by Span
*Update* Character Bio & Data added
Character Bio's & Data
Josh Carter

Move Rate: Fast
Sp. Skill: Item/Clue Finding
Shannon Matthews

Move Rate: Fast
Sp. Skill: Uncovers next prime objective, healing bonus
Ashley Thompson

Move Rate: Slow
Sp. Skill: Double hit, double fire
Stanley Jones

Move Rate: Medium
Sp. Skill: Picks simple locks instantly
Kenny Matthews

Move Rate: Medium
Sp. Skill: Running
Speed Chart
From slowest to fastest character:
Ashley < Kenneth = Stanley < Shannon < Josh < Kenneth (running)

Move Rate: Fast
Sp. Skill: Item/Clue Finding
Shannon Matthews

Move Rate: Fast
Sp. Skill: Uncovers next prime objective, healing bonus
Ashley Thompson

Move Rate: Slow
Sp. Skill: Double hit, double fire
Stanley Jones

Move Rate: Medium
Sp. Skill: Picks simple locks instantly
Kenny Matthews

Move Rate: Medium
Sp. Skill: Running
Speed Chart
From slowest to fastest character:
Ashley < Kenneth = Stanley < Shannon < Josh < Kenneth (running)
ObsCure (Ps2) Co-op Speedrun - Intro/Chapter 1 - Segment 1 [0:05:02] Normal
View Video
*Updating* Adding Map Data
*We have now found a section of this route to be obsolete. Read for details*
Segment 1 Route (Details)
Gymnasium
Sports Room
The game starts with a cutscene which is skipped introducing you to the characters chilling out, maxing and relaxing all cool and all shooting some b-ball inside the of school. You start of a Kenny which has the fastest running speed in the game which is his special ability. You can not run for ever though unless you briefly let go of square (special button) which resets the time for running. A partner can not join at this point in the game. I make my way to the locker room which is in the far right of the Gymnasium using the special reset. You can not leave the sports room until you have answered the phone.
(View Cutscene)
Locker Room
You just have to answer the phone which triggers a cutscene. During this your bag gets stolen and stupidly you have to go find the person who stole it in the middle of the night alone (remember he has his phone on him lol) which I skip. I then exit the locker room.
(View Cutscene)
Sports Room
Back to the sports room now and a cutscene is triggered which I skip. I make my way to end door as seen in the cutscene using the running reset to get their as fast as possible. This is the only door you can go through as all other doors are lock apart from the locker rooms.
(View Cutscene)
Gym Courtyard
A brief cutscene is trigger which cant be skipped. Nothing much here than to proceed to the gate leading to the garden.
The Garden
From here I enter the basement which is on the far right of the garden.
The Basement
Now things start getting interesting. There is tape and a flashlight which triggers a cutscene. During the cutscene you get a hand gun which I skip. Now you have to tape the lamp to the gun which can't be skipped. Then I go down the ladder leading further into the basement.
(View Cutscene)
Corridor 1
Nothing much here but to make my way down the corridor. At the end there is a dark haze called a nightshield which stuns you if you are caught in it. You can't go beyond the haze unless you clear it with the flash light. This is also around enemies which is why you need the flash light & and if you try to kill an enemy with a nightshield you'll end up ass raped because ammo is limited and they take a lot longer to kill. Once its clear then I make my way to the experimentation room.
Experimentation Room
Now from here I go to the room on the far side following the path and enter the room.
Corridor 2
Theres nothing here and the door on the left is locked. I enter the room on the right.
Cell
Here I get a temporary teammate which can be controller by a second player. I have to talk to the student to trigger the cutscene which I skip. Once I do this I skip though the instructions then and exit the cell.
(View Cutscene)
Corridor 2
Back in the corridor now and the student automatically unlocks the closet and get a handgun hidden there. You don't have to wait for him to do this you can just exit the room. (Why didn't he get the handgun before and use it on whoever kidnapped him?)
*The text highlighted in Purple is a part of the route we have now found to be obsolete*
Experimentation Room
Time to get out but it isn't that simple. As you are making you way back to the corridor enemies appear. There is no point killing the enemy that bursts through the door. Two smaller enemies block the path which takes 3-4 bullets each if the nightshield is weakened. You can run past them but they only give you trouble if they follow you so its best to kill them. Now I run to the door I first used to enter the room but it is blocked by a cage. It takes 3 1/2 pushes to use the exit.
We have now found you can simply die (Technically Die) which saves about 10-20 seconds. This only applies to Normal & Hard becuase damage is greater on these difficulties.
Corridor 1
Now its just a mad dash back to the ladder and player 2 is killed and can't be avoided. Enemies block your path so you have to be quick before the appear or you're screwed. When I reach the end I skip the cutscenes. This is the last time Kenny can be used.
(View Cutscene)
(View Cutscene)
(View Cutscene)
Administrative Building
Cafeteria
This is where the co-op comes into play. Two players are needed as you can't progress through certain parts of the games without a second player. I start as josh which is convenient because he has the fastest walking speed in the game. I pick up the bat on the desk and I go on to activate Shannon her having the second fastest walking speed in the game. I head towards the do with the glass window and smash it whilst I do this player 2 picks up the disc which is necessary to get to save the game then I open the door which leads to the storage room.
Storage Room
In this room you get the reel of wire which is needed to pick lock doors and gain access to the hall by pick locking the door in the cafeteria. As I go to pick up the reel wire player 2 opens the door leading back to the cafeteria. Opening doors or going into different areas stops the item box from popping up which saves approximately 3 seconds. We call this the IPU Skip (Item Popup Skip) or (Item Pick up Skip) This technique is very useful as there are many times in the game where it can be used to skip item popups or skip pick up animations.
Cafeteria
Back in the cafeteria now to unlock the door leading to the hall. Player 2 pick locks the door which takes time so during that time I go to the vending machine, smash it and grab the latest energy drink run faster! jump higher! xD. These are used to replenish health only by a small amount. You WILL need these as damage in this game is unavoidable so we get as many energy drinks as possible that don't cost us time the same applies for the health packs which replenish health by about 75% on normal. The energy drink can not be picked up until the door has been pick locked. As soon as it's unlocked IPU skip is performed.
Hall (Ground Floor)
When we enter the hall we head towards staircase. When you get the the center of the hall you get a small cutscene which you can not skip. I go up the staircase to get to the second floor to get the screw driver in the Spanish Classroom which is the last door with the glass window on the east side of the hall. Player 2 picks up the map during this time which is not need but we use this as a reference.
Spanish Classroom (Second Floor)
This is where you get the screw driver which is need to progress further in the game and also obtain certain items. The screw driver is located under the bookcase. You find out there is a screw driver in the room because there is a note on the table saying it was lost during renovation work (You don't need to read the note). I go to the bookcase and push it to get the screw driver and player 2 stays by the door to perform the IPU Skip. (Guys move things faster than girls)
Hall (Second Floor)
Back in the hall now and we head downstairs to the west side of the hall to the meeting room which is the first door on the left.
Meeting Room (Ground Floor)
I go to the desk and pick up the tape which is needed and player 2 stays by the door to perform the IPU Skip.
Hall (Ground Floor)
Now we go to the room opposite the meeting room which is the girls bathroom.
Girls Bathroom
There appears to be no where to go from here but on the back wall there is an air vent that can be used to access other areas of the building. To remove the cover from the air vent you need to use the screw driver. I make my way to the back wall and as I'm doing this player 2 selects the screw driver in the inventory ready for me to use to open the air vent. We enter the vent to access the teachers toilet.
Teachers Toilets
Theres nothing to do here except exit the toilets to get to the teachers lounge.
Teachers Lounge
There is a rusty key in the room on the desk which is need to gain access to the attic. As I get the key player 2 heads towards the stairs leading to the teachers room to preform the IPU skip.
Teachers Room (Second Floor)
We are now on the second floor in the teachers room. In this room the is a key in the left side in the comer of the room on the wall. I go to get the key to the teachers room which is used to use the exit on the right side of the room back onto the second floor of the hall. Whilst I do this player 2 positions himself by the exit to IPU skip.
Hall (Second Floor)
We make our way to the central staircase which leads to the 3rd floor.
(3rd floor)
Nothing much here except unlocking door to attic.
Attic (3rd Floor)
In this room enemies burst through the wall as you make you way up towards the window. You don't have to kill the enemies only smash the window or exit the room when they have appeared to trigger the cutscene. It is much faster to exit the room so player 2 waits by the door to trigger the cutscene immediately when the enemies appear. During this cutscene a teacher unlocks the doors leading to the courtyard so now you can exit the administration building. Then we return to gathering point which at this point in the game is the Cafeteria. Returning to gathering point can be used at any point in the game providing the characters have access to go back to the gathering point. We use this throughout the run which saves a lot of time.
(View Cutscene)
Cafeteria (Ground Floor)
We then exit it the room to the hall.
Hall (Ground Floor)
We exit the Administration building using the central doors. You can also use the doors on the west side of the hall.
Central Courtyard (Ground Floor)
Skip cutscene & save.
(View Cutscene)
Sports Room
The game starts with a cutscene which is skipped introducing you to the characters chilling out, maxing and relaxing all cool and all shooting some b-ball inside the of school. You start of a Kenny which has the fastest running speed in the game which is his special ability. You can not run for ever though unless you briefly let go of square (special button) which resets the time for running. A partner can not join at this point in the game. I make my way to the locker room which is in the far right of the Gymnasium using the special reset. You can not leave the sports room until you have answered the phone.
(View Cutscene)
Locker Room
You just have to answer the phone which triggers a cutscene. During this your bag gets stolen and stupidly you have to go find the person who stole it in the middle of the night alone (remember he has his phone on him lol) which I skip. I then exit the locker room.
(View Cutscene)
Sports Room
Back to the sports room now and a cutscene is triggered which I skip. I make my way to end door as seen in the cutscene using the running reset to get their as fast as possible. This is the only door you can go through as all other doors are lock apart from the locker rooms.
(View Cutscene)
Gym Courtyard
A brief cutscene is trigger which cant be skipped. Nothing much here than to proceed to the gate leading to the garden.
The Garden
From here I enter the basement which is on the far right of the garden.
The Basement
Now things start getting interesting. There is tape and a flashlight which triggers a cutscene. During the cutscene you get a hand gun which I skip. Now you have to tape the lamp to the gun which can't be skipped. Then I go down the ladder leading further into the basement.
(View Cutscene)
Corridor 1
Nothing much here but to make my way down the corridor. At the end there is a dark haze called a nightshield which stuns you if you are caught in it. You can't go beyond the haze unless you clear it with the flash light. This is also around enemies which is why you need the flash light & and if you try to kill an enemy with a nightshield you'll end up ass raped because ammo is limited and they take a lot longer to kill. Once its clear then I make my way to the experimentation room.
Experimentation Room
Now from here I go to the room on the far side following the path and enter the room.
Corridor 2
Theres nothing here and the door on the left is locked. I enter the room on the right.
Cell
Here I get a temporary teammate which can be controller by a second player. I have to talk to the student to trigger the cutscene which I skip. Once I do this I skip though the instructions then and exit the cell.
(View Cutscene)
Corridor 2
Back in the corridor now and the student automatically unlocks the closet and get a handgun hidden there. You don't have to wait for him to do this you can just exit the room. (Why didn't he get the handgun before and use it on whoever kidnapped him?)
*The text highlighted in Purple is a part of the route we have now found to be obsolete*
Experimentation Room
Time to get out but it isn't that simple. As you are making you way back to the corridor enemies appear. There is no point killing the enemy that bursts through the door. Two smaller enemies block the path which takes 3-4 bullets each if the nightshield is weakened. You can run past them but they only give you trouble if they follow you so its best to kill them. Now I run to the door I first used to enter the room but it is blocked by a cage. It takes 3 1/2 pushes to use the exit.
We have now found you can simply die (Technically Die) which saves about 10-20 seconds. This only applies to Normal & Hard becuase damage is greater on these difficulties.
Corridor 1
Now its just a mad dash back to the ladder and player 2 is killed and can't be avoided. Enemies block your path so you have to be quick before the appear or you're screwed. When I reach the end I skip the cutscenes. This is the last time Kenny can be used.
(View Cutscene)
(View Cutscene)
(View Cutscene)
Administrative Building
Cafeteria
This is where the co-op comes into play. Two players are needed as you can't progress through certain parts of the games without a second player. I start as josh which is convenient because he has the fastest walking speed in the game. I pick up the bat on the desk and I go on to activate Shannon her having the second fastest walking speed in the game. I head towards the do with the glass window and smash it whilst I do this player 2 picks up the disc which is necessary to get to save the game then I open the door which leads to the storage room.
Storage Room
In this room you get the reel of wire which is needed to pick lock doors and gain access to the hall by pick locking the door in the cafeteria. As I go to pick up the reel wire player 2 opens the door leading back to the cafeteria. Opening doors or going into different areas stops the item box from popping up which saves approximately 3 seconds. We call this the IPU Skip (Item Popup Skip) or (Item Pick up Skip) This technique is very useful as there are many times in the game where it can be used to skip item popups or skip pick up animations.
Cafeteria
Back in the cafeteria now to unlock the door leading to the hall. Player 2 pick locks the door which takes time so during that time I go to the vending machine, smash it and grab the latest energy drink run faster! jump higher! xD. These are used to replenish health only by a small amount. You WILL need these as damage in this game is unavoidable so we get as many energy drinks as possible that don't cost us time the same applies for the health packs which replenish health by about 75% on normal. The energy drink can not be picked up until the door has been pick locked. As soon as it's unlocked IPU skip is performed.
Hall (Ground Floor)
When we enter the hall we head towards staircase. When you get the the center of the hall you get a small cutscene which you can not skip. I go up the staircase to get to the second floor to get the screw driver in the Spanish Classroom which is the last door with the glass window on the east side of the hall. Player 2 picks up the map during this time which is not need but we use this as a reference.
Spanish Classroom (Second Floor)
This is where you get the screw driver which is need to progress further in the game and also obtain certain items. The screw driver is located under the bookcase. You find out there is a screw driver in the room because there is a note on the table saying it was lost during renovation work (You don't need to read the note). I go to the bookcase and push it to get the screw driver and player 2 stays by the door to perform the IPU Skip. (Guys move things faster than girls)
Hall (Second Floor)
Back in the hall now and we head downstairs to the west side of the hall to the meeting room which is the first door on the left.
Meeting Room (Ground Floor)
I go to the desk and pick up the tape which is needed and player 2 stays by the door to perform the IPU Skip.
Hall (Ground Floor)
Now we go to the room opposite the meeting room which is the girls bathroom.
Girls Bathroom
There appears to be no where to go from here but on the back wall there is an air vent that can be used to access other areas of the building. To remove the cover from the air vent you need to use the screw driver. I make my way to the back wall and as I'm doing this player 2 selects the screw driver in the inventory ready for me to use to open the air vent. We enter the vent to access the teachers toilet.
Teachers Toilets
Theres nothing to do here except exit the toilets to get to the teachers lounge.
Teachers Lounge
There is a rusty key in the room on the desk which is need to gain access to the attic. As I get the key player 2 heads towards the stairs leading to the teachers room to preform the IPU skip.
Teachers Room (Second Floor)
We are now on the second floor in the teachers room. In this room the is a key in the left side in the comer of the room on the wall. I go to get the key to the teachers room which is used to use the exit on the right side of the room back onto the second floor of the hall. Whilst I do this player 2 positions himself by the exit to IPU skip.
Hall (Second Floor)
We make our way to the central staircase which leads to the 3rd floor.
(3rd floor)
Nothing much here except unlocking door to attic.
Attic (3rd Floor)
In this room enemies burst through the wall as you make you way up towards the window. You don't have to kill the enemies only smash the window or exit the room when they have appeared to trigger the cutscene. It is much faster to exit the room so player 2 waits by the door to trigger the cutscene immediately when the enemies appear. During this cutscene a teacher unlocks the doors leading to the courtyard so now you can exit the administration building. Then we return to gathering point which at this point in the game is the Cafeteria. Returning to gathering point can be used at any point in the game providing the characters have access to go back to the gathering point. We use this throughout the run which saves a lot of time.
(View Cutscene)
Cafeteria (Ground Floor)
We then exit it the room to the hall.
Hall (Ground Floor)
We exit the Administration building using the central doors. You can also use the doors on the west side of the hall.
Central Courtyard (Ground Floor)
Skip cutscene & save.
(View Cutscene)
*Updating* Adding Segment 2 & Route Details
ObsCure (Ps2) Co-op Speedrun - Chapter 2 - Segment 2 [0:07:47] Normal
View Video
*Updating* Adding Map Data
Segment 2 Route Details
Central Courtyard
Segment 2 now and we start off in the location where we last saved which is the Central Courtyard. I make my way to the south west side of the courtyard to the Classroom Building. During that time player 2 activates himself and picks the save disc on the bench.
Classrooms
Corridor (Classroom Building) Ground Floor
We need to go in the door directly to the left which is the Administrative Office but offscreen there on the right is a Aluminum Baseball Bat which we need to get. I position myself by the door ready for when player 2 to picks up the bat to IPU skip. Doing this avoids having to get it when we come back to the corridors. Also going straight into the office avoids us having to deal with the enemies because they disappear when you exit the office.
Administrative office (Classroom Building)
On entry you get a cutscene which we skip. We need to get a cup which is on the right hand corner of the room. The cup is used to hold the sulfuric acid in temporarily to melt the padlock to gain access to the second floor without doing this you cannot progress any farther. While I get a cup player 2 switches to Stan because he picklocks locks instantly and heads for the exit.
Corridor (Classroom Building) Ground Floor
Back in the corridor and we are heading for the storage room (3rd metal door down on the right). On the way we grab some energy drinks and the map before entering the storage room.
Storage room (Classroom Building)
We need to go in this room to the first obtainable pistol in the game. There is also ammo and a torch which we also need. I grab the pistol while player 2 picks up the Pistol ammo (15 Bullets) and scrolls through the items highlighting the tape ready for me to tape the torch onto the gun. Before leaving the room & using the gun you have to complete a little tutorial that teaches you how to aim, fire & swap targets. I do this and pick up the torch and tape it to the gun and player 2 exits the room.
Corridor (Classroom Building) Ground Floor
Now we head farther up the corridor, and a mutant bursts through the wall throwing you back making an entrance to the biology classroom. I run ahead and trigger this because when you are thrown back you temporarily cannot move to you get up. Player 2 is not affected because he is not in the trigger area and enters the classroom.
Biology classroom (Classroom Building)
Theres nothing much in here apart from tape an energy drink and a save disc. I get the tape and player 2 gets the the energy drink and exits the room.
Corridor (Classroom Building) Ground Floor
Back in the corridor for the 4th time now and we are off to the Chemistry Lab to get the sulfuric acid. The mutant is still rampaging about so we need to be careful and avoid it.
Physics/Chemistry Lab (Classroom Building)
There are mutants under the tables in this room and head for you as soon as you've entered. We go straight towards the back of the room where the windows are. I shoot the 2 of the windows and player 2 waits by the first window so he doesn't take any damage. (Light kills the mutants as shown in the cutscene) I do not shoot the 3rd window because I do not want to kill all the mutants & is possible for 1 of the mutants to hit you during the animation getting the sulfuric acid which saves time. Unfortunately this did not happen. Anyway during the animation getting the sulfuric acid player 2 heads back to the exit. The door cannot be opened until the animation has ended.
Corridor (Classroom Building) Ground Floor
The corridor for the last time and we need to get the sulfuric acid to the padlock before it burns through the cup. I head towards the double doors which lead to the staircase narrowly avoiding the rampaging mutant taking up 3/4 of the corridor and quickly open the doors.
Staircase (Classroom building)
Using the sulfuric acid on the lock burns through it and access is gained to the second floor. Player 2 Picks up the tape on the shelf and I open the door.
Corridor (Classroom Building) Second Floor
On to the second floor and we need to get the key to the library. As I head for the Math classroom & player 2 heads for Friedman's Office and smashes the glass window. We do this so it saves time when we need to gain access to the room.
Math/Physics Classroom (Classroom Building)
We need to go in this room to get the Compass needle used to reveal a safe in Friedman's Office. It's located in a briefcase on 1 of the desks along with a document which contains the solution to the puzzle. I go to grab the Compass needle and doing so triggers enemies that come from under the desks. Player 2 is waiting by the door during this time to instantly exit the room after the compass in gained avoiding fighting the mutants.
Corridor (Classroom Building) Second Floor
Off to Friedman's office but not without mutated student now blocking your path. I head towards Friedman's office avoiding the enemy and enter.
Mr. Friedman's Office
In Friedman's office now to get the key to the library to find Friedman. Player 2 gets the save disc on the file cabinet while I enter the other room. Another Compass needle is on Friedman's desk. I grab that and go to the map on the wall to solve the puzzle. When the puzzle is solved the safe is revealed. Player 2 then grabs the key to the library also grabbing another pistol equipped with a light, pistol ammunition (15 Bullets) & a Video Cassette tape titled "Subject 37". everything is taken because you cannot grab a specific item out the safe. We the return to gathering point which at this point is the central courtyard.
Central Courtyard
Save
Segment 2 now and we start off in the location where we last saved which is the Central Courtyard. I make my way to the south west side of the courtyard to the Classroom Building. During that time player 2 activates himself and picks the save disc on the bench.
Classrooms
Corridor (Classroom Building) Ground Floor
We need to go in the door directly to the left which is the Administrative Office but offscreen there on the right is a Aluminum Baseball Bat which we need to get. I position myself by the door ready for when player 2 to picks up the bat to IPU skip. Doing this avoids having to get it when we come back to the corridors. Also going straight into the office avoids us having to deal with the enemies because they disappear when you exit the office.
Administrative office (Classroom Building)
On entry you get a cutscene which we skip. We need to get a cup which is on the right hand corner of the room. The cup is used to hold the sulfuric acid in temporarily to melt the padlock to gain access to the second floor without doing this you cannot progress any farther. While I get a cup player 2 switches to Stan because he picklocks locks instantly and heads for the exit.
Corridor (Classroom Building) Ground Floor
Back in the corridor and we are heading for the storage room (3rd metal door down on the right). On the way we grab some energy drinks and the map before entering the storage room.
Storage room (Classroom Building)
We need to go in this room to the first obtainable pistol in the game. There is also ammo and a torch which we also need. I grab the pistol while player 2 picks up the Pistol ammo (15 Bullets) and scrolls through the items highlighting the tape ready for me to tape the torch onto the gun. Before leaving the room & using the gun you have to complete a little tutorial that teaches you how to aim, fire & swap targets. I do this and pick up the torch and tape it to the gun and player 2 exits the room.
Corridor (Classroom Building) Ground Floor
Now we head farther up the corridor, and a mutant bursts through the wall throwing you back making an entrance to the biology classroom. I run ahead and trigger this because when you are thrown back you temporarily cannot move to you get up. Player 2 is not affected because he is not in the trigger area and enters the classroom.
Biology classroom (Classroom Building)
Theres nothing much in here apart from tape an energy drink and a save disc. I get the tape and player 2 gets the the energy drink and exits the room.
Corridor (Classroom Building) Ground Floor
Back in the corridor for the 4th time now and we are off to the Chemistry Lab to get the sulfuric acid. The mutant is still rampaging about so we need to be careful and avoid it.
Physics/Chemistry Lab (Classroom Building)
There are mutants under the tables in this room and head for you as soon as you've entered. We go straight towards the back of the room where the windows are. I shoot the 2 of the windows and player 2 waits by the first window so he doesn't take any damage. (Light kills the mutants as shown in the cutscene) I do not shoot the 3rd window because I do not want to kill all the mutants & is possible for 1 of the mutants to hit you during the animation getting the sulfuric acid which saves time. Unfortunately this did not happen. Anyway during the animation getting the sulfuric acid player 2 heads back to the exit. The door cannot be opened until the animation has ended.
Corridor (Classroom Building) Ground Floor
The corridor for the last time and we need to get the sulfuric acid to the padlock before it burns through the cup. I head towards the double doors which lead to the staircase narrowly avoiding the rampaging mutant taking up 3/4 of the corridor and quickly open the doors.
Staircase (Classroom building)
Using the sulfuric acid on the lock burns through it and access is gained to the second floor. Player 2 Picks up the tape on the shelf and I open the door.
Corridor (Classroom Building) Second Floor
On to the second floor and we need to get the key to the library. As I head for the Math classroom & player 2 heads for Friedman's Office and smashes the glass window. We do this so it saves time when we need to gain access to the room.
Math/Physics Classroom (Classroom Building)
We need to go in this room to get the Compass needle used to reveal a safe in Friedman's Office. It's located in a briefcase on 1 of the desks along with a document which contains the solution to the puzzle. I go to grab the Compass needle and doing so triggers enemies that come from under the desks. Player 2 is waiting by the door during this time to instantly exit the room after the compass in gained avoiding fighting the mutants.
Corridor (Classroom Building) Second Floor
Off to Friedman's office but not without mutated student now blocking your path. I head towards Friedman's office avoiding the enemy and enter.
Mr. Friedman's Office
In Friedman's office now to get the key to the library to find Friedman. Player 2 gets the save disc on the file cabinet while I enter the other room. Another Compass needle is on Friedman's desk. I grab that and go to the map on the wall to solve the puzzle. When the puzzle is solved the safe is revealed. Player 2 then grabs the key to the library also grabbing another pistol equipped with a light, pistol ammunition (15 Bullets) & a Video Cassette tape titled "Subject 37". everything is taken because you cannot grab a specific item out the safe. We the return to gathering point which at this point is the central courtyard.
Central Courtyard
Save
Hello to everyone on SDA!
This is something we have been working on for quite some time. We have done test speedrun of this game before to try out different starts and little tricks and did plan to do a final run but was dropped because we lost the motivation to complete the project. Recently we made a thread on how to overcome this & we got some excellent feedback. So we decided to use their advice which is why we made this thread.
Click this link to see thread mentioned
http://forum.speeddemosarchive.com/post/looking_for_advice_please_respond.html
We have picked back up this project and made major improvements from our last run but we'd like anyone who has knowledge about this game to offer any information they can to help us out. We have looked around on the forums and only found one thread covering this game. Although it's useful it is played solo and on a harder difficulty (hard mode). Depending on the difficulty influences the items available. Harder difficulty = Less items. So using the route and strats used in this run isn't really helpful.
Click this link to see thread mentioned
http://forum.speeddemosarchive.com/post/obscure_hard_mode_03941_speed_run.html
We also posted a thread a while back on the category this speedrun would come under. If anyone can shed any more light on the subject it would be very helpful
Click this link to see thread mentioned
http://forum.speeddemosarchive.com/post/looking_for_some_help.html
Thread title: