Chapter 2: The Hospital Ward
Chapter 2: The Hospital Ward involves navigating confusing camera angles and interacting with various environmental elements to progress. Roman will acquire a crucial item and encounter a map that, while helpful, cannot be carried with him. Strategic movement and observation are key to overcoming this section.
The School Courtyard area features challenging camera angles that can obscure your path. Begin by moving forward; the camera will shift to reveal stone benches and a monument you can interact with. Follow the path to a memorial dedicated to "Helen." Turn left to find a hedge archway leading to a hedge path, which takes you to a statue in front of a lake. Examine the statue for additional text.
From the statue, run to the right. The camera will follow you as you run toward it. Continue running toward the camera, then turn to Roman's left where a new path and a building will appear. Proceed toward the building to trigger a cutscene near the gate, after which Roman receives the Mobile Phone. Run to the right of the fence, then approach and open the double doors.
Inside, after a cutscene, examine the map on the wall to the right. This school map, like the hospital map, cannot be taken with you. Turn off your light (down on the directional pad) to avoid glare. You start facing south outside the northeast end of the Teacher 01 room. Enter the nearby Teacher 01 room down the hall to the right. Further down the corridor to the south, you'll find the Music Room (locked, requires a key) and Classroom A01. Classroom A01 contains a model of the solar system missing three planets and an overhead projector displaying a grid with a colored square and an image above it, part of a puzzle.
To the right, you can examine a wall of cement bricks with red eyes drawn on it, and the wall across from it with a clock. A vending machine can also be examined. Ascend the stairs at the end of the tunnel and pass through the metal detectors; they will activate but no one will react. Examine the poster and pay phone to the left, and the ticket machines to the right. Interact with the fence ahead; Roman will note it looks forced open and he might find something to open it further.
Your first "safe room" is ahead. Walk forward and retrieve the Crowbar from the lower shelf directly across from the door. The crowbar serves as both a key item and a melee weapon, swung with the RT button.