Flashback three:
Don’t want to go up the airshaft. Walk down the hallway – it’s dark. Push flashlight in inventory to turn it on, and then use it to make it active. Now walk down a lighted hallway and come to a steel door that needs a code. The patient remembers a 1,5 code but this doesn’t seem to be the place (remember that for later). There’s a note in inventory with a partial code that someone else has written:
“10?2
- + : x”
10 minus 2 would be 8. 10 plus 2 would be 12. 10 divided by 2 would be 5. 10 multiplied by 2 would be 20.
Press 8, and press the enter key (bottom row, furthest right). A button lights up. Press 12, enter, another button lights up. Press 5, enter, another button. Press 20, enter, now we have it.
Go through the door. Use the gun to stop the ventilation fan blade (remember that there is a gun here for later on). Climb through, and go up the ladder to outside. Use the barrel to climb the fence. (end of flashback)
Realize that this is the same scenario as the patient in cell one.
Now use the PDA again to help the patient, by playing the audio tape from cell three, 11/10, night, part one.
Flashback four:
The patient is in the kitchen. He can’t understand why the other guy is around, thought he locked him up. Click on the cabinet, and open the drawer to get a flashlight. We find out by trying different bedroom doors that this patient’s name is Ray. Ray goes into his room and takes the key from the table. Go down the hall and outside (door says main square). Go to the jail building and use the key to open the door. Go to the cell, and use the same key. Find out that the grill has been taken off the wall. Go down the shaft. (end of flashback). Leave the cell.
Afternoon:
Call Moretti. Go back to the hotel and pick up the handcuffs from the porter. Go back to the hospital, and into cell five. Quickly put the cuffs on the patient. Play the audio clip of cell three, 11/10, evening, part one.
Flashback five:
Playing as patient five. Go to the main gate area. Open the sliding door on the hut, and take the gas can. Investigate the chain on the main gate. Roll the empty barrel to the gate – no option to climb, going to blow the gate sky high instead. Go back to the fuel dump. On the left is a can with gasoline, need a tube. Go further into the building. In the back left area is an old fire extinguisher. Use the knife in inventory to get a usable tube. Go to the right, and take the flags. Go to the table and take a bottle. Take the cable from the left of the table, and look at table. Hmm, a battery. Go outside the building to the tank filled with gas, and turn the cap. Put the tube from inventory into the opening. Fill the empty gas can with gas, and then fill the bottle with gas. Put the flags in the bottle, now just need a match.
Go back in the building to the table. Attach the jumper cables to the battery. Click on clamps to make a spark. Click bottle on the clamps and pick up the Molotov cocktail. Go back to the main gate, and use the full canister of gas on the empty barrel. Use the Molotov cocktail on the barrel, and automatically blow the gate up. (end of flashback)
Leave the cell, and receive a message from Moretti that he wants to meet outside the hospital at five o’ clock. The message was written at four thirty. Go to the booth and talk to Dr. Young. Yeah, you take the handcuffs off! Go outside the hospital gates and meet Moretti. Automatically return to the hospital. Go to the nursing booth and talk to Tamara.
Go to cell three. Need to do something else to help him with his recollection. It was nighttime… Return to the nursing station. Take the flashlight on the counter. On your way out of the room, look at the fuses to the right of the door. Push them, which turns the cell lights out.
Go to cell three. Talk to the patient. Push and then use the flashlight to make it active, but then right click so the flashlight isn’t covering the screen (it will still be on in the scene). Click on the patient. Play the audio tape of cell five, 11/10, night, part one. Click on the patient.