Jurassic World Evolution: Dinosaur Ratings and Population Guide

I just finished playing Jurassic World Evolution to 100% completion. I loved this game but constantly messed up which dinosaurs could be on their own or if they minded sharing a paddock. I complied a list of their base ratings, minimum social group and maximum population to help others. This way we have less angry dinos headbutting through fences.

 

Let me know if I got any of the stats wrong and I can change it, I’m also not great at formatting on here so its a little wonky. Sorry about that.

Carnivores

Species                Base Ratings          Minimum Social Group           Maximum Population

Indominus Rex:            273                                      1                                                      10

Spinosaurus:                 240                                      1                                                      13

Tyrannosaurus Rex:    234                                      1                                                      15

Giganotosaurus;           216                                      1                                                      13

Majungasaurus:           156                                       1                                                      16

Suchomimus:                144                                       1                                                      16

Metriacanthosaurus:   126                                       1                                                      18

Ceratosaurus:                102                                       1                                                      20

Deinonychus:                 75                                         3                                                     18

Velociraptor:                   74                                         2                                                     20

Dilophosaurus:               69                                         1                                                     22

 

Its worth noting that despite their high population only some carnivores can cohabit without fighting and killing each other. The only ones I have tried out properly are Velociraptors and the Indominous Rex as well as the Tyrannosaurus Rex and Deinonychus. I’d love to hear if anyone knows of any other combinations that work.

For the moment it seems that large bodied carnivores can cohabit with small carnivores but I don’t know if that rule applies to all of them.

 

Herbivores -Above 18 Population Groups

Species                     Base Ratings         Minimum Social Group      Maximum Population

Mamenchisaurus:           162                                       2                                                25

Brachiosaurus:                 140                                       1                                                25

Apatosaurus:                    135                                       3                                                22

Camarasaurus:                128                                        2                                                23

Diplodocus:                      122                                        1                                                24

Chungkingosaurus:          42                                        2                                                18

Huayangosaurus:             38                                         1                                                20

Muttaburrasaurus:          38                                         6                                                20

Parasaurolophus:             36                                         4                                                21

Tsintaosaurus:                  33                                          4                                                22

Maiasaura:                         32                                         4                                                 23

Corythosaurus:                  27                                         2                                                 24

Edmontosaurus:                23                                         1                                                 25

Achaelornotho:                 17                                          1                                                 21

Gallimimus:                       12                                          1                                                 23

Struthiomimus:                  9                                           1                                                 25

 

Herbivores-Below 18 Population Groups

Species               Base Ratings            Minimum Social Group        Maximum Population

Sauropelta:                  68                                             1                                                 4

Polacanthus:               65                                              1                                                6

Nodosaurus:                63                                             1                                                 7

Ankylosaurus:             60                                             1                                                  8

Crichtonsaurus:          57                                             1                                                  8

Pentaceratops:            53                                              3                                                  9

Stegosaurus:                51                                              5                                                15

Chasmosaurus:           50                                              3                                                11

Gigantspinosaurus:    48                                              4                                                16

Torosaurus:                  47                                              2                                                13

Kentrosaurus:              44                                              3                                                17

Styracosaurus:             41                                              2                                                 14

Pachycephalosaurus: 39                                             3                                                 10

Triceratops:                  39                                              2                                                 16

Dracorex:                      32                                              2                                                 12

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White Day Achievement Guide

Uninvited Guest:

Start the game. You will unlock this achievement for entering the first area.

The School in Darkness:

Enter the games second area. If you are stuck in the first area then you can find my walk through here.

The Secret Deepens:

Enter the games third area, If you are stuck in the second area then you can find my walk through here.

Calm Before The Storm:

Enter the games fourth area. If you are stuck in the games third area then you can find my walk through here.

Area Ruled By Vengeful Ghosts:

Enter the games fifth area. You can only access this area if you are following one of So-Young’s routes. Following So-Young’s routes require you to investigate the noise instead of following Sung-A in the first area and choosing to follow So-Young in the second area.

Towards the Light:

Enter the games sixth area. Again, you must be following one of So-Young’s route to get to this area.

A Piece of Cake:

Finish the game on very easy difficulty.

Tougher than Before:

Complete the game on easy difficulty.

Worthy Challenge:

Complete the game on normal difficulty.

No Pain No Gain:

Complete the game on hard difficulty.

Hell’s Gate:

Complete the game on hell difficulty. Note, hell mode does not allow you to save. Instead, everytime you die you will consume a felt pen and if you run out then you have to start again from the beginning.

Infernal Addiction:
Complete hell difficulty seven times.

Conqueror of Hell:

Complete hell difficulty ten times. I would recommend that you get nine of these by getting different endings every time. Once you have collected all the endings on hell then you have one extra playthrough to do in order to get the achievement. I would recommend going for the Dandelion ending (being nice to Ji-Hyeon, following Sung-A and talking to Sung-A). This playthrough cuts out the janitor for a lot of main building two, making the game a little easier.

 

A note about difficulties.

The janitor does not get any faster on harder difficulties. However he can hear you from further away so running is basically a no go if you are trying to do any puzzles. Ghosts have a higher spawn rate on the higher difficulties but can be avoided fairly easily. You get significantly less time on all of the times battles and finally you run out of stamina very easily so manage your tranquilizers wisely.

 

Memory of White Day:

Complete every ending on every difficulty. Unlike most other games, completing the game on a higher difficulty does not count for every difficulty below. So to get this achievement you need to complete forty-five play throughs and die on every single difficulty too.

 

Another note on endings. Aside from on hell difficulty, you can just save before the auditorium boss, reload and change your final choices to get multiple endings on one playthrough.You can get the Ivy and Hyacinth on one save, Tuberose and Althea and finally Ebony and Dandelion.

 

White Chrysanthemum:

Complete the game following these conditions;

-Be nice to So-Young

-Tell her you have her diary

-Go to where the sound is coming from

-Never keep her waiting, always go exactly where she wants you to go

-Tell her you believe her in main building two

-Ask her for proof in main building two

-Follow her to the new building

-Buy and give her coffee while she is resting in new building (do this before you give her back her diary or you lose the chance)

-Interact with her again after giving her coffee and give her diary back

-Talk to her after the auditorium boss

-Save her in the bottomless pit

Hyacinth:

Complete the game following these conditions;

-Go to where the sound is coming from

-Follow So-Young into the new building

-Leave her behind in the bottomless pit

Ivy:

Complete the game following these conditions;

-Go to where the sound is coming from

-Follow So-Young to the new building

-Save her in the bottomless pit

Tuberose:

Complete the game following these conditions;

-Be nice to Sung-A

-Follow Sung-A in main building one

-Talk to her in main building two

-Pick up the black masked tape after playing it in the languages lab and then post it into the box outside of the reading room

-Chose to look for Sung-A after the auditorium boss

Ebony:

Complete the game following these conditions;

-Be nice to Ji-Hyeon

-Follow Sung-A in main building one

-Talk to Sung-A in main building two

-Chose to look for Sung-A after the auditorium boss

Dandelion:

Complete the game following these conditions;

-Be nice to Ji-Hyeon

-Follow Sung-A in main building one

-Talk to Sung-A in main building two

-Chose to stay with Ji-Hyeon after the auditorium boss

Althea:

Complete the game following these conditions;

-Be horrible to Ji-Hyeon

-Follow Sung-A in main building one

-Talk to Sung-A in main building two

-Chose to stay with Ji-Hyeon after the auditorium boss

Yew:

Get killed by any means during your play through

Jasmine and Marguerite:

Complete any of So-Young’s endings on normal difficulty or above to unlock Ji-Min.

You can find her ending walk through here

Soy Milk is Delicious:

Drink a Soy Milk

Do You Know Soy Milk?:

Drink one hundred soy milks

Deep Breath:

Use a Tranquilizer

In a State of Nirvana:

Use one hundred tranquilizers

Gaining Experience:

Die Once

Resurrection:

Die fifty times

Transcend Death:

Die one hundred times

Occult Club President:

Find all the ghost stories. You can find them in my walk through here.

Exorcist:

Encounter all the ghosts in the game. You can find them in my walk through here.

 

Voice of a ghost:

Find all ghosts and their stories. See two above achievements.

Somebody’s Here:

Encounter the hair ghost.

Note. The hair ghost used to spawn fairly early in the game, just after you put the first token into the stairs door. However due to player complaints her spawn rate has been pushed back to an hour gameplay time. She spawns at eleven in game time and constantly pursues you. The best place to find her is to finish the auditorium boss and look for Sung-A or not go to the door if on a So-Young route. Backtrack to the passageway between new building and main building two. The janitor cannot enter this passage way so you can encounter her with the least amount of risk to yourself.

Faint Hello:

Encounter the hair ghost thirty times. See above achievement

Scared You:

Encounter the locker ghost. She only spawns in the main building one area. She can only spawn if you open one of the small classroom lockers in the dark with the lighter

Hide and Seek:

Encounter the locker ghost ten times. See above achievement

Come Out Come Out:

Encounter the bathroom ghost. Start the game on hard difficulty and go straight into the boys bathroom on your right. Hide in the furthest cubicle in and wait for about ten seconds to spawn her.

Wait For Her:

Encounter the bathroom ghost thirty times.

See above achievement. You can just wait for her scare, go out of the cubicle and go straight back in again and again.

Fighting Off Pervert:

Crouch and interact with any of the girls legs repeatedly until they kick you in the face. Doing this ruins your chances of getting a good ending with that girl.

Unwanted Advances:

Get kicked in the face ten times. See above achievement.

Best Student:

Collect all other achievements.

White Day 2015: Ji-Min Walk-through

First off if you want to play as Ji-Min, you have to get one of So-Young’s endings on normal difficulty or harder. When her route it available to play, she will start appearing outside room 2-8 the first time you go there.

The next requirement is to examine all of her doodles in the first area BEFORE you pick up the seal that the tree boss leaves behind.

MAIN BUILDING 1

Explore the main area, you cannot leave here until you have gathered the map from the classroom in this area. Its worth looting the area for items though while you don’t have to worry about enemies.

By the door of 2-6 is a doodle you need to examine.

White Day:a labyrinth named school_20171017225826

Once you have collected the maps, head towards the double doors towards the Home Economics room and it will unlock.

Follow Sung-a and get through the dialogue options.

In this hallway there are two doodles to collect.

White Day:a labyrinth named school_20171017230053

White Day:a labyrinth named school_20171017230131

You can find the ladder and tools down the corridor just past the workshop.

Bring the ladder to Sung-a and follow the linear path to the workshop. To turn off the alarm, open the grey box on the wall directly opposite the vent you entered from. To solve the puzzle, turn the left wires twice, the middle once and the right once.

Pick up the keys and the token.

Work your way through the cut scene and dialogue options until you can move again.

NOW YOU MAY WANT TO CONSIDER SAVING. Things past this point are a threat to you. Use your saves sparingly.

Now you can go through the double doors to the main 1st floor corridor.

Meet the janitor, literally the worst thing in the game. He is more likely to find you if you run and turn on the lights. Watch out for him through windows and for the tells of his light down hallways. You may think you are keeping good track of him but he can warp to any location he wants, generally the floor you are on. If he spots you, closing doors behind you and taking the stairs slows him down. Once you have gotten out of his eyeline and he a decent distance behind you, hide behind objects in dark rooms and wait for him to go off alert.

Godspeed.

After the cut scene and dialogue, you should turn on the lights just to get the lighter from the desk. Turn them off and try to never turn them on in the game while the janitor is a threat. The more dark rooms you have available the better and easier it is to lose him. Also try to leave the doors open to rooms you have already explored, most classrooms have two entrances and allows you to lead him through one door, shut it and evade him through the other. Basically just keep your options available to run away.

Now head to the stairs and use the token you found to unlock the door.

Collect the doodle in the recording room.

White Day:a labyrinth named school_20171017231120

Heading through the main corridor you can collect the lolipop doodle from between rooms 2-10 and 2-9.

White Day:a labyrinth named school_20171017231321

Once you reach the main area, collect the note from beside the locked double doors.

Walk back through the corridor, you can examine the doodle she was working on now she has de-spawned.

White Day:a labyrinth named school_20171017231410

You are going to need to head back down to where you found the ladder and collect the tools from the toolbox on the floor. On your way you can examine the doodle between 2-1 and 2-2. Examine them to find the code, it changes every playthrough.

White Day:a labyrinth named school_20171017231445

Head to the main office and use the combination on the lockbox. Collect the keys for upstairs/

Go to the 2nd floor double doors and go through, walk straight on to trigger a cut scene. Collect the doodle on the right wall of this area.

White Day:a labyrinth named school_20171017231812

Walk past to the next set of double doors and walk down the hallway. Collect the doodle in this corridor.

White Day:a labyrinth named school_20171017231841

Once you reach the end, check the door and backtrack all the way to the classroom corridor.

Watch the cut scene.

Welcome to the first boss. Timed missions vary in time depending on difficulty, they also disable the janitor which is a godsend.

Grab the key from the floor and head back to the corridor you saw the hanged girl in. Go into the hiking club and pick up the repellent spray. Go two doors down to the gym storage room. There will be a note hinting towards the combination. Go to the closet and match the years to the amount of medals. It should always be a combination of the numbers 2 4 5 and 9.

Open the safe and get the corrosive inside.

Now you need to kill all the weird looking plants around the school.

The plants on the second floor are in the alcove by the toilets, next to the double doors in the same room and opposite the broadcasting room. On the first floor the plants are opposite the uniforms and next to the tool box.

Now you can fight the boss you passed on the way to the last plant in room 2-2.

Before you fight the boss, unlock the stairway near the toilets and collect the doodle on the bannister midway up.

White Day:a labyrinth named school_20171017232044

Okay so now to fight the boss. Approach him and prepare for basic QTEs.

Head to room 2-8 and get the seal.

You HAVE to examine the noise during this cut scene or you will not be able to follow Ji-Min’s route.

Now you may use the seal on the door by the 1st floor stairway and progress to the next area.

 

MAIN BUILDING 2

The janitor is back in this area, just a quick warning so tread carefully straight off the bat because he has supersonic hearing and sight on any difficulty above easy.

First things first, go to the night duty room and collect the lost and found key.

Go into the nurse’s office search the blue jacket on the chair to collect the student department key. Head to the main area.

Head to the second floor and collect the painting piece from the wall before heading to the student department office. Use your lighter near the blackboard to reveal the next puzzle.

White Day:a labyrinth named school_20170915103559

Head to the principal’s office and use the code you got from the puzzle to open the door. Examine his desk and rearrange the pattern on the left to mirror the one on the right.

White Day:a labyrinth named school_20171017233332

Collect the video and immediately us it on the green screen at the side.

Learn the location of the faculty office 2 key from the footage.

DO NOT GO AND COLLECT THE KEY. Doing so will trigger a cut scene with So-Young and will block out the Ji-Min route.

Examine the camera two more times (while being very quiet and having the lights off to avoid the janitor) and learn Ji-Min’s location. Immediately go and save her to trigger a timed mission.

Head to the night duty room and collect the blanket.

Go to factulty office 1 and collect the faculty office 2 key.
Go to faculty office 2 and get the science room key from the lounge.

Go to the science room and wet the blanket in the sink.

Take the wet blanket to the biology store room and put out the flames.

Go through the dialogue options and now you are Ji-Min.

Its worth looking at her phone here for some backstory on this new character.

Go back to main building 1, to the hanged woman area you saw in her first cut scene. Use the chemical on the bloodstained bit of wall.

Go back to main building 2 and head towards the music room. After the cut scene go to the councillors office 2.

Go to lost and found and search the box on the floor for the music teachers book.

Go to the new building (you have to go via the roof and pool) and collect the tiger books from these locations:

-The art studio

-library 1

-library 2

-reading room

Note down the numbers on the spines, going from the front of the tiger first to the back.

Go back to the main building 2 and to faculty office 2.

Find the desk with the vase on it and use the combination from the book spines to unlock the desk drawer. Head back towards the main area.

Now this is the worst part of this route, you have to follow Sung-A’s mother without being seen. This segment lasts about seven and a half minutes and is unskippable. You cannot go to the next location, you cannot wait elsewhere. Doing anything other than following her will result in instant death. She will occasionally look behind her to make sure to stay out of sight.

After that god awful trailing mission, make your way to the main hall. Collect the inhaler from her pocket.

THE LABYRINTH

You need to collect the tiles in a particular order and you must walk through the labyrinth clockwise. Walking counter clockwise or running into Sung-A results in instant death.

Collect the tiles in order of:

White – Metal

Green – Wood

Yellow – Earth

Blue – Water

Bronze/Red – Fire

MAIN BUILDING 1

Go down the main corridor and avoid the enemies, go down the stairs and into main building 2.

Head towards the music room.

After the cut scene you have to be an absolute beast at QTE’s and then the game is over.

That has been Ji-Min’s campaign.

 

 

Bonus. Dialogue options

To get the Jasmine ending, select these dialogue options. If you want Marguirite then pick the opposite.

First enounter:

Right Right Right Left

Second encounter:

Left Right

Last encounter:

Left Right Right

White Day (2015) Walk-through

This walk-through is a work in progress currently.

I haven’t gone into detail on the dialogue options yet, hopefully with get to that soon.

This walk-through also assumes you are playing on normal or above difficulty. Many ghosts only appear on hard mode, but all the ghost stories are available on normal.

Items highlighted in green are ghost story items and are entirely optional to pick up. If you have no interest in completing the collection then feel free to ignore them. Items highlighted in pink are ghost spawning items and ghost locations. Most are optional and avoidable but a few are story related.

 

MAIN BUILDING 1

Explore the main area, you cannot leave here until you have gathered the map from the classroom in this area. Its worth looting the area for items though while you don’t have to worry about enemies.

If you are playing on hard or hell and want to experience all the ghosts in the game, collect the cigarettes from the furthest cubicle frame in the boy’s toilets. Get the paper crane from the drawer at the bottom of the grandfather clock.

Beside the water cooler is a ghost story.

You may notice scribbles on the walls in this area, these are for another route which I will cover in another walk through.

Once you have collected the maps, head towards the double doors towards the Home Economics room and it will unlock.

Follow Sung-a and get through the dialogue options.

You can find the ladder and tools down the corridor just past the workshop.

If you want to collect all the ghost stories, take note of the box opposite the workshop door. You cannot open it now but it contains a ghost story.

Bring the ladder to Sung-a and follow the linear path to the workshop. To turn off the alarm, open the grey box on the wall directly opposite the vent you entered from. To solve the puzzle, turn the left wires twice, the middle once and the right once.

Pick up the keys and the token.

Work your way through the cut scene and dialogue options until you can move again.

NOW YOU MAY WANT TO CONSIDER SAVING. Things past this point are a threat to you. Use your saves sparingly.

If you want to encounter your first ghost, go into the boy’s toilets and make sure the lights are off. Walk into the last cubicle door to trigger the hiding animation. Wait for at least ten seconds for her to appear.

Now you can go through the double doors to the main 1st floor corridor.

Meet the janitor, literally the worst thing in the game. He is more likely to find you if you run and turn on the lights. Watch out for him through windows and for the tells of his light down hallways. You may think you are keeping good track of him but he can warp to any location he wants, generally the floor you are on. If he spots you, closing doors behind you and taking the stairs slows him down. Once you have gotten out of his eyeline and he a decent distance behind you, hide behind objects in dark rooms and wait for him to go off alert.

Godspeed.

After the cut scene and dialogue, you should turn on the lights just to get the lighter from the desk. Turn them off and try to never turn them on in the game while the janitor is a threat. The more dark rooms you have available the better and easier it is to lose him. Also try to leave the doors open to rooms you have already explored, most classrooms have two entrances and allows you to lead him through one door, shut it and evade him through the other. Basically just keep your options available to run away.

Pick up the 5g weight under the desk by the door and collect the ghost story from the student records room.

From this point on you are in danger of encountering the hair ghost. She follows you fairly slowly and if you manages to jump scare you the janitor will immediately know where you are.

Now head to the stairs and use the token you found to unlock the door. Go up the stairs as physically far as you can and collect the love letter on the ground.

Collect the bloody notebook and the tranquilizer from the recording room. Collect the ghost story from the photocopier in the broadcasting room.

Go along the corridor to the main area.

Once you reach the main area, collect the note from beside the locked double doors.

You are going to need to head back down to where you found the ladder and collect the tools from the toolbox on the floor. Examine them to find the code, it changes every playthrough.

Head to the main office and use the combination on the lockbox. Collect the keys for upstairs and the small red key.

Go to the 2nd floor double doors and go through, walk straight on to trigger a cut scene. Watch out for hand prints on the windows down this hallway and interact with them for a ghost encounter.  Walk past to the next set of double doors and walk down the hallway. Once you reach the end, check the door and backtrack all the way to the classroom corridor.

Watch the cut scene.

Welcome to the first boss. Timed missions vary in time depending on difficulty, they also disable the janitor which is a godsend.

Grab the key from the floor and head back to the corridor you saw the hanged girl in. Go into the hiking club and pick up the repellent spray. Go two doors down to the gym storage room. There will be a note hinting towards the combination. Go to the closet and match the years to the amount of medals. It should always be a combination of the numbers 2 4 5 and 9. Also collect the gym teachers hat in the medal cabinet and the typewriter key on the floor opposite.

Open the safe and get the corrosive inside.

Now you need to kill all the weird looking plants around the school.

The plants on the second floor are in the alcove by the toilets, next to the double doors in the same room and opposite the broadcasting room. On the first floor the plants are opposite the uniforms and next to the tool box.

Now you can fight the boss you passed on the way to the last plant in room 2-2.

If you have spare time you can collect ghost items now to avoid having to dodge the janitor when he respawns after the boss. You can collect maths pieces from the schedules in rooms 2-1, 2-5 and 2-12. The 1g weight is in a locker in 2-4 The report card is inside a cabinet in 2-5. If you examine the school lockers in the dark there is a chance you will encounter a ghost inside. At the base of the stairs nearest the toilets you will find a typewriter key.

Okay so now to fight the boss. Approach him and prepare for basic QTEs.

Head to room 2-8 and get the seal, ghost story and chalk.

You will encounter a cut scene here with a choice that majorly effects your ending. Following the sound will take you towards So-Youngs routes and following Sung-A will lead you on Sung-A and Ji-Heyon’s routes.

Before you use the seal to escape you can potentially spawn more ghosts.

Walking into any 2nd floor classroom in the dark has the potential to spawn the maths ghost. Examining the attendance book in 2-11 has the chance to spawn the attendance ghost.

Now you may use the seal on the door by the 1st floor stairway and progress to the next area.

 

MAIN BUILDING 2

The janitor is back in this area, just a quick warning so tread carefully straight off the bat because he has supersonic hearing and sight on any difficulty above easy.

First things first, go to the night duty room and collect the lost and found key.

Go into the nurse’s office to collect the paper crane and for a potential ghost spawn. She will be lying on the floor like she is asleep, you will need to find her in two other locations and interact with her in each one to unlock her in the collection. Search the blue jacket on the chair to collect the student department key. Head to the main area. Go into the girl’s bathroom, to the 4th cubicle and search the trash can for a paper crane.

Head to the second floor and collect the painting piece from the wall before heading to the student department office. Collect the left lense from this room and use your lighter near the blackboard to reveal the next puzzle.

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Head to the principal’s office and use the code you got from the puzzle to open the door. Examine his desk and rearrange the pattern on the left to mirror the one on the right.

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Collect the video and the wooden handle, and immediately use the video on the green screen at the side.

Learn the location of the faculty office 2 key from the footage.

DO NOT EXAMINE THE GREEN SCREEN AGAIN AFTER THIS. IT WILL IMMEDIATELY ALERT THE JANITOR TO YOUR LOCATION.

Examining the camera’s again is only useful for Ji-Min’s route, which I will cover in another walk through.

Go to faculty office 1 and collect the faculty office 2 key from where you saw the janitor put it in the footage. If you backtrack here later and arrange the portraits to match the ones in the chairman’s office, then you can get a ghost story here. While you are here at the current moment, collect the pin on the long table.

Go to faculty office 2 and collect the tape from the table and the pin from the chalkboard near the lounge door. Collect the science lab key and the typewriter key from the faculty lounge.

 

Head up to the 3rd floor. Once there collect the pin from the girl’s bathroom. To spawn a ghost, look in the second mirror. She will attack you the second you try to leave. In the boy’s bathroom, you will find the 30g weight.

Go to the science lab and then into the science lab storage and collect the 10g weight.

Go to the music room. Before you enter,  run around in front of the music room for a bit to break the floor and find a ghost story. Play the piano to match the notes that the ghost is playing and you will get the piano bench key. Use it immediately to collect the painting piece that had the code on the back for the music storage lock.

Use the code on music storage and go inside to find the last picture piece.

At the end of the hallway on this floor is a ghost story.

Head back to the 2nd floor to the Councillor’s office and put the picture together on the wall.

Now go to lost and found to collect the vase from the picture and a felt tip pen. Examine the vase to collect the stereo remote.

Go back to music storage and use the stereo remote on the stereo. Collect the CD that falls out and examine it to get the art room key.

Go up to the 4th floor. Before going to the art room to spawn the boss, go into the biology lab. Collect the preserved spider from the store room and then go back into the lab. You can spawn a ghost by turning on the Bunsen burner while in the dark. You need to drain your stamina but can do it by toggling between crouching and standing very fast. Avoid him until he is done chasing you.

Now you can go to the art room. Loot the room for the felt tip and a document before attempting to open the storage room.

Go back to lost and found and collect the doll that fell off the shelf. Bring it back to the art room and put it in the kiln. Collect the now burning hot doll (how are you even touching that and how was it done so fast?) and take it to the science lab and run it under the single working tap.

Bring the finished doll to the baby boss in the art room and execute the QTE to survive.

Enter the store room and collect the doll and the seal.

You can back track here to use the wooden handle in the first area, but I advise waiting until nearer the end of the game before doing this. You may as well do all the backtracking in one sweep to save time and effort.

Use the seal on the 2nd floor door in the main area to progress to the new building.

You will encounter a cut scene here, which also presents a choice affecting your ending. Follow So-Young for her routes and talk to Sung-A to follow hers and Ji-Heyon’s routes. The choice is yours.

 

NEW BUILDING

Immediately turn around and try to backtrack to the main building 2. Wait until her song is over and you will have unlocked a ghost story. Go back into the new building.

Go into the history room and check the model display to find the yellow key card. Under the stairs near the history room you can find a typewriter key. Go into the main hall and be careful of the janitor patrolling here, he doesn’t go into the side corridors on his normal route but will follow you there if he sees you.

Go to the dance studio and play the CD. To defeat the dopple-ganger you must place your speakers to mirror his. Once you’ve beaten him, collect the CD again, the red key card and the 50g weight from his side of the room.

Go up to the 4th floor in this hall. In the reading room, you can find a key in one of the drawers and a pin on the bookshelf.  Interact with the open book on the table to encounter a ghost. Go into the resource centre and collect the last pin. Now you can use the pins you have collected to complete the globe puzzle and get a ghost story.

Go towards the library and walk past it to the fuse box on the wall. Turn off the power to the lights, remove the fuse and place it into the power socket then turn the power back on. Interact with the air con in the library to get the library rules. Use the library rules to unlock the door to library 2.

After the cut scene, collect the ying-yang. Remember to swap the fuse back into the lights.

Go all the way up the stairs in this hall to find a ghost story.

On the way back down, collect the maths piece from room 3-11.

Your next stop is the music appreciation room to fight the next mini boss. Burn her before she finishes saying here I come or she will do damage to you.

Once she is defeated collect the band from the cassette player and the right lense by the box. You can’t open the box until you have the Morse code chart from backtracking.

Head to the language lab and play the cassette in the now fixed cassette player and collect the blue key card from the cut scene. Go across the hall to the earth science lab and use the preserved spider and the weights to get a ghost story then examine the clock on the wall. Use it as a base time. You will need to set the other clocks in the building to the corresponding time zones for the places shown in the pictures beside them.

Go to the computer lab first and set the clock to +8 hours, while you are there you can use the CD on the working computer to read of the game lore. Next go to the art studio and set the clock to +3 hours. While you are on this floor, you can collect the maths piece and paper crane from room 3-4. Beware that you may encounter the spider ghost if you don’t turn the lights on in these rooms.

The final room to set a clock in is the occult club, with needs to be set at -3 hours. This will allow you to get the spirit bell and the L rods. Now you have the spirit bell, you can backtrack to the main building without the fox ghost blocking your way.

Now you are going to have to dodge the janitor to the extreme. You must turn on the lights in the rooms 1, 5, 8, 10 and 12 in that order. If the janitor sees you and loses you in one of these rooms he will turn off the lights and you must start turning them on again in sequence from scratch. Once you have managed to turn them all on you need to head back down to the 1st floor and hit the main switch in the electrics room. You can also find a ghost story in the electrics room. Be warned that if you chose to cross the middle bridge on the 3rd floor during this sequence you risk spawning the ankle ghost.

Go into the school store and put 2 lunch boxes on the empty tray to encounter a ghost. There is already one lunchbox in here and a vending machine to buy the other if you haven’t found one along the way.

Pick up the keys from the hall centre floor and go to the stairway on the hallway.

On the way stop off at the chairman’s office and make note of the portrait positions.

Collect the ghost story from the 3rd floor and then continue to the roof.

Now you must make it across the swimming pool. If she swims underneath you she will attack so attempt to dodge her as best you can. You can only move forward while the L rods are straight.

Once you reach the other side, drain the pool and collect the blue key from the pool edge and the seal from the dead ghost.

Go back into the hall via the pool door and go to the fuse box again. Turn off the light power, swap the fuse to the alarm and then turn the switch back on.

Attempt to leave the area by using the seal to spawn the next boss. Run away from her towards the fuse box and complete the QTE’s to defeat her.

 

BEFORE YOU MOVE ON
YOU HAVE ALL THE ITEMS YOU NEED YOU CAN BACKTRACK TO GET ALL THE GHOST STORIES AND SPAWNS.

THE JANITORS ARE NOT DEAD HOWEVER SO YOU WILL STILL HAVE TO AVOID THEM WHEN BACKTRACKING.

If you have no interest, continue to the auditorium.

 

BACKTRACKING SECTION.

Go back to the second building, to faculty office 2. Use all the typewriter keys on the typewriter desk to collect the dying message document. Use the password from dying message to open the box on the student department office wall. This will get you the small master key. You can immediately use this key to open the desk drawer and collect a ghost story.

Go to faculty office 1 and arrange the portraits to match the ones you saw in the chairman’s office to get a ghost story.

Go back to main building 1. You can use all the maths pieces in room 2-7 to collect a ghost story from the schedule.

Use the wooden handle on the equipment for cleaning the chalk boards to collect a ghost story. It is the box with the drawer in the very first area you encounter in the game. You need to open the drawer and crouch underneath to see where you insert the wooden handle.

Go to the workshop and combine the red and blue keys. Take this to the box of counselling in front of room 2-5 and collect the dark key.

Now combine the dark and yellow key to open the box of opinion in front of the workshop and collect a ghost story.

Combine the yellow and red keys to open the box of counselling in front of 2-2 and get the Morse code chart.

Finally, for combining, combine the blue and dark key to open the box of opinion in front of gym storage and collect the paper crane.

Go back to building 2 and head to the music storage room and use the Morse code chart to decipher the password from the metronome. You can then use this in the music appreciation room to unlock the box on the wall and get the ghost story.

Go to the nurse’s office and use the now functional eye testing glasses to find out the password to the chairman’s safe.

Go back to the new building.

Use all the paper cranes in the history room to get a ghost storyYou need to remove the paper crane that is already in the frame center and put them all around the edges.

White Day:a labyrinth named school_20171018141417

Use the Morse code password in the music appreciation room to get another ghost story.

Finally use the chairman’s safe passcode on his safe to get the last ghost story.

That should be everything.

Let’s move on.

 

AUDITORIUM.

Go to the projection room and collect the felt tip and turn on the lights.

Flip the switch in the auditorium control room to trigger the boss.

Collect the fire extinguisher from the back of the hall.

Use it to get to the girl’s locker room, while completing QTE’s and collecting the health kit in the showers.

Now you need to collect the fire extinguisher from the boy’s locker, again completing QTE’s and collecting soy milk.

Head to the back of the hall on the left, use the fire extinguisher on the fire in that room, while dodging the boss. Once you have put the fire out you can collect the valve from the back of the room.

Take the valve to the green room on the girl’s side of the auditorium and use it on the pipe to finish the boss.

 

From this point on it fully depends on what choices you made that affect what happens after this. For half the routes, the game ends here.

If you chose to chase after So-Young this whole time though you are going to end up in the labyrinth.

 

LABYRINTH.

To beat the labyrinth you have to run around and collect the seals back up in the order that you collected and used them in the main game. Try and gauge your direction and you should be fine.

 

BOTTOMLESS PIT.

Its very simple to escape here, run towards the light and don’t fall through the holes in the floor. You can chose to take So-Young with you or leave her behind. The choice is yours but it effects the endings.

That’s all of White Day: A Labyrinth Named School.

Note: I have not touched the routes of Ji-Min yet but I will be sure to add them to this walk-through when I get the chance.

Diving Back In: Reviewing The Depths DLC For Little Nightmares

I am back talking about Little Nightmares after playing through the new DLC twice. Once as my usual natural route and second as my achievement rampage so I have a comfortable understanding of what The Depths has to offer Little Nightmares fans.

You can find my main story review here.

Spoilers ahead folks, but I will try to keep them minor.

The phenomenal gameplay and atmosphere is back in The Depths and does not disappoint. The game starts you off in a familiar area but with an unfamiliar protagonist. Instead of the faceless, mysterious Six you play as a boy known as ‘The Runaway Kid’. ‘The Runaway Kid’ is entirely what he suggests. You play as one of the unfortunate children that you have been seeing all the way through the main story as Six, but this one has a little more fight in him.

Little Nightmares_20170713133052

However, there is one major glaring problem with The Depths that entirely depends on whether you read the article Secrets of the Maw: Your Questions Answered that you can read in the link. In this interview it suggests that The Depths and Secrets of the Maw DLC pack in general would answer some plot elements of the main story and what is going on in the world of Little Nightmares.

To quote Stephen Haylett, ‘We needed to introduce a new character to shed some light on the darkest secrets of The Maw and give a different perspective on Six’s journey.’

Now where as this can be read as just revealing more of the Maw that players haven’t seen yet I, and I’m sure many others, was disappointed in the lack of answers or even clues to what is going on in this world. I want to know and The Secrets of the Maw DLC had a frustratingly little amount of secrets to tell.

Little Nightmares_20170713134423

Aside from this, the additional content held up well. The quality was equal to the main game and reasonably priced compared to other games and their obsessions with micro transactions. My only other gripe with the game was one room in particular, that goddamn crank room, was so frustratingly precise in its timing that I often got killed by the door. Yes, the door was a greater nemesis for me than the main enemy in the level. I consider a design flaw.

The main enemy of the level, however mysterious and unexplained, worked. The other enemies in the game have actual functions; a jailer to keep the children in check, the chefs to prepare the food and possibly children. ‘The Granny’, as this enemy is called, seems to have no purpose aside from being an obstacle for our character. Despite all the environment that they give her and the details within manage to make her feel more than just a reject idea that didn’t fit into the main game.

granny

All in all, I enjoyed The Depths. The atmosphere had me terrified every time I went near a body of water and the game had ways of catching me unawares and scaring me without the use of jump scares. Also, the game may have dangled the promise of answers before me only to snatch them away, it only whet my appetite to know more about the Maw and all its secrets. Speaking of which, they appear to have a comic book series that somehow went under my radar.

If anyone here knows any answers; who are the Nomes? Who left the messages in the bottles? Why do the children and the ‘adults’ look so different? Be sure to let me know.

The Ghost In The Steam

He haunts me through my screen

His smile staring back at me

The smile I never saw

The end of

Like he never

Really

Stopped

Playing games with us,

Talking to us,

Being around.

Almost as if

We could reload

The last save together

And he’d be there.

Memory in the code.

Pain in my chest

Drains my bar

No pick-up can revive me

As the co-op slot

Remains empty

‘Invite a friend to join you’

My head hits my desk

Wishing

That I could.

Little Gamer plays Little Nightmares

Now I’ve been looking forward to Bandai Namco’s horror puzzle-platformer for a while now, ever since playing the demo at EGX. When someone tells me a game is coming out in a control style I enjoy and then tells me, on top of that, that it’s basically set in Bioshock’s Rapture, then I’m going to be hyped for it.

Now the reason I bring this up is because I am not much of a critic but when I’ve been looking forward to a game this much then my standards are going to be pretty high.

Yet even with these high expectations to meet, I have played Little Nightmares to completion twice now today.

I found it that good.

So, let me get down to saying why exactly I thought Little Nightmares is a fantastic game.

Spoilers obviously.

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Little Nightmares does not hold hands when it comes to storytelling. Within ten seconds of being in the game you already have control of your character and are left to your own devices to figure out the story. Players who care about it can take their time figuring it out from the scenery, pacing, and characters, whereas people who are more gameplay focused can blitz the game without obstructive, unskippable cut scenes. Albiet, this doesn’t work for all games. Some games need the story to thrive, and others don’t need them at all, but here, it works perfectly. The environment is rich and allows for exploration, not locking the player into a set path that they must immediately follow. Exploring is often rewarded with collectables, but not so many that the player feels overwhelmed to collect them all. In my two playthroughs I could piece together my own interpretation of the story as I went along, each time finding more clues to what is going on. I can see this game having many competing theories of stories between players, many potentially involving Marxism (but that’s a topic for another time).

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Secondly, the atmosphere is intense and the monster design is reminiscent of Silent Hill, another one of my long standing favourite franchises and another reason I am attached to this game. The creatures of the game are downright disturbing, and the design works perfectly with shadows and sound to keep you on the edge of your seat. The horror is also very effective as a driving force through the game. From the start, you just want to escape. The contradicting environment also emphasises this, every part of the background is larger than life, intimidating and looming, but it manages to bring an overwhelming sense of claustrophobia. This may be down to the setting; the ship is enclosed and gives the idea of something to be escaped.

FollowingTheJailer

All in all I’d give this game a solid 8/10 with the lacking points coming from issues I had with controls and the lack of multiple endings. This issues I had with controls was that they seemed clunky and sometimes cost me that split second I needed to get away from enemies. This wasn’t much player error though and I think the game could be accessible to people on a wide spectrum of controller skill. The multiple ending gripe is just a personal thing, I felt that the game could have benefited from having the choices you made in collectables affecting endings. However, it could be argued that changing the ending could undermine the feeling of helplessness that the game puts you in. Either way it’s not something I will let stand in the way of my experience.

Happy playing!

A Very Brexit Poem

It’s almost funny

The distance through the TV screen

It seems unreal

Larger than life

We are the audience for a political pantomime

Laughing at skits that set the curtains on fire

Hoping it’s all part of the show as the flames

Spread to the theatre.

Because surely

‘They could never actually DO that’

Right?

 

Not knowing what to say

Watching as they

Trade my hopes for holiday homes.

Health and education

Butchered

Bargined

Sold.

Paving the way for a select few to scorn

Those left too dumb and sick to fight.

 

Not being able to talk

Every debate dissolves into

School yard squabbles

Always the same accusation

The misguided idea

That because

I care about people

Somehow means

I don’t care about my country.

Bringing Justice to Injustice: Wonder Woman at Insomnia 60!

As a regular at Multiplay’s popular LAN festival I usually find it hard to settle on a definitive highlight to talk about. With all the spectacular games being showcased from AAA to indie titles, retro gaming sections in which to reminisce and challenge friends, and clans galore filling up the BYOC hall, Insomnia has something for everyone and more than enough going on to entertain over the multi day event.

This season for me, however, the highlight was a clear choice. The Injustice 2 Wonder Woman Showdown.

For Insomnia 60 I was given the incredible opportunity by WB to represent my fighting game ladies during their stage show, in which I challenged Greek legend EG Nivek alongside my fellow UK players ED UndeadJim and PND OmegaK.

The show began with trailers for the new Wonder Woman and Justice League movies, both of which I believe go perfectly hand in hand with Injustice 2. Unlike Mortal Kombat, the DC universe is more widely known and accessible. Many women idolise Wonder Woman regardless of their age group in a similar fashion in which they adore other strong comic book women. This goes for men as well, but Wonder Woman was the star of this show because, let’s face it, she is one of the coolest and most inspirational icons from the DC universe.

NetherRealm’s other successful game, Mortal Kombat X, was my first competitive game, so in terms of Injustice 2 I am a newcomer although I did casually play the first Injustice. I decided to go with my #1 guy, Aquaman, and was happy to find a lot of his moveset still familiar from the first aside from a squid sidekick to help me beat down my opponents. However, this is not universal for all the returning characters, as Nivek mentioned to me during games that Wonder Woman’s moves had changed considerably. This alone speaks highly for the competitive life of Injustice in the future, at least, in my opinion. Newcomers like me find it considerably easier to pick up returning characters from the first game, as it will be easier to pick up the basics (Trident Rush for life)! The roster, almost fully confirmed now, will contain many new characters too, adding a high amount of variety to the franchise, as well as a range of different playstyles for players to choose from.

I may have lost my set in the Wonder Woman Showdown but this is only the start of Injustice 2 and there is plenty of time for me to cover the long way I have to go.

I’m happy to have had this opportunity to play and that so many people turned up to cheer me on.

So, to finish off, all DC fans out there can look forward to playing their favourite hero in the roster, and we still have many DLC characters to look forward to for fan favourites to come forward. Personally, I’m hopeful for Huntress.

It’s a new game and a new scene can emerge. I hope to see many new players at future tournaments.

How Little Nightmares steamrolled my EGX experience

I have been pondering for some time now how to write up my experiences at EGX this year. Out of the whole incredible experience, as EGX rarely disappoints on quality of show, I experienced so much in only three days.

I got to meet the team behind YookaLaylee, I experienced the hype of the Capcom Pro Tour at a top class event hosted by Unequalled media and I got to play a tonne of cool indie and large studio games alike.

However whenever I reminisce about the good times, one thing always brings itself to the front of my mind.

Little Nightmares.

If there is one way to get a hard-core Bioshock fans attention and that is a horror trailer that begins with “Deep below the waves”.

Due to my busy schedule recently, Little Nightmares had slipped completely under my radar until EGX and when I saw the booth I was blown away. Firstly, the booth itself looked fantastic. I felt dwarfed by all the bookcases and setting around the queue and instant inquired to a friend about what the game was about. I was told a cross between LittleBigPlanet and Bioshock and I walked straight into the queue.

From the off the game was inviting. The booth staff were friendly and approachable, answering questions and allowing everyone to complete the demo before they left. I at one point had the games protagonist creep up on me in the queue and hand me sweets.

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Legit.

It sounds petty talking about the queueing experience, but for an event like EGX where you can spend hours waiting for fifteen minutes on one game, it made the world of difference.

The gameplay was also no disappointment. The character controls were fluid and easy to use, with very little awkward jankiness usually found in demos. The demo included stealth, platforming and puzzle solving, giving the players a decent taster of what appear to be the main mechanics of the game. The demo showed no story narrative, but the mystery of the characters and setting are engaging and pull the players in with their curiosity especially the ending of the demo.

The character design was simple, yet fascinating and engaging. The protagonist’s simple raincoat and bare feet does not distract the player and creates a sense of mystery. We want to know what she looks like under that hood, or better yet, we can imagine what she looks like for ourselves. Also her bare feet give us a sense of vulnerability, which is important for a stealth horror game that relies on avoiding combat situations and enemies. It also links to the cliff hanger that the demo ends on. The enemies were grotesque caricatures of nightmarish creatures, fitting perfectly with the theme of the game we are given. The protagonist is small and all of her surroundings are large, and more importantly, exaggerated. The monster chefs are like a child’s nightmare rather than realistic characters.

In short, I look forward to seeing the finished project and will be following updates from here on out.

If you enjoy horror puzzle games like I do, keep an eye out for Little Nightmares.