10. Waking Up
You're strapped in a wheelchair, and something is pushing you at a terrifying velocity through a cornucopia of chills: A dead woman calls for you, a blank-faced child begs for help, and dozens of insane, ghoulish patients try to consume you before you fall into a dreamless pit of unconsciousness. When you awaken, you're in a disgusting bed in a hospital forsaken by God and man. With no memory of who you are or how you got there, your only instinct is to fight for your life...
9. The Blood-Soaked Bed
The door to this room has been torn from its hinges, and a trail of blood leads inside, but your only hope of salvation may very well lie within. As you cautiously creep inside, your imagination is your worst enemy as the carnage tells a tale of a struggle lost by a desperate soul: The walls, the bed and the floor are all soaked with blood. What could have happened here, and why are there numbers and bloody handprints on the walls?
8. The Horror of the Scritters
Do bugs make you squirm? Does the sound of bugs make you queasy? How about an avalanche of hungry roaches, with nothing left to eat but your flesh. Run-and don't lose your footing, or your organs will be bug food...
7. The Rooftop
At last -- a breath of fresh air, and rain to cleanse you from the horror that has tainted your very soul. The hospital's roof should be a safe respite, but the chain link fence designed to prevent escape is still your prison, and that nasty growl from behind you portends a new kind of evil...
6. The Flying Swarm
Rotting bodies are hanging from the ceiling in a sadistic take on a meat-processing plant, but the savage flies buzzing around them make it far, far worse. And wait until those man-eating insects turn their beady little thousand-eyes on you...
5. No Escape In the Courtyard
Finally, you've reached the courtyard. Around you, the ominous wings of the Redmoor Hospital stretch into the foggy night, as if they're about to swallow you up. The only way to stop that? Escape! You proceed to an iron fence, where you're startled by an all-too familiar woman, her face bloodied, as she tries to hand you a key. But a dark figure pulls her away, and she disappears into the pool of darkness. The forces of evil trapping you here aren't willing to let you go just yet...
4. Mollusca Lair
The sickening wail of the mollusca -- little slug-like beasts with razor sharp teeth - have been haunting you ever since you first encountered them in the infant ward. However, the horrors of their origin are too grotesque for you to have imagined. You're trapped inside a room filled with gaping maws that spew the beasts with placentas of green goo. You won't be hungry for dinner.
3. The Cleaver and The Woman
Finally, a Godly image appears: A blonde woman, beckoning to you. But she's not alone! She's being dragged by someone... or something large, and nefarious, which holds a bloody cleaver. Her eyes meet yours, with a desperate, silent plea for deliverance, just before the doorway slams shut, closing the book on her... possibly forever. Should you pursue and try to save her? Or continue the potentially hopeless quest to try and save yourself?
Sound pays a very important role in Dementium: The Ward. Cutting through the thick atmosphere of despair, the cricks, creaks, screeches and wails warn you of the horror that lurks in the shadows just beyond the reach of your flashlight. As you cross through the open walkways of Redmoor Hospital, a scream echoes through the walls. At first you think someone's in danger, but the wail quickly grows louder. Suddenly, the source of the shriek becomes apparent. A decapitated head bursts through the dark, shrieking bloody murder as it attacks!
1. The End
As the mystery unfolds, and you emerge from the thick, relentless assault that is Dementium: The Ward, the answers beget only more questions about your plight. But the truth may give you nightmares for years to come. Does anyone ever truly escape a nightmare?