White Day A Labyrinth Named School Walkthrough

Welcome to our White Day A Labyrinth Named School Walkthrough guide. Detailed White Day A Labyrinth […]

Welcome to our White Day A Labyrinth Named School Walkthrough guide. Detailed White Day A Labyrinth Named School walkthrough to help you get through the game as quickly as possible. Only covers mandatory actions and items.

White Day A Labyrinth Named School Walkthrough

Detailed walkthrough to help you get through the game as quickly as possible. Only covers mandatory actions and items. We know that there are people who have a hard time finishing the White Day A Labyrinth Named School game. If you are one of those who find it difficult to finish the game, let’s take you to our White Day A Labyrinth Named School guide.

Main Building 1

  • As soon as you start the game, go left and enter room 2-6. Turn the light on and grab the School Magazine from the holder.
  • Exit the room and open the double doors your camera focuses on.
  • You will meet Seong-A and Ji-Hyeon for the first time. Choose the dialogue options that coincide with whatever ending you’re going for.
  • After talking to them, follow Seong-A to the bathroom and she’ll ask you to grab a few items. You can find both of them down the hall where you first met the girls.
  • Head back to the bathroom and enter the vent. Hook a left inside and turn off both valves.
  • Exit the vent form where the steam was originally, then run over to the box to the right of the fire alarm and open it.
  • Turn the first box twice and the other 2 once.
  • Grab the Key and the Metal Token that fly out.
  • Unlock the doors to the right of 2-6 and a cutscene will play out. Talk to Ji-Hyeon.
  • Grab the Lighter off the desk behind you, exit the room and plug the Token into the wall on your right.
  • Climb upstairs and follow the hall to room 2-8. You’ll find it’s locked, so we need to proceed down the hall. Grab the note near the locked double doors telling us there’s a code in a tool box.
  • Head back to where you found the Ladder earlier and look in the box on the floor to find a Tool Belt.
  • Inspect the belt and look at the tops of the screwdrivers to find a code.
  • Head back to the 1F Main Office and open the locked box in the back with that code. Grab the Keys inside.
  • Go upstairs to where we found the note detailing the location of the belt and open the doors there. Head through to start a cutscene with out first ghost.
  • If you’re going for the White Chrysanthemum ending(s) make sure to interact with the flower on the window!
  • Continue down the hall to find the Auditorium doors are locked.
  • Now head back to 2-8 to meet up with So-Young. After the cutscene we’ll start our first timed boss battle!
  • Grab the Key off the floor, then go down the hall to the Hiking Club room. Inside is a bottle of Insect Repellent.
  • Go a few doors over to the Gym Storage Room and read the note on the table as you walk in. This will tell us the order of the years we need for the upcoming puzzle.
  • Open the locker to the back right of the room to see a set of medals. The objective is to match the amount of medals to the order of year. So in my example below it would be 5924.
White Day A Labyrinth Named School Walkthrough
White Day A Labyrinth Named School Walkthrough
White Day A Labyrinth Named School Walkthrough
White Day A Labyrinth Named School Walkthrough
  • After finding your code, open the safe to the left (alternating left to right as you input the numbers) and grab the Chemical Solvent inside.
  • We now have to use these items to kill 5 evil plants. Their locations are as follows: In the cubby near the 2F bathrooms, Outside room 2-12, outside the Broadcasting Room, outside the Main Office, where we found the Ladder.
  • Once all 5 are killed, head to 2-2 and follow the prompts to kill the boss.
  • Head back to room 2-8 to find the Wood Token. Use that on the doors near where we used the Metal Token to proceed to Main Building 2.

Main Building 2

  • As soon as you load into MB2, walk forward a bit to trigger a cutscene. Afterwards, enter the Faculty Office 1 and grab the note on one of the computer desks. It’ll say there’s something in the Principle’s Office.
  • Head to the Night Duty Room and grab the Lost and Found Key, then head to the Nurses Room and grab the Key from the jacket pocket.
  • Go up to the 2nd floor and you’ll spot another Token barrier. You should also spot a strange painting to your right. Grab the painting piece off of it, then go through the double doors.
  • Unlock the Student Department Office and look at the chalkboard with the lights off and your lighter on.
  • This is, in my opinion, the most annoying puzzle in the game. Thankfully, the solution will always be a combination of the numbers 1, 2, 4, and 8. What you need to do is erase the right symbol from the left symbol in the four strings to figure out the number, based on the sheet. In my example, the code would be 4218.
White Day A Labyrinth Named School Walkthrough
White Day A Labyrinth Named School Walkthrough
  • Head back down to the 1st floor and plug this code into the Principle’s Office door.
  • Once inside, look at the side of the desk and keep note of how the pattern is oriented. Repeat that pattern on the front of the desk to open the drawer.
White Day A Labyrinth Named School Walkthrough
White Day A Labyrinth Named School Walkthrough
  • Grab the Video Tape, then interact with the top left monitor in the bookshelf.
  • Once the Janitor is gone, head next door to the Faculty Office to find a Key on top of the shelves where the chair is.
  • Head up to the 2nd floor Faculty Office, then go into the back room to find the Science key. Head back to the main room and open the radio up front to find a cassette. If you’re on the White Chrysanthemum route you will automatically grab the cassette.
  • Head up to the 3rd floor Science Supply Room via the Science Room. If you’re on the White Chrysanthemum route you can skip this room.
  • Afterwards, head to the Music Room and you’ll spot a piano with blood dripping on it. There’s only 5 keys we can hit, so hit them in this order: 3, 2, 4, 5, 4.
  • Grab the key that falls then open the bench to find another picture piece. On the back of this piece is a code. Use this code to gain access to the Music Supplies Room.
  • Once inside, grab the final painting piece. Keep the stereo in here in mind. We’ll come back for that later.
  • Head down to the 2nd floor Councilors Office and plug in the painting pieces.
  • Go down the hall to the Lost and Found. Once inside, grab the vase and look inside it to find a remote.
  • Remember that stereo in the Music Supply Room? Head back and interact with it to get a CD. Inspect the back of the CD to find the Art Room key.
  • Go up to the Art Room on the 4th floor to trigger the 2nd timed boss fight.
  • Our first goal is to run down to the Lost and Found again and grab the Clay Doll that fell.
  • Next, head back to the 4th floor Art Room and fire the doll in the oven.
  • Finally, head down to the Science Room on floor 3 and interact with the 3rd sink on your left.
  • Once you have the finished doll, bring it back to the baby in the Art Room.
  • Enter the room the baby was in to find the Earth Token. Take it down to floor 2 and head on over to the New Building.

New Building

  • After arriving in the New Building, make your way down to the 1st floor and grab the Yellow Keycard. If you’re on the White Chrysanthemum route this will happen after you talk to So-Young.
  • Head back up to floor 2 and open the yellow door at the far end of the hall. You’ll now find yourself in a large atrium.
  • Once inside, head down to the 1st floor and unlock the Dance Studio. Interact with the stereo to trigger our first boss fight in this area.
  • The objective here is to match where the speakers are in the mirror while avoiding the doppelgangers attacks. Once you’ve done this 3 times, the window will shatter and you can grab the Red Keycard.
  • After grabbing the card, head up to the 4th floor. Just past the Library is a power box. Turn off the Lights switch, slot the fuse into the Power slot, and turn on the Power switch. Enter the Library and turn on the AC.
  • Grab the plaque that fell and interact with the door in the back of the Library. Shove the plaque all the way in, then slide it up and down slowly until the door unlocks.
  • After the cutscene, grab the Yin-Yang Token from the podium, then head down to the 1st floor Music Appreciation Room for our next boss.
  • The goal here is to quickly find the girl and burn her with the token a few times. Easy peasy, but be quick! There’s actually a camera manipulation method you can use to make this fight even easier. I’ll provide a video at the bottom of the section.
  • After defeating her, open the cassette player and take the drive belt out.
  • Head back to the hallway we started this zone in and enter the Language Lab. In the top left corner is another cassette player. Slot the drive belt and cassette in then click play.
  • After receiving the Blue Keycard, we need to turn on room lights in a specific order. The order is: 3-1, 3-5, 3-8, 3-10, and 3-12. After you’ve done that, go to the 1st floor and unlock the Electrical Room. Activate the lever inside to overload the lights.
  • Grab the key that fell in the middle of the atrium.
  • Next, we need to complete the painting and clock puzzle. In the Occult Club, the Art Studio, the Earth Science Lab, and the Computer Lab are a painting and a clock next to each other. Our first step is to locate the room that contains Greenwich and note the time the clock is set to.
  • Once we’ve done that, set the other clocks in the following manner: Beijing +8, Moscow +3, and DC -3. So if Greenwich is 12, DC would be 9 for example.
  • Once those are all set correctly, the locker in the Occult Club will open, Grab the Divining Rods inside.
  • With these, we’re set to tackle the roof. Go back to the hall we started the zone in and climb to the top of the small staircase (not the stairs in the atrium).
  • After stepping outside, you’ll now have the rods in your hands. They’ll do one of two things; go straight, or go crossed. What you want to do is shimmy along the pool edge until they go straight, then walk in a straight line until they cross. Once they do, take a step back and turn your character side to side to find the next safe path we can take. Straight = safe.
  • Once on the other side, drain the pool by turning the valve, then hop into the pool to find the Water Token.
  • Before we plug that in, head back to the power box on the 4th floor. Turn off the Power switch, change the fuse over to the alarm slot, then back away from the box. If you don’t do this now, you will automatically die in the next fight.
  • Head back to the 2nd floor of the atrium and plug the token in to start our last boss of the zone.
  • Run up to the 4th floor power box and turn the alarm on to defeat her!
  • Now it’s time to move on to the final area of the game.

Auditorium

  • As soon as you load into the zone, head to the Projector Room and activate the lever.
  • Head downstairs and make your way over to the Auditorium Control Room. Inside is a switch board with a single switch flipped up. Switch it down to trigger a cutscene.
  • Exit the room and enter the gym floor to trigger the next boss fight. The goal here is to find 3 fire extinguishers and extinguish the flames.
  • From where we start, hook a left and head to the right-most corner to find a fire extinguisher outside the right side Storage Room.
  • Head over to the hallway outside the Girl’s Locker Room and extinguish the flame. Inside is our last extinguisher.
  • Next, head over to the hallway outside the Boy’s Locker Room and extinguish the fire, then enter the locker room for another extinguisher.
  • Take this over to the left Storage Room and extinguish the blue flame.
  • Once that’s out, grab the valve handle and head back to the Girl’s Locker hallway. Just beyond the locker room is the Green Room. Slot the valve into the pipe and turn on the water system.
  • After any cutscenes, grab the Fire Token and head up to the 2nd floor to slot it in.

Labyrinth

  • Grab the Fire Token as soon as you spawn.
  • Facing the Fire Token holder, go straight until you hit a dead end.
  • Hook a right, and then another right at the dead end.
  • Follow the path forward until you spot the Metal Token on your right and the Wood Token a little further to your left.
  • Facing the Wood Token holder, 180 and head down the path. You’ll spot the Earth Token to your right. Grab it.
  • Head back to the Metal Token and grab it.
  • Facing the Metal Token holder, head right and follow the path until you hit a T-junction. Go left.
  • Follow the path and hook the only left you can. Go straight until you come to a section where you can either go right, or continue straight a little to your left. Go straight.
  • Continue going forward and you’ll spot the Water Token glowing on your right. Grab it.
  • Facing the Water Token holder, follow the path in a straight line (a little zig-zaggy, but straight, nonetheless) until your only option is to turn right. Do so.
  • Follow the linear path back to the Wood Token and grab it.

Ji-Min

  • After taking control of Ji-Min, run back to MB1 and go to where the White Chrysanthemum is.
  • On the left wall, about shin height, is a blood stain. Interact with it.
  • After the cutscene, head back to MB2 and go to the Music Room on the 3rd floor for another cutscene.
  • Next, run down to the Counselor’s Office on the 2nd floor.
  • Run down the hall to the Lost and Found, then search the boxes on the floor to find Ji-Won Kim’s Book.
  • Now pop over to the New Building.
  • As soon as you load in to the NB, go to the Art Room in front of you to find a book near the white board.
  • Climb the small staircase nearby straight to the roof. Cross the pool and head inside.
  • Go to Library 1 and locate the book on the back shelf.
  • Slip into library 2 and locate the book again at the back.
  • Cross over to the Reading Room and grab the book from the front.
  • Go back to MB2 and head to the 2nd floor Faculty Office. Prepare for a very difficult sequence of events.
  • Now in the Faculty Office, locate which desk has the vase on it and you’ll spot a padlock beneath it. The idea is to use the numbers on the spines of the books, starting from the head of the tiger and going to the tail, to unlock it. Remember to alternate sides like a normal padlock.
  • Now head back towards the stairwell to start a very lengthy stealth section. You will need to trail Choi Eun-mi without being seen. If you divert from following her, or get spotted, you’ll instantly die. Also keep in mind that she’ll randomly stop and look around. This section can take you roughly 7+ minutes.
  • After trailing her back to NB, run up to the roof, cross the pool, and enter the main atrium.
  • After the cutscene, sprint down to her body and collect the inhaler.
  • You’ll find yourself in a new area exclusive to Ji-Min. This area is similar to the Labyrinth, except we now have an active threat in the area who will insta-kill you if caught. If Seong-A spots you, you can run away and have her lose track of you.
  • You need to use the beams of light to collect the Tokens in this order: White, green, yellow, blue, red.
  • After collecting all 5 you’ll find yourself back in MB1. You need to navigate your way back to MB2 while avoiding the onslaught of spirits. It’s worth noting that you can kite the spirits into a more favorable position at times.
  • Once in MB2 run over to the Music Room on the 3rd floor and prepare for some VERY fast QTEs. A small tip: You can preemptively guess the QTE by looking at what part of the screen the circle appears on. IE. if it’s on top you’ll be pushing up, if it’s left you’ll push left.
  • Congrats on beating the hardest route in the game, in my opinion.

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