Where: the St. Amelia Medical Centre — Surgery, the X-Ray room, the Victoria and Chapman wards and the basement — and then the same building changed, which the map labels "Medical Center – Different" and the trophy text calls the Alternate Medical Centre: a central hall and Wards S, W, D and P.
Sub-chapters: Chapter 7 – Zoe: The Patient, Chapter 8 – Many Into One.
Watch for: thirteen of the game's 138 collectibles are here, and most are missable because there is no chapter select and no way back into a section without an earlier save: seven Clues and Documents (the ones that feed the Discoveries count behind the three main endings), Phone Number #10, Strange Postcards #7 to #9, CRTV Signal #8 and Resource Container #3 with its Lockbox Key. The part's missable trophy is Save It For The Patients (Silver): no healing items during the missions "Rounds" and "The Patient", that is, Chapter 5 and Chapter 7, the only two chapters played as Zoe. Leave it for New Game+ if the first run is a struggle, because there Zoe has the Axe and kills anything in one hit. Two story trophies pop here and cannot be missed: The Patient at the end of Chapter 7 and Many Into One at the end of Chapter 8, both Bronze. No boss in this part.
1. Chapter 7 – Zoe: The Patient
A chapter played as Zoe, the nurse, tending a patient on the table in Surgery: PC Gamer's reviewer called it their favourite sequence in the game, "the aftermath of the disaster" seen by a first responder. The rules change with the character. She starts with nothing but a pager — no CRTV to find threats, no melee weapon: whenever Simon is not in the picture, neither is the CRTV, so it is peeking round corners and listening. Across two runs there is one melee weapon for her, and otherwise bottles and bricks serve as distractions; a Plank can be obtained in the Medical Centre in this chapter, though where is not documented. Every puzzle here is a piece of hospital procedure, and the Hinted puzzle setting only highlights text in the clues — the puzzles themselves do not change; a wrong answer at the intercom costs health. Seven of the part's collectibles are in this chapter; the five puzzles are #10 to #14.
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1
Take the map and answer the intercom with the patient's readings (Puzzle #10)
The St. Amelia Medical Center Map is on the wall to the left as the chapter opens, in Surgery. After the intercom conversation you are asked for readings from the monitors in the room, and a wrong answer costs you damage; the hints are on the laptop to the left of the bed. From the foot of the bed: the middle monitor on the right gives blood pressure, Systolic 70 and Diastolic 40; the bottom monitor on the right gives Pulse 160; the upper monitor on the left gives SpO2% 80. The displays drift slightly over time, so pick the closest option. Blood pressure, heart rate, oxygen: without the document that explains it, it is easy to end up guessing.
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2
Open the Surgery door with the pager number
The door on the right of the room takes a code: 7103, the number that arrives on the pager. The same code opens the same door again in Chapter 8.
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3
X-ray the skull (Puzzle #11)
In the X-Ray room, turn on the computer, then zoom in and move the camera up until the text "Patient Skull – Aligned" sits at the top of the screen. On the panel to the left, flip POWER on and set SITE to Skull, kV to 3, mA to 7 and Time to 1 — the values come from the X-Ray Dosage Table on the laptop left of the bed — then press the green button at the bottom right.
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4
X-ray the chest and hang both plates (Puzzle #12)
Repeat it for the chest: zoom and move the camera down until "Patient Chest – Aligned" is at the top, set SITE to Chest, kV 7, mA 3, Time 1.2, green button. Take the printed Head and Chest X-Rays (a key item) from the printer to the right of the computer, put them on the board to the left of the intercom, and interact with the head and the chest when prompted.
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5
Victoria Ward, ground floor: two emails and the first drug
Past reception, at the end of the hallway, Consult Room B has a computer with two emails that count as Documents and as Discoveries: Supply Situation Update and RE: Supply Situation Update. At the end of the same hallway the Pharmacy Store holds the first of three drugs, Tensobromide, in a green medical box.
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6
Chapman Ward, first floor: two more Discoveries, the code, the second drug
The computer behind the desk on the first floor of Chapman Ward has the Document Unrealistic Expectations (listed with the number 1098512…) as its first email and the Clue Dailies – Infusion Status as its second, which marks the infusion spots on your map. In the top-left office, the Clue Dailies – Records Room Code is on the board to the left of the computer. Then Bay 6: Dextracyclate is in the infusion machine. That makes five Clues and Documents so far, all Discoveries.
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7
Chapman Ward, ground floor: the Records Room
The Records Room door is in the top-left corner of the ground floor; the code is 2605, from the clue on the board upstairs. Search the cabinet inside for the third drug, Hydroxalene, in a green medical box. It is spelt Hydroxalene as an item and Hydroxaline on the pump in the next step; it is the same drug.
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8
Back in Surgery, set the three infusion rates (Puzzle #13)
The rates come from the Medication Dosage Table on the laptop, read against the patient's weight on the whiteboard, 88 KG, which is the table's third column. On each pump press SET RATE, enter the number, press the check mark, then READY PUMP: Dextracyclate 15, Hydroxaline 7, Tensobromide 8. Then start them from the small console on the left of the bed.
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9
Phone Number #10: 5353 – Hospital Storage
Dr. Glenn gives you the number automatically; call it from the phone in reception. This one is required for story progression, and a number only registers as discovered once the whole call and the automatic hang-up have played out. It is the tenth of the thirteen numbers behind the Cold Calling trophy.
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10
Victoria Ward basement: the last Document and the intubation kit
In the basement hallway the Document Equipment Cleanup Notice lies on a bed — the sixth Discovery of the chapter. The Medical Intubation Kit is on a shelf in the storage room, reached through the gap in the lockers.
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11
Intubate the patient (Puzzle #14) — trophies: The Patient, and Save It For The Patients if you kept to the rule
Back in Surgery. While positioning, find the spots where the view flashes red and hold R2 or RT to insert; the order is always the right side, then the lower left, then the top. The chapter ends and The Patient (Bronze, "Tend to the Patient") unlocks; if you used no healing item in this chapter or in Chapter 5, Save It For The Patients (Silver) unlocks with it. Chapter 8 opens at the same Surgery door, in the building changed.
2. Chapter 8 – Many Into One
The Medical Centre again, but changed — "Medical Center – Different" on the map, the Alternate Medical Centre in the trophy text — and played as Simon, with the CRTV back: the chapter's postcards can only be picked up as him. The whole chapter is a hunt for five patients' blood bags across Wards S, W, D and P, each ward opened by feeding a bag into a transfusion machine, with the Clue Zoe's Patient List marking the bags on your map. GamingTrend's reviewer names the blood-bag puzzle as their favourite in the game; PC Gamer's remembers the wall of blood types at the end. Six collectibles here, and the two last puzzles of the part, #15 and #16. There is one enemy known only as "the big enemy", in Ward D — the step says what to do about it.
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1
Surgery door, code 7103 — and Strange Postcard #7 in the X-Ray room
The door on the right of Surgery takes the same 7103 as before. Strange Postcard #7 is right at the start of the chapter: in the X-Ray room, on the counter at the back. Postcards are the one collectible that stays collected between playthroughs, so this one never has to be picked up twice.
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2
Through the crack: CRTV Signal #8 (channel 28~)
Squeeze through the crack to move on, then use the radio on the table. Tilt the CRTV with the right stick until the colours stop moving, then move the colours into their boxes with the D-pad (the same for every signal). It is the only signal in Part 3 and the eighth of eighteen; progress toward Sweeping Signals carries between playthroughs.
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3
The Pipe, and the map of the changed building
After crouching through the vent, turn left and take the Pipe from the blocked door: it is one of the seven weapons the Creative Process trophy wants a kill with in a single playthrough, and it falls apart more slowly than a plank. Down the hallway on the upper floor, the Medical Center – Different Map is on the counter by the metal door.
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4
The first blood bag and Zoe's Patient List
Take the right hallway to the bottom door at the end and crouch through the vent. The Alan Duncan Blood Bag is to the left of the bed, and on the table beside the tape player is the Clue Zoe's Patient List — the chapter's only Clue or Document, and the seventh Discovery of the part. It marks the location of every blood bag on the map.
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5
Open the S.W. door with the Alan Duncan bag
At the end of the left hallway, under the letters S.W. above the door, place the Alan Duncan Blood Bag in the transfusion machine and pull the transfusion switch. This is how every ward door opens in this chapter.
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6
Ward S: the Sarah Watson bag
In the left area of the map, follow the path round to room 05 at the bottom left; the Sarah Watson Blood Bag is beside the bed.
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7
Ward W: the master key, Strange Postcard #8 and the Lockbox Key
The Ward W Master Key is on a table in room 04 on the bottom floor. PowerPyx puts it in the left area of the map; VGC, Vandal and EliteGuias at the bottom right (the south-east corner of Ward W), so go by the room number. It opens room 06, where Strange Postcard #8 lies on the table, and room 13. Room 11 has the Lockbox Key (#3 of 7) in a key cabinet.
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8
Ward S, upper floor: the Lesley Greer bag and Resource Container #3
Climb the ladder in lower-floor room 13 to reach upper-floor room 12, where the Lesley Greer Blood Bag is. Room 01 is open now: Resource Container #3 is on the floor there, opened with the Lockbox Key from room 11. There are exactly seven keys for seven containers, one key per container, and they hold extra consumables or ammunition.
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9
Open the D.P. door with the Lesley Greer bag
At the end of the right hallway, under D.P., the second transfusion machine takes the Lesley Greer Blood Bag; pull the switch.
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10
Ward D: send the Matthew Clark bag down
Go to room 03, through the hallway to room 02, and press the elevator button: it drops the Matthew Clark Blood Bag to the lower floor, where you collect it later from the Ward P side.
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11
Ward P: Strange Postcard #9, the George McEwan bag and its master key
In room 08, open the medical cabinet on the wall for Strange Postcard #9, the last of the part's three. Back upstairs, a vent in the north wall of room 06 leads through a room to a drop into the lower area; the George McEwan Blood Bag is in room 10 on the lower floor, and the Ward P Master Key comes with it automatically. The key opens rooms 10, 12 and 03; in room 03 the Matthew Clark Blood Bag you sent down is waiting between the elevator doors.
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12
Get out of Ward D past the big enemy: valves in rooms 05 and 10
Leaving means turning the valves in rooms 05 and 10 on the upper floor. The advice: wait until "the big enemy" is on the other side of the room before you turn one, and hide in the nearby closets if it comes close and starts trying to get into the rooms. It is never named. The game's middle chapter has an unkillable, one-hit-kill pursuer that seems stuck on you even when it does not know where you are, and a stretch of hiding in lockers from the Weight in a near-black area of corridors and doors, but nothing ties either to this ward, so this page does not call this one the Weight. A closet is also where the Isolating Experience trophy comes from: sixty seconds in a row inside any hiding spot.
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13
Hang the bags in the central hall (Puzzle #15)
Back in the central area, the bags go on the walls: first spot on the left, Sarah Watson; second spot on the left, Matthew Clark; the spot on the right, George McEwan. Then the switch to the left of the double doors at the back of the room. Counted from the exit door, Sarah Watson's spot is the third on the left and Matthew Clark's the second.
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14
Route the right blood types to the centre (Puzzle #16)
The outside blood has to reach the interior, and only the compatible types may: O-, O+, A- and A+. Simon's own type is on the Medical Wristband under Equipment — Ordell is his surname, and the confirm button in the middle is labelled ORDELL. The answer is the three sources marked T.F., H.M. and S.W.: spin the circles until straight lines connect those initials to the centre, then press ORDELL. PC Gamer's reviewer recalls a puzzle of blood types scribbled across a wall — which reads like this one — as the moment the game's way of thinking had sunk in.
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15
The door at the end of the hallway: Room 204 Key — trophy: Many Into One
The locked door at the end of the hallway opens with the Room 204 Key: it is not picked up in this part but on the bathroom counter of the hotel's "A Different Place" in Part 1, so it is one Simon has carried since then. The next chapter starts immediately after the cutscene that follows, so anything left in the building is left for good. Many Into One (Bronze, "Accept the transfusion in the Alternate Medical Centre") unlocks here.
3. Part 3 Completion
✅ Before Leaving the Medical Centre...
Cross-checked
Cross-checked on 22 September 2026 and re-checked on 1 October 2026 against the guides of PowerPyx, Eurogamer.es, Vandal, VGC and EliteGuias and the PC Gamer, Eurogamer, GamesRadar+, GamingTrend, TheSixthAxis and Push Square reviews. Left out for lack of a source: what the emails, the intercom and the tapes say, how many enemies patrol each ward, where the Plank is, who the patient is, and the endings. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.