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White Day: A Labyrinth Named School

by lenin 17 10 sections about 13 minutes to read

White Day: A Labyrinth Named School is the 2017 remake of Sonnori’s Korean survival horror. Hee-min Lee sneaks into Yeondu High School at ten at night to return a classmate’s diary and leave her White Day sweets, and the door locks behind him. This walkthrough covers everything you do yourself, the solutions to every puzzle, where all twenty Ghost Stories documents are and how to see every ghost for the collection. Story branches and endings turn on dialogue choices and are not listed here; the actions below are the same on every branch. Played on Hard (version 1.03 with the 2017 DLC).

How the game plays

Keyboard and mouse; the bindings are under Settings. Right click skips cutscenes and dialogue. Tab or right click opens the game menu: Bag (inventory), Documents, Map (floor plans), Messages, System. The bag sorts items into Keys, Medicine (food and drink restore body and mind), Useful (coins for the vending machines, markers for saving) and Misc (collection items). Saving happens only at notice boards and costs one marker each; six slots. Collections: ghosts, figurines (Hell mode), costumes and endings. Everything interactive glows faintly. The janitors patrol: crouch, watch for the torch beam, hide; if seen, run and slam doors behind you, and the safest hiding place is a toilet cubicle. Use the lighter (R) rather than room lights above Easy.

Chapter 1: Main Building, Section 1

Ground floor

Lobby: Key Handover Log on the notice board (where the map is); Building Maintenance note in the janitor’s box left of the side corridor door (tools and a ladder near the workshop, steam valves); Ghost Story 7, The Secret of the Pond, on the floor behind the water cooler. A marker in the sink, a paper crane in the grandfather clock’s drawer, a marker on the radiator and cigarettes on the far cubicle in the boys’ toilet, a coin in the girls’ sink. Pencil drawing 1/10 by the classroom door (all ten unlock Ji-min Yoo for a second run). The cabinet drawer between the windows has a hidden hotspot underneath. Class 2-6: the class president’s note (trophy counts as a safe combination, solvent), the school register with the map, soy milk. The side corridor door is now open: two girls; Ji-hyeon leaves you with Seong-ah, who wants the home economics key from the workshop, reachable through the vent she points at. Side corridor: wire cutters from the corner table, the ladder at the end with a vent note, the tool bag on the floor (hotspot), a coin by the machine; drawings 2/10 by the economics door and 3/10 between the workshop doors; the locked box with characters. Ladder under the vent in the girls’ toilet, climb, cutters on the grille, in. Through a side grille you witness a murder. Steam blocks the way: left, left at the fork, turn the valve; back, forward, left at the junction, right at the dead end, second valve; back to the steam pipe, forward, cutters on the grille, drop into the workshop.

Workshop: alarm, a symbol on the floor; the engineer’s note on the safe: connect only sockets three and four; at the panel turn the three wire tiles so only terminals three and four are live. The safe drops the home economics key and the Metal Sign; note the key-combining device on the table. Seong-ah takes the key and gives the central corridor key. Central corridor: the limping janitor with a bat chases you; Ji-hyeon pulls you into the records room. Records room: the lighter, a weight under the desk, maintenance notes (the key combiner), Ghost Story 5, The Ghost Tree, under the copier lid. Main office: the coded character box on the wall, maintenance request (creaking floor by the music room in Section 2), soy milk, a marker on the sill. Side corridor from stair 2: Metal Sign on the door with characters in the metal shutter; another sign lights on the far door. Up stair 2.

First floor

Note the strange plant in the stair corridor. Central corridor left: So-young’s class 2-8, locked like most; a coin on the far sill; drawings 6/10 under the 2-8 sign and 7/10 between 2-9 and 2-10; two mailboxes. Lobby: coin on the sill, the janitor’s mailbox note: the password is inside the tools we often use, and two more plants. Ground floor tool bag: the belt, digits on the tool ends (random). Main office box: that code gives the auditorium key and a small red key. First floor lobby: the auditorium key opens the side corridor; round the corner a hanged girl drops and crawls; go back. Ji-hyeon rises from the strange tree; So-young comes out of 2-8; the building shakes and branches drag her in.

Saving So-young (timed, ten minutes on Normal)

Destroy the five plants, then the tree in class 2-2; the janitor stays away meanwhile. Pick up her master key. Side corridor, first door right, the hiking club: purchase request form, the warning about spray near flame, insect spray in the far corner. Right, storage room: the Written Letter with a sequence (in this run 96-94-86-83, random), the trophy cabinet: count medals per year; the safe: left to the 1996 count, right to 1994, left to 1986, right to 1983 (here 4, 2, 5, 9). Take the solvent. Lobby: solvent on the first plant right, the second in the left niche; through the character door, downstairs; side corridor plant three; stair 2 corridor plant four; upstairs plant five; back down to class 2-2: solvent on the trunk, dodge the branch left then right, spray. Timer off. Then collect everything before taking the Tree Sign from 2-8 (the janitor does not appear until you do), and use it on the door by stair 2.

Ground floor: drawing 4/10 between 2-1 and 2-2; 2-1: timetable 1/5 (maths) and a marker; 2-2: biology notes; 2-3: snack; 2-4: a 1 g weight; 2-5: timetable and a report card; stair 2 landing: a love letter. First floor: broadcast room: Ghost Story 4, Woman Locked in a Locker; recording room: sedative and the bloody workbook, drawing 5/10; 2-7: marker and five empty timetable slots; 2-8: Ghost Story 17, The Voice That Calls Me, and chalk; 2-9: class materials on the five elements; 2-10: Seeking the Truth 3; 2-11: marker and the register hotspot; 2-12: timetable 3/5; side corridor: coin, drawings 8/10 and 9/10, a wall box and a chrysanthemum on the window; photo club: Seeking the Truth 4, marker, first-aid kit; storage: marker, typewriter key M behind the beam, the PE teacher’s cap; stair 1: key N on the basement steps, drawing 10/10.

Chapter 2: Section 2

The principal’s door has a four-digit lock; a strange child squeaks past. Corridor coin. Counselling room: investigation report (the Calling the Dead ritual). Staff room 1: class materials 2, the faculty notice (the principal’s code is on the Student Affairs board in special chalk), a pin, portraits with hotspots. Caretaker’s room: Seeking the Truth 2 (Morse), the lost-and-found key. Nurse’s room: caffeine document, the Student Affairs key in the jacket pocket on the chair (zoom and rotate the view), paper crane 2, the eye-test glasses missing lenses. Lobby: occult club notice, Worn Paper in the boys’ toilet, a crane in the second cubicle bin. First floor lobby: picture piece 2 on the painting, the sign slot to Section 3, a vending machine. Student Affairs: the left lens on the chair, a coded wall box, and by lighter light the board shows four character groups: the centre glyph separates each pair, the right glyph is part of the left; the missing part converts through the table on the right: 2841 (positions random, digits fixed). Principal’s office: water shutdown report (running water only in the science lab), the participant document (a woman sensitive to alarms), a wooden handle in the small right drawer; the top drawer’s plates: turn the first once, second three times, third once, fourth three times: the videotape; the cabinet opens on camera monitors: the janitor hid something on the cupboard in staff room 1. Wait up to ninety seconds, stand on the chair, take the staff room 2 key.

Staff room 2: the cassette (given or taken from the recorder), class notice, the state report card (the music teacher’s key on a CD), a pin on the second board, a typewriter missing four keys. Faculty lounge: staff note (the stereo with the CD), the science lab key, key E behind the air conditioner. Counselling room 2: the treasure hunt note, a painting missing three pieces. Lobby: picture piece 1. Second floor: a pin in the girls’ sink, a weight in the far right boys’ cubicle. Music room: mysterious note; blood drips play the piano; repeat E, D, F, G, F for the bench key: picture piece 1 with a number sequence (random) for the next door’s lock. Music storeroom: picture piece 2 behind the cabinets, the stereo with a stuck CD. Fit the three pieces: a man with a vase. Lost and found: Dusty Paper, the vase holds a remote. Second floor corridor: Ghost Story 12, Find My Body for You, on the far sill; science lab key; prep room: Crumpled Newspaper, a 10 g weight; remote ejects the CD with the art room key. Third floor art room: the exam guide (making a clay doll), Unclaimed Diary; approach the door: a timed doll puzzle: fetch the dry doll from the lost-and-found floor, kiln it in the art room, cool it in the science lab bath (third table left), set it on the floor by the door, dodge the child’s hand with A and D twice. Art supplies room: a figurine and the Earth Sign; first, biology room: Ghost Story 10, Competitive Spirit, the wandering mannequin, the spirit burner; biology prep: the preserved spider. Earth Sign into the first floor lobby slot.

Chapter 3: the New Building

The Water Sign lies in the rooftop pool; you need the roof key. The yellow key card comes from So-young or from the model in the history room. Admin block: faculty lounge note on the order of classroom lights; history room: the card and the letter about the Yin-Yang sign. Teaching block, first floor: the notice on the railing, the key is tied to the ceiling light; lights in order, then the switch in the electrical room (blue card). Dance studio: a red card behind the mirror; CD into the player; a double appears; dodging his shocks, set your speakers on the same floor spots as his; three successes and he shatters the glass. Take the red card and the CD. Third floor library 1 with the red card: dead air conditioner, library 2 locked from the other side; balcony right, the power box: lever off, move the fuse to the socket under the main lever, lever on; back, air conditioner on, the fallen rules plaque slides the latch of library 2. Ji-hyeon is inside; the Yin-Yang Sign and study 2 from the book on the stand. At the box put the fuse into the alarm slot (important) and throw the lever. Music studio: the ghost girl fades under the sign, reappears, repeat until gone; drive belt from the recorder. Language room (yellow card): belt into the recorder, cassette, the young teacher gives the blue card. So-young in the corridor, the janitor chases. Lights: 3-1 on, 3-5 has a spider ghost, light every ground floor room, back to 3-5, light it, then turn off all but 3-1 and 3-5; upstairs 3-8, 3-10, 3-12 on; electrical room with the blue card, lever: the key falls. Earth science lab (yellow card): world time zones note; the clock shows Greenwich (random, fixed); art studio clock plus three (Moscow); computer lab plus eight (Beijing); occult club minus three (Washington): the cabinet gives the bell (which also reopens Sections 1 and 2) and the L-rod. Roof: cross the pool moving only where both rods run parallel (on Hard the mermaid grabs your hair, mash left and right), turn the valve, the water drains. Save on the teaching block board before taking the Water Sign; the janitor stays away until you do.

New Building items

Admin stairs: Ghost Story 19, Mermaid; sedative; key O under the stairs. Ground: coin; history room marker and a crane panel on the column; chairman’s office: sedative, coin, portraits in a different order from staff room 1, a coded safe. First floor: board and vending machine; art studio: soy milk, snack, the clock, and a surprise: look at the busts, turn away, turn back at the noise, ten times; language room: marker, coin; lounge: soy milk, coin; earth lab: first-aid kit, scales; computer lab: marker. Teaching block ground: first-aid kit; music studio: sedative, the right lens behind the speaker, a coded box; dance studio: 50 g weight; occult club: Mandate of Heaven scroll, Yin-Yang study 1, Untitled Document; shop: snack; electrical room: Ghost Story 18, Secret in the Biology Lab. First floor: 3-1 conspirator’s note (safe code seen before in school) and marker; 3-2 physics notes; 3-3 Seeking the Truth 1; 3-4 timetable under the window and a crane on the board; 3-5 marker. Second floor: coin on the bridge; 3-8 A Girl’s Dreams (globe hint); 3-9 marker; 3-11 timetable. Third floor reading room: labyrinth note, pin, small yellow key, snack, sedative; resource centre: pin, the globe; library 1 marker; roof: coin and a small blue key.

Ghost Stories and ghosts

1, Ghost in the Parents’ House: keys N (stair 1 basement steps), E (faculty lounge), O (admin stairs), M (storage room) into the staff room 2 typewriter; the printed text spells the code 1357 (the English text highlights the letters; the Russian edition breaks this). Student Affairs box: the master key opens a desk drawer there or in staff room 2. Ghost (Hard): cigarettes from the Section 1 boys’ toilet, then the Section 2 third floor girls’ toilet, lights off, lighter on the second mirror; she attacks with scissors on the way out. 2, Impassable Bridge: both lenses in the nurse’s eye tester, find the four circled signs, open the chairman’s safe. Ghost, any level: without the bell, back from Section 2 to 1, hold the mouse on the three scratch marks in the passage. 3, Boy Kills Girl: the wooden handle; Section 1 lobby cabinet, pull the drawer, the cache underneath. Ghost (Hard): the dead girls in the caretaker’s room, 3-6 and 3-9 by lighter. 4: broadcast room; ghost: lights off in a Section 1 classroom, keep opening lockers by lighter. 5: copier; ghost: the tree. 6, Weeping in the Art Room: combine red and blue keys in the workshop, open the near central corridor mailbox for the dark key; split, combine yellow and dark, open the side corridor box. Ghost: the doll finale. 7: lobby floor; ghost (Hard): love letter, then watch the handprints on the first floor side corridor glass. 8, Extreme Diet of Death: five cranes (clock drawer, nurse’s bed, Section 2 toilet bin, 3-4, the first floor side corridor box opened with a blue-dark key) onto the history room panel. Ghost (Hard): the school shop tray, twice. 9, Lost Face: red-yellow key opens the far central mailbox for the Morse card; the metronome in the music storeroom taps the code (random) for the music studio box. Ghost: the dance studio. 10: biology floor; ghost (Hard): chalk from 2-8, reading room book, drag the view. 11, Wrong Answer: five timetables (2-1, 2-5, 2-12, 3-4, 3-11) into 2-7’s slots. Ghost (Hard): bloody workbook and chalk, enter 2-7 dark. 12: sill; ghost appears when idle or exhausted. 13, Unrequited Love: Section 2 third floor, crouch on the creaking boards opposite the music room. Ghost (Hard): PE cap, 2-11 register, lift the view. 14: attic stairs, teaching block; ghost: the mirror. 15, Child in the Corner: weights (2-4, broadcast room, Section 2 boys’ cubicle, science prep, dance studio) and the spider on the earth lab scales, balance them. Ghost: the lights puzzle. 16, Jealousy: five pins (staff room 1, Section 2 girls’ sink, staff room 2 board, reading room, resource centre) into the globe per A Girl’s Dreams: south-east Africa, northern Europe, Canada, southern South America, Australia. Ghost (Hard): wait in a Section 1 first floor boys’ cubicle. 17: 2-8 locker; ghost: the corridor, then the chrysanthemum. 18: electrical room; ghost (Hard): light the biology burner, crouch until dizzy. 19: stairs; ghost: dying in the pool. 20, Missing Child: hang staff room 1’s portraits in the chairman’s order (random). Ghost (Hard): try the teaching block bridge.

Chapter 4: the auditorium

Take the Water Sign (fuse in the alarm slot!), second floor slot; the mad woman attacks with a knife: run to the box on the third floor pressing the prompted keys; into the auditorium. The usage note: lights from the projection booth; there, the fire inspection results give extinguisher locations; lever. Marker on the steps right, coin by the machine, left doors to the control room: the warning off the tank, the switch, into the hall. Fire, and a timer. Left along the clear floor to the far corner, press down to dodge the falling tank, extinguisher, along the left wall to the corridor, left, press right against the vortex, extinguish, girls’ changing room: extinguisher, first-aid kit in the shower. Cross the hall, corridor left, press left, extinguish, boys’ room right: soy milk, extinguisher; hall, left, extinguish, right door, dodge the backdraught, storeroom: extinguish, take the valve; the girls’ corridor, up to the green room, valve on the pipe, sprinklers. Take the Fire Sign, to So-young on stage. The labyrinth (Hard): forward past the first marker, to the dead end, right, right before the pocket, past the rounded corner to a green marker (not yet), forward and left to the last marker’s dead end, back along the corridor, the yellow marker at the corner, back for the green one, back, right past the slot, along the corridor, right before the dead end, the blue marker; forward, left, left, left, right, corridor, right, left, right, right, left, right, right, left, left, to the last marker. Carry So-young across the crystal cubes to the light.