
Once you arrive in the Pale City, you will eventually reach the School, one of the most intense locations in the game. Here you will face off against the Bullies and meet the Teacher. Below is a detailed guide that will walk you through each stage of this chapter.
Infiltrating the School

Crawl through the broken door on the right and go into the next room, where there are televisions stacked on top of each other. The sixth one will help you climb through the window, but now you need to help her get across.


There is a hook swinging in the center of the room. Jump from the TV on the right to the hook, and from there to the TV on the left. Kick it until it tips over and throws you up, then jump to the platform on the left.

Behind the door on the left, push the remaining TV down—this will raise the Sixth to the level above. Return through the right doorway and meet her at the stairs. Be sure to run to jump to her hand.

Once you’re up, head up the stairs. There are some glowing remains in the doorway on the left. Then go back to the right, cross the planks, and go through the door on the right into the hallway. From there, crawl through the gap in the next door.

A television will turn on in the room, instantly catching Mono’s attention. Approach it and tune the channel to move to a new location.
The area in front of the building

When you come to, move right through the open window and continue along the alley to the dumpster. Together with Six, push it to open a hole in the fence and crawl through it.
Here you are at the School. Before going inside, take a look at two collectible items:
| Subject | Location |
|---|---|
| Shimmering Remains | Behind the building, near the tricycle |
| Hat | On the trash can by the front door |
Climb up the rope on the side of the building and enter through the window. There is a switch on the wall: click it and the lights will go out. A thin beam of light is shining through one of the paintings on the wall — you need to knock the painting down.

Walk down the hallway to the room on the left with bunk beds, pick up any item from the floor, and throw it at the painting. When it falls, crawl through the opening.

The Collapse of the Floor and the First Meeting with the Teacher

There is a chair in the middle of the next room. Walk around the floor—part of the covering is unstable. Jump on the fragile section with the Sixth until it collapses.
Crawl under the floor to the cliff, climb down the platforms to the bottom, remove the ventilation grate on the right, and crawl through it. You will find yourself next to the lockers.

Here, you will see the Teacher’s shadow for the first time. Wait until she closes the door and leaves, then jump over the locker and move on.
Corridors with traps

Enter the doorway from which light is pouring. Caution: there are triggers on the floor that activate swinging buckets. Jump over them and move from light source to light source.
Tip: If Sixth is scared and won’t move, go back to her and take her by the hand—she will follow you.
Another trigger awaits further on. The room on the right is a trap, so don’t go in there. At the end of the next corridor, you can see Zadira. There is a hidden trigger on the floor here that will cause a locker to collapse. If you accidentally step on it, run back immediately.
When the locker falls, climb on top of it and use the lockers on the right to reach the door.
In the next room, there is a toy duck lying on the floor. Crouch down as you pass it: a lantern will fly down on a rope. When it stops, climb onto it and continue on your way.
The Abduction of the Sixth and the Search

As you move down the hallway, you will be ambushed — the bullies will knock Mono down with a locker and drag the Sixth away. Once you get out from under the locker, you will see them carrying her up the stairs.

Go right down the hallway and jump over the fallen locker. There is a hammer next to it — pick it up and deal with the bully at the door, then go through it.

There is another Bully in the next room, but don’t rush in: stay close to the wall and Bully’s own bucket will fall on him. After that, climb onto the chair by the door and crawl through the hole.
Open the third locker — there are glowing remains inside. Next, you will find an elevator that requires a key. Continue down the corridor.
Teachers’ Room
You have entered the Teacher’s classroom — move quietly. Crouch down and move from desk to desk while the Teacher is writing on the board.

In the room with the filing cabinets, the key is on the top shelf of the bookcase. Start climbing, but be ready to jump off—the bookcase will fall over. Run and hide in the open box before the Teacher looks inside.

She will stretch her neck and look around the room, but then she will leave and slam the door, knocking off the ventilation cover. Grab the key and climb out through the ventilation shaft. You will find yourself on the other side after climbing out of the closet. Now you need to sneak past the Teacher.

The best tactic is to hide behind the teacher’s desk. When she turns away from the entrance on the left, run as fast as you can to the elevator—she won’t be able to reach you. Insert the key and go up.
Floor above the elevator
When you exit the elevator, go through the door on the right. Here you will find Zadira sitting with a hat resembling a brownie’s cap, drawing with chalk. A pipe lies nearby.
The bully will notice you and rush to attack, but he is tied to the wall. Wait until the rope pulls him back, and when he falls, grab the pipe and hit him.

Use the pipe to widen the hole in the door and climb through it. Climb onto the chest of drawers and use the wall vent to get into the area above the room with the filing cabinets.
The Teacher’s Chase Upstairs

The teacher is downstairs, and she heard you. Run across the board and hide in the box. Wait until her head is completely down, then slowly crawl to the other side.

You will have to move the barrel to cross the plank — be ready to run and hide in the next box. Once the neck retracts again, start climbing the rope with knots.

Move left across the board, then move to the next board. You need to push it down to reach the ventilation shaft. Do this quickly — the Teacher’s head is already reaching for you.

Library

Through the ventilation shaft, you will enter the library. The teacher will also enter here. Jump down from the top shelf and make your way to the ladder.

| Action | Result |
|---|---|
| Roll the ladder to the second shelf | Collectible hat |
| Roll the ladder to the right wall and climb up | Continue on your way |
Climb onto the shelf, then jump down onto the next one — the book will fall to the floor and attract the Teacher’s attention. Immediately run and slip under the shelf in front. Jump onto the bundles of books hanging from ropes. The second bundle will knock down some of the books, and the Teacher will start looking for you — first on the left, then on the right. Dodge her by moving around.

After climbing over the railing, you will see that the Teacher is leaving through the door—this is your only way out. Drag the box of books to the door and jump up to turn the handle.
Chess puzzle
Behind the door is a corridor and a staircase. The door to the right of the staircase is locked. Go upstairs: on the left are flickering remains, on the right is a door.

Place the finial on the white rook to turn it into a platform, and jump to the door handle. Inside is a room with a broken chessboard and one of the Zadirs acting as a chess piece.

Move to the right and find the painting with the red eye. Pull on the bottom edge to reveal a hint about the placement of the figures. Here’s where to find the missing finials:
| Figure | Location |
|---|---|
| Queen | Right of the board |
| King | On the table to the left of the board |
| Rook | On a piece outside the room |
To reach the king, temporarily place the rook in the queen’s place and climb onto the table. When all the pieces are in place, a light will come on to the right. Jump onto the top of the rook, then onto the lamp, and pull it down. A secret door with a key will open.

Take the key and go down to the locked door.

Kitchen and Zadiry

Behind the door is the kitchen. There is a cart on the left—roll it over to the vent on the right. But first, look inside the door on the left: there are some glowing remains there. Then go back and climb into the vent.


Jump down into the kitchen and leap over the counter to see a bunch of Zadir at work. Jump down, grab a ladle, and fight off the four attackers. Swing in advance—Mono lifts heavy objects slowly.

On the other side of the kitchen are more Zadiers, but it’s dangerous to go in head-on. Look for the head you knocked off one of the Zadiers earlier on the floor and put it on as a disguise. Crawl into the ventilation duct under the table in the far right corner.
Under the table, one of the Zadir will knock over a bowl. If it hits you, your disguise will be ruined. Wait until the bowl falls and breaks, then continue. Do not push the other Zadir, or they may expose you.
Proceed down the corridor to the door at the end and squeeze through the gap.
The Rise and the Brain in a Jar

In the next room, climb up the shelves in the far right corner, jump onto the shelves on the left, and move along the top to the board. Cross it and jump onto the shelves opposite, continuing your ascent. Then swing on the loop and fly to the other side.

At the end of the path, there is a hook and a brain in a jar. Drop the jar on the floor to break it, then climb down with the hook. Pick up the brain and throw it at the button on the wall to open the door to the next room.
Final Meeting with the Teacher
The teacher is back. Crawl through the ventilation duct in the wall and hide under the table. Wait until she moves away, then run to the next hiding place, and then to the next one when she goes into the next room.

Follow her through the door and hide under the table on the left. Now you need to climb onto the countertops: climb out on the right, climb onto the pull-out drawers, and hide behind the jars. When the Teacher turns away, slowly move across the top, using the jars and books as cover.

At the end, jump to the other side and then to the opening in the wall. Climb over the door, climb up the bookcase, and crawl into the ventilation shaft.
The final battle with the Bullies and the rescue of the Sixth
After falling out of the ventilation shaft, you will find yourself among the Zadirs. There is a hammer on the floor, but don’t rush to pick it up: the second board on the floor activates a falling bucket. Step on it, jump back, and grab the hammer.

Stay where you are and wait for the bullies to come to you—it’s easier to fight than to maneuver around a fallen bucket. Deal with the three opponents and go out into the hallway.
New Bullies will attack you in the hallway. At the door at the end, there is another trigger on the floor with a bucket: press yourself against the wall to avoid being hit, and enter the room.

Here, finally, is the Sixth. Destroy the remaining Zadir, then hit the board on which she is suspended with a hammer. When she falls, go to her and help her up.
Leaving School

Climb onto the wardrobe and open the window. Walk across the plank to the neighboring building—you will find yourself in a room with a piano.

In the far right corner of the room, there is a lever. Turn it, and the piano will rise and crash down, partially breaking through the floor. Jump on it with Sixth to break it completely.

One floor below, Sixth will lower you through the ventilation shaft on the left. On the other side is Zadira with a key. Quietly climb down and hide behind the wooden board. Sixth will distract Zadira by stepping on the piano—use this moment to grab the pipe next to him and strike.

Go to the door on the right, and the Sixth will help you open it. Return to the room and unlock the door with the key. Behind it is another Bully, but the Sixth will beat you to it and deal with him herself using a hammer. Pull out the drawer on the right and climb over it.

Climb the stairs. At the end of the corridor, there is a closed door — Shesta will help you onto the shelves. At the top, push the box so that she can climb up too. Open the ventilation and crawl inside.
Teacher’s Piano

You are back in the room with the Teacher — this time she is playing the piano. Climb down the books to the floor and sneak up to the gate on the right. Turn it only while she is playing — this will lower the platform for you to cross to the next vent.
Then move the stool to the shelves you climbed down to get back up. Move only to the sound of music.

Climb up and cross the platform to the ventilation shaft. The teacher will hear you opening the grate—start running. She will stretch her neck through the ventilation ducts, so don’t stop for a second.
You will fall out, and the Teacher will finally stop chasing you.
The Way to the Hospital

When the danger has passed, climb out of the container and walk down the alley. Cross the plank to the other side.
Further down the alley is a trash can. Push it forward with the Sixth until the lid closes. Jump onto the TV, then onto the lid, and swing across. In the alley near the paper boat, you will find the last shimmering remains in this chapter.

Go through the broken door on the right. On the floor lies the Sixth’s classic yellow raincoat—once she puts it on, move on through the next door and you will find yourself in the tailor’s shop.

Jump out of the window. There is another container outside the gate — Sixth will help you onto it. Climb onto the TV, and from there onto the roof. Jump to the other side of the gate and knock down the wooden plank so that Sixth can pass.
She will run to the vent on the right — help her open it and crawl inside. The next chapter awaits you: Hospital.
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