Their mission is to rescue Kenny, warn the school, save their teachers, and get out alive. The story begins with Kenny Matthews , a jock and popular school basketball player, staying late in the gym to shoot some hoops. Ashley Thompson , Kenny's girlfriend, calls him and diverts his attention from the mysterious figure running off with his gym bag. When he's finished, he notices his bag is gone and goes to find it. He is led behind an iron gate leading to an old mansion.
In the basement, he finds a secret passageway that leads to an underground corridor. As he walks further down under the mansion, he discovers glass cases with plants and other experimental subjects. He opens a seal locked door at the end of the hall to find Dan , a student who has been used as a guinea pig for the experiments and locked in the underground lab.
Kenny convinces Dan to leave with him. Upon re-entering the corridor, they are attacked by a giant mutated creature. Dan gives his life to allow Kenny to escape. Hurrying up the ladder at the end of the corridor, Kenny is locked in by the mysterious figure. The next day, Ashley informs Kenny's sister Shannon Matthews that he stood her up the other night. Shannon states that Kenny didn't come home either.
Both girls concur that Kenny must be in trouble and they need to find a way to aide him. They visit Josh Carter , the school videographer and would-be detective, to ask him if he knows of Kenny's whereabouts. He does not, but suggests that they stay after school to look for him. After everyone has left and all the doors are locked, they begin their investigation.
First they go looking for the principal at his office in the classroom wing of the school. They find Stan Jones , the school stoner and slack student, if he knows where Kenny is. He does not, but upon hearing Kenny's missing, decides to join them in their search.
When they enter the principal's office, they are attacked by a dog-like creature. This is new to Stan and Ashley, but not to Josh and Shannon, who encountered them earlier, where their Biology teacher Denny Walden showed them that the creatures react harshly to light. In the principal Herbert Friedman 's office, they discover that he has a twin brother Leonard Friedman.
They also find a note informing the janitor that Herbert is in his office at the school library. Upon meeting him in the library, the four inform Herbert of the monsters plaguing the campus and of Kenny's disappearance. He then informs them that he will find Kenny and that they should leave immediately. He tells them to speak with Mr. Garrison , the school janitor, to let them out.
When they visit the janitor, he has been ripped apart and is in a bloody heap on the floor. Josh takes the liberty of watching security tapes in his office. Josh finds out that Kenny is trapped behind bars in some unknown location, and that Elisabeth Lucy Wickson , the school nurse, is trapped in the nurse's office.
They travel through the cafeteria wing to get to her and get some answers. When they find Nurse Wickson, she appears to be out of her mind. However, in her mindless babble, she reveals that Herbert has been doing something "unsafe". The four then make their way to the opposite end of the campus. But, no matter what happens, they must stick together if they want to throw light on the dark and sordid history of their school.
Play five different students, alone or in cooperation, every one of them having their own special aptitude, and use them wisely to defeat the monsters creeping around. Buy on. Play Sound. Please enter your birth date to watch this video:. January February March April May June July August September October November December 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 Enter.
Obscure Official Movie 3. Critic Reviews. Score distribution:. Positive: 5 out of Mixed: 14 out of Negative: 2 out of Just Adventure.
All this publication's reviews Read full review. PC Format. Obscure rewards innovation over frenzy, and it seems only fair to do the same in return. All this publication's reviews. Play Magazine. There's no better fodder for the boneheaded premise of old-school RE Obscure will be more than enough for gamers looking for their next scare, but will leave other gamers looking for more.
Game Informer. Many points where the puzzle design, level layout and management of the teens' special skills are just plain clumsy and almost unusable. PC Gameworld.
Dated visuals, bad voice acting and an impossible control scheme. Best to stick with the original game. User Reviews. Write a Review. Positive: 7 out of Mixed: 2 out of So much better then silent hill and resident evil.
This games great, but its sequels much better. Pretty funny how those craptard critics So much better then silent hill and resident evil. Pretty funny how those craptard critics rated it low but all users rate it high. Great game! Make sure to grab the First Aid Kit near the door. Looking at your map you can see there are 4 doors in this section: 2 on the West Wall, 1 on the north and 1 on the east.
First there are no enemies, so take your time. There are 3 Energy Drinks in here, the first - Energy Drink - is on the right side of the Teacher's desk in front of the chalkboard. The second - Energy drink is on the left most desk on the front row, and the final - Energy Drink - is on the counters to the left.
Make sure you're healed and reloaded before moving to the next door. And if you're still using Pistols, this would be a good time to switch to a shotgun. Shotgun Ammo 7 There are three things you should note when first entering this room. As soon as you enter, - Aim - - Boost - and when you hear the whine: fire. After it's dead you will find some - Shotgun Ammo - on a set of stacked up desks near the west wall it'll be at the bottom-ish area of your screen Before you leave make sure to grab the - REVOLVER - from the stacked desks near the boarded up windows This will be on the right side of your screen This is THE best Pistol in the game, and possibly better than any Shotgun you've found as well.
Take a moment to tape the Powerful Flashlight you found in Friedman's secret office to it. At this point, let your Teammate use the Shotgun, and keep the Revolver for yourself.
It lays in the same area as the first pack, but closer to the door to this room. Dispose of them and head down the center aisle, grab the - Pistol Ammo - off of one of the desk to the left and some - Sticky Tape - off of the single desk sitting in front of the right window. In the top left corner of your screen you'll also see some more - Pistol Ammo - Still no key, and no more doors to go into. But if you look at the large bookshelf you will notices part of a white door peeking out from the left side.
Get beside the Bookshelf and shove it out of the way to expose a door. You can now enter the room behind Door 3. Once they are dead head to the left and get between the space between the desks and the windows.
On one of the desks is a - Key - You can now leave the Library if you want. But before you do, continue around the room. Open it to find a - Light Grenade - You're now finished with the Library, time to head to the Amphitheater again. You will find a - Disc - Now find some stairs and head to the ground floor. But be prepared for the - 2 Stage 2 Mutants - that will appear. Sometimes - 2 Stage 2 Mutants - will be here waiting for you and sometimes they will not.
I'm not sure what triggers this, but it may depend on if you got the First Aid Kit earlier or not. A door at the North West part of the school. If you're not using Shannon, head there anyway. Remember that Gate you couldn't enter when you exited the Basement earlier?
It's now time to return to it. Exit into the courtyard. Keep moving past the manhole you came out of to escape the Basement and approach the Gate to the north. To the right of the gate is a place to Input a code. Unlike the safe in the library, there is no "feedback" here so you kinda have to pay attention to what you're doing here.
You will note that one button is pushed in, and depending on how you move the control pad or Left Analog Stick a different button becomes pressed. Press the buttons 0 and hit - X - now do the same with buttons 5, 8 and 2 Finally press the green button. The Gate will now open. Once you're ready enter the Gardens. The First way has more enemies, but they are easier to deal with. The Second way has fewer enemies but the combat is a bit trickier because of how they appear. If you do so the camera angle will pan over the roof and you will see that there is a weapon on top of this small building.
Once the camera focuses on your character again, you will see a Stage 2 Mutant coming around the side of the building. Don't worry about it for now as it will not attack you while you're in the shed so go ahead and get the - Shotgun Ammo - off the ground. To get the weapon off the roof, equip a melee weapon and attack the inside wall of the shed. It should fall down through the hole in the ceiling. Pick up the - Pump Action Shotgun - It only holds 2 shots at a time, but this is the best Shotgun in the game.
In fact it may be the best weapon in the game. Tape a Flashlight to it and exit the shack and then kill the - Stage 2 Mutant - and the - 3 Biters - that appear with it.
Once they are dead make your way to the right side of your screen and take the path you find there. After you pass what appears to be 2 dead bodies - 2 Stage 2 Mutants - will attack you.
Kill them and move on. Eventually you will reach a gate to the next area. As you pass the 2 dead bodies you will get caught in a crossfire between - 2 Stage 2 Mutants - and - 2 Biters - Once they are dead head back to the shed and enter it. The camera angle will pan as above, but this time no Stage 2 mutant will appear.
After you get the - Shotgun Ammo - and the - Pump Action Shotgun - Hit the inside wall with a melee weapon as above head back outside.
Unlike in the first way, no enemies will attack you. Head back down the right hand path until you reach a gate. Enter it. Kill it quickly and head toward the bottom of your screen on the path. This path will turn to the right side of your screen and will take you to a bridge. Cross the bridge and you will find the path splits off to the left and right. Take the right path and grab the - Pistol Ammo - at the dead end. Now head back and take the left hand path, a - Stage 3 Mutant - will appear on the right hand path and begin to chase you.
At this point you have two options. You can either stand and fight - OR - rush to the end of the left path and force your way into the next area. To do this, attack the wall at the end of the path and eventually it will break allowing you access into the next section. Note: There is a good chance the Stage 3 Mutant will corner you if you don't kill it so you might as well stand your ground and fight first. Then when it's safe, break the wall and move to the next section.
Take the right path and you will reach a small gazebo, you will also hear the roar of a mutant as a - Stage 3 Mutant - appears and begins coming down the path you just came from.
Kill it and then enter the gazebo. Grab the 4th - Statue - and - 4 Biters - will appear. Once they are dead make your way back to where the path split and this time take the left hand path.
Eventually you will arrive at a gate, but - 2 Biters - will appear to harrass you. Either kill them or just go thru the gate. This time however there are some items you can aquire.
There is a - First Aid Kit - on the left side of the house, between the Mansion and the wall. Go around the house and climb the stairs to the back door and you will find some - Shotgun Ammo - Decend the stairs and now instead of continuing your exploration of the backside of the mansion, head down the path back toward the school this is the way Kenny used to get here in the Prologue On your way back you will see an item flashing on the ground on the left side of your screen.
Grab this - Lever - as you will need it. Head back to the mansion and either climb the stairs onto the terrace - OR - move toward the celler entrance and - 2 Stage 2 Mutants - will appear and attempt to catch you in a crossfire. Now it's time to go back to the celler. As soon as you enter, head into the darkened area above your character and grab the - Pistol Ammo - off the shelf.
Now head into the room and you will find a - Disc - on top of the barrel to your character's right. Finally use the Lever on the mechanism between the 3 large barrels and the shelf against the right hand wall. This will reveal a ladder leading to the basement. There is also some - Shotgun Ammo - on the ground on some sort of metal square toward the bottom of your screen. Grab it and then head down the tunnel.
Toward the end you will see a hole in the wall with some more - Shotgun Ammo - in it, and just past this is another - Hanger - just waiting for you to shoot it.
Once you get close to the lit chamber - 2 Stage 2 Mutants - will appear. One directly in front of you and one will begin moving around the room from behind you. Kill them quickly so they don't overwhelm you. Once they are dead move around the lit chamber toward the door, but don't enter it yet. There is an - Energy Drink - on a small table on the right side of your screen and a - First Aid Kit - on a table further down and on the left side of your screen.
Once you have these go ahead an use the door. Take it or check out the Cell. But it also seems he's succumbed to the Mortifilia in his system, and has become violent. Either put him out of his misery or go back the way you came and take the other door. Go up onto the elevation and grab the - Disc - sitting in the corner right in front of the stairs There is also an - Energy Drink - on the chair.
There are some papers on the floor, check them and you will be able to read the "Notes on Test Subjects" which seem kinda grim. Beside the notes is some - Sticky tape - on the floor. Now there are three doors in this room. The one you came in from. A door on the same wall left side of your screen, up by the vines And a door at the top of your screen on the elevation For now, take the door at the top of your screen and enter the Storage Room.
Move them forward to change the camera angle and get a better view of this room. On a large crate you will find the - Clue: Photos of Mutation - This shows the progression of someone mutating from normal, to stage 1 and then finally to stage 2. Once you have this go over to that tall cage you passed on the left side of the room and push it toward the front of the chamber. This will reveal a small side room that contains a - Hanger - for you to kill and a - LASER - on the counter to the left of the sink.
This laser is THE most powerful weapon you can find. But it has very limited ammo and you cannot recharge it. Save it for something big. This room is finished and you have two exits out of here other than the door you entered. The one on the left side of your screen up by the vines. Run toward the bottom of your screen, - Aim - - Boost - and begin firing at it. Once it is dead go around the plant holders in the middle of the room and you should see a door on your right.
Don't take it yet, instead go around the other side of the plant holders and grab the - Energy Drink - on the shelves between the ladder going down and the big wiggly vines. In the corner of the room, near the vines, you will also find a - First Aid Kit - Now you have two exits out of this room, other than the door you entered from. Just for fun take door to the right as you will need to know this location because you will have to come back here later.
Not much to see here, but on the right side of your screen you will find a massive door that look alot like the kind of door Ms Wickson told you to find. Unfortunately it's locked, so we'll have to find away to change that. On the left side of this room you will come to a door like all the others you've run across so far. You now have opened and have access to every room within the Basement level.
Once you're ready head back to the Indoor Garden and take the ladder down to the Sub Basement. Kill the - Biter - that has taken up residence and then search the shelves for a - Disc - Make your way around the tipped over table and head to the door. But before taking it make sure to grab the - Pistol Ammo - and - Shotgun Ammo - off of the table to the left of it.
As you move forward you will see some sort of strange machine going up from the floor to the ceiling. Connected to this are 4 podiums that look like they have a spot for you to place something on them.
You will want to place a statue on each one, but before doing that move around the machinery and a - Blobwoman - will take notice of you and attack. Once the fight is over place a statue on each podium and then move to the area near Blobwoman's "head". There's a place for a lever, but you don't have it yet. There's only one other door out of this room, so take it. If you have one, equip a Light Grenade and then head down the path.
The camera angle will change and you will need to run toward the top of your screen. In the distance you will see a doorway.
Once you get to the door, turn around and throw the grenade. In a flash - 3 Stage 3 Mutants - will be killed. Just before the north door, in the middle of the hallway about level with the light on the right wall is a - Light Grenade - for you to grab and use.
Instead go back to the 4 way junction and take the path to the left of your screen. It's a dead end, but a dead end with some - Shotgun Ammo - for you to pick up. Go back to the 4 way junction and this time take the path leading to your right. There's a door at the end so take it. The doors on the left and right near the entrance are locked so take the 2nd door on the right side. Before that though, make sure to grab the - Disc - on a pallete and some - Shotgun Ammo - between the overturned cart and the wall.
In the middle of the room you can see Walden's Bag hanging from a vine, grab it to gain - 2 First Aid Kits - some - Pistol Ammo - and some - Shotgun Ammo - Heal up, reload, choose your teammate and most importantly Once you are prepared, enter the now open Big Door. Basically Shoot the 5 vines you see that go from the ground to the ceiling. Your character will automatically aim at them as they would any other enemy so it will not be difficult to attack them.
Avoid his limbs and the black smoke he causes to appear on the floor and then shoot the vine enough and they will break. Once they break a spot of light will appear on the floor. After this attack run to the next vine and continue. Do this to all 5 vines they are spaced out all around his body so you will have to go ALL the way around him to get them all If you find you can't go any further in some places you can use the blackened area around his base, but be careful as this area will damage you quickly.
Once all 5 have been destroyed this battle is over. But it's not over yet, Leonard still wants to play. See that light coming down from the ceiling, it'll kill him, it just takes time. Avoid his limbs and heal when he hits you and eventually he will die. You don't even have to attack if you don't want to.
While it's possible to attack him when his head is exposed, I haven't noticed it having any real affect on how quickly he dies, but you have the ammo so it's better to be safe than sorry.
Shoot him as needed. He only has 2 attacks, a downward swing and a sweep attack. The downward swing is easy to avoid, you cannot avoid the sweep however. To avoid the sweep you need to attack Leonard as he's roaring. A short roar will preceed a swing and a longer roar will preceed the sweep.
While he's making the longer roar, aim and fire and you will shoot him in the head, causing him to abort his attack. Note: This ONLY affects his sweep attack, you cannot stop him from making the downward swing so just dodge to the side to avoid it.
It won't take long for this fight to end. Don't turn off your game during the credits though, after they roll you will get a chance to save your game do so and then see what Bonuses you have unlocked. While covered in this black mist enemies appear to be a little tougher. Also if you come in contact with the mist your character will begin to take damage from the mist itself. A Note on enemy names: These names were created by me as nowhere in the game are these creatures described except for Mortifilia If I come across the real name for these creatures I will update accordingly.
He noticed that these were listed within the "Making of" video you can unlock. While it's uncertain if these are "official" they were the ones used during production, and thus I will likely "rename" some or all of the creatures in the main faq accordingly. But for now I will only list them for accuracy and convienience. However, that's not why I'm writing you. Though my reason isn't exactly important, I figured that maybe you'd be interested.
In your naming section, with the production names, I do believe that the production names are all french. So I'd like to point a few things. On the first one, 'Reine', you have it right in translating it to 'Queen'.
On the second one, 'Mordeur' translated means 'Killer'. On the third, this is going to sound neurotic, but in the translation you would switch the words around, making it 'Tree-Man' rather than 'Man-Tree'. The fourth looks right to me.
The fifth however, should be 'Climber' instead of 'Climbing'. Like I stated before, it wasn't overly important, I just figured that you may want to know. This was one of the reasons I had decided against it when the production names were discovered, and I think it might be for the best.
This view might change in the future, but it is unlikely. Again, thank you to those who provided translations. The Biter is a weak enemy, but it has the ability to bite and hold down on you, thus allowing it's black smoke cover to damage you or to allow other enemies to attack you easily.
It also has a spit attack and can pounce on you. This creature was once human. All of it's hair has fallen out and it now has a gaunt complextion. This is one of the weakest enemies, they will pull a knife on you and attack if you provoke them. The black mist this creature gives off is far more pronounced than that of a Stage 1 Mutant. Far more dangerous than a Stage 1 Mutant or Biter, the Stage 2 Mutant will leap at you and pound on you with it's flailing limbs. The best way to deal with them is to keep back and fire at them with your weapons.
It's easily twice the size of a normal person and powerfully built. The tentacles on it's face have trippled in size and it can now use them to attack. This enemy is DANGEROUS; being able to kill your character in two hits for the weaker ones - possibly 3 for the stronger ones like Kenny Also if it manages to grab you, your character is more or less dead.
Keep your distance and shoot at it with your most powerful weapons. It kinda resembles a human crossed with a insect of some kind. It crawls around on the ceiling and attacks you from above. While not overly dangerous, it can grab your character with it's long tentacle and slowly strangle them. Keep your distance from them. If you are grabbed by it, you can escape by wiggling your left analog stick or if your teammate attacks it the Hanger will drop you. It's only real attack is to engulf you and slowly weaken your health.
One side of this creature is the victims bloated arm, the top is the torso, and the other side is the victims fused legs. While not overly powerful, this enemy CAN attack you at range. When it stomps the ground several spines will be released and attack you through the ground. Also, it's large size makes evading it rather difficult.
Boost your light and fill it full of lead. While it is possible to attack it in melee, you will take a lot of damage from it's black mist cover.
It lays on its stomach and releases biting sluglike creatures from the folds of its body. One of its arms has grown to gigantic size and if you get to close it will pummel you with it. This creature is only vulnerable when its head is exposed.
While it is protecting its head with an arm, don't waste your bullets on it. When this enemy is releasing its leechspawns or when wheezing start shooting. Do not try to attack this creature with a melee weapon as it can hit you with it's deformed right arm.
This attack does a lot of damage AND will knock your character to the ground. Other than its arm, the only other way this creature can attack you is by releasing small sluglike creatures from its body. These creatures will attack you in a group and can slowly grind your health down as well as keep you off balance. They will swarm in a group and leap at your characters to bite them with their little beaklike mouths.
Aim at them and Boost your flashlight and they will disolve. Wow, this sucker looks like a giant tree-man thing. He has one massive arm, and a large spiked tentacle coming out of his head. Unlike other enemies you cannot dispel the black mist that surrounds Leonard. Leonard has 3 attacks in his first form and 2 in his second. His first attack is a downward swing which will slap your character around and do a fair amount of damage. His second attack causes 3 to 5 bursts of "black mist" to rise up from the ground.
These can be both annoying as well as dangerous as they will knock your character to the ground as well as damage them. He tends to "spam" them in the same place, so you can die quickly if you get caught in them.
When you see the ground turn dark under your characters feet, run to the side. His final attack in his first form is the "black mist attack". After you break one of his vines, run into the spot of light that appears on the ground. Leonard only does one "black mist attack" per vine, so after he performs this attack you are now free to continue attacking his other vines.
In his second form Leonard retains his downward swing, but loses both black mist attacks. In it's places is a tentacle sweep attack that you cannot dodge. Just before he makes the sweep he will give a long roar and expose his head. Attacking his head at this point but before he actually attacks will disrupt the attack. The second number reflects an enemy who is covered by a "dark aura" - All combat data was gained using Shannon. Different characters may have different attack powers.
Enemies may be weaker on easy and tougher on Hard - The Queen and N-Mutant appear to get "stronger" as you encounter them later in the game. First Encounter? Later Encounters Pump Action Shotgun -? Flair are similar to Clues as in they have a splashscreen image and text and add to the story. Classification appears difficult. This endemic plant allows microscopic buds to appear, which do not appear destined to form a new plant but to possibly generate other leaves for closer examination.
The parasites and spider-like appearance explain its capacity to propagate in an excessive manner. Hypothesis verified by the presence of an oversized sucker ensuring proliferation. Detailed examination of the buds: the bud shows a stupefying germinative power. Hundreds of lines at the neck confirm that the species has phenomenal longevity. Cutting the xylems: the ducts are completely dry, no trace of humidity.
How are these chlorophyll cells irrigated? The black substance released comes from glands located on the root; it is poisonous to its biological environment. During a darkness - light - darkness sequence, variations in dioxygen concentration are observed, whether DCPIP is present or not. The plant is particularly sensitive to exposure: it fears the light! This plant transgresses the rules of phytology.
Molecular analyses show genetic associations that enable the Mortifilia to be defined as a non-recombinant isolat at the genetic level; this means that it does not have a sexual process for exchanging genetic material, but a parasexual one.
I attempted to experiment during which a transient diploid node was formed. In this node, mitotic cross-over was produced at low frequency. The diploid node then self-haploided through the loss of chromosomes Using this system, two distinct species could exchange genetic material.
Conclusion: It is certain that the Mortifilia possesses abnormal properties. Notwithstanding its incredible longevity, the plant is particularly receptive to crossbreeding. Research must be continued and the genotype of these cells must be examined in detail. In effect, Greg Anderson, a second-year student, disappeared on Monday night. It was after classes that his friends in the dormitory notified his absence. He had gone to the sick bay after feeling unwell and it was there that he was seen for the last time.
Another student disappears! The list of disappearances from Leafmore has got even longer, with a new victim, Tom Maheust. The police have no real clues at this date and a lot of parents have decided to change their children from the school. In 5 years no less than twelve students and no trace has been found.
The Leafmore affair: the police react New measures have been taken by the police in the "Leafmore disappearances" affair. After the disappearance of a sixteenth student, Richard Craig, last Thrusday. Controversy at Leafmore "But what are the police doing? When will they order the closing of this school? Flynt when coming out of police headquarters, after the disappearance of his son, Harry.
The answer was not long coming. The principal of the establishment, Mr. Friedman, came this morning to meet journalists: "It seems that the furious lunatic wreaking havoc on our premises is only interested in the students staying in the dormitory. We have, therefore, by agreement with the forces of law and order, closed access until order returns. Closure of the Leafmore dormitory Three years after the last disappearances at Leafmore, none of which have been solved, Herbert Friedman, principal of the high school, officially announced that everything was back to normal.
Friedman and his brother in a black and white picture] It's our principal when he was young, in double I didn't know he had a twin brother!
Leonard would leave me if he knew I was meddling in his work. You are his twin brother and sometimes it seems to me that you understand him better than I.
That is why I would like you to speak to him. We quarreled last night. He is completely obsessed with his research and I fear he will go too far. He wants to attempt the experiment on himself, I am certain. You know him, he is capable of it. That would be foolish, the subjects treated are only stable after three weeks. There may be secondary effects that appear much later. Please, try to reason with him. Yours, Elisabeth.
I have just come out of the Seattle conference where your book "Eternal life is possible" had an explosive effect. Your discoveries totally contradict the theories of Dr. Leon Korsenberg and I expect an unfavorable reaction from the council. You have virulent detractors who fear that your research is immoral and casts a slur on the entire scientific community.
I have analyzed the file. Your theory certainly goes against the first law of medical ethics. You understand that without the support of a reputation, it will have no other destiny than sinking into oblivion. And, sadly, I do not have sufficient weight to prevent that. You may find salvation outside the scientific community, you know. I fear that sanctions may even be taken against you and I cannot advise you strongly enough to locate your work in a safe place.
I remain, my dear friends, yours sincerely, Your loyal friend, Walt Kerridan. More than a citizen, the city has lost a brilliant, conscientious and dynamic researcher. Leonard worked to advance the work of the brotherhood, not recoiling from any obstacle. The scientific community, despite its differences with the duo, admitted that "He was among those who could have helped us advance in giant steps".
As all the events surrounding this unusual family, the death of Leonard Friedman remains enigmatic. Although a good pilot, Leonard lost control of his craft before crashing into the sea. His twin brother Herbert, the only escapee from this terrible accident, was rescued from the open sea off Long Island.
Two more porters have disappeared and we have discovered a slashed corpse.
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