Benvenuto ^?^ Passeggero!
Carteny.com
 
 HomePage
 WebMaster
 Stany
 Chrys

Menù Principale
Comunità
Downloads
Controlli
Statistiche
Statistiche2
Top 10
Sondaggi
Membri
Lista Membri
Tuo Account
Messaggi Privati
Passaparola

Pagine Utili
· Effetti con Photoshop
· Murales
· Photoshop

Meteo

Previsioni Italia
 
Immagini Satellite
 
Previsioni Città

Traduci
  Traduci testo:
  
  
  Traduci Web:
  
  

Visitatori Sito dal 17 Ottobre 2007
Top-Ten Stati Visitatori Carteny Productions - Sports and Graphic

1 Com Com
2 Net Net
3 Italia Italia
4 unknown unknown
5 Russia Russia
6 Org Org
7 Germania Germania
8 Olanda Olanda
9 Ucraina Ucraina
10 Francia Francia

Carteny.com

Carteny City

Nostri lavori su DeviantArt
I nostri lavori su DeviantArt

Sentinella
You have been warned!
We have caught 1424 shameful hackers.

NukeSentinel™ 2.5.10

Carteny Productions - Sports and Graphic: Forums

Carteny Productions - Sports and Graphic :: Leggi il Topic - Silent Hill: Origins: Consigli e trucchi
 FAQFAQ   CercaCerca   Gruppi utentiGruppi utenti   ProfiloProfilo   Messaggi PrivatiMessaggi Privati   LoginLogin 

Silent Hill: Origins: Consigli e trucchi

 
Nuovo Topic   Rispondi    Indice del forum -> .::Gaming::.
Precedente :: Successivo  
Autore Messaggio
RedBull
Site Admin
Site Admin


Registrato: Apr 01, 2003
Messaggi: 60

MessaggioInviato: Lun Nov 19, 2007 1:45 pm    Oggetto: Silent Hill: Origins: Consigli e trucchi Rispondi citando

*Silent Hill: Origins: FAQ/Walkthrough* by sophialeigh

Version 1.20, Last Updated 2007-11-13


Return to *Silent Hill: Origins (PSP) FAQs & Guides*




===============================================================================
Silent Hill Origins

Platform: Playstation Portable
Developer: Konami, Climax
Genre: Survival Horror
Rating: M (Blood and Gore, Language, Suggestive Themes, Violence)

Author: Georgi Samaras
E-mail: SophiaLee04@yahoo.com
Version: 1.20
Last Updated: November 13, 2007


===============================================================================
Contents

Introduction ...................................................... [int]
Controls .......................................................... [con]
Surviving in Silent Hill .......................................... [sur]
Monsters .......................................................... [mon]
Walkthrough
The Fire ....................................................... [fir]
Alchemilla Hospital ............................................ [alh]
Cedar Grove Sanitarium ......................................... [cgs]
Artaud Theatre ................................................. [ath]
Riverside Motel ................................................ [rsm]
Nowhere ........................................................ [now]
Extras
Endings ........................................................ [end]
Accolades ...................................................... [acc]
Extra Options .................................................. [exo]
Trivia ............................................................ [tri]
Miscellaneous ..................................................... [mis]


===============================================================================
Introduction [int]

Silent Hill Origins is the series' first foray into the world of handheld
gaming, but it still upholds the tradition of giving gamers a terrifying
experience. (Definitely heed the title screen's advice of playing in the dark
with your headphones plugged in!) This game is a prequel to the original
Silent Hill, so it should be a good place for beginning fans of the series to
start while giving veterans a taste of something new. The story follows Travis
Grady, a trucker taking a shortcut through Silent Hill to Brahms that, through
a series of bizarre incidents and intense psychology lessons, finds the
supposed source of the evil that has come to engulf the town of Silent Hill.

This guide will try and be as comprehensive as possible, but it will be more of
a solid walkthrough than anything else. This guide isn't meant to give the
fastest route possible through the game; it was written as I went through my
second playthrough, and I'm one of those Silent Hill-ers that checks every
single door and room every single time. In other words, this walkthrough
outlines the exploration process. I've tried not to spoil anything, but please
be aware that certain boss monster names may ruin a bit of the fun if you read
ahead.


===============================================================================
Controls [con]

analog stick: controls movement in a 2-D control scheme, meaning that
tilting up on the stick will make Travis move forward in
whichever direction you tilt the stick
select: open inventory
start: pause
triangle: view the map
X: interact with the environment (pick up things or examine), perform a
finishing blow on an enemy, attack (when right trigger is held), charge
attack (hold down X with right trigger held)
square: run
circle: toggle flashlight switch, skip cutscenes (when paused)
left trigger: center camera (note that the camera cannot be turned), cycle
through menus in inventory
right trigger: enter combat stance, cycle through menus in inventory
left and right directional buttons: cycle through items in inventory
up directional button: instant access to weapon inventory (once to view
melee weapons, twice to view firearms)
down directional button: auto-equip item in front of Travis, reload firearm
(when right trigger is held)


===============================================================================
Surviving in Silent Hill [sur]

There are plenty of things you need to know to make your way through the cursed
town of Silent Hill. This section will briefly go over the most important, so
it's not comprehensive at all. First-timers will probably find this section
lacking, but what fun would a Silent Hill game be without a little uncertainty,
experimentation, and exploration? Certain aspects may be given in greater
detail in the actual walkthrough when needed.

==================
Health and Stamina
==================
Travis' health is marked by a small screen in the lower left of the
inventory. When it is green, he's in excellent health. When he takes
damage, static appears on the screen. When he's about to die, the static
intensifies and the screen turns red. The edge of the in-game screen pulses
red as well, and the sound of a beating heart can be heard. Heal with
health drinks (restoring a small portion of health), first aid kits
(restoring about double the amount of health drinks), or ampoules (complete
restoration plus lasting effects).

Stamina cannot be seen by a meter of any kind, but it can make or break a
fight. As Travis runs, fights, and grapples, his stamina depletes.
Whenever it is gone, he moves slower and must catch his breath. This makes
him a sitting duck. Energy drinks bring his stamina back up to max and are
important when planning a mad dash through monster-infested streets.

=======
The Map
=======
Get friendly with the triangle button and make a habit of looking for a map
every time you enter a new area. This walkthrough is going to be using the
map A LOT and assumes that you will too. Important items and things of
interest like save points and mirrors are marked on the map when
encountered. Travis will also mark doors that are jammed, locked, and open
with squiggly lines, solid red lines, and arrows, respectively. Maps even
have their own keys that will help you get around easier. For example, the
town map of Silent Hill denotes buildings you can enter with a shade of pink
while all other buildings are blue.

Travis apparently has multiple copies of his maps because, as you traverse
the Otherworld, you will see that its map is dirtier looking and can be
viewed side-by-side with the real world map by hitting the left or right
directional arrows. This makes it a lot easier to know which pathways are
accessible in which world.

==================================
Using the Flashlight and the Radio
==================================
Travis starts the game with a flashlight and a pocket radio. Both are
instrumental in your survival. Well, maybe not both. While the flashlight
is a staple in the series, it's actually best that you not use it that
often. Sure, it lets you see in the dark, but it also lets monsters see you
easier. With the flashlight off, you can stand side-by-side with a monster,
and it will not be able to find you! In past Silent Hill games, characters
were helpless without the flashlight: they wouldn't be able to see items or
even use keys. This is not so with Travis. He will turn his head to look
at monsters, memos, items, and even unlocked doors so watch him closely. He
can also read his map without a light.

The radio emits static whenever a monster is nearby. The monsters cannot
hear the radio, so it's safe to keep it on. The screen will also turn
grainy whenever a monster is close.

==================
Weapons and Combat
==================
This game makes sure you are never without a weapon. Melee weapons can be
found absolutely everywhere and can range from a piece of jagged wood to a
katana. Travis can even use his fists if need be. Because there are so
many melee weapons, listing them would be pointless. They do all share one
thing in common: durability. In the inventory screen, the "+" marker next
to a weapon is its durability. Green is good, orange is okay, and red means
it's about to break. Each one also has a charge attack that is done by
holding X in combat stance. The screen will shake and Travis will unleash
his attack when X is released. Some weapons are one-time uses. These are
marked with a yellow symbol and deal more damage than ordinary weapons.
However, they are slow and can be knocked out of your hands by enemy
attacks, which breaks them. These weapons' charge attacks turn them into
projectiles.

There are quite a fair number of firearms to be had in this game, and it
should go without saying that you should conserve every box of ammo you
find. Firearms make short work of boss monsters and can be extremely useful
in tight quarters. It might also be wise to carry one around on the streets
of Silent Hill, since enemies will chase you down once they see you and
won't stop until you deliver a kick to their carcass.

Silent Hill Origins also introduces the grappling system: whenever an enemy
gets too close to Travis, a button-pressing scene will occur in which he
tries to defend himself. Fail the sequence and Travis takes damage; succeed
and Travis hurls the monster away. Different enemies grapple differently;
some don't grapple at all. In any case, whenever you finish an enemy, it is
important that you deliver a finishing blow by releasing the right trigger
and hitting X over the squirming monster. If you don't do this, it will get
right back up and continue attacking. Note that even after delivering a
finishing blow, monsters can respawn (sometimes while you're still in the
vicinity!).

=======
Mirrors
=======
An entirely new concept in Silent Hill Origins is using mirrors to switch
between the real world and the "Otherworld". Mirrors can be used an
unlimited number of times because certain areas can only be reached in the
Otherworld. Real world items appear in the Otherworld in the exact same
places you saw them in the real world because the Otherworld is a mirror
image of the real one, just a little more nightmarish and with more blood
and rust.


===============================================================================
Monsters [mon]

Silent Hill is a town where the mind takes over control. Personal demons turn
to flesh and bone, and it is your job to repress them ... even if it is with a
firearm. Below is a list of all the monsters encountered on the streets of
Silent Hill. Boss monsters are attended to when they're encountered in the
game.

All monsters are sensitive to light and, to a lesser extent, sound. Outside
where it is bright, they'll be able to see you better than when in a building.
When inside, keep your flashlight off at all times to avoid catching their
attention. Once they spot you, they will chase you relentlessly, so it is
worth it to keep out of their sight. If they should spot you, remember that
most of the time it is easier just to run.

=====
Nurse
=====
Nurses are standard in Silent Hill and only appear in Alchemilla Hospital
and Cedar Grove Sanitarium for obvious reasons. They carry syringes with
them that they use as weapons. If they get to close to you, they will try
to bury that weapon right in your neck. Mash X to deny them that chance and
counterattack. Melee weapons or your fists should be enough to finish them.
Don't bother wasting ammo on them since they are generally weak.

===============
Straight-jacket
===============
Straight-jackets stalk Travis all over the game and are a symbol of
personal confinement: they are restrained by their own skin. Their only
method of attack is to spit an acidic substance at you. If you get too
close, they will attempt to choke the life out of you with a two-button
grapple move. Melee weapons are enough to take care of these monsters. Wait
for them to attack or fend them off in a grapple to throw them off, then
smack them unconscious.

=======
Carrion
=======
Being a trucker, Travis has undoubtedly run over plenty of animals in his
day. He must have a conscience though, since these monsters haunt him.
They look like a hoofed animal whose neck and front legs are broken. It is
surprisingly capable of a chase, however. Once it sees Travis, it will turn
on a dime and follow him. They attack by ramming, which can be done from a
great distance. For this reason, you should take these monsters out with a
firearm. In later portions of the game, these beasts will grown to immense
size. They don't lunge but instead lift up their upper body and slam it
down. This hurts and stuns Travis even if he is remotely close. Fighting
these larger Carrions is not advised. Use a long-range firearm like a rifle
if you must.

====
Halo
====
These monsters are not listed on Konami's official site and are never seen
outside of Cedar Grove Sanitarium. They are basically haunted medical halos
that wander the halls of the building. Turn your flashlight on around them
to see their full shadow. Their only attack is a long-range lunge, which
they execute while wailing at you in a high-pitched, almost feminine tone.
They are some of the more resilient monsters. They don't have much of a
body; firearms seem to miss or do little damage. Like the Carrions, getting
close for a melee attack is hard unless you sneak up to them and attack
hard and fast.

=====
Ariel
=====
A twisted version of a male character from William Shakespeare's The
Tempest, Ariels are basically walking puppets. They can either hang from
the ceiling or walk on their hands on the ground. Above your head, they
will try to grab you. Mash the X button to escape. On the ground, they
will simply bash you with their feet. Melee weapons are good for knocking
them to the ground; while they get up, just keep swinging or stabbing away
to put them down for good.

=======
Caliban
=======
Another Shakespeare monstrosity, Caliban is a lumbering beast that will
roam the streets and some of the corridors of the Riverside Motel. He will
put all his weight on his front legs, lifting his back legs high to slam
them down on Travis. This also creates a small shockwave that will stun
him if he's close. When Caliban roars and trembles, he is going to do a
forward lunge. Due to his size, it takes him a while for him to recuperate
after an attack. You can take him out with close-range attacks, but a long-
range firearm like a rifle will do. However, it's really not worth fighting
this monster at all. Run past him every time.

=======
Twoback
=======
One of the more disturbing monsters in the game, the Twoback looks exactly
like what you think it does. What can one say, except that truckers get
lonely on the road? However, as the opening conversation tells you, Travis
does not indulge, resulting in anxiety that manifests itself as this hideous
beast. It stalks the Riverside Motel (which makes sense when you think
about it) and is a Straight-jacket on steroids: it will spit acid at you and
can tackle you as well. If it pins you, a disturbing one-button grapple
sequence commences. Take these things out from a distance with a firearm
or blast them with the shotgun at when you encounter them in close quarters
(which will happen quite a bit).


===============================================================================
Walkthrough

There are no difficulty settings in Silent Hill Origins. The puzzles and
combat are not overly easy and not too hard, so it should be a happy medium.
Those looking for a real challenge will find it in achieving accolades, which
are discussed later on.

This game supposedly uses an item system like Silent Hill 3; that is, it may
give you healing items or ammo in certain areas if you are lacking. If I
reference items that you can't see, it's likely that the game figured that you
didn't need them. Likewise, if you see things I missed, I must have been doing
well while playing.


========================================
The Fire [fir]
========================================

After the intro, Travis will find himself on the road, looking for the girl he
avoided with his truck. The opening credits will continue to roll while Mary
Elizabeth McGlynn sings you through. You'll be in control the entire time;
just keep going down the road. Now would also be a good time to check your
inventory. Travis comes fully prepared with a radio and a flashlight, as well
as a keepsake from his past which will undoubtedly come in handy later. Past
the city limits sign, Travis will see a house on fire and rush in to save the
girl inside.

The path inside the house is linear, and the fire deals no damage to Travis
whatsoever, only slows him down. Head upstairs first and then through the door
right ahead of you at the top. Make your way around the next room to a freaky
cultish set-up on the floor. With your charge in hand, make your way back the
way you came, and Travis will fall through the floor. Here, whenever the path
is blocked by flame, it will magically disappear, so simply continue your
linear trek back to the front door. Outside, Travis faints among the sounds of
sirens, one of which should sound familiar to Silent Hill veterans.


========================================
Alchemilla Hospital [alh]
========================================

In the foggy city, Travis will automatically pick up a town map and mark his
destination. Go ahead and make your way straight there; you'll be back outside
to explore more soon enough. However, if you want a HEALTH DRINK, check the
alley by the blocked stairs next to the post office.

In the hospital, take the PUBLIC NOTICE memo and the HOSPITAL MAP. By the
information desk is your first save point, the red triangle on the wall. Every
door in this room and the next are locked. In the next hall, a scene occurs by
the elevator. Travis won't leave without answers, so chase the doctor to the
second floor.

In the next room, you'll get your first blast of white noise. A monster called
a Nurse will then attack you. You can either pick up the HAMMER or pound it
with your fists. In any case, the Nurse will most likely grapple with you. If
this happens, mash the X button repeatedly to avoid getting a syringe in your
chest. Generally, Nurses are easy to take down with a few whacks of a melee
weapon. The blows stop them in their tracks and you can continue to wail on
them while they recoil. If you must fight them, it's an easy win. However,
there's always the chance that they'll lunge with their weapons first. You
don't get as many healing items as you do weapons, so choose your fights
wisely. Enter Room 205 when it's dead. Grab the DOCTOR'S DIAGNOSIS memo and
examine the mirror. Attempt to leave and then touch the mirror.

Grab the SCALPEL from the gurney, the PLASTIC LUNGS behind you, and the HEALTH
DRINK from the cabinet. Turn your flashlight off and then go out to the hall.
A Nurse is walking around, but you should be safe if your light is off and you
walk instead of run. Through the door near the Nurse's Center, enter Room 202
to get the HURRIED NOTE and the GOLDEN EGG. A Nurse will be out in the hall
now but is nowhere near you. In Room 204, you'll find a DRIP STAND next to a
locked box with the BLOODY NOTE on it. This will be marked on your map;
remember it since we'll be coming back to it. Out in the hall, you can grab a
PORTABLE TV opposite the door. Head downstairs.

There's a HAMMER in the stairwell right next to the second floor door and a
HEALTH DRINK on the top of the stairs. On the first floor is a Nurse, an
ALCOHOL BOTTLE melee weapon, and two locked doors. One of the locked doors
leads to the ladies' restroom. If you examine the golden egg in your
inventory, you'll see it fits the depression here (not to mention it's the only
thing we have that even comes close to a "key"). The egg is warm to the touch
and larger than a hen's: it's a phoenix egg. Phoenix birds rise from ashes;
we have a match.

Inside, grab the STUDENT'S MNEMONIC by the sink, and then go to the stalls.
One of the toilets has a loose back to it. Open the cistern for the PLASTIC
LIVER. Why Travis would think these are important enough to carry is beyond
me. Touch the mirror to get transported back to the "real world". Get the
ENERGY DRINK behind you and check out the stalls. Make note of the "Amy, 31"
written on the door and get the STAFF LOUNGE KEY in the next stall over.

The staff lounge is through the door to your right and straight ahead. There's
a HEALTH DRINK on the couch, a TOASTER on the counter underneath the EXAM ROOM
KEY, a STAFF NOTICE to your left, and the cryptic "Lucy, 23" written on the
wall by the door. Go back to the entrance hall to open the exam room. There's
an ALCOHOL BOTTLE to your right. Ignore the operating dummy for now and grab
the PLASTIC STOMACH and PLASTIC INTESTINE from the two sinks. Turn on the
light of the X-ray box to see "Sarah, 19" written. The STAFF MEMO and a
TYPEWRITER are on the nearby desk.

Now, as to that anatomy doll, you might have guessed that all these plastic
organs are supposed to fit in there. You're right, but what good is an anatomy
doll that's missing pieces? Putting all your current pieces in, you'll notice
a hole where the heart should go. Remember the locked box on the second floor?
We need to open that for our heart. Use the mirror in the ladies' room to
backtrack through the Otherworld to Room 204.

====================
The Heart Box Puzzle
====================
Read the Bloody Note to get the jist here. We need the "three beauties"
for the key. Beauties means ladies in this sense, so our three beauties
are Amy, Lucy, and Sarah. The note also says "age before beauty". Each
name came with a number. We can presume that those are the ladies' ages
since we've no other clues.

Amy, being 31, is the oldest. After her is Lucy at 23 and then Sarah at
19. All you have to do to unlock the box is input those numbers from
greatest to least. Therefore, the code is 312319. Your prize is the
PLASTIC HEART.

A Nurse will be right outside the door. Prepare to grapple, then either fight
or run. Backtrack to the ladies' room, watching for at least one more Nurse.
Go back to the exam room to confront our dummy again.

=======================
The Anatomy Doll Puzzle
=======================
This doll is pretty accurate, so placing the organs in the dummy in any
order will not work. To figure the order, you need to read the Student's
Mnemonic: "INside, STevie, LIttle HEnry LUrks." The letters highlighted
in red (or capitalized in this walkthrough's case) are the clues for the
order.

IN = intestine
ST = stomach
LI = liver
HE = heart
LU = lungs

Put the intestine at the leftmost (or lower) portion of the doll. The
stomach (the pinkish one) goes along the bottom part of the intestine
(from our point of view). The liver (the darker piece) goes above the
stomach. The heart goes in the middle of the right portion of the doll,
and the lungs go on top of that. Eerily enough, the doll's GLASS EYES
open, ready for plucking.

These eyes act as another twisted key of sorts. The only other locked door is
on the first floor of the Otherworld hospital. Backtrack through the ladies'
room mirror and get ready to grapple as you go through the door. Check the
other locked door in this passage to see a message about needing eyes to gaze
into the future, the prefect place to use our new pair.

Two Nurses stalk this new hall. A PORTABLE TV, HEALTH DRINK, and ENERGY DRINK
are out in the twisted "lobby". In the exam room, you'll find another, more
realistic version of the anatomy dummy we played with earlier. Her eyes are
missing. Could that be our fault? Behind her is a SCALPEL. Enter the
doctor's office only after equipping a melee weapon of your choice.

===============
Straight-jacket
===============
The first thing this monster is going to do is rush you. You're fighting
in a pretty small space so don't bother running to get distance between
you two, as this thing is pretty fast. Its only real attack is to spit
acid at you. You should drop everything and run if you see it start to
spit up. It can also harm you if it engages you in a grapple. This is
different than the one with the Nurses. The Straight-jacket will jump up
on you and hang on for dear life. Don't button mash. Instead, wait for a
face button to appear on the screen. Hit it and then wait for another.
Missing either one means you take damage.

To fight this monster, stay in its face. If you have a durable melee
weapon equipped, go to town. Odds are high that it will break and you'll
be left with your fists. This is fine. As long as you keep punching, the
monster won't get an attack in edgewise. You can also equip another
weapon through your inventory. If you opt for a one-hit weapon like the
alcohol bottle or the TV, it'll deal greater damage but be harder to use.
Since this monster is so fast and it takes a while to lug a TV up to
attack, you will take more damage than deal. Fighting with your fists
may make the fight longer, but as long as you keep punching, you can win
this without a scratch.

Grab the FUTURE PIECE after the fight and prepare to black out. In the scene
afterwards, we meet Lisa Garland and learn that the girl we tried to save,
Alessa Gillespie, died in the fire. Everything in the hospital is locked up;
that's our cue to leave. The exit is through the door past the ladies' room
and to Travis' right.

If that girl died, then who was the one in the Otherworld that made us black
out? Outside, if you check your map, Travis will have marked Cedar Grove
Sanitarium as the next destination. It seems he still wants answers, and Lisa
might have them.


========================================
Cedar Grove Sanitarium [cgs]
========================================

You'll be on the opposite side of the hospital outside. Check the upper right
corner of this area (according to your map) to find a HEALTH DRINK. On the
street, you'll hear white noise and a Straight-jacket will attack. It's worth
it to fight this one since it's already seen you, but keep in mind that
fighting every single monster you meet is not wise unless you want breathing
room to explore and whatnot. It's tough to sneak around them when it's bright
out, and they will relentlessly chase you until you either kill them or enter a
building. Running really is the best option when it comes to fights in the
street. When Travis tires and you've got monsters on your heels, use an energy
drink to bring his stamina back up to full so he can continue running away.

Going south on Canyon Street, you should find an ENERGY DRINK, HEALTH DRINK,
and BATON next to the cop car. There's a TOASTER in a trash can behind city
hall. Both sides of Midway Avenue are caved in, but if you go to the east and
up past the locked lumber yard, you'll find a HEALTH DRINK. South on Borden
Street, you'll find an ENERGY DRINK in front of a house on your left and
another even further south, on the lower left corner of Cielo and Borden.

East on Cielo Avenue, you'll find an ENERGY DRINK on the steps of city hall and
a piece of JAGGED WOOD on the left side of the building. You'll find a MEAT
HOOK by a dumpster south and to the right of here. The little grassy spot with
the trees south of city hall houses more JAGGED WOOD.

From Cielo, go to Low Street. You need to go through the butcher shop to reach
Toluca Avenue. Inside is a save point and a HEALTH DRINK. Going through the
back door reveals a gruesome sight. Grab the FIRST AID KIT on the wall and the
nearby ENERGY DRINK. There's also a MEAT CLEAVER and MEAT HOOK for you to
take.

Back outside in the ambience, go out on the main street and make a left to nab
an ENERGY DRINK and TARGET PISTOL AMMO. Further down the street (still on the
left side), you'll find a PARKING TICKET on the car. At the intersection of
Toluca and Acadia Road, you'll see a new enemy. The Carrion is a remembrance
of all the poor animals Travis has made roadkill of with his truck. Even
though its front legs and neck appear to be broken, it will still chase you
with great speed and they can turn on a dime. Its one attack is to ram you; it
can do this from great distance and for good damage. Try to catch them when
they're unaware, circle them and attack, or just avoid them altogether. One-
use melee weapons should take them down, but those are close-range weapons and
these guys are long-range attackers.

Keep going down the left hand side of Toluca Avenue for a red CRATE and
(further down) more JAGGED WOOD. On the left hand side of Acadia Road, you'll
find a WRENCH and a HEALTH DRINK on the hood of the car in the garage. Now
head for the sanitarium. You should just run past all the Straight-jackets and
Carrions to make it to the front door. There's an ALCOHOL BOTTLE to the left
of the entrance if you feel so inclined.

Inside, get ready for quite an excursion. In the central foyer, head north to
get the "MAGPIE" NOTE under the doctor's office door. Turn around and head
right to the door marked "west solarium". By the wheelchair in the middle of
the room is the TARGET PISTOL and two boxes of TARGET PISTOL AMMO. (I should
not have to tell you that you really should save all the ammo you can for this.
You shouldn't have to lift a finger to fight in this place until much later.
And you will need that ammo later.) On the nearby desk is a FILING CABINET and
an ENERGY DRINK on another.

Exit and go straight across the foyer to the east solarium. Inside is the
SANITARIUM MAP. Further back in this room is an ENERGY DRINK and the STATUS
REPORT 3/12/1960. Through the other door, you'll meet a somewhat familiar
face, Alessa's mother. In the first storage room you see further down the
hall, you'll net a TIRE IRON, TARGET PISTOL AMMO x2, a SCREWDRIVER, and an
ENERGY DRINK. In the hall, there's a DRIP STAND by the laundry room. Enter
the stairwell for a save point.

Head up to the second floor. Here, you'll encounter what appears to be a
haunted medical halo. These enemies are tougher than most and should be
avoided completely. Bullets don't seem to do much damage; if you want to
fight, try a melee weapon. Their attacks have an incredible range and are just
plain freaky. Enter the storage room to fight a Nurse for SHOTGUN AMMO x2, a
FIRST AID KIT, and two ALCOHOL BOTTLES. The door across from storage is
jammed, but there's a WRENCH and ENERGY DRINK here.

Past the staff lounge in the main foyer, you'll find Nurses. Your goal is the
TB ward. There's an iron lung with a key inside and an ENERGY DRINK on the
chair on the opposite side of the room. Take the IRON LUNG WARNING and check
the controls.

================
Iron Lung Puzzle
================
The goal here is to overload the machine so it malfunctions and opens. In
messing with the button controls on the iron lung, you should notice that
each button affects not only the meter above it but also any meters next
to it. For example, the second switch from the left activates meters one
and three as well as two. You need to get all the needles in the red
without going over. To do this, (assuming the buttons are labeled 1-5
from left to right) hit button one twice, button three twice, and button
five twice. You should find the BASEMENT KEY at the head of the machine.

Backtrack to the stairwell; you'll find a WRENCH and TARGET PISTOL AMMO by the
chair outside the basement door. Use your new key. There's a DRIP STAND and
TARGET PISTOL AMMO in the storage room in the next hall over. Don't bother
going any farther than this. There's JAGGED WOOD by the boiler room, but three
Halos patrol the hall. If you need TARGET PISTOL AMMO, you'll find a box at
the western end of the hall.

Sneak past the Carrion in the first hall you were in to get familiar with the
east pipe room. Make note of the drain. Now go down the long diagonal hall
marked "stairs". There's a MEAT HOOK on the wall if you want it. In the new
stairwell, a RAZOR sits on the floor. Up on the second floor, two Nurses
patrol. Go to the hydrotherapy room. Activate the drainage control by the
working tub to drain the water and the key. Don't even think about going to
the pipe room downstairs to get it; it won't be there. Instead, go to the
treatment room nearby to find a mirror you can use.

The doll here guards TARGET PISTOL AMMO. Halos guard the hall. There's an
ALCOHOL BOTTLE on one of the desks out here. In the stairwell, there's TARGET
PISTOL AMMO to your right. On the first floor is a save point. Check out the
weird goings-on at female seclusion and check both doors of the nearby dorm for
some audio. There's TARGET PISTOL AMMO in dorm 3. Straight-jackets are now
out in the hall; sneak past them to the ladies' restroom. The shower room
holds a KITCHEN KNIFE. Examine the mirror to switch worlds. Check the only
toilet stall open and choose to flush it. That ringing noise Travis heard was
that key. Resist the urge to go down to the basement because you still won't
be able to reach it; it'll have fallen through the grate. Check the shower
room before you leave...

Sneak past the Halos to dorm 5. In here is a BATON, the DUTY LOG, the FEMALE
SECLUSION memo, TARGET PISTOL AMMO, a TABLE LAMP, and the PATIENT BELONGINGS
KEY. A TYPEWRITER and a MEAT HOOK wait opposite the door in the hall. Unlock
the stairs for future use but make your way out of the female wing and into the
main foyer on this floor. We need to go to the patient belongings room, so
sneak past all the Nurses and Halos. In the property room, grab the SHOTGUN
AMMO x2, STATUS REPORT 2/7/1961, and the TYPEWRITER to Travis' right. Back in
the room is a mirror. You know what to do.

Grab the SHOTGUN barring your exit, as well as the SHOTGUN AMMO on the floor.
Two Carrions guard this foyer. In the dayroom, you'll find SHOTGUN AMMO and a
FIRST AID KIT. Head for the eastern hall. Dodge the Halo in the east solarium
for a box of SHOTGUN AMMO and a FILING CABINET. There's a HEALTH DRINK,
SHOTGUN AMMO, and the POLICE REPORT in the laundry room. Go to the stairwell;
it's finally time to get that key we flushed. Outside the basement door is
TARGET PISTOL AMMO towards the back.

Slink past the two Halos and go to the pipe room. You should find the
INTERVIEW ARCHIVES KEY where the real world drain was. Go back and slink some
more to the diagonal hall. Here, you'll find a MEAT HOOK, a HEALTH DRINK and a
promise of goodies on the other side. Return to the Halo hall and enter
storage for a mirror, a HAMMER, and an AMPOULE. Another MEAT HOOK waits in
real world storage.

The archives room is on the second floor. Simply use the nearby basement
stairs to jog up there and creep around the monsters to use your key. Another
audio flashback kicks in upon entering. Grab the SHOTGUN AMMO and PORTABLE TV
before stepping through the mirror. On the other side, there's a KATANA
waiting by a shelf. Sneak past the Straight-jackets outside to enter the
western corridor. Enter the stairs since the hallway is ruined.

In the basement, a Carrion stands watch. In storage, go through the mirror for
the AMBER INCIDENT REPORT. There's a WRENCH in the stairwell but nothing else
much of interest. Go back through the basement mirror. In the Otherworld, go
up the diagonal hall to the other set of basement stairs. There's a HAMMER
between the first and second floors; your destination is the first floor male
wing.

In male seclusion, there are five cells, a BATON, and the CLIPBOARD. Pay
attention to each cell. Number 1 has a RAZOR and a huge mess. Number 2 is
scorched shut. Number 3 has a POKER sticking out of a mannequin. Number 4 is
barred shut, and number 5 is full of uneaten food. Go to the infirmary now,
watching out for Nurses. There's a SCALPEL and a save point, as well as a
freaky doll set.

====================
The Doll/Pill Puzzle
====================
There are five dolls lined up here to correspond with the five patients in
seclusion. The clipboard you got tells you who gets what medication.
Here's a reminder:

cell 1: red pills
cell 2: blue pills
cell 3: yellow pills
cell 4: green pills
cell 5: blue pills

Who is in which room? Room 1 was the one with the razor and the bloody
mess. Kitchen knives could make that kind of mess, but the doll with the
razor blade is the likelier bet since it's a perfect match with the razors
in the room. The second doll from the right gets the red pill.

Room 2 was set on fire. The charred doll is him, so he gets a blue pill.

Room 3 had dresses and perfumes in it; the rightmost doll is wearing a
dress, so he gets the yellow pill.

Room 4 was barred shut like a prison cell. Considering what dolls are
left, I'd say the homicidal-looking one with the kitchen knives is a good
guess for number 4. He gets a green pill.

Room 5 had the uneaten food. The middle doll is emaciated; he gets the
other blue pill.

To recap (if the dolls are ordered 1-5 from left to right):
doll 1: green pill
doll 2: blue pill
doll 3: blue pill
doll 4: red pill
doll 5: yellow pill

They'll give up DR. HARRIS' KEY.

Go back to the stairwell and down to the basement mirror. Go back to the real
world and go up to the first floor. Unlock the door to the foyer and head for
the doctor's office. Inside is a DRIP STAND, the JOCASTA ARTIFACT, and the
shocking PATIENT NOTES. Be sure to pick up the CHILD'S DRAWING on the floor
outside too. From here, make your way east on this floor to female seclusion.

Go to the Otherworld through the women's restroom. If you want to make a short
detour for supplies, go down the stairs near female seclusion to the basement.
Down the diagonal hallway is SHOTGUN AMMO and TARGET PISTOL AMMO x2. Back at
female seclusion, use the Jocasta artifact to open the door. After Lisa runs
off, check the room for a BATON, a save point, and a host of drawings to be
looked at that get progressively more alarming around cell 5. Equip a firearm
before heading in.

=========================
The Memory of Helen Grady
=========================
This monster should be fought from a distance. Spikes line the cage-like
apparatus surrounding it, and these can be projected to great lengths to
pull you in and stab your repeatedly. She can also spit a cloud of poison
gas. Both of these attacks are well avoided by staying away.

She'll somewhat slowly pull herself along by her chains on the ceiling,
trying to get close enough to strike. Stick to one corner of the room and
pull off 3-4 shots. Then, run around to the opposite corner and fire some
more. And that's basically it. Stick to the outer wall of the cell. The
poison gas shouldn't reach you here, and it gives you enough time to
squeeze off some shots before the monster catches up. She's slow, but not
slow enough for you to write her off.

The target pistol should be your weapon of choice, but the shotgun also
works if you let the monster get a little close. Count your shots as you
fire (6 for the pistol, 2 for the shotgun) and reload in the menu so
you're not a sitting duck. If you didn't bring a firearm into this fight,
equip a fast melee weapon, get close, hit the monster a few times and then
run. This will make the fight much harder than it should be; there's no
reason why you shouldn't have enough ammo to fight here unless you went
all Rambo in the sanitarium and shot everything in sight. And even then
you still should have some ammo if you took that last detour mentioned.
In any case, firearms first, melee as last resort.

Pick up the PAST PIECE when done. In the lobby, check the table opposite
reception for a THEATRE TICKET. In the trunk of the car outside is the LUMBER
YARD KEY. Unfortunately, Travis will not try to steal the car to make getting
around town easier. Instead, we have to hoof it to the lumber yard on Midway
Avenue.


========================================
Artaud Theatre [ath]
========================================

Backtrack the entire way, from Acadia to Toluca, through the butcher shop to
Low Street, from Cielo to Midway, up to the lumber yard. You might have
noticed some grotesque changes in the butcher shop as well as a BLOODY CAP with
a message for help. Unfortunately, it's too late to do anything. (Why is a
monster asking for help anyway? And why would Travis be concerned for a
monster's well-being?) Chug your energy drinks to make sure you stay a step
ahead of the monsters on the streets.

After a short jaunt in the lumber yard, you'll find a HEALTH DRINK and a
NEWSPAPER. A HAMMER lies further ahead. Out on the street, check the alley by
the tavern for TARGET PISTOL AMMO. Go north on Industry Drive. When it curves
to the right, head up to the left for TARGET PISTOL AMMO x2 and a CRATE. In
another alley in this corner lies more TARGET PISTOL AMMO. If you're itching
for supplies, go south and head over to Ash Road. The yard on Travis' left
will yield an ENERGY DRINK and a MEAT HOOK. There's more TARGET PISTOL AMMO
between the southern houses on Ash, as far south as you can go.

Your real destination here is the Greenfield Apartments past the church.
There's ENERGY DRINKS x2, a HAMMER, and a BATON in the courtyard around the
stairs. Upstairs is a TOASTER and a SCREWDRIVER on the counter and two boxes
of TARGET PISTOL AMMO on the couch, as well as a TABLE LAMP on the table. In
the bedroom is a NAPKIN, a RAZOR, and a huge mess. Grab the FIRST AID KIT in
the bathroom and jump through the hole. Nothing is down here, but make note
of mailbox 213 as you head out.

Go across the street and into the fenced-in area to find SERVICE PISTOL AMMO,
RIFLE AMMO, and a HEALTH DRINK. To the right of the theatre, in an alley, is
more SERVICE PISTOL AMMO, a HEALTH DRINK, and a MEAT HOOK. Travis won't go any
farther until he's gone to the theatre, so use your ticket at the booth and
enter.

Grab the THEATRE MAP from the bench. There's a WRENCH and a HEALTH DRINK on
the west side of the lobby. A locked door is up the nearby stairs, along with
some TARGET PISTOL AMMO. Downstairs, take the THEATRE PROGRAM PAGE by the
auditorium for the message, "Caliban has it in his cave." Enter the auditorium
for a disturbing meeting with Lisa. Enter storage on the left to get a
TYPEWRITER. Exit to the right. (Any other Silent Hill 2 fans instantly think
that puppet at the back was a mannequin?)

On the stage, an audio flashback will play. A piece of JAGGED WOOD lies
outside of Curtain Control. The TECHNICIAN'S WARNING is taped to the switch.
SERVICE PISTOL AMMO lies next to the save point and a KITCHEN KNIFE, and IRON
WEIGHTS are on the desk. A HAMMER is in the southern part of the next hall.
Through the northern door, one of those puppets (named Ariel) will come to
life. They grapple the same way the Nurses do, so mash X and counterattack.
Check the shelf it was guarding for a HEALTH DRINK.

A PORTABLE TV is between the dressing rooms. The SUN TOTEM is in the
director's office along with the SERVICE PISTOL, SERVICE PISTOL AMMO and a
HANDWRITTEN DIARY PAGE. (The service pistol replaces the target pistol in
terms of power. You won't find much, if any, target pistol ammo anymore, so
feel free to shoot it all you want to get the most out of it.) Grab the HEALTH
DRINK on the shelf and exit to find an Ariel guarding an ENERGY DRINK and
SHOTGUN AMMO. Everything else is locked or jammed, except for the men's
dressing room, which houses a mirror, a KATANA, and PRODUCTION NOTES.

Ariels guard the narrow halls, and it's difficult to sneak past them. Luckily,
you've got quite a bit in the way of strong melee weapons (katana, anyone?) so
they shouldn't be a problem. Otherwise, use your target pistol. The BALCONY
CORRIDOR KEY and some SERVICE PISTOL AMMO are in the director's office.

A Carrion patrols the next hallway south. Sneak past to find a new, bloodier
Straight-jacket in the next room. In the stairwell, check the railing on the
landing for SERVICE PISTOL AMMO. An Ariel is on the second floor. Go to the
door behind it to see two square depressions. Light and darkness. The Sun
Totem we picked up fits the bill for the right hand slot. There's nothing more
to do here, so backtrack to the mirror on the first floor.

The balcony corridor was that one locked door upstairs, so backtrack through
Curtain Control, storage, and the auditorium to the lobby stairs. Up here,
you'll see an Ariel on the floor. They're still basically the same except they
don't grapple. In the lighting box is a FIRST AID KIT and four bulbs of 750W,
125W, 250W, and 500W. Grab the SHOTGUN AMMO, SCREWDRIVER, and WIRING NOTES.
Crap, I smell a number puzzle coming up.

Exit through the other side of the corridor and head south. A HEALTH DRINK
waits on a box on the landing. Kill the Straight-jacket in the next room for
the MOON TOTEM. Unlock the north door and sneak your way back to the mirror in
the men's dressing room. Head south and upstairs to the door where we already
placed our Sun Totem. Three Ariels now stand guard. You should try and take
them out with a firearm since attacking one will alert the others and sneaking
by them is pretty hard. Put the Moon Totem on the left and enter.

Take out the Carrion and the two Ariels further down to claim a KITCHEN KNIFE
and the awesome HUNTING RIFLE with RIFLE AMMO. Use the mirror in costume
storage to switch realities. A KATANA lies on a shelf. Check the desk for the
SKETCHES (and a horrible sound from behind you) and a HEALTH DRINK.

An AMPOULE lies at the end of the hall past the Ariels. IRON WEIGHTS and a
save point wait in the Orchestra Storage room. In the eastern hall, RIFLE AMMO
sits in front of a catwalk door. On the only available catwalk, you'll find
our next brain teaser.

==================
Stage Light Puzzle
==================
For this puzzle, you need four bulbs and the Wiring Notes. There are four
lights here: A, B, C, and D. The four bulbs are 750 watts, 125 watts, 250
watts, and 500 watts. The Wiring Notes hint at which ones go where.

B is half the wattage of D.
A + B must not exceed the wattage of C.
D must not exceed the wattage of A.

Let's start with B first. There's two options: 250 (half of 500) or 125
(half of 250). If B is 250, then D is 500. This means A must be 750, but
this won't work since 750 + 250 is definitely more than 125, the only
choice left for C.

Therefore, B must be 125, and D is 250. A could be either 500 or 750, but
remember than A + B can't go over C, so A must be 500 with C being 750.
500 + 125 is less than 750, so we're in the clear.

To recap:
A = 500W
B = 125W
C = 750W
D = 250W

When they're in place, go to the end of the catwalk and flip the fuse
switch. The lights will be on.

Go south down the stairs to the first floor. Go to Curtain Control and flip
the switch. Since the curtain's connected to the lights and they now have
power, the curtain can be lifted.

A large mirror is on the stage. SHOTGUN AMMO is hiding in the left hand side
of the stage. There's nothing of interest through this mirror, surprisingly
enough. Go to set control on the right hand side of the stage and mess around
with the switches to see different pieces of scenery and props. If you match
the scene with its correct prop, the mirror and the Otherworld are affected.
Flip the first scenery switch for the forest, and then flip the second prop
switch for the tree.

Through the mirror lies Forest World. Head up the red-lit path to the right
and grab the STAGE OFFICE KEY from the creepy tree. An audio clip will then
chime in for a good, cheap scare. I, personally, hate Shakespeare and have
never bothered with The Tempest, but I'd bet you anything that Mr. Disembodied
Voice is quoting passages that are relevant to Travis' past.

Back through the mirror, flip the third scenery switch and the first prop
switch for Old Dusty Library World. Read the three memos on the table,
"REPRESSION AND COERCION", "ASTRAL PROJECTION: THE PERFECT ASSASSIN?", and "AN
ID TORN IN TWO". An AMPOULE, RIFLE AMMO x2, and the "MANIFESTATIONS OF
DELUSIONS" memo are on a stand towards the back of the room.

Your next destination is the stage office room on the first floor. Watch out
for the Carrion and multiple Ariel monsters on the way. Might as well blast
them in such close quarters. Fight another Ariel in the office and take the
PROP CONTROL LEVER as your prize. Yes, now you have to go back to the stage.
Either run like hell or stand and clear a path through all the new monsters.
Use your lever at the prop panel and flip it along with the second scenery
switch. Caliban's Cave is now available. Equip your hunting rifle and head on
in.

=======
Caliban
=======
Caliban is an absolute hulk, and it hurts my back just to watch him move.
He's so slow that he should pose no real threat. His only attacks take a
while for him to execute: one is when he raises his back legs and slams
them to the ground, creating a shockwave that stuns Travis and sets him up
for another blow. The other is when he shudders, roars, and charges.
Both are easily detected, easily avoided.

The area you're fighting in isn't exactly roomy, but it'll do. Use the
same strategy you did in the sanitarium. Fire off 3 or 4 rifle shots and
wait for him to get close. He'll rear up and try to attack you, but you
should already be running around to get behind him. If you don't wait for
him to get close, there's a good chance that he'll try to follow you
around the room instead, giving you less room with which to work.

Firearms are the way to go. The shotgun might not be such a good one to
use since Caliban must be close to you to attack. Stick with the rifle or
your service pistol. The rifle is slow, but so is Caliban. If you time
your runs right, the rifle's excellent range and power will make short
work of him. Melee weapons could actually work here too. Run up and
smack him a bit and then run away when he attempts an attack.

Grab the FALSEHOOD PIECE and prepare to black out yet again. In the lobby,
grab the MOTEL KEY from the mutilated Ariel and prepare to head out.


========================================
Riverside Motel [rsm]
========================================

Head west down Koontz Street and check the first alley on the north side for
SHOTGUN AMMO and a HEALTH DRINK. Stop in the public records office and check
the back of the room for two boxes of SERVICE PISTOL AMMO and an ALTERED POLICE
REPORT. A TYPEWRITER is on the other side of the room with RIFLE AMMO x2 and
the CLOSED CASE memo. A FILING CABINET can be found behind you near a window.

On Wein Street, there's a BATON and an ENERGY DRINK by the cop car. Further
down the street, you'll see the Carrion monsters have grown immense. They
fight like Caliban, rearing up and crashing down, and there is absolutely no
reason to fight them because they will more than likely just respawn. Don't
think they're slow because of their size either; this one will likely chase
you for the rest of your stay on the street. Put it down with a firearm if you
must.

A HAMMER lies past the Taco Shack on Canyon Street. In the alley past Green
Pharmacy is SHOTGUN AMMO and a CRATE. In front of the pharmacy is SERVICE
PISTOL AMMO, and down Simmons Street is a HEALTH DRINK on a car and a SHOVEL
behind that. Grab the HEALTH DRINK on a table at the cafe and the SERVICE
PISTOL AMMO in the corner and then run to Wilson Street. At the end of the
street is SERVICE PISTOL AMMO and an ENERGY DRINK. Head for the bookstore.

Inside, grab the ASSAULT RIFLE and ASSAULT RIFLE AMMO x2. (Who uses a real
rifle on a promotional cut-out?!) Get the SHOP NOTE at the cash register and
then think back to your stay in the apartments. The one apartment number we
encountered was 213 (the overflowing mailbox). Punch that in the register and
take the BOOKSTORE KEY. Exit out the back.

Outside, check the alley by the post office for HEALTH DRINKS x2 and a TIRE
IRON. The benches west of the post office hold ASSAULT RIFLE AMMO x2 and a
HEALTH DRINK by a lamp post. Your next stop is the general store. There's
nothing out in the street except Carrions so run like hell for the door.

A SCREWDRIVER lies by the freezers. An AMPOULE is on the floor ahead of you.
Check the second aisle for ASSAULT RIFLE AMMO and SERVICE PISTOL AMMO x2. A
HEALTH DRINK and a save point are by the counter with the TILL RECEIPT. Get
the BROKEN POLE off the floor if you want.

Out in the fog again, grab the ENERGY DRINK across from you. Go down Midway
but watch for all the Carrions. Just run since there's no items to pick up.
Cut south from Midway to Cielo and grab the HEALTH DRINK by the trash can on
the way. On Cielo, you'll see Caliban. Don't even bother fighting; just keep
going west. Behind Allen Storage is a TIRE IRON, RIFLE AMMO, and a HEALTH
DRINK.

The rest here is a bit of a detour; if you'd rather get on with things, go to
the circled area on your map. As soon as you're on Toluca Avenue, check the
southern side of the building behind Allen Storage for an ENERGY DRINK, HEALTH
DRINK, and ASSAULT RIFLE AMMO. Go as far south as you can to the Blue Catfish
Diner. Past the Carrion is SHOTGUN AMMO x2. RIFLE AMMO and a HAMMER are in
the scrap yard. Caliban guards the scrap yard proper. In there, you'll find
a SHOVEL, ASSAULT RIFLE AMMO, TARGET PISTOL AMMO, and an ENERGY DRINK. At the
front of Allen Storage is ASSAULT RIFLE AMMO. Now head to the motel any way
you can.

The motel is a pretty awesome area; just wait until it really gets going.
Ahead of you is a save point. To your right is Reception. Get the MOTEL MAP
behind you after the scene. Read the GUEST REGISTER and go behind the desk to
pick up the ROOM 306 KEY. Scope out the rotary calendar behind the desk; you
won't be touching this for a while, but keep it in the back of your mind. Go
through the nearby door.

Go through the gate next to the stairs. A Straight-jacket guards RIFLE AMMO in
Room 309. A CRATE lies in front of the nearby dumpster back outside. Room
302 holds nothing but shoes. Go back to the previous area and up the stairs.
In Room 316 is a LIGHT STAND and a pretty sorry-looking wedding cake. Ignore
the passage that Carrion is guarding; it leads to a locked door. In Room 308
is a new monster called a Twoback. It's basically a Straightjacket on
steroids. It has a disturbing one-button grapple and can spit acid at you as
well as tackle. Yes, it looks like what you think it does. Yes, it totally
propagates the "lonely trucker" stereotype. Take the SHOTGUN AMMO it was
guarding. Unlock Room 306 and go through the mirror.

The note "TO MY BELOVED WIFE" is on the wall by the door. There's a SPEAR in
Room 309 and a HEALTH DRINK in the toilet by the Straight-jacket. (Sadly,
Travis does not make any "reaching into gross toilets for items" references as
seen in past Silent Hill games.) To move on, enter the door north of Room 305.
SHOTGUN AMMO x2 can be found in the upper left corner of this area. The only
other open door in this area is to the south, leading to the 200/300-block of
rooms.

Room 209 has a SPEAR in the toilet. Room 301 has a FIRST AID KIT on the toilet
that you must kill a Straight-jacket to claim. The 500-block is guarded by a
Twoback. Room 503 has a mirror for you. Real world 503 is the home of an
obsessive; the pictures are all of the Butcher, that demon that has been
chopping everything up. The NOTE ON THE RITUAL is on the desk. Caliban is
patrolling outside. He's no threat. A SHOVEL is outside the maintenance room.

Inside, a TOOLBOX is on the floor in front of you. Go to your left to see a
hole in the wall guarded by a Straight-jacket. Check every peephole in this
hall for some interesting sights. Pay attention to the calendar on the wall in
Room 500. The date circled is the 12th. Someone is keeping a TV near the bath
tub in the Pink Moon Suite. There's a familiar red jacket and voices in the
Rose Suite. Are those syringes in the bathroom? Is Lisa on drugs? Grab the
BROKEN POLE nearby, the "SHOTGUN" PHOTO, and the MANGER'S OFFICE KEY at the end
of the hall. Check out Room 503's peephole to see ... holy hell! He's
following us! He will have disappeared when you take a second look.

Back in the maintenance room, the JANITOR'S NOTE is further back with a HEALTH
DRINK and REDEEMER AMMO. There's also a vice back here; remember it for later.
We need to get to the manager's office, and it's gonna take the long way. On
your map, you should see a narrow passage behind the staff accommodation room.
Head that way but equip your rifle. Two Twobacks are in this narrow corridor,
and you should kill them from a distance to make it through okay.

Consult your map to make it to the manager's office. Grab the nearby FILING
CABINET and shoot the Twoback in the room. Pick up the ASSAULT RIFLE AMMO and
DUTY LOG. Exit out the back.

Unlock the nearby gate for easy access. To your right, Caliban waits by a TIRE
IRON. In Room 108, a Twoback guards a HEALTH DRINK, ASSAULT RIFLE AMMO, and a
CRATE. You'll also find the REDEEMER by the Confederate flag with a box of
REDEEMER AMMO. This is your strongest firearm yet, so save your ammo for a big
fight. Room 106 has a Twoback and a KITCHEN KNIFE and RIFLE AMMO x2 by the
window sill. Grab the ammo and run. Ignore the radio past the Laundro Mat
since it's only a Straight-jacket guarding a piece of JAGGED WOOD. Check out
the sight outside the kitchen, equip a firearm (the assault rifle is good) and
enter.

===========
The Butcher
===========
The Butcher is fairly slow, but it's still vitally important to keep your
distance. His only attack seems to be to swing his big knife. Since the
blade isn't that long, he has to be pretty close to cut you. You should
be able to survive a couple of swings before healing. He will grapple
with you if you are close enough. Failing this one means being impaled.

Use the island in the middle of the kitchen to give yourself breathing
room. Stay in a corner and shoot him as he follows. When he's too close,
run away to the next corner, manually reload, and continue shooting.
Follow this merry-go-round cycle until he falls. With the assault rifle,
it shouldn't take too long. You might not want to use the rifle since it
is too slow. The Redeemer is also a good choice. Fighting with a melee
weapon is obviously not advised since nothing you have will slow the
Butcher down long enough to keep you safe from his knife.

When it's fallen, Travis will deliver the finishing blow in his own
special way.

There's a MEAT CLEAVER and MEAT GAFF in this room if you want them. The note,
"TO MY ABSENT WIFE" is by the jukebox. Save and exit.

In the pool area, enter the Game Room and approach the pinging pin ball
machine at the back. (There are five POOL CUES here if you need them.) Grab
the TOKEN and leave for an audio flashback. Elsewhere outside, Room 201 has a
Straight-jacket in. Room 102, has a Twoback guarding RIFLE AMMO x2 and a LIGHT
STAND. You've no doubt noticed the shiny object on the bottom of the pool in
this area. Travis doesn't feel like a swim, so put that on hold for now.

In the Laundro Mat, a HEALTH DRINK rests on a nearby chair and the WASHING
MACHINE MANUAL is in the middle of the room. Check the washer with the red
light for a puzzle.

======================
Washing Machine Puzzle
======================
Reread the Janitor's Note and the Washing Machine Manual. The former
tells you how to reset the machine: set it to low spin, 60 degree wash,
drain, and pre-rinse. The manual tells you which symbols do what.

Put your token in the machine and examine it. Because it is hard for me
to accurately describe symbols, I'll refer to them on a clock-face basis.
For example, the symbol at 1 o'clock (the box with the arrow) is
pre-rinse.

Press X and use the arrow buttons to turn the dial on the washer to these
symbols in this order:
8 o'clock (low spin, circle with a dot in it)
4 o'clock (60 degree wash, water with two dots in it)
10 o'clock (drain, square with squiggly lines and down arrow)
1 o'clock (pre-rinse, square with arrow and dot)

Your reward is the CLEOPATRA KEY.

Go upstairs now. Room 111 holds nothing. The only other thing of interest
here is the Cleopatra room. RIFLE AMMO sits on the table, and a PORTABLE TV
is on the shelf. The "SNAKEBITE" PHOTO is on the bed. Jump through the hole
in the bath tub for a scene. SHOTGUN AMMO and a TELEGRAM are in the main room.
That bastard, Kaufmann, has locked us in, so go back to the bathroom to find a
mirror.

A Twoback will meet you on the way out. The "OVERDOSE" PHOTO is on the wall
here, and a MEAT HOOK is by the door. Outside, you'll notice that the pool has
been drained. Go and pick up the JEWELED HEART. Up near Room 104, you'll find
RIFLE AMMO x2. Room 102 holds nothing of interest. An ORNAMENTAL DAGGER is
stuck in the diner. Take it.

Up on the second floor, Room 112 is another fluke, as is 212. The Nero room
has a slit in the door. Just the right size for a dagger, don't you think?
The "STABBING" PHOTO is in here with a MEAT CLEAVER and a hole. What's a
Silent Hill game without jumping in a hole or two? Or three or four?

Take the FIRST AID KIT to Travis' right before entering the other hole. Look
through the peepholes and grab the SPEAR and the "BROKEN HEART" PHOTO. Isn't
that Travis' father? The "TO A GHOST" letter is in the maintenance room.
Out the door, enter Room 503 and warp through the mirror. All these letters
from Travis' father speak of great grief; his heart is broken, just like what
the photo said. In his last letter, he spoke of a gift that his wife smashed.
Since we're at an impasse, check your inventory to spy the jeweled heart, our
last major item left. Examine it to see that something is rattling around
inside. How are we going to break this heart? Remember the vice in the
maintenance room? Go there and use the heart by it to smash it open for the
WEDDING RING. Examine it to see that the month June is important.

We're
Torna in cima
Profilo Messaggio privato HomePage MSN Messenger
Mostra prima i messaggi di:   
Nuovo Topic   Rispondi    Indice del forum -> .::Gaming::. Tutti i fusi orari sono GMT + 1 ora
Pagina 1 di 1

 
Vai a:  
Non puoi inserire nuovi Topic in questo forum
Non puoi rispondere ai Topic in questo forum
Non puoi modificare i tuoi messaggi in questo forum
Non puoi cancellare i tuoi messaggi in questo forum
Non puoi votare nei sondaggi in questo forum

Powered by phpBB 2.0.22 © 2001 phpBB Group
phpBB port v2.1 based on Tom Nitzschner's phpbb2.0.6 upgraded to phpBB 2.0.4 standalone was developed and tested by:
ArtificialIntel, ChatServ, mikem,
sixonetonoffun and Paul Laudanski (aka Zhen-Xjell).

Version 2.1 by Nuke Cops © 2003 http://www.nukecops.com

Forums ©
Copyright 2003 - 2008 by Carteny Productions - All Rights Reserved All logos and trademarks in this site are property of their respective owner. The comments are property of their posters.
Stany and Chrys Carteny

Generazione pagina: 0.24 Secondi

Design concept by Carteny.com
Flash concept by Carteny Productions

82016