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Note:
This walkthrough was made while playing on
Normal Action Level, so item locations may not be
the same in higher or lower action levels as there
will be more or less items. But puzzles and bosses
are for all Action and Riddle Levels. All given
controls are for the PS2 version.
If you're low on health or ammo at certain areas,
there will be extra ammo or health around. All the
items in this walkthrough will all be there on
Normal Action Level.
Color legend
Tongs
- items
Handgun
- weapons
Health Drink
- supplies
Shopping Mall Map
- maps
Save Point
- save points |
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01.
Lakeside Amusement
Park |
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"Where am I?"
Note: This section of the game isn't really
important and you can just get killed by enemies or
fall down a hole and you will succeed. But there is
an end to this part if you keep playing. No matter
what you do, you'll always end up in the same place,
which is the next section of the game.
When you start the game for the first time, you'll
be in the Silent Hill Amusement Park which wasn't
explored in Silent Hill 2. Heather has a Knife in
her hand and she's ready to fight any monsters. Once
you can play, press Select to go to your inventory.
You may notice that you also have a Steel Pipe and a
loaded Handgun and Submachine Gun. You also have a
Health Drink, a First-Aid Kit, and 30 Handgun
Bullets. You have two items which are the Flashlight
and the Radio.
In front of you to the left is a large size door.
Equip your Handgun and go through it. Inside this
room there are some enemies. A Double Head should
approach you and try to attack you. Use the Handgun
to kill it. It should take around 5 shots, depending
on the Action level you chose.
Follow the pathway to the right and you should
encounter a Closer. Use the Handgun to kill it with
around 10 shots. When both enemies are dead, find
the door with the standing sign by it. This door is
unlocked and it's a store, but there's nothing you
can pick up inside. So continue along until you
reach the end of the pathway and go though the small
door with the
light by it.
In this area there will be two Closers in front of
you. Run to the right and equip the Submachine Gun.
Wait for the Closers to come close to each other,
and then when you're close to them, fire away at
both of them with the Submachine Gun by using the
left analog stick to aim to the left and right. If
done correctly, they should both fall to the ground.
Finish them off by kicking them if you need to and
go through the next gate.
In this next area there will be a lot of noise.
Watch out for the oncoming Double Head and run to
the left. There is also a Pendulum to the right but
don't worry about it because you're running away
from it. Run under the Mountain Coaster sign and
keep running. A Pendulum might come from the left so
watch out if it does. When you reach the end of the
pathway, turn right and go up the stairs. Try to run
up the stairs as fast as you can and when you get
near the top, beware of the Pendulums as they will
probably come up there and attack you.
Once at the top, there is a small control room for
this ride. The door is locked, so the only way to go
is through the small gate by the control room and
onto the tracks of the roller coaster ride. To
Heather's left is a hole. You can fall off the
tracks and you will die, but this is good if you
want to end this quick. There is no difference
whether you fall down a hole or get to the end of
the Amusement Park. You will always lead to the same
place.
Since you've made it this far, why not just do the
rest? You're almost there. Instead of falling down
the left hole, take the right route and keep
following the tracks. You can actually fall off
certain parts of the track if you're on Hard Action
Level. Just stick to the inside area of the track
and follow it, and you will come to a straight.
There will then be a video. The Roller Coaster comes
and Heather has nowhere to go and the Roller Coaster
runs over her. This is inevitable so don't worry
about it. |
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02.
Central Square
Shopping Center |
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"My Daddy always told me not to talk to strangers."
Heather wakes up to find herself in the Central
Square Shopping Center. Thankfully that was just a
dream! She exits the diner, which is Happy Burger
that was also in Silent Hill 2. She calls her dad
and then a strange man wants some of Heather's time.
His name is Douglas Cartland and he wants to know
about Heather's birth. She avoids him and enters the
Women's Washroom. When you can play, there's a
Save Point
on the mirror to Heather's left.
If you check your inventory, you'll notice that you
have a House Key, a Pendant, and a Knife for a
weapon. You cannot go back out the door because
Douglas is still there so the only thing you can do
is go out the window. But there is a closed stall
and you can knock on it, but Heather thinks
someone's in there. Once outside, you'll find some
boxes and a fence to the left, so head to the right
and run until you reach a door. You'll notice a van
further down the alley and Heather says something
funny about it if you examine it. When you're done,
go through the door.
Once you're back in the mall again, there are many
doors with broken locks. From where you came in, go
down the hall to the right and you'll find some
locked double doors on your left. There is only one
other open door in this hallway and it's at the end.
Continue following the hallway after you reach the
locked double doors and then go through the double
doors at the end of the hallway. You'll find
yourself in the normal area of the mall again but
the floor is dirty. There's no one else in this area
and all the stores seem to be closed and have their
shutters down, except for one store.
Find the half closed shutter and enter the store to
see what's inside. Heather will find a
Handgun on
the floor and then sees a Closer having a snack on a
corpse. It's just like her dream, the monster! The
Closer will come towards her and she will shoot it 7
times, killing it. When you can play, find the green
bench to find
Handgun Bullets x2. Heather will be looking
around the room, but it's only the monster and the
corpse that she's looking at.
There's nothing else you can do in here, so find the
other exit behind the counter and exit this shop.
Now you are on the other side of the locked double
doors. Move to the right towards the elevator area.
It doesn't seem to work so check out the message
board for the
Shopping Mall Map. Now that you have the map
of this place, it will be easier to navigate, and
furthermore, easier for me to describe where to go.
There rest of the doors on this floor have broken
locks except for the door marked "EXIT" which is a
stairwell. Enter it and go up to 2F, since you're
already on 1F, and go through the door at the top.
Equip your lousy Knife and move forward and to the
left to find a Numb Body. You can use the Knife to
kill it but it may take a while since the Knife is
pathetic. Move back to dodge the Numb Body's attacks
if you can. Take the northwest hallway and enter the
first room on the right from when the rooms are
aligned heading northwest, which is a Store Room.
In the Store Room, you'll find a Double Head eating
something in the corner. It may stop and approach
you. Use the Knife to kill it and dodge its attacks
by using the strafe buttons. Don't stay in the same
place for too long while battling the Double Head,
or you may lose a few pounds. When it's finally
dead, get the
Beef Jerky on the left boxes. So the Double
Head was eating Beef Jerky, eh? Beef Jerky is not a
weapon, but it can be used to distract certain
monsters, including Double Heads. Exit the room.
Now continue down the hallway and enter the Store
Room two doors down from the other Store Room on the
same side. Inside you will find
2 Health Drinks
and some Handgun
Bullets on the shelf to Heather's left. And
as you can see, there is a
Save Point
further along the shelf. If you head towards the
camera, you'll find a skid (a wood object) with
something under it and some heavy boxes are on top
of it. Heather can't reach it with her hands and
it's too much of a pain for her to move the heavy
boxes so you can't get it now. Heather will mark it
on her map and then you'll have to exit the room to
move on.
All of the other rooms over here can't be entered,
so head back to where you came from and head down
the south hallway and go through the white and blue
door. Now run forward and then you should see a lit
sign above an entrance that says "Helen's Bakery".
Go through the door under the sign and enter the
bakery. Inside, there's some bread but Heather's not
hungry. To your left, you'll find something that
looks useful. Take the pair of
Tongs from
the counter. There is a flyer on the counter but
it's not really important.
Now you have some tongs, so go back to the room with
the skid. Exit the room, go back through the door
you came from, and head for the room with the circle
in it on your map and enter it. It's the last door
on the right in the northwest part of this corridor.
Go up to the skid and use the Tongs. Heather uses
the Tongs and gets the
Key taken with Tongs.
Funny name, eh? Since the name provides absolutely
no information on where to use the key, go in the
menu and examine it. It says "My Bestsellers" on the
tag - must be a shop in the mall. Exit the room to
find three Numb Bodies - deal with them (there are
so many so just run past them), then go through the
southernmost door in this corridor again.
In this area again, you may encounter one of the two
Closers patrolling the area, or both. Just simply
run past them and when you get to the other side you
may notice a store called "My Bestseller" which is
on the tag of the key you just got. Enter the store
with the Key taken with Tongs. Now you're in a
bookstore. Take the right walkway and you'll find
some books on the floor. If you're on Easy Riddle
Level, there will be two, and any higher Riddle
Level there will be five. If you're on Easy, pick up
Shakespeare
Anthology 1 and 3. If you're on a higher
difficulty, pick up
Shakespeare Anthology 1, 2, 3, 4 and 5. |
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Shakespeare Anthology
Puzzle
Examine the shelf where they fell off and Heather wonders if she should just
align the books in order. This puzzle is different for every Riddle Level so use
whichever one you're on. But first, there may be a clue to the puzzle depending
on your Riddle Level. It will be by the door in the northwest corner of the
room. You'll need to get to code for the keypad to unlock that door.
Easy
There will be no memo here. There will be some numbers seen among the three books already on the shelf but the number is not complete because two books are missing. Use
Shakespeare Anthology 1 and put it in the first slot. Then use the cursor and select the next book, which is
Shakespeare Anthology 3, from the blue box and put it in the next open slot, which is the third slot. A code will then be revealed.
Normal
"Fair is foul, and foul is fair.
Put these books out of order."
From the clue in the memo, you have to arrange the five books on the shelf but not in order. So do as it says; put all the books on the shelf randomly at first, then rearrange them so the four digit code among the five books looks proper. Once you've done so, you have the code. It is random by the way so I can't tell you what it is.
Hard
"In here is a tragedy---
art thou player or audience?
Be as it may, the end doth remain:
all go on only toward death.
The first words at thy left hand:
a false lunacy, a madly dancing man.
Hearing unhearable words, drawn
to a beloved's grave---and there,
mayhap, true madness at last.
As did this one, playing at death,
find true death at the last.
Killing a nameless lover, she
pierced a heart rent by sorrow.
Doth lie invite truth?
Doth verity but wear the
mask of falsehood?
Ah, thou pitiful, thou
miserable ones!
Still amidst lies, though the end
cometh not, wherefore yearn
for death?
Wilt thou attend to thy beloved?
Truth and lies, life and death:
a game of turning white to black
and black to white.
Is not a silence brimming with
love more precious than flattery?
A peaceful slumber preferred to
a throne besmirched with blood.
One vengeful man
spilled blood for two;
Two youths shed tears for three;
Three witches disappeared thusly;
And only the four keys remain.
Ah, but verily...
In here is a tragedy---
art thou player or audience?
There is nothing which cannot
become a puppet of fate or an
onlooker, peering into the cage."
If you know Shakespeare well, you're in luck! But if you don't, well... That's probably why you're here. Over by the locked door you will find the above memo, which describes the puzzle. Read it carefully and then examine all the
Shakespeare Anthology books in your inventory. You're going to need to use the books and the memo to solve this puzzle. Unless you already know the code.
First of all, the first verse is just an introduction, so don't worry about it. In the second verse, "The first words at thy left hand"
indicates that the books will go from left to right. The rest of the verse is a description of Hamlet's plot.
Shakespeare Anthology 4 contains Hamlet, so place it in the first slot on the shelf.
The third verse is quite obvious; it would be Romeo and Juliet. So place
Shakespeare Anthology 1, which contains Romeo and Juliet, in the second slot on the shelf. The fourth verse is just meant to confuse you and has no relevance to the Shakespeare books.
The fifth verse is referring to Othello, in Shakespeare Anthology 5, by the words "black and white". So put that book in the next slot. The sixth verse contains a quote from King Lear, which is in
Shakespeare Anthology 2. So put that book on the shelf in the next slot and take a look at the rest of the sixth verse. It mentions "a throne besmirched in blood", which
describes Macbeth, contained in Shakespeare Anthology 3. So put that in the last slot on the shelf.
Now you have five roman numerals in a certain order on the shelf: IV, I, V, II, III (4, 1, 5, 2, 3)
The combination to open the locked door only has four numbers so you've got one too many numbers. But don't worry, there's still more of the memo left to read.
It says "One vengeful man spilled blood for two", which represents Hamlet being doubled. Hamlet is number 4, so you now have 8 instead of the 4. Then it says "Two youths shed tears for three", meaning Romeo and Juliet being multiplied by 3, and Romeo and Juliet is number 1. 1x3 is 3 so that replaces the 1. And then it says "Three witches disappeared thusly", meaning Macbeth is out of the picture, which is number 3; so take that number out and you should be left with the following code: 8352.
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You don't need to put the books back on the shelf and you can just figure it out by looking at the books you have, using a piece of paper if you have to. And on Easy, you can just look at the rest of the books on the shelf to form the rest of the number. But the downside is you'll have them for the rest of the game if you don't put them on the shelf, and they're
pointless. You should always put them on the shelf, even if you've already
solved the puzzle.
Reading the code on the books (Easy, Normal) may be difficult because some
numbers are usually in the cracks between the books and are hard to read. The
number is random each time so don't expect it to be so easy. But if on Hard
Riddle Level, you won't have this problem. |
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Once you have the code, keep moving along the
walkway and go behind the counter. Get the
Handgun Bullets on the counter and
try to open the door. There's a keypad. Use the code you got from the
Shakespeare books. The door will unlock; go through it. There will be a
cutscene when you go in this hallway and you meet a woman named Claudia.
Claudia seems strange and leaves you after making
Heather go through some pain. After the cutscene,
you're alone in the hallway. Every single door in
this hallway has a broken lock. So head south and
enter the elevator. Once inside, you'll find no
controls for the elevator, oddly enough. The
elevator starts to go down. Some static is heard in
the elevator, similar to something in Silent Hill
2...
Something red falls from the top of the elevator.
Pick up the Radio that fell and Heather will explain
that the radio was making the noise. When you pick
up the radio, the elevator doors will open. Walk out
of the elevator and walk into dark, freaky area
ahead. The door shuts behind and it seems to be
another elevator. After it reaches the bottom and
you're out of the elevator, it seems to be
different.
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"Not even a kid could
believe in this. But when am I going to wake up?"
You appear to be on 1F in this new area. You can
hear some monsters in the area. There are four
Double Heads here so watch out. You can put some
Beef Jerky on the ground, kill them separately with
the Knife, or use the ammo you have for the Handgun.
The best thing to do is neither but you can put Beef
Jerky down to distract them if you like. If one is
bothering you, go ahead and kill it; but try to keep
running if there's more than one.
This place is a little dark now so you'll need to
find a light source. There are no open doors in the
east section of this hallway, so make your way to
the west side and enter the room right in front of
you after coming from the east section of the
hallway (the room second from the bottom left of
your map). This room appears to be an Infirmary so
you've come to the right place for health. Check out
the shelves near the doors to find
3 Health Drinks.
On the desk you'll find an
Ampoule.
On the bed behind the desk is a
Save Point.
Once you're done here, exit the room.
Now head north in the corridor and head for the door
at the top of this corridor on your map. On your way
you'll find one or two Double Heads chomping on some
meat. Run quickly against the other wall and they
shouldn't chase you. Go through the door at the end
of the hallway. You can go through one of the mall
doors in this area but you need to get some items
first. There are three Closers in this area. Two to
the east and one in the middle of the hallway where
you want to go. Head north up the upside down "T"
hallway, dodging the Closer. Find the door at the
end of the hall and go through the next door on the
same side.
In this room, move towards the far corner and you'll
find 2 packs of
Handgun Bullets on the shelf, as well as a
First-Aid Kit.
Head back for the door but do not exit. You'll find
a memo on the wall near the door. It pretty much
says to turn off the light before you leave. So
examine the light switch and turn it off. You'll
notice the room isn't fully dark just yet. If you
turn to the left you'll notice some glow between
some boxes. Go over to it and get the
Flashlight.
You don't need to turn off the light, you can just
get the Flashlight by examining the boxes - that's
how I did it my first time. When you're done, exit
the room. Now you have a light source and you can
see much easier. Enter the Women's Washroom just
beside the Flashlight room. Get the
Bleach on the
counter. This item will not be here on Easy Riddle
Level and you won't need it.
Now knock on the only fully closed stall by pressing
X and walk away. You can here the stall door
opening; go back and check it out to find... Blood
everywhere. There's also something else you can do
in here. |
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Silent Hill 2 Reference |
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If you have a Silent Hill 2 save on your memory card with the game
beaten at least once, you can experience extra scenes and references to
Silent Hill 2. There is one in the area you're in right now:
You can examine the toilet with no blood on it and you will be asked if
you want to remove the blockage. If you say "Yes", Heather will bend
down, ready to pull it off and then wimp out. She says some funny things
afterwards. |
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After done in the washroom,
exit the room and move east down this hallway and go
under the indented shutter that isn't fully closed.
In this area, there is a Closer and a Double Head.
The Double Head shouldn't attack you if you stay by
the shutter. Kill them both if you have the ammo and
you feel like it. After you kill them or if you
haven't, run south down this area and enter the
sport store, under the shutter, where you found the
Handgun in earlier. But this time it's different.
Once inside, look to your left and get the
Hanger on the
clothes rack near the door. Then head towards the
camera and get the
Bulletproof Vest on the other clothes rack.
If you try to open the other door in this room, it
has a broken lock and you'll hear a noise from
somewhere, like a shelf falling. But nothing appears
to be different; exit the room. When you come back
out, there will be another Closer. Just ignore it
and go back under the shutter you first came from.
Head west back down this hallway and then south
until you reach the bottom of the upside down "T"
hallway. Now enter the store at the northwest part
of this southwest area through its door (the store
furthest to the left on your map at the top
section).
Go to the middle of this room for a wicked camera
angle of a ladder above you. Go to other side of the
table for another view. Heather claims she can't
reach it even from the table. She mentions that if
only she had something long to snag it. Go in the
menu and use the Hanger. Heather will go on the
table, make it long and then try a few times and get
it on the fourth try, and pull it down. Now go up
the ladder to 2F - you'll have to move up some of
the ladder manually.
Up here, you can find some corpses on stretchers,
oddly enough. From your map, head south, past the
escalators and examine the TV with the snow. If
you've played Silent Hill, you'll find this
familiar. Past this TV, further south is another TV
with a Save
Point on it. Head back north and enter the
shop by the first TV.
Inside here you'll find three Numb Bodies. You
should have around 50 Handgun bullets so use some
here if you like, but don't get used to it, Rambo.
You can just run past them if you like, and get the
Health Drink
and the Handgun
Bullets on the counter and exit this shop via
the other door, unlocking it first. Out here, you
can hear a monster; it's a Closer. It's south from
you; just forget about it now and head south. The
door furthest to the east is locked, so keep heading
south, past the Closer, and enter the shop at the
southwest part of this corridor.
In this shop, move forward and get the
Walnut on the
cushion in the smashed display case. If you examine
the jewellery in the other smashed display case,
Heather says there was a silver ring last time she
came in and it's gone now. Once you're done, exit
the room through the other door. You're done on 2F
for now so head north up the hallway past the TVs
and go up to 3F via the east escalators because you
can't access 1F from here - the escalators are apart
from the ground on 1F.
On 3F, climb up the rest of the escalator and at the
top there will be a Closer there. A Double Head
should come up from somewhere. Try to ignore them
and quickly go through the double doors to the
right, after the escalator, and you'll be in a
restaurant. Find your way to the middle of the room
to find a cooked dog on a plate with other food.
It's not a Double Head and it's no enemy so don't
expect it to get up. Examine the cooked dog to find
a Cooked Key
in its stomach. Go over to the southeast corner of
the room and get the
First-Aid Kit
and the Health
Drink on the shelf and exit the restaurant.
There is a locked door to the east and at the north
part of this corridor is an open Women's Washroom,
but there's nothing you can take inside. So head
back down to 2F, remembering you got a key. Down on
2F, enter the shop by the TV with snow and use it to
pass through to the other corridor. Find the door
that's furthest to the east on your map, which is
locked and named Café Turn Mill. Go through the door
and you'll use the Cooked Key. On the shelf beside
you, you'll find
2 Health Drinks. Go past the shelf and you'll
see something of interest. Examine the pipes by the
steam to get the
Steel Pipe.
The Steel Pipe is a great melee weapon so equip and
use it for further enemy confrontations. Find the
double doors in the room and exit the Café. Out the
door, you can hear some Numb Bodies. Head north and
kill the Numb Body about halfway there with the
Steel Pipe. There's another Number Body in this
area, so hunt him down and give him some whacks to
finish him off. There's a locked door at the east
section of this area but you don't have a key for
it. Find the pale orange double doors in the
southeast section of this area and go through them.
You're now in what's left of Helen's Bakery. Head to
Heather's right and go through the doorway to find a
cart. Get the
Detergent (this item isn't here on Easy
Riddle Level and it isn't needed) on the cart and
exit the "baked" bakery through the other door. Head
south down this corridor to find a fan. Konami seems
to love fans in the Silent Hill series. Examine the
fan switch and turn it off. Then go through the door
on your left.
If you try to go down this hallway, you'll find that
it's blocked by some mysterious small flying
creatures and Heather loses very little health when
you touch them and she backs off (on Easy Riddle
Level, there will be nothing here and you can just
continue on). You can't go through the hallway like
this so go back to the door and stand in front of
the convenient empty bucket. Go in the menu and
combine the Bleach and the Detergent and use them.
Heather will pour them into the bucket and then the
chlorine gas seems to go in Heather's eyes or
something and she goes through the door behind her.
To mix the stuff around, turn on the fan and go back
through the door or Heather won't go through the
door. Continue past the bucket and the empty
bottles, past the dead insects on the ground, and
enter the room far down the corridor beside the
stairs.
On the shelf to the left you'll find 3 packs of
Handgun Bullets
and to the right on some boxes is some
Beef Jerky.
Exit the room and head north, and then enter the
shop with the pale orange door at the northeast part
of the corridor. Inside this shop is a Closer. If
you have plenty of ammo, kill it if you want, but
you don't need to. Just run past it and go through
the double doors behind it.
Out here you can hear some Pendulums. Don't waste
your time killing them and try to stay away from
them. Head west in this area, and past halfway you
should find a Double Head. Ignore it and enter the
shop near it, which is at the north part of this
area, about 3/4 to the west in this area. On the
table to your right you'll find a vise that you can
use to crack open something; just what you need. Go
in the menu and use the Walnut. After cracking it
open, you'll get a
Moonstone.
On the wall at the other side of this room is a
Save Point.
Once done here, exit the shop and head west, running
away from the Double Head. On the way, you'll find
another Double Head eating some meat. Keep running
and unlock the door at the northwest part of this
area and go through it. You can hear more Pendulums
in this area; watch out and just try to get back to
the Café at the southwest part of this area. You
should pass a Numb Body on the way; ignore it and
enter the Café.
Great, more Numb Bodies in here now. One's near you
- find it and kill it with the Steel Pipe and find
the next one behind the counter and do the same.
Once this is done, exit Café Turn Mill through the
other door. Find the door a little northwest of the
Café and go through the shop as a passage to the
other side. There will be three more Numb Bodies in
the shop but just run past them and go through the
other door. If you want to save your game, use the
one on the TV here because a boss fight is coming
up. Once ready, use the escalators to get up to 3F.
Head forward and use the Moonstone on the crest
door, then go through it. Now you can see a ladder
in front of you from the balcony and you need to get
to it. If you didn't kill it earlier, you can hear a
Numb Body on 2F and you can actually see it walking
down there. Laugh at it and head to the east section
of this area and go west on the ledge to find a
ladder. Go on the ladder and start going down
yourself until you get close to 1F, and it will show
a cutscene of you climbing down to BF. Heather walks
around the area and the ladder breaks! Guess you're
stuck down here for now. Some noises are heard and
the controller vibrates madly! A monster comes from
a hall-type area and now it's time to fight it.
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Boss 1: Split
Worm
Equip your Handgun for this boss and if you haven't wasted any ammo yet, you
should have 90 Handgun Bullets (on Normal Action Level). Wait for the Split Worm
to come out, let him open its mouth and shoot it about 5 times until it closes
it and goes back in the dirt. Wait for him to come out again, open its mouth and
shoot it a few times. The Split Worm should go back in the dirt and he may come
out from the other side of this area soon, so watch out and shoot its mouth. He
should go back in again and come out from the same side but a different tunnel.
Shoot him some more and the fight may be over here. After around 10-20 shots on
Normal, the Split Worm should fall to the ground and the fight will be over.
You can tell where the Split Worm is going to come from by holding L2. The
camera will focus on the tunnel the Split Worm is going to come out next. Do
this and if you think you might be in the way, back away. The Split Worm has
four types of attacks. One, he will bite you normally which is a pretty powerful
attack, another one where it does a strange bite - This is the most powerful
regular attack of the Split Worm. It can also hit you while you're moving; this
won't do much and it can also smack itself on the ground, which does no damage;
just stuns you rather. On Hard Action Level the Split Worm has an instant kill
attack which will kill you, regardless of your health. It will roar before it
does this so that's your warning.
This fight is fairly easy; don't expect other bosses to be this easy. |
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Normal Central Square
Return
Once the fight is over, the mall then turns back to
normal. Heather seems confused and looks like she
has a headache. When you can play, find the shutter
to the west that's not fully closed and go under it.
Go down the hallway and enter Happy Burger, going
under the shutter. On the desk to Heather's right is
a Save Point.
On the counter past the save point is a
First-Aid Kit
and to the left of it are 3 packs of
Handgun Bullets.
Go to the northwest corner of the restaurant and
take the Beef
Jerky on the stool. If you find the table
where Heather was sleeping earlier, she makes some
comments. Exit Happy Burger when you're done.
There are no other open doors in the corridor,
besides the doors to the west where you would
normally enter the mall. Go the doors and a cutscene
will play. Douglas is out here and Heather gets all
mad at him but he doesn't really understand. He
tries to explain and then Heather goes down the
stairs to enter the Subway for a ride home, thinking
everything's normal. |
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04.
Hazel Street
Subway Station |
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"I'm taking the subway home."
You have no map for this area yet so use these
directions for now: Follow the path around the
corner, and then head right and through the door at
the end. Move forward and turn left when you can.
There is a map of the subway routes here but it's
not a Subway Map. If you examine it Heather says her
stop is Bergen Street on Platform 3. Continue past
the Information sign and you can find a newspaper on
the ticket machines. Read it and go to the left. Go
through the passage to the right of the ticket
booths to enter the east section of this floor.
Move forward and around the corner and get the
Subway Map
in the smashed map case.
Now use your map for compass directions. Go down the
stairs just by the map
when you're done up here. |
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The Subway
Curse
First of all, this is optional; you don't have to do it and there's a
chance of dying. If you don't want to do this, just continue from under
this part. But there is Health Drink down on Platform 4, so go there for
that if you like.
To do this, you must read two memos: The one on the Ticket Machine and the one
on the ground in the three staircases area to Platform 4. From after you go down
the stairs after getting the map, go south and down the west stairs. Read the
memo on the ground and go down to Platform 4 via either of the two staircases
going down. Head west and go near the tracks and a cutscene should play. Heather
will be walking and then stops in front of the tracks. A ghost is heard and she
gets pushed onto the tracks. A train horn is heard; quickly turn around and
press X on the platform and climb back up.
If you try to go further along the tracks, you will just get hit by the train in
a cutscene and the game is over. This extra cutscene only occurs if you read
both memos mentioned above. After you're done, find the bench with the
Health Drink on it and take it. After
you've done this, go back up the stairs and then go up the staircase you came
down in the first place. |
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From the stairs you came down after you got the
map, turn right and go around the corner to find a
Save Point
on the wall. Save your game if you like and continue
past it and go through the door. Once in here, go to
your left to find some phones; go up to them and one
will ring once. You don't need to do this though;
head east now. Once you get to the end, head north
and take the stairs down to Platform 1. There will
be a Double Head near you down here - kill it if you
have a lot of ammo. Head south and you'll find two
more Double Heads on the grate floor covering the
tracks.
Go down the stairs on the west side of this area. Go
around the corner and take the
2 Health Drinks
and the Handgun
Bullets on the small table. You'll also find
some blood and a newspaper covering a corpse, but
nothing important, so head back up the stairs. Find
the east stairs leading down and take them. Go
around the left corner and get the
Nutcracker on
the small table. No, these aren't to crack the guy's
nuts down the east stairs, they have an actual
purpose. Go back up the stairs.
There will now be two more Double Heads up here if
you killed them all previously. Make your way to the
stairs you came down in the first place and go back
up them to exit this area. Once up here again, head
south and go towards Platform 2 to find a chain
stuck to the door with a nut holding it. Go in the
menu and use the Nutcracker and the chain will
break, making the door open. Now go down the stairs
to Platform 2.
Head south and you can see a train. Don't go in it
yet; instead, go to the other end of it and enter it
at the south. You may notice Heather's head turned
somewhere. Find what she's looking at to see a
handle coming out of a opened present box. Get the
Shotgun
inside. Don't use this yet, save it for later on in
the game (I will specify when to use it). Head north
in the Subway car and get the 2 packs of
Shotgun Shells
at the other end of the train. Go through the
closest door to leave the train, hearing some static
from your radio.
Waiting by the stairs you came down from earlier is
a new monster - an Insane Cancer. It has too much
health so just run past it, staying to the left and
not going up the stairs. Go down the other stairs
behind the stairs leading up. Go around the corner
at the bottom of the stairs and head north. You can
go down to Platform 4 but all you'll find are three
Double Heads, which is just a waste of time.
Continue north and go down the Platform 3 stairs.
Head east on Platform 3 until you get the view of
the door on the tracks with the red glow above it.
That's where you want to go and you need to do it
fast. Keep in mind, the door has a broken lock so
you must run back and get back on the platform fast.
Once you're ready, fall on the tracks and run for
the door and try to open it. Stay close to the left;
if you go too far to the right, you will die in a
cutscene of a train hitting you. After you try to
open the door, run back and dodge the Double Head
that just appeared here, along with the other two
Double Heads. Run to a close spot where you can
climb back up and press X and a cutscene will play.
The train will come but Heather makes it back on the
platform and the three Double Heads get killed by
the subway car. Put an evil grin on your face,
imagining the Double Heads getting nailed. The
Subway train will stop and a door will open at the
other end. That's where you want to go. As the radio
static fades away, head west past the stairs, unlock
the gate door and go through it. There are two
Double Heads here; just run past them and continue
west, then go up the stairs at the end.
Just hold forward and go down the stairs in front of
you. Thankfully no enemies are here so grab the
Health Drink
on the first bench and go towards the end of the
train for a nice view of the open door. Walk into
the Subway car and a cutscene will play. The doors
will shut behind you and Heather bangs on the door
as the Subway Train leaves the platform.
Subway Car 1
You can see some blood on the ground ahead, but even
more interesting, turn around and go through the
door to go on the back of the subway train. This is
an amazing view! Whatever you do, do not move
forward at all, even one step. It will show you
falling off in first person and you'll die. After
enjoying the view, press L1 and R1 simultaneously to
turn around and go back in the subway car. Go
forward and you'll find a SAVE POINT on the floor.
Continue to the next door and enter the next car.
Subway Car 2
In this car, you'll find a medium sized Numb Body
and a small one. Kill them with the Steel Pipe. If
you go back through the door you came from, you'll
be on the back of the train, just like in the other
subway car. The cars appear to be falling off as you
go to the next one. Go back inside and enter the
next subway car.
Subway Car 3
No lights on in this one, no enemies either. Make
your way to the end and
enter the next subway car.
Subway Car 4
In here you'll find a large sized Numb Body. Kill it
with the Steel Pipe.
Behind it is a small one; do the same and enter the
next subway car.
Subway Car 5
Run down the car to about half way and get the
FIRST-AID KIT and the
SHOTGUN SHELLS on the left sitting bench and enter
the next subway car.
Subway Car 6
Nothing in this subway car, make you way to the end
and enter the next one.
Subway Car 7
There's an Insane Cancer in this car, but it's lying
on the ground. Take
advantage of this and run past it and enter the next
car.
Subway Car 8
Nothing here, make your way to the end and enter the
next subway car.
Subway Car 9
There will be a cutscene in this car of Heather
walking and it will come to a halt, causing Heather
to fall. When you can play, find
the exit and examine the door that would lead
to the next car. Heather says there are no more cars
and the conductor must've already gone on. Or maybe
there was no conductor... Leave the train.
After leaving the train, there is a
Save Point
on the wall. You are on an
unknown station platform so let's find out where you
are. Head to the left and
go through the blue door. |
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"A wheelchair? Why would a wheelchair be
thrown out here?"
Once you go through the blue door, go down the
stairs and go right at the bottom. When you finally
reach the large door, go through it. There's a Numb
Body near you and two Pendulums in the area as well.
You call kill them if you want, but it may be
difficult with them all near you. So run past them
to the left and when you reach the blue door on the
right, go through it. Once in here, you can hear
some Numb Bodies. One is down the hall -- kill it
with the Steel Pipe. There is another Numb Body down
the hall to the left, but you don't need to go
there.
There is a corridor you can enter here, but it only
has two Numb Bodies in it. So go through the blue
door on your right, after you've killed the Numb
Body mentioned above in the previous paragraph. Run
forward for a while, and then to your left there are
three Numb Bodies. If you have the skill with the
Steel Pipe, kill them all. Or just run past them and
go through the blue door.
On the chalkboard to the left you can find the
Underpass Map.
To the right of the map is a
Maul --
take it. There is blood all over this wall and on
the ground -- the Maul was possibly involved. Leave
this area through the blue door to the right of the
safety helmets and use your map for the compass
directions that will now be used. Head south to find
a large Numb Body. Behind it is a small Numb Body,
kill them both with the Steel Pipe and continue
south.
You'll find another small Numb Body to the south.
Kill it and enter the hallway to the west. Head west
down the hallway and examine the wine rack to get
the Wine Bottle.
To the right of it on a box you'll find some more
Beef Jerky.
Turn around and head back east and go back through
the door. If you killed the Numb Bodies before,
there will be two more out here for you. Kill them
if you wish and go south, then west down the hallway
at the end.
Take the Shotgun
Shells on the barrel and go back east and
then north. When you reach it, go east down the
hallway and through the large door. You can hear
some Pendulums in the distance unfortunately. Check
your map and find the only other door in this area
-- that's where you want to go. Run east down the
hallway for a while, then run between the two
Pendulums and go through the blue door (there's
another Pendulum past the two by the door, but it
doesn't matter}.
In this hallway there's something that looks like a
metal pipe on the ground near you and there's
another one at the end -- they're nothing important.
Run north down this long hallway and go through the
blue door at the end. Now go east in this hallway,
then south after the corner and through the large
door. South, you will find two large Numb Bodies --
kill them with the Steel Pipe and go west in the 2nd
hallway -- the one closest to the south -- and enter
the room. On the desk in front of you, get the
Handgun Bullets
and Shotgun
Shells. On another side of the desk, you can
find 2 Health
Drinks. On the north wall is a
Save Point.
Beside the save point is a heater -- there's some
kerosene in it. Use the Wine Bottle from the menu
and you'll get an
Oil-Filled Bottle. Exit the room and you'll
hear more Numb Bodies. Go west and kill the Numb
Body there with the Steel Pipe. Two more Numb Bodies
should come from the left; kill them too. Now take
the north hallway by going east down it and enter
the room. At the north section of this room there's
a ladder leading down, but the area down there is
filled up with water.
Find the machine in the room with the open tank and
use the Oil-Filled Bottle to fill up the machine
with kerosene. Find the switch to the far right --
examine it and turn the machine on by selecting
"Yes". After the cutscene of the machine working, go
back to the ladder and go down it. Locate the stairs
and go up them. Then go up the metal staircase and
go through the blue door. Go east, over the bridge,
and then down the stairs after the flat ground, and
go through the blue door at the bottom.
Stay on this side of the sewer and head south.
You'll encounter a large Numb Body. Either beat it
to death with the Steel Pipe or fall into the sewage
water and climb back up after you pass it. When you
finally reach the blue door on the west side, go
through it. Climb up the stairs and continue down
the hallway, over the bridge to see a Slurper in the
water below, and then go through the blue door at
the end. In this room, go to the chair and get the
Dryer. On the
shelf to the right and ahead of Heather is an
Ampoule.
Oddly enough, there's a busted wheelchair in one of
the bins filled with junk from the sewers. There's
also a radio in one. Anyway, exit the room and go
all the way back to the sewer water area. This time
you'll notice that the Slurper under the bridge is
gone. Once back in this area, go through the large
door in front of you however you like. Head east to
discover a large Numb Body and two small ones.
Either kill them with the Steel Pipe or run past
them, and go through the blue door at the northeast
area of this place.
To the left on the ground is a
Save Point.
There's a Health
Drink on the desk, and at the far side of the
desk is a memo about a monster in the water past the
door you haven't gone through yet. The author of the
memo says "If only I had a hand grenade..." You
won't find a hand grenade but you've got something
that will work. There's a Danger sign by the door --
when you're ready, go out the door.
Out here you'll find a bloody walkway -- whatever
you do, do not cross it yet; you will die! Go over
to the outlet beside the door you came from and use
your Dryer from the menu. Heather will throw it in
the water and it will kill the monster -- you can
see one of it's tentacles come up to the surface. |
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Gold and Silver Pipes |
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In an Extra New Game, press X by the water and you will be asked if you want to
drop your Steel Pipe into the water (if you're using it, equip another weapon).
Select "Yes" and a woman will come up and ask you three questions. Answer
honestly, saying No, No, Yes, and you'll get both the
Gold Pipe and
Silver Pipe, and you'll get back your
Steel Pipe as well. These pipes are no stronger than the normal Steel Pipe and
using them will just lower your ranking.
Whatever you do, do not throw in any Pipes again or you will permanently
lose them. |
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Go across the now safe walkway and go through
the bloody exit door at the other side. In here,
head south and go through the blue door. There are
four Pendulums in this area; try to ignore them.
From the blue door, fall into the water and climb up
the other side. Head south, ignoring the two
Pendulums at the end of the south, and head west
down the hallway and through the blue door at the
end. Go down the stairs, down the hallway, up the
next stairs, and through the blue door. Locate the
metal staircase and go up it. Move up the ladder at
the top that leads to outside.
Outside
Head to the left and around the right corner. Move
around the next corner to
find a
Save Point on the barrel ahead. Find the
double doors and go
through them to enter the Construction Site. |
| |
"Lots of empty bottles and cans. It looks like
somebody was living here."
Once inside, go around the left corner and keep
going until you reach the white door at the end, and
go through it. Go up the stairs until you reach 5F,
and go through the door. You can't enter 3F and 4F
for safety's sake and the 2F door has a broken lock.
Go straight down the 5F hall, past the open
washroom, and through the green door on the right
side. Go straight and go around the corner to notice
a section of the wall that's different from the
rest, just like in MGS1. Equip the Maul or another
melee weapon and use it to break the wall. You can
use a gun but it just wastes ammo.
After the wall breaks, take the
Silencer on
the ground. The Silencer can be equipped with the
Handgun or the Submachine Gun. It prevents enemies
from knowing exactly where you are, but it weakens
the power. You can see some legs in the wall -- it
appears that Solid Snake was doing some business
here and he forgot his Silencer, possibly for his
SOCOM. Turn around and get the
Handgun Bullets
on the box with boards on it and examine the bed.
You will be asked if you want to drop the bed down
the hole -- select "Yes."
Go around to the other side of the hole and get the
Health Drink
by the boards, then fall down the hole -- don't
worry, it's okay. You'll land two stories below on
the mattress. Find the broken wall in the area and
go through it, onto the scaffold outside. Out here
there will be two Pendulums; one on each side of
you. Kill the one to Heather's left with the Handgun
or Shotgun and continue that way. Go around the
corner and keep running to get a view from a window
-- go through the window into the adjacent office
building. |
| |
"This box is filled with mannequin heads. I think
I'll pass on this one."
You appear to be in an interview room or something,
but nothing important is in here, so exit the room
through the brown door. Follow the corridor to the
other end and go through the open door beside the
boxes. Move between the shelves to find only one
mannequin with a head; examine it then go back and
navigate yourself to the other side of the shelves
for a sudden noise. But first, get the
Handgun Bullets and the
Shotgun Bullets on the box on the
shelf under the mannequin. Go back to see what
happened and then exit the room.
Go around the left corner and go through the first
door on the right. Around the left corner are two
Double Heads. Kill them with the Steel Pipe and find
the elevator with the doors slightly open. You can't
do anything yet but this is where you want to go
later. Find the door you came through and turn
around, head straight and go through the door into
Monica's Dance Studio.
The door on Heather's left just leads to two Double
Heads and an Insane Cancer in, so don't go in there
unless you feel the sudden urge to be eaten. Go
through the other door in the view. Locate the small
table by the two chairs and take the
Office Building
Map. On the wall to the right is a
Save Point. You
can also find a drawer in the desk that is slightly
open and you can see some rope inside. On Easy
Riddle Level the drawer is open, so if you can, get
the Rope. When you're done, exit the room for now.
Check your map and enter the southeast room in this
corridor. In this room, move forward and take the
two Health Drinks in the locker. Exit the room and reenter the middle corridor on your map. Head west
and then north when you can, and enter the stairwell
with the "EXIT" sign above it. Go up to 5F and go
through the stairwell door there.
Find the KMN Auto Parts door in the southwest area
of this corridor and go through it. Make your way
down the hallway and kill the Numb Body there with
the Steel Pipe. Two more will come, kill them too.
The door to the left of the red light just has an
Insane Cancer in it, so head north a little and then
enter the first room on your left. On the desk in
front of you to the left is a
Health Drink.
Make your way to the southwest part of this room and
get the Jack
on the shelf. Exit the room and unlock the door in
front of you and go through it.
Note: If playing on
Easy Action Level you can just go back down to 3F
and use the JACK and the ROPE to get down to 2F via
the elevator shaft. But getting the Katana is
recommended. Use the instructions below to get the
Katana, skipping the Screwdriver part because it
won't be there.
Head east and enter the Gallery of Fine Arts on your
left, through the double doors. Go to the north part
of the room to find a missing painting with the
caption "Flame Purifies All". Forget about for now
and go through the door beside the office door. Go
north up the corridor and get the
Screwdriver
on the box (this item is only here on Normal and
higher Action Levels). Then head south down the
corridor and enter the room on the right from the
ground view. Move forward and take the awesome
Katana on
the shelf. There's another one there but Heather
claims it will just slow her down if she takes it.
Exit the room and pass through the painting gallery
to get back to the main corridor. Enter the
stairwell and go back down to the main 3F corridor.
Check your map and head to the "Drawer" room (if you
don't have it marked it's the first door on the east
side of the Monica's Dance Studio area). Go up to
the drawer in the back desk and use the Screwdriver
from the menu.
Heather will pry open the drawer. Get the
Rope and exit
the room. Enter the main corridor again and locate
the elevator with the slightly open doors. Go in the
menu and use the Jack. Return to the menu and use
the Rope. You will then be asked if you want to use
the rope to get to downstairs -- select "Yes".
You are now on 2F; navigate yourself to the north
part of your map to find a
Save Point
on a vending machine. Turn around and head south and
then west, and go through the door in front of you
to the right a little. Head towards the camera and
pick up the Beef
Jerky on the floor. Then go through the door
to the right of Heather. Make your way past the
washroom set to the other door in the area and go
through it.
There appears to be another bathtub in this area. Go
behind it for a cool view and examine the knobs.
Heather will turn one in a cutscene and something
mysterious happens. The area turns to the
"Nightmare" version right before Heather's eyes.
When the screen fades black you'll hear a familiar
voice. |
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08.
Nightmare Hilltop Center |
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"Oh it gets to me all right. I find it most
fascinating."
Go around the bathtub and go through the orange door
in the room. Ahead of you is a costume hanging by
some scissors, and it looks similar to Pyramid
Head's costume from SH2. Find the other door in the
room and go through it. Out in this hall there will
be a Slurper in front of you. If you want to kill
it, use the Shotgun and don't fall for its playing
dead trick -- it's dead when blood pours out.
Go north from the door you came out and go through
the door there. Find the table for a strange memo
and a picture of Heather. There is a
Save Point on
the wall; use it if you want to. Then enter the room
with the room name "Examination Room" beside it.
Inside, you will meet someone new. Heather will exit
the room through another door in the room after a
while.
Examine the shelf beside you and take the
Oxydol.
Also take the two
First-Aid Kits and the
Health Drink. Read the memo on the desk. It won't really
make much sense to you now, so exit the room through
the west door, unlocking it first, because Heather
won't go back through the north door because of
Vincent. Exit this area to the main corridor.
Make your way to the elevators and kill the two
Double Heads there with the Katana. Then enter the
east elevator and go down to 1F. If you try to go
north to the exit of the building, you'll find a
messed up monster blocking the way. You can't kill
it with weapons or anything; read the memo on the
ground near it to understand what's going on. It
appears to be a fairy tale book and the whole thing
isn't here. Enter the Last Drop Café through one of
the doors in the southeast part of the corridor.
In here you'll find an Insane Cancer lying down. You
can kill it with the Shotgun if you want, but you
can be quick in this area and get what you need
without getting hit. Get the
Shotgun Shells on the
table beside the monster and examine the fridge by
the counter to get the
Pork Liver. An odd item but
it may come in useful. Head back towards the door --
foolishly enough, Heather doesn't take any of the
cash on the counter so exit the room. The east door
in this corridor is locked, so get back in the
elevator. The 3F button doesn't work and all you'll
find on 4F are two locked doors and some holes in
the ground, so go up to 5F.
The only place you can go in this corridor is
through the west door, so do so. Around the south
corner are two Slurpers. Run past them and enter the
southwest room on your map. Get the two packs of
Handgun Bullets on the table and take the
Matchbook
on the other side; then exit the room. The other
room here just has a fence blocking two Slurpers
from getting to you so head east down the corridor
to find a glass wall with a wheelchair behind it
(Session 9 reference). Go through the nearby door
with the blue light above it.
Enter the gallery through the door in front of you
to the right a little. On the wall in the screen is
a Save Point. Make your way to the north part of the
room and you'll notice that the missing painting
from before is now here. There's a bucket in front
of the painting, and the caption reads "Flame
Purifies All" -- let's make a flame. Go in your
inventory and combine and use the Oxydol, Pork Liver
and Matchbook. The painting will set on fire and a
small set of double doors will be revealed; go
through them.
Look to the right and move down the stairs (you are
now on 4F). You can find some more pages about the
fairy tale on the desk here but you have yet to find
the end of the story. Go through the door down the
stairs and start moving south down the corridor.
You'll encounter three naughty Slurpers around the
first corner and another one further down the
corridor! Unlock the door leading to the main
corridor but don't go through it; go south and enter
the southeast room on your map. Locate the bed in
the area to find some blood under it, and
furthermore, some items on it. A Slurper will dash
out from under the bed -- it doesn't have much
health so kill it with the Handgun or Shotgun. Get
the Handgun
Bullets and the
First-Aid Kit on the bed
and leave the room.
Head west and go through the door there, leading to
the west corridor. Move west and then north up the
corridor. Unlock the door with the blue light above
it and move to the west. You will encounter a
Slurper and two Double Heads in the corridor that
may attack you. Try to just run past them and enter
the room and the end of the corridor. Examine the
coins on the desk to get a
Silver Coin.
Head over to the northeast part of the room to find
a memo on the wall next to the vending machine. Use
the Silver Coin on the vending machine. Heather gets
an empty can with something inside making a noise.
She will open and shake it. You'll get the
Life Insurance Key. If only all life insurance came in
cans... Exit the room and there will be another Slurper in the corridor. Run past it and go through
the door leading to the main corridor, unlocking it
first, and then enter the elevator and go down to 1F
again.
Go to the southwest part of this corridor and go
through door there. Follow the corridor south and
then west, to encounter two Slurpers eating some
meat. Take advantage of this and enter the room by
them. As you can see, the people that were in this
room seem to have run out of life insurance. You can
never have enough! You can find the end of the fairy
tale on the bloody table. Heather will say "Tu fui,
ego eris" after seeing it in the story and she'll
hear a monster noise -- how come she doesn't comment
on other monster noises? Exit the bloody room and
exit to the main corridor.
Move and you can see that the Glutton is gone! Exit
this nightmarish
office building through the double doors.
Outside
You will be on the streets now. Turn left and go
that way, which is west,
but you don't have a map of this area anyway. Go
past some cars, and then
after the cop car turn left (south) and go down the
alley. Then turn right
(west) and go up the stairs ahead and enter Daisy
Villa Apartments.
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09. Daisy Villa
Apartments |
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"I'll be waiting, where all begins. In the town of
Silent Hill."
You can only go in your room for now, so you have to
find it. Go down the
apartment hallway. When you reach the elevator, go
to the right a little
after to find a
Save Point on the corkboard. I'd
recommend you save your
game because a boss fight is coming up very soon. |
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Silent Hill 2 Reference |
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If you have a Silent Hill 2 save on your memory card with the game beaten
at least once, you can experience extra scenes and references to Silent
Hill 2. There is one in the area you're in right now:
By the save point on the other side of the wall are some mailboxes.
Heather will say "The mail box is empty" when you examine them. She will
say some more things if you keep reading that are significant to Silent
Hill 2. |
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|
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| Continue down the hall until the view changes --
this is your place. Enter Heather's apartment, using
the House Key. There's a cutscene in here and I
don't want to ruin anything for you so see it for
yourself, because it is a very important scene.
After the cutscene Heather will run up to the roof
of the apartment building. Claudia is there. After
the conversation is over you'll have to fight a
boss. |
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Boss 2: Missionary
Equip the Shotgun and the Bulletproof Vest for this
battle. The vest will slow you down but it will prevent some damage -- choose
whether to use it or not. If you shoot the Missionary as it comes towards you,
it will impact it a bit. You'll hear the sound of metal (bullets hitting the
blades) when you shoot -- the Missionary blocks the shrapnel from the Shotgun.
So you'll have to go for shots from behind or the side.
This monster likes to run around a lot, and can attack while doing so. Strafing
comes in handy. After shooting the Missionary from the side or back once or
twice, it should fall to the ground, but it's not dead yet. While it's on the
ground shoot it some more and then it will get up again and run around some
more. Hold L2 to keep the Missionary in your view. When it comes for you again,
dodge it and blast it from behind. When it gets blown down to the floor again,
shoot it some more.
Try to use the strafing buttons in this fight if you need to get out of the way
of an attack. The Missionary has eight types of attacks. Some are: a thrust, a
cut while it's running, and an attack while getting up from the ground. All
these can be with its blade or its handle on its arms. It can also do a swing
attack and a counter attack. Try not to let the Missionary get too close to you.
The Shotgun should help with that as it blasts the Missionary away.
This monster can deflect some attacks and melee weapons aren't too great. Try to
reload in the menu when you need to. You can switch to the Handgun if you like,
but it's very weak. However, if you equip the Silencer, you can shoot the
Missionary from the front and he won't deflect the bullets. This is very useful,
especially if you don't have many Shotgun Shells.
To get behind the monster, what you should do is unequip the Bulletproof Vest
and let the Missionary come towards you. Then run out of the way using the
normal movement controls or the strafe buttons, and then blast the Missionary
from behind. Attacks from behind are very effective because no shrapnel is
blocked -- it all hits the meat. After the Missionary falls down at least four
times on normal, the fight will be over. It should take around ten good Shotgun
blasts -- try to attack from behind for best results. |
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After the fight Heather will go back down to her
apartment and Douglas is there. She tells him to
leave and he says he will and he does, but he's in
another scene with Heather. Heather wants to go to
Silent Hill because Claudia said she'd be waiting
there. Douglas offers to drive Heather there and
says he'll be waiting at the back of the apartment.
When you can play, exit the room through the closed
white door near you. Go forward and go through the
door directly in front of you.
This is Heather's room. Get the
Stun Gun
and the
2 Stun Gun
Batteries in her dresser in front of you to
the right. Exit the room and exit the apartment room
through the brown door ahead of you to the left. Go
to Heather's right, turn left past the save point
and go through the door. Outside, Douglas says he
just met Vincent and he told him to look for a guy
named Leonard in Silent Hill and has a map for you.
Douglas also gives Heather a book her dad was
holding. They get in the car and head to Silent
Hill. There will be a very long cutscene on the way
and more of the story is explained and is very
important, so watch it. |
| |
"I'm going to Silent Hill."
After the cutscene in the motel room you have to get
to the hospital. Beside the TV ahead of you is a
Save Point.
In your inventory you have a new item,
Dad's Notebook,
and you have a
Silent Hill Map. And if you check your map
you can see you're in Jack's Inn; exit the motel
room. There's a lot of fog out here and it's hard to
see. Head north and exit the motel compound. Heather
won't let herself go too far east and Munson Street
is blocked at the intersection with Nathan Avenue.
Start going west and you'll encounter a Double Head.
Kill it with the Katana if you want but you can
easily outrun it -- that's if it even tries to chase
you. Continue west and you may encounter another
Double Head. Kill or ignore it and continue west on
Nathan Avenue. There will be two Pendulums by Texxon
Gas but try to run past them. Pete's Bowl-O-Rama
won't open and you can't go too far west down Nathan
from here, so head south down Carroll Street. Stay
on the west side against the wall, and when the view
changes by Heaven's Night, go west and up the stairs
of Heaven's Night and enter it.
Inside Heaven's Night, get the
First-Aid Kit
and the Beef
Jerky on the table to Heather's left. On one
of the round tables is a tourism pamphlet. It's
exactly like the one in Room 104 of Wood Side
Apartments from Silent Hill 2. On the bar you can
find some Shotgun
Shells. |
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Silent Hill 2 Reference |
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|
If you have a Silent Hill 2 save on your memory card with the game
beaten
at least once, you can experience extra scenes and references to Silent
Hill 2. There is one in the area you're in right now:
On the stage near the green door is a poster of Maria from Silent Hill
2.
But she has long black hair. Her hair was probably dyed blonde in Silent
Hill 2. |
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There isn't anything else to do here so exit
Heaven's Night from where you came in. Go down the
stairs and exit the alley and then continue going
south down Carroll Street. You will encounter two
Pendulums on the way -- just run past them. When you
finally reach the hospital you can hear a Double
Head, and it may come towards you. Kill it with the
Katana if you want. There's also a Pendulum and
another Double Head near you too, but just forget
them and enter the hospital through the double
doors.
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"Part of me wants to peek in, but then it's a little
creepy, too."
Oh, the memories! Once inside this very familiar
hospital you can hear breathing like someone's in
your face; it's Nurse Demons, there are two in this
corridor. There's one in the left hallway and one in
the right hallway. If you want, kill them with the
Handgun and then enter the room in front of you to
the right, from the entrance (which is the Reception
for those familiar with Silent Hill 2). Take the
Hospital Map on the table to the left of you.
There's a Save
Point on the wall in here too. In the
shelf on the other side of the door is a
Health Drink. Exit the room when you're done.
Find the Visiting Room on your map and enter it.
There's a memo and a doll on the table. Examine the
doll before, and then after reading the memo. After,
leave the room and enter the Doctor's Lounge. Go up
to the fridge in here and examine it to get a
Health Drink. On the small table by the two chairs you can
find medical records for Leonard and Stanley
Coleman. Exit the room and head southwest to find
that the stairwell is locked, but the patient wing
double doors are unlocked, so go through them.
In this corridor and coming towards you are two
Nurses. You can just run past them, and if you enter
room C2 there will be three naughty Nurses coming
towards you. There may be an
Ampoule in there if you
don't have much ammo -- you decide if it's worth it.
There's a memo in room C4 with another doll and
there are items glued onto the wall. One of them
looks important -- the key -- but you can't get it
yet, so go back through the double doors you came
into this area from. Enter the elevator in this area
and go up to 2F.
On 2F, enter the Women's Locker Room and grab the
Nail Polish Remover and some
Perfume from the open
locker and then exit the room. Go to the patient
wing double doors to find a memo on a stretcher and
a memo on a chalkboard. You'll have to solve a
puzzle. |
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Second Floor Key Code Puzzle
The door to the patient wing is locked and you'll need a key code to get
through. The memo on the chalkboard explains the puzzle. It will be different
depending on the Riddle Level you're on. Use the below solutions for the
appropriate Riddle Levels.
Easy
Here, you come across a pretty simple riddle. It reads:
"Press, move 2 right;
press, move up 1;
press, move 2 down;
press, the door shall open."
Pretty simple, but where do you start? Using the memo, you have to be able to
move 2 right after pressing the first number so it can only be 1, 4 or 7. After
the second number, you have to move up 1, so it can now only be 4 or 7. After
the third number, you need to move 2 down. You can't move 2 down from 4, which
is 1 up from 7. However, you can move 2 down from 1, so the starting number has
to be 4. Now just follow the directions. Start on 4, move 2 right, press 6. Move
up 1, press 3. Move 2 down, press 3, and the door should unlock. If you haven't
already figured it out, the resulting code is 4639.
Normal
On Normal, the memo will be in a form of some type of algebra. If you're
good in it, it's your lucky day. You come across the following memo on the
chalkboard by the door:
"The first is larger than the second;
the second twice the third;
the third smaller than the fourth;
the fourth is half the first.
Four of the numbers are not repeated
Three are not in the top row
Two are not in the right row
One of the numbers is the final key"
The trick is to work your way up from the bottom. The fourth has to be half the
first, so it has to be an even number. So the fourth number is either 2, 4, 6 or
8. Start with the highest number, which is 8. Half of 8 is 4. The third number
is less than the fourth number, so it has to be under 8. The second number is
twice the third, so the third can only be 1-4, which helps out a lot. The first
number is larger than the second number, so it has to be over 2.
After you work it out, 8, 6 and 2 can't be the last number, so it's 4. The third
is smaller than the fourth, so it's 3 or less. The second is twice the third, so
it's 2, 4 or 6. And the first is larger than the second, so it's at least 4,
since the fourth is half the first. By now, you're probably confused as hell.
Try to stay with me.
From the above, you should come up with the following numbers:
1 - At least 4
2 - 2, 4 or 6
3 - 3 or less
4 - 4
So experiment with what you have so far. The last number is 4, so try to figure
out the rest. The third is smaller than 4, so let's start with 3 as the third
number. The second is twice the third, so it would be 6 in this case. And the
first number is larger than the second, so it's either 7, 8 or 9. Let's try 7
first. Now you have the following code: 7634. This code doesn't work, so try 8
for the first number, since it is a possibility. What do you know, it works! So
the resulting code is 8634.
Hard
"Pure eyes, blue like a glassy bead---
You are always looking at me
and I am always looking at you.
Ah, you're too meek---
beautiful, unspoiled:
thus I'm so sad, I suffer---
and so happy, it hurts.
I want to hurt you
and destroy myself
What you would think
if you knew how I felt.
Would you simply smile,
not saying a word?
Even curses from your mouth
would be as beautiful as pearls.
I place my left hand on your
face as though we were to kiss.
Then I suddenly shove my thumb
deep into your eyesocket.
Abruptly, decisively,
like drilling a hole.
And what would it feel like?
Like jelly?
Trembling with ecstasy, I obscenely
mix it around and around: I must
taste the warmth of your blood.
How would you scream?
Would you shriek "It hurts!
It hurts!" as cinnabar-red tears
stream from your crushed eye?
You can't know the maddening
hunger I've felt in the midst of
our kisses, so many of them
I've lost count.
As though drinking in your cries,
I bring my hopes to fruition:
biting your tongue, shredding it,
biting at your lips as if tasting
your lipstick.
Oh, what euphoric heights I would
reach, having my desires fulfilled
like a greedy, gluttonous cur.
I longed, too, for your cherry-tinted
cheeks, tasty enough to bewitch my
tongue.
I would surely be healed,
and would cry like a child.
And how is your tender ear?
It brushes against my cheek;
I want it to creep up to my lips so
I can sink my teeth into its flesh.
Your left ear, always hearing words
whispered sweet as pie---
I want it to hear my true feelings.
I never lied, no...
but I did have my secrets.
Ah, but what must you think of me?
Do you hate me? Are you afraid?
As though inviting you to the agony
at the play's end, if you wish, you
could destroy me---I wouldn't care.
As you wish, you may destroy me
---I wouldn't care."
Stanley Coleman is a very sick person, if you haven't already discovered
from the memo.
This puzzle is a little gruesome and sick. You'll probably get totally
confused doing this puzzle and I wouldn't blame you. To solve this puzzle,
you must understand some things:
-The memo on the chalkboard refers to a face being the keypad, like this:
| 1 |
2 |
3 |
| eye |
|
eye |
| |
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| 4 |
5 |
6 |
|
ear |
nose |
ear |
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| 7 |
8 |
9 |
|
cheek |
mouth |
cheek |
-When you look at someone, your left is their right, and so on
The first few verses are not important, so find the "I place my left hand on
your face" part. The left hand would touch the right side of the face, but it is
the person talking, not the face, so it remains as the left side of the face.
Sorry if I confused you there, just forget it; it's the person's view, which is
on the left.
The two following parts of the memo are linked together: "Then I suddenly shove
my thumb deep into your eyesocket" and "Would you shriek 'It hurts! It hurts!'
as cinnabar-red tears stream from your crushed eye?". After the thumb enters the
eyesocket (1), the blood drips downward -- below the eye (1) is the ear (4). The
blood wouldn't normally go to the ear, it would go to the cheek, but in this
case it moves down to the next number, which is 4, the first number of the code.
Shortly after, the memo mentions "biting your tongue, shredding it, biting at
your lips as if tasting your lipstick." This would be at the mouth, of course,
which is 8 -- the second number of the code.
The next part talks about cheeks but it doesn't say which one. So skip
this part for now and go on to the part about the ear.
"Your left ear, always hearing words whispered sweet as pie---I want it to hear
my true feelings" -- the left ear is clearly stated, but that would be the
face's left ear, so it's number 6 (the last number, not the third). Now you can
figure out the third number.
"I longed, too, for your cherry-tinted cheeks, tasty enough to bewitch my
tongue" is the source here, but is not very informative. After the mouth (8, the
second number), one of the two cheeks is the next victim, and after that comes
the left ear (6). The left cheek (9) is between the mouth and left ear, so it's
logic for the sick man to go after the left cheek (9), rather than the right
cheek (7). So the third number is 9.
This leaves you left with the following code: 4896.
After you solve the puzzle, the door unlocks. |
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Go through the now unlocked door and enter
Examining Room 3. Examine the arm of the corpse on
the stretcher for a clue of something. There's a
medical record, possibly for the dead guy on the
stretcher, on the desk. Leave the room and there
will be two Nurse Demons near you; one of them has a
Revolver. Kill them if they're disturbing you and
enter room M4. First, read the memo on the close by
bed. When you get close to the briefcase on the next
bed, the alarm clock goes off. Go examine it and
turn it off. You'll now have to solve a puzzle.
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M4 Briefcase Puzzle
To open the briefcase on the bed, you'll need to use a code obtained
from
the clock. How you determine the code varies for each Riddle Level.
Easy
This is fairly easy. There will be a number in red on the clock and
that's
the code you need. So if it says 0634 on the clock, that's the code.
Normal
Here, the clock will be on a certain time. The small hand is the hour
and the long hand is the minute, just incase you didn't know that. The code to
the locked briefcase is the time on the clock. For example: If the time is
12:21, the code would be 1221. However, if the code is 5:21, the first digit
would be 0 -- 0521. It's fairly simple.
Hard
The same as Normal, yet different. This time (note the pun) you'll have
to put it in 24 hour time (military time). To be different from normal, all the
codes will be 13:00 or higher. So if the clock is on 8:39, the code would be
2039. If you don't understand 24 hour time, just add 12 hours to the time on the
clock. So 8:39 + 12:00 = 20:39. Once again, fairly simple.
Note: For
Normal and Hard, remember that if the minute hand is close to the end of the
hour, the hour hand will be close to the next hour. So if this is your
situation, the hour digit would be the previous number, not the number it's very
close to.
After you get the code, examine the briefcase on the bed and enter the
code to unlock it. |
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Get the Instant
Camera from the briefcase and
read the memo on the other bed beside the briefcase
one if you haven't already and exit the room. If you
enter room M5 there will be three Nurse Demons and a
First-Aid Kit on a small stand. Do what you want to
do and then head back to the east corridor. There
will be two Nurse Demons here -- one of them has a
Revolver. Kill them or run past them and enter the
elevator. The 3F button won't work so go back down
to 1F.
On 1F, enter the patient wing and enter room C4. Go
up to the glued items on the wall and use the Nail
Polish Remover from the menu. The
Stairwell Key will
come off; exit the room and go back to the east
corridor. There will be another Nurse Demon in this
area but it's not near you, so enter the stairwell,
using the Stairwell Key. Using this key unlocks the
stairwell doors for every floor, and it also allows
the 3F button to work in the elevator. In the
stairwell, turn to your left and go down to BF.
Follow the hallway and get the
Submachine Gun
Bullets on the floor and go towards the wheelchair.
Prepare yourself and follow the path of blood to the
end of the corridor. Take the
Submachine Gun on the
floor and hope you have better luck with it than the
previous owner. The person in the wheelchair seemed
to have flipped their wheelchair (probably a monster
that did it) and got injured so they dragged themself to the elevator, shot the monster, dropped
the gun and entered the elevator -- they might
actually still be in there because it was probably
recent, considering the wheelchair wheel was still
spinning. You can't check in the elevator so enter
the Store Room to come across some flickering
lights. Find the blood by the shelf and Heather
thinks there might be something behind the shelf.
You can't fit in there so use the Instant Camera to
see what's back there.
Heather takes the picture and it develops,
displaying a code of 4 numbers. The code is random
each time. Exit the room and go all the way up to RF
for another Stanley Coleman memo; go through the
door to the roof. There are two Closers out here but
you don't need to kill them. Run forward and get the
2 magazines of
Submachine Gun
Bullets on the barrel. |
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Silent Hill 2 Reference |
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If you have a Silent Hill 2 save on your memory card with the game beaten at
least once, you can experience extra scenes and references to Silent Hill 2.
There is one in the area you're in right now:
If you examine the north fence by the Elevator Control Room, Heather
will comment on it and say it doesn't look like it's about to break and fall.
This isn't much though. |
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Exit the area and go down to 3F. Enter the Store
Room to find a
Save Point on the ground. You can
also find a Stun
Gun Battery and
2 Health Drinks on
a shelf. Exit the room and enter the Special
Treatment Room. There's a memo on the right wall.
The closest rusted door to you is locked from this
side. You can unlock it and enter it if you want,
but all there is inside is a Nurse Demon.
Enter the furthest room to find another memo from
Stanley Coleman. Exit the Special Treatment Room and
try to enter the patient wing. It's locked but you
can enter the code you got from the picture from
your camera (the shelf in the basement) and it will
unlock. If you forget the number look in the memo
section of your inventory to see the number. Once
the door is unlocked go through it.
Enter room S1 and get the
2 Health Drinks on the
nightstand. Read the long memo on the bed and then
exit the room. Continue west down the corridor, get
the Beef Jerky on the bench by the Bath 3 room, and
then enter room S7 to find another Stanley Coleman
memo. Exit the room and there will be three more
Nurse Demons, one with a Revolver. Kill them if you
must and then enter room S12. Move forward and the
phone will ring; answer it. It is Leonard on the
phone.
Leonard claims he's not exactly sure where he is,
but the door is at the end of the hallway on the 2nd
floor. Go down to 2F from either the stairwell or
the elevator and enter the patient wing. Head west
down the hallway and go through the new door
labelled "M". You don't have a map for this area so
use these directions: Move forward and the gate door
blocking the path will go up. Go past it and keep
moving forward and a gate door will close; go to the
right and go right at the next corner.
A gate door will open on the left, go past it.
Another one will open, go past it and around the
right corner. Go around another right corner and go
around the next corner to the left and go through
the door. Go forward and around the left corner.
Keep moving straight and a gate door will close
behind you. Continue down the hallway and go around
the right corner. Go left around the next corner and
a gate door will close in front of you.
Turn around, move forward and the closed gate door
there will open; go past it. Keep going forward, go
around the left corner and through the door. Go
around the left corner and around the next left.
Keep running forward and six gate doors will close
behind you and one in front of you. Examine the red
sign on the wall that looks like a save point.
Instead of a save point it shows a video of Lisa
from SH1. After the video, go forward down the
hallway and through the door at the end.
Get on the ladder in front of you and climb up it.
You will pass a weird creature named Valtiel turning
a valve. At the top, go through the door to see
what's on the other side... |
| |
"Happy birthday dear... Oh, I forgot you name."
Now this is a true nightmare! According to your map
you're just outside the west stairwell on 3F. Move
down the hallway and enter room S3 -- it may be hard
to find. There's a
Save Point on the bed and 2 packs
of Handgun
Bullets on the window sill, along with a
hand coming from outside, oddly enough. Exit the
room, and if you enter Examining Room 4, you can
find a corpse with its blood dripping into a bucket.
You can't do anything with it yet so enter the Day
Room, since the east corridor doors are locked.
Inside this weird room you can only get to the other
side by moving towards the camera and then away from
it in the other direction. Go through the other
double doors to enter the east corridor.
Unfortunately there are three Slurpers in this
hallway. If they annoy you, and they should, use the
Shotgun to get rid of them. Enter the Store Room
when you're done with the Slurpers to come across a
mirror and a very disturbing experience. The door
won't open so just enjoy the insane experience. You
may notice that Heather in the mirror will stop
moving after a while. When the room gets dark you
can exit it but it may be hard to find the door.
Don't stay in this room too long because you can
lose health and die.
Enter the elevator and you'll notice that there are
three new buttons: B1, B2 and B3, not 31, 32 and 33,
which they look like. The only basement floor button
working is B3, so go down there. On B3 you'll come
across some covered corpses on gurneys. Head
straight from the elevator and examine the oven for
a puzzle (the oven will be open on Easy Riddle
Level). |
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B3 Crematorium Puzzle
To open this oven (if it's not open already), you'll need to solve the
puzzle involving what's written on the door and the corpses in the area. Each
Riddle Level is quite different, however.
Easy
Here there is no puzzle, the oven will be open.
Normal
Here there will be roman numerals in randomly selected slots on the
oven. They have to do with the four corpses on the gurneys with white coverings.
The roman numerals in the slots on the oven will be I, II, III and IV. If
there's a roman numeral in a slot, there will be a covered corpse on a gurney in
that position of the room. It's not that hard to figure out. Each of the gurneys
-- covered or not -- are marked with numbers.
Here are the locations for each gurney number in the area:
Use those numbers to unlock the oven. So if it says "I" in a spot on the
oven, the number on the corpse in the room that coordinates with that
location is the first number to the solution. Do the same for the other
three numbers and you'll get a code.
Eg.
| II |
--- |
--- |
IV |
|
1 |
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2 |
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I |
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3 |
4 |
5 |
6 |
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| III |
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7 |
8 |
9 |
0 |
In this case, the resulting code would be 5172. However, you are very
unlikely to get this exact code, since all codes are random. Another
thing,
the number 7 will always be in the resulting code because that's Stanley
Coleman, according to the crazy guy on the phone (later on in the
hospital).
Hard
Upon examining the open there will be a riddle. On each gurney in the
room
there will also be a poem. You need to use them to solve the puzzle. The
following is written on the oven:
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"Burn the one who knows no death
Pure, adored by those above
No prayers within, just simple love |
(A) |
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And now the pining hunter
The flames longing for his rebirth
A distant breath within the earth |
(B) |
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Burn up that heavy body of his
Make it wind, dancing in the sky
That bottomless gut now a cloud,
now a sigh |
(C) |
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The sweet blood on his laughing lips
Now calls him to the gates of Hell
There burns evermore that soulless shell |
(D) |
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Four bodies return to ashes
Thus the door is opened
Thus the door is opened" |
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The poem has five verses and the first four are the answers that give
you
the four-digit pass code. However, you need to use the four verses on
the
oven and match them with four of the ten poems on each gurney in the
room:
Note: The poems marked A-D on the side correspond with the paragraph
of
the same letter for the memo above (the oven door).
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1 (The Song of the Sparrow)
"Who killed Cock Robin?
'The Sparrow,' they said
'He wants them all dead
To him, honey-sweet is
their sobbin''" |
(D) |
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2 (The Song of the Owl)
"The Owl who forgot the sky
Resigned to his poor earthbound state
Hungry or full didn't matter at all
He ate and he ate and he ate" |
(B) |
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3 (The Song of the Thrush)
"The grass the Thrush so loved to eat
Gave him sweet happiness
He sank ever deeper and finally fell
To destruction and fatal distress" |
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4 (The Song of Cock Robin)
"Cock Robin, who hid the key away
Is ash in the oven, all right
The place he held is empty now
And the doors remain shut tight" |
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5 (The Song of the Lark)
"The Lark's child lost all his words
And walled himself up all away
Heart and mouth both locked up tight
In a cage where none want to stay" |
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6 (The Song of the Dove)
"The Dove's hope died; he chose his path
His flapping wings fell still
Drenched in scarlet here they lay
His cheeks pale white and chill" |
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7 (The Song of the Linnet)
"He seeks out her soul by his own
black ambition
Frightening her out of her wits
Whispering love songs into her ear
What cruel Linnet wants, he gets" |
(C) |
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8 (The Song of the Rook)
"The black Rook is the praying sort
Who hears the gods in the skies
His whispered petitions go on
without end
And glassy and dim are his eyes" |
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9 (The Song of the Wren)
"The Wren, with pure heart as
yet unrefined
Makes us laugh with his feeble
lip-smacking
But still we all know he shall
never grow old
And he knows not how much
he is lacking" |
(A) |
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0 (The Song of the Kite)
"The Kite, hot, crazy, and panting mad
Sweet shackles that tease and excite
Death itself would drive him wild
Red blood that turns milky white" |
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If you are familiar with the nursery rhyme "Who killed
Cock Robin?" you are in luck. But if you're not, that's probably why you're
here. Read all the poems on the gurneys in order. So start with 0, which doesn't
relate to anything here.
1 is the fourth verse on the oven. The Sparrow is the bird who is to be
sent to hell here, since he's the one who killed Cock Robin. Very
straightforward.
2 is the second verse on the oven. The Owl is the pining hunter,
withering
away from grief -- he can't hunt nor fly. Also, the word "earth" is
mentioned in both this verse and the verse on the oven.
3 to 6 don't have to do with anything here, but 7 is the third verse on
the oven. The thing about the "Linnet" is the clue here, it matches the
the third verse on the oven. By the way, you may notice that this memo
also clearly describes Stanley Coleman, the madman writing letters to
Heather. The corpse numbered "7" is in fact his, which will be told to
you
shortly, if not already. The number 7 corpse is always down here, and is
always a number in the resulting code for every Riddle Level.
8 is nothing and 9 is the first verse on the oven. This verse says "he
shall never grow old", which matches "knows no death" on the oven. Also,
they both have "pure" in them and the verses are quite similar,
referring
to love.
So that leaves you with four numbers: 1, 2, 7, 9. Just take those
numbers
and arrange them in the order of the verses they match on the oven (A -
9,
B - 2, C - 7, D - 1). This leaves you with 9271. |
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After entering the correct code in the oven
lock, examine the oven again and Heather will open
it (if not playing on Easy Riddle Level). Grab the
Cremated Key inside and reenter the elevator, then
go up to 2F. Enter the Men's Locker Room to hear a
phone ringing. Find the locker it's coming from and
examine it. Someone is on the phone and it's not
Leonard or Stanley Coleman. The mystery man claims
Stanley is underground and his new name is "number
7." So he was the corpse numbered 7 on B3... Anyway
the man talks about a birthday present -- there will
be a present for you on 1F if you answer the phone
here; if not, nothing.
Exit the room and you can hear some Slurpers.
Quickly enter the Women's Locker Room and examine
the garbage for a
Plastic Bag and a
Health Drink
(don't worry, nobody's looking). There's also a
locker in this room that opens when you go up to it.
Something's inside with no escape, but it's not
important anyway, so exit the room.
Head south and kill the two Slurpers with the
Shotgun if you need to and then reenter the elevator
and go up to 3F. Head to the door leading to the
patient wing, unlock it and go through. Enter
Examining Room 4 and go up to the blood bucket. Go
in the menu and use the Plastic Bag to get a
Plastic Bag (with
Blood). Exit the room and enter the east
corridor again through the double doors near you.
Enter the elevator once more and go down to 1F.
There are two Nurse Demons and a Slurper in this
area. Kill them if you must and then enter the
Examination Room. There's a
Save Point on the right
wall by you, an
Ampoule on the table to your left,
and a memo on the table in the room. If you enter
the Day Room through the northeast door you'll find
a memo on the ground and a Nurse Demon on the other
side of the fence wall. Enter the Day Room through
the southeast door, using the Cremated Key. Follow
the path and you will encounter the Nurse you could
see from the other side of the fence wall,
patrolling the hallway. Kill it if it gets in your
way and go through the other door in the area to the
patient wing.
Out here there will be a Slurper in front of you,
and another one will come a little later; kill them
if they get in the way. "Happy first birthday!" will
be written on the left wall, only if you answered
the phone in the Men's Locker Room on 2F -- if you
did, there will be a present for you in room C1, so
enter it through the door beside the writing.
Depending on you drug (health) points (1 Health
Drink = 4 pts, 1 First- Aid Kit = 8 pts, 1 Ampoule =
12 pts) and ammo points (1 Handgun Bullet = 1 pt, 1
Shotgun Shell = 2 pts, 1 Submachine Gun Bullet = 1
pt), what's in here varies. The same goes for ammo
and drug points added -- but this determines how
many Nurses will be in the room. Refer to the charts
below to determine what will be waiting for you
depending on what you have.
Note:
You can only receive ammo presents or health
presents, not both. If your number of ammo points
succeeds the number of drug points, you'll receive
health presents; if the opposite, you'll receive
ammo presents. Either way you'll receive whatever
you have less points of.
Ammo Presents, if ammo points are more than drug
points
| Ammo Points |
Presents |
| 30 or less |
HG Bullets x3, SG Shells x2, SMG Bullets
x1 |
| 31 to 60 |
HG Bullets x3, SG Shells x1, SMG Bullets
x1 |
| 61 to 90 |
HG Bullets x3, SMG Bullets x1 |
| 91 to 120 |
HG Bullets x3 |
| 121 or more |
HG Bullets x2 |
Health Presents, if drug points are less than ammo
points
| Ammo Points |
Presents |
| 30 or less |
3 Health Drinks, 2 First-Aid Kits, 1
Ampoule |
| 31 to 60 |
3 Health Drinks, 2 First-Aid Kits |
| 61 to 90 |
3 Health Drinks, 1 First-Aid Kit |
| 91 to 120 |
2 Health Drinks, 1 First-Aid Kit |
| 121 or more |
2 Health Drinks |
Nurses Guarding Presents
| Ammo + Drug Points |
Nurses |
| 119 or less |
0 |
| 120 to 189 |
1 |
| 190 to 259 |
2 |
| 260 or more |
3 |
When claiming your presents, use the Shotgun to
clear any Nurses, and then exit the room after
taking your presents. Note that if you haven't
answered the locker room phone, room C1 will be
locked, so nothing will be inside, of course.
Continue down the hallway and kill the Slurper and
Nurse if they're in your way, and then enter room
C4.
There's a Save
Point on the curtain in this room; save your
game because there's a boss fight just ahead.
There's a stretcher that's some kind of altar at the
back of the room and the other stretcher near it has
a memo on it. Read the memo to find some interesting
information: "Drench the altar in the blood which
spouts red from the heart, to praise and to show
loyalty unto God." So go up to the altar and use the
Plastic Bag (with Blood) from your
inventory. The blood leads to a ladder by the
entrance of the room, strangely. Suddenly and out of
nowhere, a hole with a ladder appears where the
blood leads to -- go down the ladder. Once you're
down, there will be a cutscene followed by another
boss fight. |
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Boss 3: Leonard
Leonard is nowhere to be seen but his voice is heard. When the fight
starts, equip the Handgun because it's relatively good for this fight. It may
take a while with the Handgun, however, so you may want to use the Shotgun
instead. Start shooting Leonard a few times, which will cause him to go under
the water. When he comes up, blast him again until he goes back down for a swim.
Leonard moves under the water a lot, so try to stay away from him while he's
doing so, so he can't come up and knock you down. Also, don't run into the large
water brush object at one end of the battle area because you will die if you do
so (I don't see why anyone would even run into it, anyway). Leonard will keep
moving back and forth down in the water after you shoot him a few times, and you
can't shoot him while he's underwater.
Try to follow him while he's under water so you can see where he is, but
keep your distance. Shoot him while he comes up and he should go back down
pretty fast. Sometimes after you shoot Leonard, he'll fall to the ground and
flail about, trying to get up -- use this time to blast him even more with the
Shotgun, and he might not be able to get up. If you don't shoot him while he's
up, he'll just go back down. You can use the Shotgun to blast Leonard to the
ground effectively, but the Handgun is pretty good, so try to conserve your
Shotgun Shells if you don't have many. If you can, and sometimes you can, kick
Leonard while he's on the ground.
Leonard has three types of attacks: An attack with either his left or
right arm, an attack while he's rising and a counterattack, which is the most
powerful of them all. If you're low on ammo, use the Steel Pipe or Katana and
attack from the back. Be aware of his counterattacks and you should be fine.
After a while, Leonard will die and fall to the ground. |
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Heather wakes up in the normal hospital in room
C4. As she starts to walk, her foot kicks something
and she picks it up. You'll get the
Talisman. Exit
the room and go through the double doors leading to
the east corridor. Find the main entrance and go
through the double doors, exit Brookhaven Hospital.
Outside
A cutscene of Vincent and Claudia in your motel room
will play. Once it's over, head north up Carroll
Street and east on Nathan Avenue, and head back to
the motel. You may encounter two Pendulums and a
Double Head on Carroll -- just run past them. In the
motel compound, find Room 106 and enter it. A
cutscene will play and Vincent tells you that
Douglas has a message for you: "The church is on the
other side of the lake." After the cutscene, exit
the motel compound and head northwest up Nathan
Avenue. When you get a little past Pete's
Bowl-O-Rama, you'll just be at the Amusement Park to
save you a lot of running time. |
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13. Lakeside Amusement
Park Revisited |
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"A paradise for castrated sheep, maybe. Sounds
pretty boring."
You appear to be in the same place from your
nightmare. Kind of like dйjа vu, and Heather doesn't
look too happy. Run forward to the main area and
then go through the large doors to the left. There
will be a Closer to the right of you, kill it with
whatever or just push it to get past it. Continue
around the circle area to the right until you reach
the door with the sign near it, and there should be
a Closer there. Kill the Closer and enter the
souvenir shop through the double doors.
Go forward and take the
Beef
Jerky on the counter.
Turn around and grab the
First-Aid Kit on the round
table with the merchandise on it, and head to the
back left of the room. Nothing interesting is here
so move away and you'll here something fall. Go back
to investigate what fell. Get the
Roller Coaster Key
from one of the cookie boxes and save your game with
the Save Point on the box if you want to. When
you're done, exit the shop. Turn to the right and
continue running down the pathway and go through the
small brown door when the view changes.
There will be two Double Heads here. Kill them or
just run past them and go through the gate ahead.
Turn to the left and go down the pathway, under the
Monster Coaster sign and passed the Pendulum there.
Make sure the other Pendulum behind you doesn't
catch up, and run up the stairs. At the top, enter
the control room for the roller coaster, using the
Roller Coaster Key. Go inside and get the
2 Health Drinks by the microphone towards the camera. Find
and examine the power switch near the door and turn
it off.
Exit the control room and go on the tracks through
the small gate. Turn to the right and follow the
tracks like you did in your nightmare. Try to stay
away from the edges (you can fall off on Hard Action
Level), and when you get to the end, a cutscene will
play. The roller coaster switch turns back on and
the roller coaster comes towards you just like your
nightmare, and Heather naively stares at the
darkness ahead of the roller coaster. However,
Heather will jump off this time and survive. If you
don't turn off the roller coaster, you will die
instead of jumping off.
After the cutscene of Douglas and Claudia, Heather
will wake up on a ticket booth and she will get down
from it. Turn around and move forward, then go
through the reddish-brown door on the left. Follow
the path and turn to the left and go in the next
path. There's a
Save Point on the ticket booth near
the end of the path; you may want to consider
saving. Continue down the path and enter the Haunted
Mansion.
Borley Haunted Mansion
Inside, you'll be welcomed to the Borley Haunted
Mansion by an announcer. When he's done talking, you
can finally go through the first door. In this
bloody room, listen to what the announcer has to
say, and then you can go through the next door. You
can see someone rocking in a chair in here. Make
your way towards, following the path, for a sudden
surprise -- the corpse is real! When the announcer
is done talking, go through the gray door behind
you.
In this room, there are spikes on the roof. Follow
the path and the spikes will come down, but not far
enough (they will come far enough on Hard!). Make
sure you're moving when this happens or you may lose
health or perhaps even die. On Hard Action Level,
the spikes will fall a little further and can kill
you if you just run through the hallway. What you
want to do is make Heather lower so the spikes don't
hit her -- hold R2 to enter caution mode, which
lowers Heather a bit. While holding R2, walk the
hallway, and the spikes will fall without hurting
you. Even though you can get a bit lower when you
stop moving, it isn't necessary. Just holding R2 is
good enough. After the unfaithful announcer finishes
talking after the spikes fall, go through the exit
door.
Sadly, that wasn't the exit -- the illegitimate
announcer has tricked you again! You're still in the
mansion. Start running down the hallway and go left
around the corner. There will be red glow following
you that will kill you if it catches up with you so
run fast! If playing on Hard, it can be very
difficult to outrun the red glow, especially dealing
with the clumsiness of Heather. Go right around the
next corner, and when you go forward, the left wall
will move to cover the pathway ahead, so go left
around the corner. Go right around the next corner
and right again.
Keep moving and go left around the next corner. Go
right around the corner after that and ignore the
first door because it has a broken lock. Turn left
at the next corner and go through the end door.
You're still in the mansion, so run forward, go left
around the corner and right around the next. Turn
left around the next corner and then right around
the one after that. Go right around the next corner,
left, right, and then left. Go through the door at
the end to finally exit the mansion.
Outside Once Again
There are two Closers in this area, just run past
them and go to the left. Find the open pathway and
take it. Kill the Double Head in front of you,
continue running forward and pass the Closer. When
you can go to the left, do so and go through the
gate door. There will be a Pendulum and a Closer in
front of you. Kill them and then kill the other
Pendulum as it comes towards you. Go forward and go
through the gate.
Move forward and take the
Health Drink and the
Shotgun Shells on the bench. Turn around and head
for the bleachers. Find the
Chain on one of them and
then go on the platform from some small stairs and
get the Red Shoe in the middle of it. Get off the
platform and go through the gate you came from. If
you killed all the enemies here before, there will
be a Pendulum by the other gate. Just run past it
and through the gate.
Run forward and to the left a little to find a gate
door that isn't locked but won't open. Go in the
menu and use the CHAIN to attach it to the gate.
Heather says this is half good because it needs to
be attached to something else. Turn around and step
on the ride, attaching the other part of the chain
to the metal bar on the column of the ride by using
it from the menu. If Heather says it cannot be used
here, you're not aligned with the bar. Now step off
the ride and enter the control room to Heather's
left. Grab the Handgun
Bullets on the counter and
then examine the switch to the left.
The door will open with a screech. Exit the control
room and go through the door. Heather will confront
Douglas again to find that he's wounded. After the
cutscene, go through the gate in front of you to the
left. Turn to your right and enter the Fortune
House. Read the memo on the chair to the right and
then you'll take it, it's
Douglas's Notebook.
You can't give the book back to Douglas so there's
no point in going back to him. If you do, you may
have less chances of getting the Possessed Ending
(only in a replay game). Move into the other section
of the room and get the
Doll Head on the table. Get
the
Ampoule on the chair to Heather's left and save
your game if you want, using the
Save Point on the
fortune table. Exit the Fortune House and enter the Morchen Travel place next door. You'll find two
large sized dolls in this area -- Snow White and
Cinderella.
You can find two pictures of them on the tracks past
them. One has a doll head and the other has a red
shoe. Go back to the life-size dolls and use the
Doll Head from the menu and put it in Snow White's
hand. Then use the Red Shoe from the menu and put it
by Cinderella. Go on the tracks and take the left
route and go through the door. If you didn't give
the items to the dolls, this door won't open. Check
the dragon here for some comments and go through the
green door past it on the left.
In this area, a Double Head will come up to you and
try to attack. Dodge it and kill if you want, then
move to Heather's right. There will be a Pendulum
there; if you can, run past it. To the right, you
can find an ice cream place and a memo that Harry
wrote 17 years ago, when the first Silent Hill took
place. As you continue past the ice cream place, you
may encounter another Double Head. Head forward to
the left and go through the gate. If you don't know
where the gate is, it's behind the Pendulum on the
left side when you see it first.
Move forward and take the
First-Aid Kit on the left
bench. Continue forward and go around on the right
side of the round garden and head towards the right
and move forward. Follow the queuing line and go up
the small steps and onto the carousel. As you move
forward, the carousel will magically start up. Go
around the carousel until you find the only horse
not moving that has blood al over it. Examine the
note on its left side for the following:
"When 13 turns count 4,
you will die from their curse.
If you wish to escape,
there is but one way out.
To kill before you are killed:
you will be saved by the 12th death."
The part about "When 13 turns count 4" must be
saying you will die when the carousel turns 52 times
(when 13 turns count 4; when 13 comes four times,
which is 52). That part doesn't fully make sense at
first, but there's more. It also says "you will be
saved by the 12th death" if you wish to escape.
There are 12 horses on here and one's already dead.
You won't be able to escape unless you do the
following. The idea here is to kill all the horses.
How? Easy, use your weapons. Don't waste ammo, just
use melee weapons. Use the Katana or the Steel Pipe
because they work best.
To give best results, press and hold X hard so
Heather lifts the weapon over her head and then
swings. It will take two swings like that with the
Katana and three with the Steel Pipe, so the Katana
is your best bet for time. When navigating around,
be careful not to go directly in front of the horses
because you may be affected by the smoke coming out
of the horses' mouths. Try not to get too close to
the horses' mouths or you can lose health. You will
hear a horse noise when you deliver a hit and a
different sound when it's dead -- it will then
shortly stop moving. If you want to have some fun
and have Shotgun Shells, go right beside an "alive"
horse and wait for the right moment, and then blast
it. It will die with one good shot, but you should
only do this once or twice so you're not wasting too
much ammo.
After you've killed all the horses, it will take a
little time, and then the horses will start moving
again. Don't worry, you didn't do anything wrong.
Just wait a bit and a cutscene will play. When the
cutscene plays, the carousel will turn into the
nightmare version and then in another cutscene,
someone else's here, and it looks like Alessa. It's
time for another boss. |
| |
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Boss 4: Memory of Alessa
This boss is very unique to the Silent Hill series -- it has four forms;
when it dies it will come back as another form, with a new weapon.
1st Form
Weapon: Knife
She holds her knife in the air like it's actually a good weapon. When you can
play, laugh at her terrible weapon and equip a melee weapon; it will be
sufficient. The Katana is the best choice but if you don't have it, the Steel
Pipe will work well. Alessa has one form of attack with the Knife; just a slash
which does pretty much nothing at all to your health. Let Alessa come to you and
then attack. Don't worry about getting attacked because it barely does anything,
but do try to prevent the attacks. Alessa may run away sometimes -- when this
happens, follow her so you can see where she goes and take advantage of her not
trying to attack, and attack her if you can.
You may consider equipping the Bulletproof Vest for this fight because it will
come in handy for more lethal attacks. Alessa can block your attacks sometimes
and so can you. While holding R2, press Square when she tries to attack and
Heather will block it. Keep using the Katana to whack Alessa several times and
she'll fall to the ground and disintegrate. Keep in mind that Alessa will get
stronger each time and she'll have different attacks with each weapon.
2nd Form
Weapon: Handgun
It's not over yet, it's just getting started. Alessa will appear somewhere else.
You can hunt her down if you want, but you can just stand against the side
somewhere and hold L2 and you will be able to see her as she comes towards you.
But try to run away before she gets too close, or she will shoot you with her
Handgun. Alessa has two forms of attack with the Handgun. One is a shot from the
Handgun, which inflicts a lot of damage, and the other is a pistol whip, which
isn't too bad.
Now, you can be pretty cheap here, but who's watching? The Katana has pretty
good range and if you get too close to Alessa, she may pistol whip you. Try to
stand just out of her pistol whip reach, but not far enough so she can shoot
you. Keep pressing X while holding R2 and you will push Alessa back a little
each time. Instead of holding X, repetitively press it like I said so Heather
continuously swings the Katana for three blows. If you hold X, Heather will
deliver an attack from above her head and it will take long enough so that
Alessa can attack. Alessa will get to come closer after she's out of your range
after you push her, but then start whacking her again and she'll be pushed away
again.
If you do this process right, she won't be able to attack you. If you stop for
even a bit you may receive a whacking. Alessa should be able to start a pistol
whip but it should not be delivered if you're doing this right. Keep doing this
and she won't be able to shoot you. After a while, she will start to run around
again -- this is good. Run after her so she can't shoot you when she wants to.
Whack her some more times and she will then fall to the ground and disintegrate.
Be sure to check your health every once in a while because if you do get shot,
it inflicts a lot of damage, and other attacks can do a lot also.
3rd Form
Weapon: Steel Pipe
Because she has a Steel Pipe, you can just stand still and let her come for you
while you're ready to deliver an attack. Remember, you're still using the
Katana, or the Steel Pipe if you don't have the Katana. You may be thinking it's
good that Alessa has the Steel Pipe because it's not as powerful as the Handgun.
It's not as strong, but its range is a lot better than the pistol whip, so you
may need to do some blocking here. Alessa only has one form of attack with the
Steel Pipe, which is a whack with it, however, it doesn't inflict that much
damage. The method used for the 2nd Form of Alessa can be used here, but back up
every once in a while because when Alessa lifts the Steel Pipe and you whack
her, her attack may still hit you. You can let her run away but she'll come
back.
This is good because you're ready to hit her but she's not. So it's good to let
her have a break every little while and she should come back right away. If she
doesn't come back right away, this is also good because she also doesn't have
much health left. When she runs around, try to go where she's going to end up so
you can whack her when she arrives. Deliver a few more blows and she will fall
to the ground and disintegrate.
4th Form
Weapon: Submachine Gun
This is the final form of Alessa, and don't let the Submachine Gun scare you.
It's actually good news because you can do the same strategy as you did for the
2nd Form of Alessa. Alessa has two forms of attacks with the Submachine Gun,
which are repetitive fire from the gun and a whack with it. When you get hit by
the Submachine Gun when it's fired, it will take off a lot of damage. Try to
find her fast and run right up to her before she shoots. The strategy won't work
as well because she will be able to hit you sometimes, however, it still works
pretty well. Then again, it can work just amazing as before.
Try to make sure Alessa is just in your range so that the tip of the Katana hits
her. The further away she is and is actually getting hit, the better; if you
find that she's getting to close, just stop and back up, and then repeat the
process. When Alessa runs away, follow her quickly, because if she gets a good
range to shoot you, she will. If she does shoot you, when you recover from the
attack, move out of the way of where she's shooting and let her try to reload,
and strike her then. If you end up right against a side of the carousel or a
horse, take some time to run away to a good open area nearby, and don't get too
far ahead of Alessa or she will shoot. After a while, Alessa should fall to the
ground, bringing the fight to an end, although she will not disintegrate. |
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| After the fight, there will be a note written
behind you. Read it and then circle around the sick
carousel and step off it. Head down the path when
you can and go through the door at the end. In this
hallway you will find blood-written memos on the
walls and one on the door at the end. Read them as
you go and then go up the stairs and through the
door at the end, after reading the memo on it. |
| |
"'God'? Are you sure you don't mean 'Devil'?"
Inside in a cutscene, Heather will find a surprised
Claudia. After the cutscene, Claudia leaves the
chapel through the near door. Move forward and go to
the other side of the altar there and save your game
with the Save
Point if you haven't saved in a while. Look
behind you on the ledge and get the
"Eye of Night"
Tarot Card. You may wonder why you have your
Handgun equipped and it's because Heather did so in
the cutscene. On the side walls in this chapel, you
can find six paintings with descriptions; read them
if you wish.
When you're done here, find the door that Claudia
went through and enter that corridor. Look to
Heather's right and get the
Church Map
on the wall, which appears to be done by a child.
Turn around and enter the confessional box through
the right door. You can hear some crying in here.
Examine the red curtain by the open area for a
cutscene. After the cutscene, you will be given two
choices: Say, "I forgive you" or don't say anything.
This may affect which ending you receive at the end
of the game, depending on your performance, but only
if playing a replay game.
If you forgive, there will be another cutscene, but
not when you say nothing. Exit the confessional box
and continue down the hallway to hear some static
from your Radio. The door all the way south is
locked, so go through the door a little north from
that one, which is the only other door. There is a
Closer in here and its appearance is a little
different, possibly because this church. If you
check your map, you'll notice that this area isn't
already mapped, but Heather does it herself and she
knows what the whole area is like right when you
enter it. Run past the Closer and go through the
other door in the area.
Head east to find yourself between two Insane
Cancers; one on each side. Make your way past the
one to the right and enter the southeast room. Head
towards the camera for a sweet view that reveals 2
packs of Handgun
Bullets on the shelf; get them. Go to the
nearby desk and take the
Cassette Tape
and read the memo that explains the save point. Exit
the room and push your way past the other Insane
Cancer and go through the north door. In this
corridor, you can hear crying and footsteps. The
footsteps actually lead somewhere where you'll need
to go.
If you wait long enough, blood footprints will
appear on the ground by the painting leading to it.
After the footsteps aren't heard anymore, you can
examine the painting and remove it. But don't go
through the door yet. Continue down the corridor and
enter the north room. On the ground in front of you
is a very large
Save Point. There are three pictures in this
room and you may notice that Jennifer Carroll, the
"praying woman" in Silent Hill 2, is in one of the
paintings. There's one of Alessa and a baby, which
are both Heather, she says, oddly enough, and the
other one is a doctor of god, Nicholas.
Exit the room and go back to the painting. If you
haven't already, examine it and push it aside. Go
through the revealed door. Valtiel is heard and can
be seen crawling on the right side of this area.
Ignore him and go through the door at the end of the
hallway. Head south and then east here to encounter
a new enemy, a Scraper. It's very weak and one
Shotgun Shell should take it out.
Find the door in the southeast and go through it. It
appears to be a Library. There is a memo about
Silent Hill's Ancient Gods on the west side of the
room on a shelf and a memo about Tarot is on the
east side of the middle shelf. Make your way to the
southeast part of the room and take the
"Moon" Tarot
Card
on the table, and then a cutscene with Vincent will
play. Vincent gives you the
Book: Otherworld
Laws and exits the room. Do the same and
enter the elevator to be taken to the lower level.
Go through the northwest door and follow the
corridor, and then enter the west room, which
appears to be a mortuary. Go to the left side of the
gurney in front of you and take the
"Hanged Man"
Tarot Card on the corpse. I think the right place
was chosen for this card. Get the
Shotgun Shells
in the north body shelf and then exit the room.
Follow the corridor to the other room and enter it.
Harry's Diary is mysteriously on the bed; read it.
Grab the 2 Stun
Gun Batteries on the desk and exit the room
since the other door has a broken lock.
When you reach the main part of the corridor, there
will be two Scrapers there. They'll probably slash
you if you try to run past them so kill them with
any weapon that works. Exit back to the main section
of the lower level and go through the second door
from the east. There are two Pendulums patrolling
the area in the air, as well as a Scraper on the
ledge you're one. Head west, south, and kill the
Scraper. Quickly go through the southwest door. If
you encounter a Pendulum on the way, kill it if you
have to.
Move west and enter the first room on the left.
There are two Closers in here and they're a lot
stronger than in other areas in the game. Just run
past them while dodging their attacks if they try
anything, and go through the other door in the area.
Go south down the hallway and you can hear the
crying and the footsteps again. At about the middle
of the high camera angle is where the blood
footprints are, but continue down the hallway while
you're waiting, to find Valtiel turing a valve, and
what looks like two hanged Nurses with curtains over
them. Go back to the blood footprints and examine
the wall that they lead to, to reveal a hidden door.
Go forward and enter the room to the right.
This room is the exact room from the first Silent
Hill that was Alessa's. Examine the book on the
chair to get the
"Fool" Tarot Card and read the Aglaophotis
memo. Behind you to your right is a pack of Handgun
Bullets
on a shelf along with drugs you can't take. Get the
Ampoule on
the back side of the TV on the large nightstand by
the bed. Exit the room and you'll hear louder static
than before. There's an Insane Cancer waiting to
Heather's left when you go back in the long hallway.
Since it's not in your way, ignore it and head north
to encounter another one.
You can just simply go past this one because it's
only blocking half of the hallway, and then enter
the north room again. If you killed the two Closers
in here before, there will be three more! Don't even
try it and exit the room through the north door. Go
west in this corridor to find Valtiel hanging a
Nurse to the left. Continue down the corridor and go
through the southeast door. This is also an exact
same room from the first Silent Hill. To the left is
a Save Point
on a piece of paper.
Get the Brass Key
from the butterfly collection on the wall with the
broken glass. On the bed is Heather's sketchbook
from when she was 7. It's used for an upcoming
puzzle. You can also find a locked door with nine
engravings of cards, however, only five will be
used. You can't do the whole puzzle now because you
need one more tarot card, so exit the room. Make
your way through some corridors and head to the
elevator on this floor to move up to the upper
level.
Make your way all the way back to the only corridor
that was originally drawn on your map, ignoring the
two Scrapers and the Slurper in the closest room to
the corridor, and go through the south door, using
the Brass Key. Go down the corridor and go through
the first door on the left around the corner. Go up
to the desk in the middle of the room and examine
the front of it to find a desk very similar to one
on the first Silent Hill. You can also read a note
from a teacher in the first Silent Hill on the
teacher's desk. Exit the classroom from the door you
entered and there will be a Scraper on your right.
Try to kill it before it gets to attack you (if you
don't enter the classroom, the Scraper will come
from behind you, and yes, appearing from nowhere).
Continue east down the hallway and push your way
past the Insane Cancer.
Enter the first room on the west of the southernmost
part of the corridor. Go up to the cassette player
on the shelf and use the Cassette Tape from the
menu. The tape mentions something about people
trying to use the Seal of Metatron to stop the birth
of God. Remember that, and when the tape ends, read
the memo on the desk in the room and then exit.
Enter the next room on the west side of where you
are and take the
"High Priestess" Tarot Card. Read Claudia's
Diary on the shelf and then examine the Birthday
Card on the desk. When you're done, exit the room.
You can enter the east room but there are only four
Scrapers ready to attack you. Now that you have all
five Tarot Cards, make your way back to the elevator
to go down to the lower level. The Church will start
to get very bloody for some reason. Make your way
all the way to the southwesternmost room on this
level.
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Tarot Card Puzzle
There is a sketchbook on the bed that will tell you how to solve the puzzle. It
deals with the five Tarot Cards you have and the locked door with the nine card
engravings on it. The solution is different for each Riddle Level. Use one card
on the door from the menu, and to choose a certain card to put in a slot, select
it in the blue box in the bottom right corner of the screen and put it where it
belongs. Below are the solutions for each Riddle Level.
Easy
Examine the sketchbook on the bed and it will show you a diagram of the
placements for each card. It's pretty simple, but if you can't make out what
each picture is, here you go:
| "Fool" |
Empty |
"Moon" |
| |
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| Empty |
"Eye of Night" |
Empty |
| |
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|
| "Hanged Man" |
Empty |
"High
Priestess" |
Normal
"The door sure does rattle,
but it's stuck tight.
A secret is hidden out
of your sight!
You may be thinking,
"What could it be?"
You'll need five magic cards
if you want to see.
What to do, then,
with all these?
I'll tell you straight
and I won't tease--
Just as long as
you say "please".
Now the first thing you must know
Is that there's something
in each row.
But that is not the half of it:
Three would be too hard to fit.
The upside-down man
under the ground:
To his right, to his left,
there's no one around.
Leave him alone, though
his tears are profound.
The moon is up above the sky,
Full or crescent, floating high.
Twinkling light sits like a crown
On the head of a crazy clown.
Your Excellency,
praying to God most high
Do you think you
can tell me why
You always look up
at the night sky?
Do you have it now?
You didn't forget?
One major point you
must not omit.
And now at the last,
before you take a whack
Here's one more hint to
help keep you on track.
Scary and hateful, that
thing in the night
Better be careful --
it's not on your right!
Turn to the left and
you'll keep it in sight.
So you'll open the door?
I'm just sure that there'll
Be nothing beyond it but
frightening peril.
Forget about that!
Just stay and play!
Or else I'll be left
here alone all day."
The sketchbook on the bed will describe the locations of each card. You
may be smart enough to solve it yourself, but if not, this should help you.
The riddle tells you "there's something in each row. But that is not the
half of it: Three would be too hard to fit." So there's at least one card
in each row, and this means there will be two cards in two rows, and one
card in one row.
The riddle goes on, telling you "The upside-down man under the ground: To
his right, to his left, there's no one around." Okay, so the Fool is in
the bottom row, and he must be in the middle, because there's no one to
his right or left.
The next part, "The moon is up above the sky, full or crescent, floating
high. Twinkling light sits like a crown on the head of a crazy clown"
states that the Moon is in the top row, and below it is the crazy clown,
which would be the Fool. You can't really determine the column for these
cards just yet, but you know which rows they are in.
Furthermore, the riddle states "Your Excellency, praying to God most high; Do
you think you can tell me why you always look up at the night sky?" The person
praying would be the High Priestess, and the God would be the Eye of Night, the
only card left. So the Eye of Night is above the High Priestess. Just like the
last verse, you can't determine which column these cards belong in.
Ah, but there's more: "Scary and hateful, that thing in the night; Better be
careful -- it's not on your right! Turn to the left and you'll keep it in
sight." The "scary and hateful thing in the night" would be the Eye of Night.
The riddle claims it's not on your right, it's on your left. So the Eye of Night
is in the left column, and the High Priestess below it.
The riddle hasn't been completely solved yet -- the column for the Moon and Fool
hasn't been mentioned. The only two columns for them are the middle and the
right. Trying the middle column, nothing happens -- try the right and the door
will unlock, leaving you with this solution:
"Eye of
Night" |
Empty |
"Moon" |
| |
|
|
"High
Priestess" |
Empty |
"Fool" |
| |
|
|
| Empty |
"Hanged Man" |
Empty |
Hard
"I had a dream.
In my dream, I opened a door.
But was that really me?
I had a different name.
ING WXX NXA
OEI IFI VII
MOX NOT XVH
XON HNG III
XAA CXX CCX
JII IEI IHT
5 are true and 4 are lies---
and there are some fibs mixed
in with the truth.
That's 'cause it's scary to write
only the truth.
But dreams...dreams are like lies,
after all."
The main point of interest here is this diagram:
ING WXX NXA
OEI IFI VII
MOX NOT XVH
XON HNG III
XAA CXX CCX
JII IEI IHT
Each of the nine double lines represents one of the nine slots in the Tarot Card
door. But only roman numerals count, so you must eliminate all the non-roman
numerals in each double line. If you don't know roman numerals too well, the
following are all roman numerals: I, V, X, L, C, D and M. So any letters in the
diagram that aren't any of the above should be taken out. After you do so, you
should be left with the following:
II XXII XVII
MXX 0 XVIII
XII CXXII CCXI
You may be wondering where the 0 came from. Since there are no roman
numerals in the middle of the diagram, the answer is 0. And there is no
roman numeral for 0, so it's just 0.
Now if you examine each tarot card in the menu, you'll notice they all have
roman numerals on them. So for the first one, you'll find that the "High
Priestess" Tarot Card has II printed on it, so the top left tarot card is the
"High Priestess." But all of the above roman numerals won't be used, only the
ones that match the numbers on the tarot cars will be used. Here's what you will
find on each tarot card:
"High Priestess" - II
"Hanged Man" - XII
"Moon" - XVIII
"Fool" - 0
"Eye of Night" - XXII
If you match these with the roman numeral diagram above, you'll come up
with the following solution:
"High
Priestess" |
"Eye of Night" |
Empty |
| |
|
|
| Empty |
"Fool" |
"Moon" |
| |
|
|
| "Hanged Man" |
Empty |
Empty |
After you solve the puzzle, the door will unlock. |
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After the puzzle is solved and the door is
unlocked, go through it. Follow the barely
descending stairs to the bottom and go through the
north door. A cutscene with Vincent and Claudia
plays. Heather eventually enters. After the very
long cutscene, it's just you and Claudia and you can
move. You have limited time to do something, and
whatever you do, do not try to damage Claudia or you
will die. So don't use any weapons.
The Seal of Metatron didn't work so you need to use
something else. Look in your inventory and now is
the time to use the Pendant. If you don't do
anything and just move around, you will just die
after a while. Heather eats the red jewel and she
spits out "God." Claudia eats in and finally you get
to laugh at Claudia while she receives some pain.
After the cutscene, Claudia is now down the hole in
front of you. Go up to the hole and Heather will
jump down.
Down here, Valtiel is assisting God and then it's
time for the final fight
of the game. |
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Final Boss: The God
So this is the god, eh? This battle isn't that hard and you can beat it with
just a melee weapon. You will unlock an extra item if you kill the god with a
melee weapon, so why not do it? You can use whichever weapon you want to start,
including guns, but the killing blow must be with a melee weapon. There is
something in this area that will help you a lot. There is a semi-circle on the
floor. As long as you're standing outside of that, the God cannot attack you --
it can spread fire toward you, however.
Use the Handgun from outside the semi-circle and it should be fairly easy. But
be ready to run away when fire is thrown toward you. If you're standing still,
the fire WILL get you, so be sure to be moving away from it at the time it
happens. Whenever the boss falls over, consider switching to a more powerful
weapon like the Shotgun or the Submachine Gun, but the Handgun is the only
weapon that works well while the God is standing up. Make sure you're always
ready to stop what you're doing and run away when the fire comes. If the fire
touches you, it will inflict a lot of damage.
You'll probably have to use many health items in this fight, but hopefully
you'll have enough. You may have the Bulletproof Vest on, but it isn't very
convenient -- it will just slow you down a lot. When trying to escape the fire,
strafing can work perfectly, but make sure you know where you're going. If you
plan on unlocking the extra weapon and you've shot the God a lot, switch to the
Katana, or the Steel Pipe if you don't have the Katana.
The god has four types of attacks. A swing of its arm while standing is its most
powerful attack and takes off a lot of health! While the god is down, it can do
an arm swing and a bite attack, which both inflict a lot of damage. The last is
when it throws fire. If you get hit by it, you lose a lot of health. When using
the Katana, try to only do three swings when the god is down, then run away and
wait for the fire. You may have to wait a while each time for the god to come
down again, but it will.
Repeat this process and make sure you're using the Katana while the god is on
the ground, because that's where it will die (if you don't care about the extra
weapon, keep firing the Handgun at the God until it dies). Once you take a
swing, a cutscene plays and the god dies. |
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Congratulations, you've beaten Silent Hill 3.
There will be a short cutscene and then your ending
will play. Check the
Endings section to see how to get the other
endings. If you're familiar with the first Silent
Hill, you'll probably like the credits song.
You will unlock some extra stuff. To learn how to
unlock all the items,
check the Extras section. |
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Used "Silent Hill 3 FAQ by Conquerer". |
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