Walkthrough

Navigation

Introduction
01. Ryall State Prison
02. Devil's Pitstop
03. Devil's Pit
04. Hillside
05. Pearl Creek
06. The Centennial Building
07. Chastain Heights
08. St. Maria's Monastery
09. Pleasant River & Port District
10. Overlook Penitentiary

Introduction

Color legend
Game Tokens - items
Wrench - important weapons
Flashlight - equipment
Map of the Outskirts - maps & memos

01. Ryall State Prison

After the opening cutscene follow the guard to the prison showers. Enter the shower room when prompted. You'll get a hint through the loudspeaker from the guard officer who tells Murphy to turn on the showers. Turn on some - three is enough. Now, take one of the two weapons on the bench by the sinks and go in the direction of the doors to trigger a cutscene. Attack the prisoner with the selected weapon. When Murphy looses his weapon, pick up another one. When you run out of weapons, just use your fists to finish your opponent.

A cutscene will follow. Move along the prison block following Officer Sewell. Watch another set of cutscenes after Murphy enters the lift.

02. Devil's Pitstop

Get back to the highway
When you regain control again, you'll find yourself at the crash site in the forest. Now you have access to the Journal which contains tips, objectives, mysteries and maps. Before going deeper into the forest, move around the bus and cross the water to grab a Walkie-talkie by the tree at the shore of the lake. Return to the bus and proceed under a fallen tree. Go down the path until you see some crows fly out of a gap to your left. Squeeze through the gap in the rocks to obtain a Flashlight by the dead prisoner's body. Return to the main path and continue your way. When the path splits, you can choose either direction, although the right route is a more direct one. In any way you'll end up at the ravine. Cross over the fallen tree and approach the rocks ahead to trigger a cutscene. During the cutscene make your choice (the choice is going to affect your ending. More about this in the Endings section). Once the cutscene is finished return to the rocks to climb up to the highway.

Find a way out of the area
Head to the Gas Station down the road. Take the Map of the Outskirts from the bench. Pick up a Wrench from the toolbox, approach a locked gate in the fence and smash its padlock with the weapon (Note: The toolbox provides an unlimited number of wrenches if you want to replace your damaged weapon or lost one). Pass the gate and climb up the ladder. Cross the roof of the building and drop yourself down from the other side. Proceed between the two trees ahead and move around the building. Go up the stairs and enter the Aerial Tram Station. Approach the "Free Tram Ticket" poster in the back and observe the turnstile to get new objectives.

Obtain a ticket to get to Devil's Pit / Find the missing ticket machine
Pass through the doorway on the left and pull the switch to power up the tram and get it into a proper position. Before you exit the station, collect some Game Tokens from the counter and go outside. Follow the white marks on the ground until you reach a locked gate next to the Diner. Go to the right and approach the pickup in front of the Diner to trigger a cutscene where you meet a postman, Howard Blackwood. After the cutscene you'll get a new objective.

Change into new clothes
Proceed around the Diner and slip through the opening in the metal fence. Smash the diner's padlock and step inside (if you don't have a proper weapon, you can use a Stone near the door or a Wrench from the backyard of the Diner to break the lock). In the Dining Area take the Devil's Pitstop Map from the table by the window. Take the Devil’s Pit Flyer (1/54) from the table in the back of the room. Also you can collect Money from the cash register. You can use the Money on the jukebox right here in the Diner to hear some old good tune. Move to the toilet area and collect a First Aid Kit from the cabinet in the hallway. Enter the Kitchen. Pick up a First Aid Kit from the cabinet to your right. Murphy smells gas - try to turn the valve by the grills. When the fire starts, activate the alarm on your right and watch as the environment is transforming.

Otherworld: Diner

Quickly turn the valve on the wall to stop the water rising and proceed through the new opening. Climb up the stairs and continue down the hallway. In the room rotate the painting on the wall and run through the opened gate. Here you'll meet the Void. You can't harm the Void in any way, but it can hurt you. The only option you have is to run. Turn to the left hallway, run forward (the hallway will stretch several times) and turn around the corner whenever you can. Knock over some boxes to slow down the enemy. In the next room there are three openings, but the two will shut on you randomly so proceed through the only one remained open. Eventually you'll reach a small opening in the wall in the next hallway. Duck under it and then slide down. As you slide down, steer away from the obstacles on your way to avoid an instant death.

When you safely land in the next room, climb up the stairs in the centre and turn the valve at the end of the walkway to raise a room. Enter the room and turn a painting to further transform the area. Descend and enter a small room at the ground level. Rotate the painting there, which will move the exit into a proper position. Proceed into the next area through the bedroom. After the Void appears again, run to the left. The gate ahead is going to close as you're approaching, so circle around, turn the valve on your way to open the gate and go around one more time to run through the gate. Go up the stairs a bit until the Void is not chasing you anymore and then climb down. Go through the door and you'll find yourself in the Diner's kitchen once again.

Go through the door to your right - you'll get to the Diner's Motel. You'll find a First Aid Kit in the WC. Head down the hallway and enter a room here. Before you go down to the basement you can explore the 2nd floor of the Motel, but the door there is locked. Pick up the Key from the table in the kitchen and go upstairs to unlock the door. Enter the first room to your right and take a Power Cord from the bedroom's drawers. In the next room you can find a First Aid Kit in the drawers. There's also a coffee pot on the window sill. Attach the Power Cord to it and the steam from the pot will reveal some numbers on the window's glass - 26381. Now go into the only unexplored room on this floor and move into a small room next to the bedroom to find a safe.

Puzzle: Motel's Safe

The safe's door has five dials. Not all dials turn as they should - some skip numbers and some affect other dials as they are turned. The code to this safe comes from the number on the window - 26381. Follow these instructions to open the safe:

Easy
The safe has two trick dials: 2 and 4. Steps to open the safe:
1. Turn dial 2 left one click.
2. Turn dial 4 left two clicks.
3. Turn dial 2 left three clicks.
4. Turn dial 1 right two clicks.
5. Turn dial 3 right one click.
6. Turn dial 5 left three clicks.

Normal
The safe has three trick dials: 2, 3 and 4. Steps to open the safe:
1. Turn dial 2 right one click.
2. Turn dial 3 left two clicks.
3. Turn dial 4 left two clicks.
4. Turn dial 2 right three clicks.
5. Turn dial 1 right two clicks.
6. Turn dial 5 left three clicks.

Hard
The safe has four trick dials: 1, 2, 3 and 4. Steps to open the safe:
1. Turn dial 2 right two clicks.
2. Turn dial 3 left three clicks.
3. Turn dial 2 right two clicks.
4. Turn dial 4 right one click.
5. Turn dial 5 right five clicks.
6. Turn dial 1 left three clicks.

After you open the door, the safe will reveal a Colt.

Head back to the kitchen on the 1st floor and go down into the basement. There's going to be a First Aid Kit on the barrel right in front of you of the stairs. Take the path to the left and then around the corner. Break the lock and proceed through the gate. Enter the room in the back of the area. Pick up the Voyeur’s Notes (2/54) from the table. Go into the next room and take a Piece of Wire from the barrel. Return to the stairs. After the cutscene you'll have to deal with the new enemy - a Screamer. After the fight head to the lift in the basement past the stairs and use the Piece of Wire to fix the panel and get to the surface.

Step into the shack C (the first one to the right) to find some clothes on the bed for Murphy to change into. You'll also get a Police Badge and a Rusty Key. A room in the shack A has a First Aid Kit in the wall cabinet. Go behind the shack B through an open gate to find a generator and start it up. A Screamer will attack you here, so get rid of it first. After you start up the generator head into the shack B to find the lost ticket machine - use the Game Tokens to activate it and play a mini-game.

Puzzle: Ticket Machine

You need to place three balls into the corresponding slots in the upper area as the water rises. The configuration of the game field depends on your chosen puzzle difficulty the configuration, but the goal is the same. It shouldn't be too difficult.

After you win the game you'll get a Free Ticket. Exit the shack, follow the marks on the ground and squeeze through the gap in the barricade. Use the Rusty Key to unlock the gate. At this point a group of Screamers is going to attack you, so it's better just to run back to the Aerial Tram Station (keep following the ground marks). Enter the Tram Station, use the Free Ticket in the machine next to the turnstile and step onto the tram to travel to Devil's Pit.

03. Devil's Pit

Step out of the tram and you'll have your next objective.

Find a way into town
Go through the double doors to your right. Climb down the stairs into the yard. Go through the door in the corner of the yard, then into the next room through a bathroom (there's a First Aid Kit in the wall cabinet here). Take a Lighter from the workbench. There's a radio in the back of the room - you can turn it on to listen to a radio program. Pick up a Hatchet and chop through the boards blocking the door. Go through another boarded up door in the yard and collect a Key from the rack. Go up the stairs, unlock the door with the Key and enter the tourist centre. Continue your way and take the Devil's Pit Map from the information billboard. Go to the observation deck to start a cutscene and meet JP Sater.

Follow the path down to the train
After the cutscene, before you move further, you can use binoculars on the deck to see some cool and scary things. After that go into the lift and ride to the lower level. Continue along the deck and you'll see a pair of legs pulled behind the cabin. As you pass the spot, two Screamers are going to attack you. Deal with them and continue to a bridge. Cross it and the bridge will collapse halfway - hit and hold the buttons shown on screen to climb up. By the way, you've just lost your weapons and the flashlight. You need to make it to the next part of the deck ahead, but the stairs are destroyed so you'll have to find another way around.

Find an alternate route down
Take the path to the left, rotate the crank to open the door and enter the cave. Pick up a Pickaxe and clear the doorway ahead, continue forward deeper into the mine. Approach a lift in the centre of a cavern. To the right you'll see a set of water wheels. To the left is a flooded cave. Go up the stairs and approach the valves to solve the puzzle.

Puzzle: Water Wheels

To power up the lift you need to move water chutes in proper positions to direct water. The board near the valves shows the statuses of three mechanisms: power, elevator, pumps. Before you power the lift, you can direct the power to the pumps to drain the flooded cave. In the cave you'll find a First Aid Kit and Pistol Bullets (also a Screamer lying in the water playing dead). Here are the steps required to redirect water to power up the lift for different puzzle difficulties.

Easy
1. Turn the left valve three times.
2. Turn the middle valve twice.
3. Turn the right valve twice to activate the lift (once for the pumps).

Normal
1. Before you touch the valves move the crate under the slamming door to prevent it from blocking your way back.
2. Turn the left valve three times.
3. Turn the middle valve twice.
4. Turn the right valve twice to activate the lift (once for the pumps).

Hard
1. Before you touch the valves move the crate under the slamming door to prevent it from blocking your way back.
2. Turn the middle valve twice.
3. Turn the left valve three times.
4. Turn the right valve twice to activate the lift (once for the pumps).

When you're ready to leave, step into the lift to ride down to the deep mines. After the cutscene head forward, defend yourself from Screamer's attacks and then push the mine cart along the tracks to cross the chasm. Continue your way down the stairs to find the Newspaper Article (Train Accident) (3/54) attached to the door. Go through the door into the storage room, grab a First Aid Kit from the boxes and exit through the next door. Here you'll encounter a new type of enemies - a Weeping Bat. Deal with it and continue down the stairs. Clear the boards off the ladder and climb up to the upper platform. Continue your way to a lift.

The lift takes you outside to the observation deck and a cutscene will start. During the cutscene make your choice (the choice is going to affect your ending. More about this in the Endings section). After that use the valve by the gate to the right to open it and enter the Cave of Tears.

Move on until you're in a big cavern with some walkways. There's gonna be a couple of Weeping Bats in this area. Enter the control room. Inside you'll find a First Aid Kit in one of the glass display cases, a radio and, most importantly, a detonator in a small barricaded room. Smash through the boards and use the detonator to clear the way up ahead. Run from the area through the passage in the north and take the lift down.

Take care of a Screamer as you exit from the lift and examine a hanging body to collect the Poem (4/54). Continue down the stairs to the train platform. Approach the train controls to solve a puzzle.

Puzzle: Train Controls

To activate the train you need to press the appropriate colored buttons in the right sequence. The help comes from the Poem you've found on the body. The contents of the poem is different for different puzzle difficulties and so is the right sequence.

Easy
The key words in the poem are "red jacket", "water that's blue" and "orange shoes". It's quite simple and obvious. The answer is: Red (E), Blue (A), Orange (C).

Normal
The key words in the poem are "cerulean sky", "emeralds", "her shadow" and "bronze cliffs". The answer is: Blue (A), Green (B), Grey (D), Orange (C).

Hard
The key words in the poem are "ash", "blood", "trees" and "Toluca". The answer is: Grey (D), Red (E), Green (B), Blue (A).

After solving the puzzle, board the train to leave the area. Be ready for a QTE episode during the ride.

After all the cutscenes continue your way out of Devil's Pit. Move through the corridors, avoid the exposed wires in the next area and hit the switch in a fuse box to open a gate nearby. Move through the gate. Head forward to find another playing radio. Search the room to find a Flashlight in the corner, then hop over through the opening in the partition. Take the Town Map from the table ahead of you and exit the structure through a nearby door to find yourself in Silent Hill.

04. Hillside

Escape from Silent Hill
Welcome back to Silent Hill. Now, according to your next objective, you need to escape from the town. Leaving so soon? Oh, well. Head ahead and find the stairs leading to the parking lot below. Grab a Hatchet by the fence and hack through the boards blocking the way into the cabin on the parking lot. Enter the cabin and duck under the hole in the wall. You're now in the Hillside district of Silent Hill. You can find another Flashlight on the porch of the house along the northern edge of Straub Street. Now find an alley next to this porch and run to the backyards of the houses. Turn right to find a First Aid Kit at the back porch of one of the houses here.

Side Quest: Digging up the Past

This side quest becomes available only after you finish the game at least once. To complete this quest you need to find and collect seven Silent Hill Artifacts buried in the ground throughout the town. Dig sites are marked by the barrels with candles on top of them. To dig up the artifact, you need a shovel which you can also find in the town.

Find all of the hidden treasures
The first dig site is in Hillside, in the yard to the north of Straub Street. The nearest shovel is by the door in the cabin on the parking lot.

Find the stairs nearby and step down into the garage alley. Eventually you'll reach Campbell Street. Now you can run straight to Lansdale Avenue and proceed through the apartment building there or you can explore the district first to start and complete a couple of side quests and collect some useful items and mystery notes.

One of the first side quests you can start up is "All Points Bulletin".

Side Quest: All Points Bulletin

There are four police cars patrolling the town. If you try to approach one of them, you'll be attacked by monsters and this will also start the side quest. The first car you can find is running near the Police Station on McCammon Street.

Stop the patrol cars / Find the police patrol dispatcher
To stop the cars you need to find the Police Station. The station is in Hillside, between McCammon Street and Campbell Street. Enter the Police Station through the hole in the northern wall. To your left you'll find the Police Report (5/54). Cross the chasm and continue until you’re in the dispatcher’s office.

Identify each patrol car's call number
The objective of the quest is to recall all the cars using the dispatcher’s radio. To do so, you need to know a 4-digit call sign of each car. The signs are written on the chalkboard in the same room, however they’re incomplete (Note: The number of readable symbols on the chalkboard depends on your chosen puzzle difficulty). The digits and letters in the signs are aligned in columns in a certain ascending or descending sequence. You could alternatively look at the call signs written on the cars running in the town, but that takes more time and is a bit dangerous because of monster attacks. The codes will be the same for all puzzle difficulties:
D375
C466
B557
A648

Use the radio to enter these numbers and recall all four cars to complete the side quest.

Before you exit the Police Station examine the dispatcher’s office to find a First Aid Kit on the wall shelf. Also check the boarded up room here. Inside you'll find the Crime Survey (6/54) on the ground and another radio.

Side Quest: The Art Collector

In the back of the storage room in the Police Station you'll find the painting "Despair" needed for "The Art Collector" side quest. This is first of the six paintings scattered around the town.

To the north of the Police Station there's a opportunity to start another side quest.

Side Quest: Bird Cage

There are five bird cages with birds inside them around the town. The quest starts when you release the first bird.

Set all of the birds free
You should release birds from all five bird cages to complete the quest. The first bird cage is at the porch of the house at the end of McCammon Street to the north of the Police Station.

Run through the yard east of the Police Station to get the Crime Scene Photo #2 (7/54) near some barrels. Get to Campbell St, cross the street and explore the houses on the south side of the street. Get the Missing Poster (8/54) by the sandbox. Now there's another place of interest which you can explore - a house with the basement. Find the lit window at the base of the house to the west of the sandbox to get inside.

House with a Basement

In the basement you'll find a locked gate by the staircase leading up. Go upstairs and try switching on the TV. This will power down the building and open the cell in the basement. Head into the cell to collect a Colt lying on a chair. After you take the weapon, you'll get attacked by a new type of enemy - a Doll. Kill the Shadows and the Doll and then get outside of the building through the basement window.

Find the Hillside underground entrance along the north edge of Campbell Street (marked in blue on the map) and check it for another painting.

Side Quest: The Art Collector (cont.)

The second painting - "Sunrise" - is in the booth in the Hillside underground entrance.

Now it's time to return to the main course. You need to get to the apartment building on Lansdale Avenue, to the northeast of the Police Station. Once you get there, take the alley to the back yard of the building and take a Hook leaning against the bench.

Side Quest: Digging up the Past (cont.)

The second dig site is in Hillside, in the back yard of the house on Lansdale Avenue. The nearest shovel can be found along the north side of Campbell Street to the west of the Hillside underground entrance, leaned against the gate to the Police Station's yard.

Use the Hook to lower the retractable ladder and climb up. Search the walkway to the right to obtain the Crime Scene Photo #1 (9/54) attached to the barrel. Follow the balcony around the house, cross the chasm and enter the apartment through the opened window.

05. Pearl Creek

Inside the apartment check the drawers in front of you to get a First Aid Kit. Proceed into the kitchen to hear the next dedication from DJ Ricks on the radio. Exit to the hallway. Now you can go straight to the ground floor and exit the building or explore a bit to make another side quest.

Side Quest: Stolen Goods

The quest takes place in the apartment building through which you enter Pearl Creek from Hillside. After you enter the apartment through the window, exit into the hallway and climb up the stairs to the 3rd floor. Go to the right and find the door with the Threatening Letter (10/54). Take the note and go through the door. Head into the bedroom, take a look at the hanging body of the thief and pull the bead frame to uncover a stash of stolen items. Grab all the items from the box: Locket, Gold Watch, Money Box and War Medal.

Return the stolen items to their rightful owners
To complete the quest you need to return all the items to where they belong. To find the appropriate places you need to explore the apartments in the building and listen for the background sounds which indicate the place and hint what item should be put in that place. Here are the places where the items belong:
1. Locket. Apartment on the 3rd floor (across the thief's apartment), living room. Place the Locket on the table with a tray.
2. Gold Watch. Same apartment on the 3rd floor (across the thief's apartment), bedroom. Place the Gold Watch on a hand display on the table by the windows.
3. Money Box. Apartment on the 2nd floor, child's room (with a disco ball). Place the Money Box on the nightstand with some coins on top by the window. While returning the item check the drawers in the apartment's bedroom to get some Pistol Bullets.
4. War Medal. Apartment on the 1st floor, bedroom. Place the War Medal in the case on the nightstand.

The quest is complete. Now you can collect your reward for it. Go back to the thief's apartment on the third floor. You'll find out that the body is gone leaving a new set of clothes for Murphy to put on.


Side Quest: The Art Collector (cont.)

The third painting - “Wonder” - is hanging in the kitchen of the 1st floor apartment.

When you're done with the side quests in the building, approach the mailboxes on the 1st floor to start a cutscene with the Mailman. During the conversation he will hint you where to go next.

Find a way to the Radio Station
Now, you goal is to reach the Centennial Building on Brite Street. To get there you need to go to Laymond Avenue through a narrow alley between houses, then go through Logan Park and enter the Centennial Building from the west. However there are a lot of things to explore and do in Pearl Creek. Those who're interested in the main story only, please skip to the next section.

After the conversation with Howard take an alley to the west (where the mailman went) and past a playground.

Side Quest: Digging up the Past (cont.)

The third dig site is in Pearl Creek, in a park south of Cook Street. The nearest shovel can be found at the beginning of the alley you've just gone through.

After exiting from the playground, take the path to the left along the fence to pick up a First Aid Kit in the dead end. Go to the north and then west into the alley. There's usually a Weeping Bat here. Take it out, then check the area for a radio and a First Aid Kit on the ground further to the west. Also grab a Hook next to the radio as you'll need that soon. To the east there's a green door leading to the art gallery. You don't really need to go in there yet as you don't have all the paintings collected, but check the gallery for some mystery notes.

Side Quest: The Art Collector (cont.)

Inside head down the hallway into the exhibition room and take the Gallery Letter 1 (11/54). Return to the hallway and go into the office to the right. Here take the Gallery Letter 2 (12/54) from the sofa and the Gallery Owner’s Note (13/54) from the desk. Find the staircase and head into the basement to find a big table with three paintings lying on top of it.

Find the missing paintings
There is a series of nine paintings with a hidden map painted over them. Three paintings are already on the table, six paintings are missing. By now you have collected three. You can place your paintings on the table. Nothing else to do here, so get outside.

Now run to the east along Cook Street and then up north via Lansdale Avenue. Look for a retractable ladder on the east side of the street. Pull it down with the Hook you took earlier near the art gallery. Climb up the ladder and enter the apartment through a window.

Room 302

This apartment looks almost exactly like Room 302 from Silent Hill 4: The Room. You can collect some useful items in here - a Colt on the kitchen counter and a First Aid Kit on the chair. Head back outside after grabbing all the stuff.

Cross the street and look for the poster on the wall to start the "Ribbons" side quest.

Side Quest: Ribbons

To start the quest find and read a missing person poster on the wall of the building on Lansdale Avenue just north of Cook Street.

Find the missing girl
Proceed to the north and find the Mother’s Note (14/54) on the lunch box by the lamppost with a yellow ribbon to get a new objective.

Follow the girl's trail home
According to the note you need to follow the ribbons tied to the lamp posts and trees across the town. However, you cannot complete this side quest until you go through the Centennial Building. We'll resume this quest later in the game.

At the intersection of Lansdale Avenue and Brite Street walk to the east. Here you can find the Newspaper Article (Prison Riot) (15/54) on the walkway along the south side.

Side Quest: Bird Cage (cont.)

The second bird cage is found at the corner of Brite Street and Lansdale Avenue to the south of the Bank.

Now you can enter the Bank for another side quest.

Side Quest: The Bank

Before you start the quest look around the building for some good weapons as this quest involves a lot of combat. There's a Crowbar in the office on the 1st floor and a Fire Axe up in the director's office on the 2nd floor. There's also a First Aid Kit in the back of the teller's area to the left from the entrance. When you're ready head down into the basement and enter the vault. Try to open one of the safety deposit boxes to trigger the alarm and start the quest (Note: If you don't wish to continue the quest, go into the director's office on the 2nd floor and press the kill switch under the table to stop the alarm. This, however, will also close the vault's door, so to try again you need to re-enter the Bank's building).

Bank mystery
To complete the quest you need to defeat five increasingly hard waves of coming monsters in the main hall of the Bank. Each victory opens one safety deposit box with some useful items in it:
1. One Screamer, a First Aid Kit in the box.
2. Two Screamers, Pistol Bullets in the box.
3. One Screamer and one Brawler, a Colt in the box.
4. Two Brawlers, Pistol Bullets in the box.
5. One Screamer, one Brawler and one Stabber, three First Aid Kits in the box.

The quest is complete when you defeat the last enemy. Don't forget to collect the remaining items in the vault as your reward.

Walk north of the Bank to find another First Aid Kit on the ground in front of the obstacle. Take the path to the west between barricades to get to Laymond Avenue. Here check eastern Pearl Creek underground entrance to start a new side quest.

Side Quest: Homeless

Climb down the stairs via the eastern entrance to find a homeless man named Homer standing by the fire. Talk to the man to hear his proposal and start the quest. He needs some items in return for which he's going to unlock the doors to the underground tunnels leading to other parts of the town.

Find food for the beggar
First the homeless man ask you to bring him some food. Get back to the street and search for a vending machine. Location of the machine for different puzzle difficulties:
Easy - at the intersection of Brite Street and Laymond Avenue
Normal - along the south edge of Cook Street between Laymond Avenue and Lansdale Avenue
Hard - in the alley south of Crook Street

Use the Money from your inventory to purchase a Candy Bar from the vending machine and return to the homeless. As a reward he will unlock the tunnel to Hillside.

Find a warm coat for the beggar
After you give Homer the Candy Bar, he complains about cold nights and asks you to bring him a coat. It's not possible to get that item at this stage of the game, so let's return to this quest later.

Head north of the subway. Explore the area at the end of the street to collect the Addressed Envelope (16/54). Backtrack a little bit to find a short alley to the east. Duck into a hole in the garage door to find a locked storage. The storage contains another painting.

Side Quest: The Art Collector (cont.)

The fourth painting - “Certainty” - is lying in the storage unit on Laymond Avenue to the north of the Pearl Creek underground entrance. To open the door you need a code which is hinted in the Addressed Envelope, found on the pavement to the north of the storage unit. The keypad code is 827 (circled numbers in the address on the envelope).

There is a First Aid Kit on the ground to the northwest from the storage. Enter Logan's Park now. Take the right path to collect a Child's Kite - another Silent Hill Artifact.

Side Quest: Digging up the Past (cont.)

The fourth dig site is in the northwestern corner of Logan’s Park. The nearest shovel can be found in the Pearl Creek underground entrance on Laymond Avenue, just past the gate behind the homeless guy.

It's time to enter the Cenntenial Building. The entrance to the building is located on its west side. Find the path leading south from the center of Logan's park and enter the building.

06. The Centennial Building

After the cutscene open the door and you'll get the Memorandum (17/54). Collect the Centennial Building Map from the rack past the door. Continue into the garage. The security office is locked as is the gate leading to the elevator. To get there is your next objective.

Enter the building via the service elevator
Let's explore the garage floor. You can open the back door of the blue van, but don't do that as you'll get attacked by a Screamer in the result. Check the police car for a couple of items. Open the front passenger door to find the Internal Memorandum (Investigation) (18/54). In the trunk of the car there's a Forensic Flashlight. Now you can toggle between normal and UV beam. Certain clues and enemies (Shadows) are visible only in the UV light. For example, in the garage you can see the drag marks from the police car to the service elevator. Go to the locked gate by the fire track and smash the padlock. Use the track's fire hose to drain the flooded basement - first throw it into the water and then turn the fire track's pump on. By the way, you can watch a short cool scene here if you examine the walled-up door to the east of the fire track.

After the basement is drained head down the stairs. Make your way to the end of the path and take a Security Card from a wheelchair. Return to the garage which is now crawling with Weeping Bats. Quickly run to the Security Office and use the Card to open the door. Step inside and use the control panel to unlock the gate leading to the elevator. Before you leave, check the shelves in the back room of the office for a First Aid Kit. Take the elevator to the upper floor.

As you exit the elevator take a Fire Axe to the right if you don't have a similar weapon with you. Move through the storage, cut the boards and squeeze between boxes. Deal with a Screamer here and push a movable crate to find a First Aid Kit in the wall cabinet in the back. Trace back and step through the door into the Library. The drag marks lead into the Main Hall, but the path is blocked. Go forward along the main passage and the bridge will collapse in front of you. Take the path to the left. The game will tell you to use your UV flashlight for clues here. On the shelf nearby there is a book with the fingerprints visible in the UV light which you can read. You can find more such books in the building. There is no practical use from reading them though, just for the fun of the thing. Continue your way and check the opposite alcove for the Internal Memorandum (Napier) (19/54) at the end of the passage. Be very careful as a Weeping Bat is lurking here. Move further to the east and use a moveable ladder here to climb to the 2nd floor.

Follow the path to the end and go into the room. The Vault door is locked and you'll have to figure the code out. Go through the door to the north. Move through Room 208 into the Main Hall. The elevator doesn't respond and the door ahead is keypad locked. You need to go through that door.

Find the unlock code
The only way to go is downstairs to the 1st floor. Check the drag marks on the ground which lead you to the lift. You'll be attacked by a Doll here - remember, it's more effective to attack the Doll itself rather than her Shadows. Turn to the right from the lift, go into room 106 and then to the office area. Step into Room 104 to collect an ID Card from the dead body. There's also a Colt on the desk. Go to Room 105 and unlock it with the ID Card. Enter the room and approach the desk to solve a puzzle.

Puzzle: Envelopes

There are six envelopes with fragments of numbers on the desk. To learn the original combination you must arrange the envelopes. Depending on the chosen puzzle difficulty a different number of the envelops will be already in place. After some trial and error you should align the envelops in the right way and get the code - 851136. You'll also get the Envelope Sketch (20/54) in your journal. By the way, you don't really have to align the envelopes correctly to open the locked door - you just need to know the combination.

Now you can return to the locked door on the 2nd floor. Before returning to the Main Hall, check the bathroom in the back of the office to find a First Aid Kit in the wall cabinet. Go through Rooms 101 and 102 to collect some additional items. Room 101 has Pistol Bullets on the sofa. In the Main Hall head upstairs an enter the code - 851136 - to enter the door. Go into the hallway through the room and enter Room 204. Take the Psychologist’s Flyer (21/54) from the top of the desk and climb up the stack made from furniture to the 3rd floor.

Hop through a hole in the wall, cross the chasm via beams and deal with a Doll here. Check the small office to the right for some Pistol Bullets on the desk and then continue to Room 301. Climb down the ladder and head to Room 200. Take the Psychological Report (22/54) from the drawers across the door and Slides from the desk. Return to the 3rd floor and go into the Main Hall. Pull a wheelchair blocking the lift's doors away and enter the lift. You need to go up to the Radio Station, but you cannot do that without a security card.

Unlock the elevator to the radio station
Take the elevator to the 2nd floor and go straight into the Video Archive. Approach the projector on the desk and insert the slides to learn the code to the Vault.

Puzzle: Vault Door

The vault door has three numbered dials. The code to the door is learnt from the slides you picked up earlier. Once inserted, the projector cycles through a series of three slides. To decipher the combination, you must determine the digit and dial indicated by each of the slides.

Easy
The clock's hand indicates the digit. The dial's number appears at the top of the each image.

Normal
The clock's hand indicates the digit. Only one image has a dial's number written on it.

Hard
The digit is indicated by the minute hand and the number of the corresponding dial is indicated by the hour hand.

No matter what puzzle difficulty you chose, the combination is going to be the same - IX, VI, I (9, 6, 1).

Check out the upper gallery in the room to find a First Aid Kit, then go to the vault's door. Set the dials to display the combination - IX, VI, I - and go inside. Collect an ID Card from the hanging body and enter the vault's main room for a flashback scene. After the scene ends take the Annual Employee Review (23/54) hidden in the book on the shelf, exit the vault and take the lift to the 18th floor.

Take the Studio Map from the wall rack to the right and enter the Studio at the end of the hallway. After a long cutscene proceed through the door ahead of you and enter Room 1703 to pick up a Diluent in the adjoining storage room (on Hard puzzle difficulty the Diluent is in the kitchen area in the lift hall). There's also a Lighter in Room 1703 if you don't have one and a First Aid Kit in the wall cabinet. Use first the Diluent and then your Lighter on a trash pile nearby and the world will change again.

Otherworld: The Centennial Building

Run straight ahead from the Void through the fire exit, open the gate using the valve on the left wall and run through. When you reach the junction take the path to the left. Run to the end of the corridor and make a turn to the right when you reach the van. Run straight until you bump into a mirror. Turn the invisible valve on the wall to open the gate and go through.

The Void will appear once again. Quickly run ahead through the fire exit, then through another gate. In a garage area the path is going to split. It's easier to stick to the left path. Avoid the cars falling from the ceiling. Eventually you're going to get to the closed gate. Flip the switch to the left of it and run through. Go ahead and you'll get into the upside-down security office. Press the button and exit through the door. Make your way through the corridor and step into the cage.

After the ride the Void will appear for the third time in this world. Navigate between and through the cages and eventually you'll fall down through the floor. Take a First Aid Kit from the wall cabinet in the corridor. Choose either of the two corridors with Wall Corpses and go until the end. Pull the lever at the end of the path and go through the opened gate. Run through the area with cages, rotate the painting and go through the door at the end of the route.

In the clock tower press the button to make the clock hand stop by you and step onto it. Balance on the clock hand and step until the end. In the next room you'll have to get past the blade traps. Watch for the pattern and run quickly through. After one of the traps collect Shotgun Shells and Pistol Bullets. When you reach the end of the path, a cutscene is going to follow and a sliding sequence will start. Slide down avoiding obstacles and blades on your way to finish the level.


07. Chastain Heights

Inquire at the Monastery
So, your next objective is to get to St. Maria's Monastery located at the west edge of the town. If you're not interested in doing the side quests and exploring the town, you can just go straight to the place and skip to the next section. For everybody else, there's a lot to do and see in Chastain Heights.

Note: The western exit from Logan's Park is now open so you can return to that parts of the town when you need.

Go north and search Lamon Street's east sidewalk for a First Aid Kit. Afterwards head south and find the entrance to the Movie Theater on the west edge of Lamon Street. Enter the Theater to complete a side quest.

Side Quest: Cinéma Vérité

The side quest takes place in the Movie Theater on Lamon Street, west of the Centennial Building. Enter the building and begin your search for the quest related items.

Find the film reels
First you need to find three film reels (exact location depends on your chosen puzzle difficulty):
1. Film Reel "The House on the Lake". On a coat check counter in the lobby (Easy/Normal) or in the small room behind a concession counter (Hard).
2. Film Reel "The Silent Children". In the toilet stall in the restrooms (Easy/Normal) or behind the seats in the showing room (Hard).
3. Film Reel "The Secret of the Attic". In the film storage room (enter from the projector room).

There's also a First Aid Kit behind the second row chairs on the right side of the showing room.

Fix the projector
Enter the projector room to receive the side quest's objective. The projector's missing a light bulb which you need to find to get it working. Search around the room to find the Film Splicing Guidelines (24/54) stuck to the wall. The door to the left of the projector is locked - you need to obtain a code for the keypad to open it. On Easy the Replacement Bulb is found in the poster storage room at the back of the theater. On Normal and Hard you need to go outside to collect the bulb. Head towards St. Maria’s Monastery and enter the hardware store to the east of the monastery. The Replacement Bulb is on the shelf just behind the counter. While being in the shop you can also collect the fifth painting for "The Art Collector" side quest. When you get the bulb, return to the projector room of the Movie Theater and insert the Replacement Bulb.

Play a film / Examine the screen
To learn the code to the locked door you need to play the three film reels, enter the scenes through the screen and find digits that makes the code. The order in which you play the reels is indicated by the attached notes (examine from the inventory):
1. "The House on the Lake". Enter the house, go down the hallway past the stairs and through the door ahead. The first digit (9) is written on the wall to the right. Return to the entrance to exit the film.
2. "The Silent Children". Move through the room to find the next two digits (24) on the wall by the ladder.
3. "The Secret of the Attic". The last digit (1) is written on the window of the attic.

The whole code after you put together all the digits gonna be 9241. Enter the code and go into the room.

Open the attic trunk
Use the film splicer in the room to combine the three film reels into a single one. Place the Spliced Reel into the projector and run down to the screen to enter the last film. This film contains locations from all three reels. Enter the house, move past the stairs and enter the room to your left. Take a Wooden Crank from the window sill. Continue through the door at the end of hallway and then through another door. Get to the table by the window with a box on top of it. Attach the Wooden Crank to open the box. Collect a Key and climb the ladder in the corner of the room. Move through the attic to the window and use the Key to open the chest by the windows. The chest contains a Golden Gun and 2 boxes of Pistol Bullets. Return to the Movie Theater through a point of entrance to complete the quest.


Side Quest: The Art Collector (cont.)

The fifth painting - “Hope” - is lying in the storage room of the hardware store east of St. Maria’s Monastery. To unlock the storage room you need to collect the Storage Room Key from the cash register in the store. The painting is hidden in the pillar behind the crate - move the box away to get it.

You can also grab a Shotgun behind the shop counter.

After you're done with the "Cinéma Vérité" quest get back to the street. Head south past the alley to the right until you bum into a road obstacle and pick up a First Aid Kit from the sidewalk. Head through the alley after that. As you exit the alley check a small fenced area to the right. In the back you should find the Newspaper Article (Abduction) (25/54) lying on the ground.

Side Quest: Digging up the Past (cont.)

The fifth dig site is in the small fenced area west of the Movie Theater. The nearest shovel can be found in the street across the hardware store east of St. Maria’s Monastery.

Now return to the street and explore the area south of the alley. There's a First Aid Kit in the southwestern corner of the street near the barricade. Notice a retractable ladder on the east side of the street here. In the apartment on the 2nd floor you can complete another side quest.

Side Quest: The Gramophone

Pull down the retractable ladder to get into the apartment (if you don't have a Hook, there's one across the street by the red garage doors). Once you're in the apartment look at the gramophone on the small table just in front of you. It's not working - you need to collect some items first.

Fix the Gramophone / Find the record
Go up the stairs and enter the child's room to the left. Take a Crank from the bloody cabinet. Proceed through the adjoining bathroom (there's a First Aid Kit on the shelf), then across the hallway and into the bedroom. Collect a Vinyl Record from the dresser. Now head down to the gramophone, insert the Crank and put in the Vinyl Record. Turn the crank clockwise to play the record. A dead body of a woman will materialize in front of you on the ground. Take a closer look at the body to get a further hint what to do. A writing on the ground by the body says "Turn back time". You should now turn the gramophone's crank in the opposite direction - counterclockwise. Watch a crime scene of a man killing his wife unfolding backwards in front of your eyes.

Put the victim's spirits to rest
After you watch the scene to the end the spirit of the murderer will emerge from his portrait on the wall and attack you. Run to the painting and burn it using the Lighter from your inventory. After you destroy the portrait, the spirit will be gone and the quest is completed.

After you exit the apartment you can obtain one of the items requested by the beggar. Run north the street and enter the thrift shop on the west side of Brite Street.

Side Quest: Homeless (cont.)

There's an Old Coat in the Thrift Shop on Brite Street west of the Movie Theater. The exact location of the coat in the shop is different depending on your chosen puzzle difficulty:
Easy - near the shop’s cash register
Normal - in the storage room
Hard - in the back of the storage room

Return to Homer through Logan's Park to give the Old Coat and unlock the tunnel to Chastain Heights.

Find a fishing rod for the beggar
The last thing Homer asks you to bring him is a fishing rod so that he could feed himself. You can find it in the docks of Pleasant River. We'll get back to that later in the game.

In the northern part of the district you can find several more things to do. Run through the alley north of the Thrift Shop. Take a First Aid Kit in a small yard just ahead. In the dead end to the south you can find a Forensic Flashlight if you forgot to take it earlier. Head north through the alley until you exit to the street.

Side Quest: Bird Cage (cont.)

The third bird cage is in the northern part of Brite Street where the street makes a 90-degree turn to the west.

Approach the entrance to the Loft at the northeast corner of Chastatin Heights to begin another side quest.

Side Quest: Shadow Play

The side quest starts in the Loft in the northern part of Chastain Heights, on Brite Street where the street makes a 90-degree turn to the west. Enter the building and climb up the stairs to the loft. You'll see a map on the table up ahead. Light up the candles on the table and their light will reveal some symbols on the map. These symbols indicate the place of five shadow symbols hidden across the town.

Locate the shadow sigils on the map / Find all of the hidden shadow sigils
The first symbol is right here in the loft. Grab the Soul-Eye fragment from the chair in the room, then find the Soul-Eye shadow symbol on the wall with a help of UV beam from your flashlight. Insert the fragment into the base by the symbol. Now switch your flashlight to normal light and rotate the fragment in the base so that the shadow from the fragment and the drawing on the wall would make the image seen in UV light. Adjust your position until you get the desired image projected on the wall. After the symbol is complete, the fragment will transform into Soul-Eye Token. Take it with you.

We'll search for the remaining shadow symbols as we explore the town taking into account the map and do the same procedure for all of them to acquire other tokens.

In the park to the southwest you will find more useful supplies: Pistol Bullets and Shotgun Shells on the ground by a tree and a First Aid Kit in the northeastern corner of the park.

Now, you can continue to explore the rest of the town, but let's finally head to the Monastery to progress through the main storyline.

Side Quest: Shadow Play (cont.)

The Four fragment is in Chastain Heights, in the box along the northern edge of Brite Street just as you exit the loft. The Four shadow symbol is in the alley leading to the southern part of the street.

Run to the Monastery's front yard and, before you enter the building, check the area to the north. There's the Newspaper Article (Napier) (26/54) on the ground behind the fountain and another dig site.

Side Quest: Digging up the Past (cont.)

The sixth dig site is in the area to the north of St. Maria’s Monastery's front yard. The nearest shovel can be found in the southern part of St. Maria’s Monastery's front yard at the beginning of the stairs leading to the cemetery.

When you're ready to enter St. Maria's Monastery, approach the entrance to trigger a cutscene.

08. St. Maria's Monastery

Go straight through the door and grab the Monastery Map from the wall to the left. If you have a suitable weapon to hack through the boards, you can use it here to go through. If not, you need to explore the rooms around first. Go to the room to the south, take a First Aid Kit from the wall cabinet and squeeze through the crack. Check the drawers to get Pistol Bullets and then pull the bookshelf from the wall to reveal a hidden passage. Run to the end of the passage and grab a Fire Axe from the body on the ground. Now several Dolls attack you with their Shadows, so you better avoid the combat and run to the Main Room. Use the axe to smash through the boards and proceed through the door. Move forward for a cutscene and you'll get a new objective.

Learn the Bogeyman Rhyme
Turn right and head through the door. Take a First Aid Kit to the left of the next door and go outside. Go around the corner and enter the Chapel. Move through the corridor and go up the stairs. You'll run into a little girl here. Following her will lead you to the top floor where you can ring a bell. Ringing the bell causes two Dolls to appear on the level below, so it's a bad thing to do. Go to the 2nd floor and proceed through the door. Cross the gap in the floor while the building begins to tremble. Head down the stairs, collect a First Aid Kit by the door and go through to the main hall of the Chapel. Approach the altar's gate for a short cutscene. Find a rope on the pillar to the left of the gate, examine it and use your Lighter to drop down the chandelier. Pull and push the chandelier a couple of times to get the gate open and collect the Poem Fragment 1 (27/54) from the book on the altar.

Locate missing Rhyme Pages
Exit the Chapel and move along the edge. Before you go up the stairs collect Pistol Bullets to the left. Continue forward and enter the Orphanage through the door ahead. Crawl through the barricade. In the hallway turn right and enter the room to the northwest to find Pistol Bullets. The Kitchen to the south has nothing of interest, but a single Screamer, so no need to go there. The Toilet to the west of the staircase has a First Aid Kit in the cabinet. Also you'll see a brief cool scene here. Move through the gate to the eastern portion of the hallway and deal with a Screamer here. Enter the Classroom to the right. Check the teacher's desk to obtain the Letter Home (28/54), then take a Hook by the office door to the north (you're gonna need it soon). Enter the office to collect a Colt behind the desk. Return to the hallway and enter the Theater to the north. Pull down the retractable ladder in the back of the auditorium using your Hook and climb upstairs.

Take the Technician’s Notes (29/54) from the small desk by the wall and enter the adjacent room on the opposite side to pick up a Lever on the desk (the Lever is on the shelf in the room on Normal puzzle difficulty and down in the auditorium on Hard puzzle difficulty) and a Vinyl Record in the drawer of another desk.

Puzzle: Theater Play

You need to start the play. In order to do that, you need to do things in a certain order. The order is revealed in the Technician’s Notes as well as some help comes from the labeled cue lights, however most of the tags are illegible (the number of illegible tags depends on your chosen puzzle difficulty). Here is the right sequence of actions:
1. Use the switch on the right in the Control Room to turn off the lights.
2. Put the Vinyl Record into the gramophone and play it.
3. Operate the spotlight to light up the stage.
4. Hit the lever to the left of the spotlight to drop the first set into place.
5. Insert and hit the lever to the right of the spotlight to drop the second set into place.
6. Use the wooden cylinder in the corner to imitate rain
7. Use the hanging sheet metal to imitate thunder.

If you perform the wrong action, you'll have to start the whole sequence again. After you complete the proper sequence, the theater will transform into the play’s setting.

Climb down the ladder and make your way through the forest to the cottage on the stage (stick to the right after you made it through the crack). Enter the cottage and arrange correctly the tiles on the chest to open it.

Puzzle: Cottage Chest

You need to assemble a picture of Gretel. Depending on your chosen puzzle difficulty the number of blocks will be different:
Easy - 16 blocks
Normal - 25 blocks
Hard - 36 blocks

You can rotate each puzzle block left or right. It takes some trial and error, but in the end you should get a portrait of a girl sitting on the beach.

You'll get a Blackboard Eraser and the Poem Fragment 2 (30/54) from the chest. Beware, after you open the chest and collect the items, there will be two Dolls behind you. Run out of the cabin to escape from the enemies. You'll be back to the real world.

Exit the Theater, return to the stairwell and climb up to the 2nd floor of the Orphanage. Approach the gate east of the stairwell. Open the gate - the girl will run from you. You can check the Dormitory past the gate to find a First Aid Kit on the shelf by the door and the Father’s Day Card (31/54) in the southeastern corner room. Be careful as there are three Doll enemies in other three corners of this room. Consider dealing with them one by one if you wish to. After you're done searching the Dormitory, go back to the hall and enter the Classroom. There's another Silent Hill artifact across the room - Canvas Sack - lying on the desk. After collecting the item examine the blackboard with a drawn chain. Use the Blackboard Eraser on it to remove the drawing and trigger a flashback scene. Chase Charlie in this scene. When you're back in the Classroom, the door behind you will swing open. Head through it and grab the Preliminary Psychological Evaluation (32/54) from the back of the table in the next room. Proceed to the hall through the Playroom. Check the office to the north for a First Aid Kit in the cabinet, the Psychological Evaluation 1 (33/54) in the drawers by the wall and a nice tune on the radio.

When you're done, head to the Main Room. There's a Fire Axe on the pillar to the right if you don't have one. Go south and around the room to get to the Hospice entrance. A Screamer will block you the way - deal with it and smash through the boards blocking the door to get inside. Enter the Restroom to the south. Take the Condolence Letter (34/54) from the table. Also check the area near the TV to find a Silent Hill Artifact - Toy Van. Exit the room through the Kitchen to trigger a cutscene in the hall. After you deal with a Screamer, squeeze through the gap in the wall. Follow the path through the Surgery and enter the X-ray Room. Check a small table near the door to take the Internal Memo (35/54). Now check the three lying Screamers on the gurneys here. To proceed you need a key swallowed by one of the Screamers.

Puzzle: X-Ray Machine

To find which Screamer has the key you need to scan them in the X-ray machine. Roll a gurney into the machine and activate the control panel to the left to scan the body. Once you determine the appropriate Screamer, pull the gurney out and begin searching the body. Follow the on-screen instructions to search the belly of the Screamer. When you find the right spot, push the button to get a Key and the Poem Fragment 3 (36/54).

Note: If you try examining the wrong Screamer it will trigger a fight with it and you'll have to defeat the enemy before resuming the search.

Return to the boy
Exit the X-ray Room. Before continuing down the stairs, check the small office to the north. There, in the drawers you'll find a First Aid Kit and the Psychological Evaluation 2 (37/54). Head downstairs, proceed through the door and then go through the door to the right. Hop through the wall opening and unlock the door leading outside. A Weeping Bat is going to attack you just past the door. Kill it or simply run to the next door to get inside the building. Return to the boy, watch the scene and after that the environment around you will transform again.

Otherworld: Monastery

Run forward following the little girl through passages and rooms. When you reach the gate, squeeze through the crack to the left. Cross the halls of the chapel, after you hop over a barrier search for a crack in the wall to the left and squeeze through. Make your way through the flooded basement and continue through the next area. Try to cross the bridge and it will collapse.

Down in the trench turn to the left and the Void will appear here. Run right through the corridor with Wall Corpses and keep an eye for an opening in the left side. Turn there, run upstairs and through the yard behind the door. When the path splits, try to go left and then through another gate as the first one slams shut. Make it to the end of the corridor and approach a narrow passage.

You have to move past this trap with emerging spikes. Learn the pattern and make your way through carefully (first and second sets emerge twice in a row, third doesn't move, fourth moves out only slightly, fifth - five times). Run through the corridor, take a First Aid Kit from the wall cabinet and enter the next room.

Here you must deal with the Boogeyman as well as defeat two Screamers. Dodge the incoming shock waves sent by the Boogeyman as you deal with the Screamers. After some time the Bogeyman will make an opening in the wall and then walk away.

Continue through this gap, take a First Aid Kit at the end of the hallway and exit through the door. Notice a painting above the door - a silhouette of a girl in a well-lit hallway. Make your way through another corridor and into the staircase. Climb downstairs until you see the same picture of a girl. Go through the door next to it. Continue to another staircase, go up looking for the same painting and continue through the door next to it.

Finally, you'll find yourself in a theater hall. After you drop down, turn to the left, enter the theater's dressing room and touch the painting to reveal a secret room. Take Blue Candles from the inside of the room. When you collect the Candles two Dolls will come alive behind you. Move across the theater and enter the door in the back. Climb upstairs to the control booth. Take a First Aid Kit from the wall cabinet there and approach stage controls. Pull both levers to open the stage curtains and lower the chandelier. Head back down the stairs to the theater hall. Defeat a Prisoner Minion and put the Blue Candles into the chandelier, then light them up. Return to the control booth and raise the chandelier. Now you can see a sequence of five symbols revealed on the wall in the UV light from the candles. Memorize the symbols and leave the booth. Leap onto the stage and move through the set.

Behind the scene you'll see a set of three large bells. Each bell has a symbol inscribed on its side. You must ring the bells in a proper sequence remembering the symbols from the theater. The right sequence is:
1. Ring the bell on the left (eye).
2. Ring the bell on the left (eye).
3. Ring the bell in the middle (symbol).
4. Ring the bell on the right (flame).
5. Ring the bell on the left (eye).

After you complete the sequence, the room begins to flood. Go through the opened door, climb up the ladder and move through the attic.

After a cutscene in the morgue descend to the lake and get ready to fight against the Boogeyman. The fight is pretty simple. If you have a firearm, keep distance and damage the opponent from a safe distance. If you have only a melee weapon rely on a hit-and-run tactic. The Boogeyman can deliver powerful hammer blows at close range as well as send shock waves from a distance. After you deal enough damage to the Bogeyman, he'll drop to his knees and perform a pulse wave attack. After he does so, run up to him and take his weapon from him to strike the final blow and finish the boss.

After the cutscene you will return to the morgue and obtain a Boat Key. Move through the crack in the wall and then through the sewers to leave the Monastery and return to the town streets.

09. Pleasant River & Port District

You'll find yourself in the Pleasant River district of the town. Go down Rice Street under the bridge. There's a First Aid Kit on the left sidewalk in the underpass. Continue following the street and you'll run into a parked van.

Side Quest: The Art Collector (cont.)

The sixth and the last painting - “Hope” - is lying in the back of the van on Rice Street where the street bends.

There's also a Shotgun in the van. Continue going down the street. Collect the Newspaper Article (Corruption) (38/54) from the wooden porch of the first house to the left. The next house on the street contains a side quest.

Side Quest: Ashes to Ashes

Enter the house and explore the rooms. Take the Inscribed Snapshot (39/54) from the table in the living room. Go upstairs and step into the bedroom to find the Funeral Announcement (40/54) at the foot of the bed. Collect the Urn from the dresser in the corner of the bedroom. Now you need to find a proper place to scatter the ashes from the Urn.

Scatter their ashes at their special place
The special place is depicted on the picture you found on the 1st floor of the house - it's in the docks. Exit the house, turn to the east and then through the gate towards the docks. Go to the biggest pier and find a bench near the end of it. Use the Urn from your inventory at this place - this will reveal a sequence of numbers on the bench - 16814. The quest is complete, however you didn't collect you reward yet.

Get the reward
Return to the house on Ketchum Street and find a safe in the 2nd floor bedroom. Use the numbers from the bench to open the safe's door.

Easy
1. Turn dial 1 right three clicks.
2. Turn dial 2 left four clicks.
3. Turn dial 3 left four clicks.
4. Turn dial 4 left two clicks.
5. Turn dial 5 right two clicks.

Normal
1. Turn dial 1 right three clicks.
2. Turn dial 2 left four clicks.
3. Turn dial 4 left two clicks.
4. Turn dial 5 right two clicks.

Hard
1. Turn dial 2 left four clicks.
2. Turn dial 5 right two clicks.
3. Turn dial 3 right one click.
4. Turn dial 1 right one click.

The safe contains a Colt.

While in the docks, you can also continue two other side quests: "Ribbons" and "Homeless Guy".

Side Quest: Ribbons (cont.)

Look to the westernmost pier in the docks. Reach the end of the pier to find a Key on a medical bracelet. You'll get your next objective.

Find the girl's home
The label on the bracelet attached to the key says "Lamon Street". That's where the girl's home is, but we'll get to to that a bit later.


Side Quest: Homeless (cont.)

The exact location of the Fishing Rod - the last thing Homer wanted - depending on your chosen puzzle difficulty will be:
Easy - near the center of the docks
Normal - in the spillway outside of the Pleasant River underground entrance
Hard - on the boardwalk along the east edge of the docks

Also you can find a First Aid Kit in the cabinet at the east edge of the docks. When you're done searching the area get out of the docks, cross the street and go into an alley by the house. Enter the house from the back to complete one more side quest.

Side Quest: Dead Man's Hand

Move through the room with a card table into the utility room to find a dead body with his hand in a vice and a ripped heart. You'll get the side quest's objective after seeing the body.

Find the missing heart
Climb down the stairs to the basement. There are two paths here. The path on the right leads to a Fire Axe at the end. The path on the left leads to a ladder into the underground tunnels. Climb down through the hole. The underground tunnels are a bit tricky to navigate and the area doesn't have a map, so follow the directions carefully not to get lost. Move forward and to the left, then to the right. Run forward, go past the first intersection and at the next intersection with the three paths chose the path to the right. Reach the end of the path to find a Human Heart (the beating of a heart hints about its location - the closer you're are, the stronger is the beating). After you collect the heart, follow the path back to the ladder (take care of the attacking monsters). Return to the body and place the Human Heart inside. That completes the "Dead Man's Hand" quest. The body will vanish leaving you with your reward - a First Aid Kit.

Exit the house, return to Rice Street and continue going to the east.

Side Quest: Bird Cage (cont.)

The fourth bird cage is in the eastern part of Rice Street in front of the barricade.

Now, make your way to the bridge. We're going to search the area around the control tower for another shadow symbol.

Side Quest: Shadow Play (cont.)

The Harmony, 1st Part fragment is found in the box at the base of the drawbridge control tower in Pleasant River. The Harmony, 2nd Part fragment is at the top level of the control tower. The Harmony shadow symbol is at the base of the control tower below the drawbridge.

We're done with this district. However, before continuing across the bridge, it's a good idea to finish several ongoing side quests: "The Art Collector", "Homeless", "Ribbons" and "Shadow Play". For that we need to get back to the visited areas. Our first goal is an apartment building on Lamon Street in Chastain Heights. Run along Brite Street all the way back and then onto Lamon Street.

Side Quest: Ribbons (cont.)

Return to Lamon Street and search for the entrance into the apartment building north of the Movie Theater. Climb up the stairs to find a locked apartment. Use the Key from the pier to unlock the door, go inside and into the bedroom. Collect the Mother’s Confession (41/54) from the bed to complete the quest. After you complete the quest, the locked door near the apartment's entrance will swing open. Search the room to collect 2 First Aid Kits.

Cross Logan's Park and search the area near Pearl Creek underground entrance for another shadow symbol.

Side Quest: Shadow Play (cont.)

The Enlightenment fragment is in Pearl Creek in the construction site between Laymond Avenue and Lansdale Avenue. The Enlightenment shadow symbol is in the Pearl Creek underground entrance.

In the underground talk to Homer to complete the "Homeless" side quest.

Side Quest: Homeless (cont.)

Return to Homer and give him the Fishing Rod. He will unlock the tunnels leading to Pleasant River and the Port District. The quest is complete.

Get outside and head south along Laymond Avenue, then make a turn east to Cook Street.

Side Quest: Shadow Play (cont.)

The Healing fragment is in Pearl Creek, at the intersection of Cook Street and Lansdale Avenue (southwestern corner). The Healing shadow symbol is in a small park to the south-east from where you found the fragment (move around the building through an alley to the south to get there).

Let's go to the Art Gallery now. If you don't remember, it's in the alley to the west of Cook Street.

Side Quest: The Art Collector (cont.)

Arrange the paintings on the table
Put all the paintings on the table and start arranging them. The red symbols on each painting help you to put them in the right places on the grid. Once you arrange all the paintings correctly, you're no longer able to move them. Switch to the UV light from your forensic flashlight to reveal a town map with a marked location on it.

Find the location of the crypt
The location indicated by the map is in Monroe Cemetery outside of St. Maria's Monastery. Go there, find the crypt with an open gate between two statues (Note: If you didn't arrange the paintings on the table correctly, the gate will be locked). Climb down the ladder and proceed down the passage to the locked gate.

Unlock the crypt's secret
There are nine stone tiles with symbols on the wall to the left of the gate. To unlock the gate you need to press the tiles with the right symbols which come from the paintings. Depending on the puzzle difficulty there might be additional hints to complete the task. In any case, the right tiles will be:
1. Tile in the top left.
2. Tile in the center
3. Tile in the bottom left.
4. Tile in the bottom right.

Activate the tiles and the gate will unlock. Beware a Weeping Bat behind the gate. Continue your way into the burial chamber and collect some reward items there: a First Aid Kit and a box of Shotgun Shells on the ground. The main reward for the quest is the Tomahawk in the sarcophagus in the middle.

Ok, now let's complete the "Shadow Play" quest. Head to the loft on Brite Street.

Side Quest: Shadow Play (cont.)

Loft map
When you collect all five shadow symbol tokens return to the loft and place them on the map. Put each token at the corresponding shadow symbol's location. Once you arrange them in the proper locations, a Demon Statue appears on the table. You can use the statue as a good melee weapon. The quest is complete.

You're done with all the side quests on this side of the river. You can go Port District now. Enter the bridge control tower, lower the bridge using the controls and make a way across to the other bank of the river.

After getting to Ketchum Street, turn right and go until you bum into a barricade. Here you should find a First Aid Kit in the lying cabinet. Turn around and head east along the south side of the street. Enter the first house to the left after passing the intersection of the streets for one more side quest, the only one in this district.

Side Quest: Mirror, Mirror

The quest takes place in the house on Ketchum Street in Port District, to the west of the bridge. Enter the house and go into the living room. Pick up the Psychiatrist's Note (42/54) from the ground and approach the mirror to begin the quest.

Make the reflection tell the truth
There are five interactive objects in the room: a portrait, a dresser, a TV, a lamp and a candle. The mirror cycles through five reflections. During each phase you need to adjust one of the five objects on this side to match the reflection in the mirror. After you activate the right object, the mirror will switch to the next reflection. Adjust all five items correctly and the mirror will break to pieces revealing a hidden room with some supplies: 2 First Aid Kits and 2 boxes of Pistol Bullets. Don't hesitate too long solving the puzzle as an invisible monster will enter the room (it can be seen only in the mirror) and attack you if you won't be fast enough.

Exit the house and turn to the left. Here's the last dig place from the "Digging up the Past" side quest.

Side Quest: Digging up the Past (cont.)

The seventh and the last dig site is in a small yard in the southwest corner of Port District. The nearest shovel can be found leaning on the fence to the right of the truck standing at the intersection of King Avenue and Ketchum Street..

Now head north to the docks. To the right is the Port District underground entrance, which should be unlocked if you've completed the "Homeless" side quest. Make it to the end of the dock to find the last bird cage.

Side Quest: Bird Cage (cont.)

Fifth and the last bird cage is in the docks of Port District at the edge of the town.

Go downstairs to the pier and find the boat. Be aware that if you use the boat, you won't be able to return to the town, so first finish you active side quests, collect missing Mystery notes and everything else you wish to do before you continue. When you're ready to leave the town, use the Boat Key and watch a cutscene.

10. Overlook Penitentiary

Ok, we're in the prison now, with no items and a new logical objective.

Escape from the prison
Exit the cell, turn right and head forward to the end of the walkway. Pick up the the Handwritten Note (43/54) from the ground after it drifts down. Take a walkway to the left, approach a damaged beam and push it down. Go ahead and cross over to the central watchtower. Enter the tower and climb down the ladder. Pick up a First Aid Kit from the wall cabinet ahead and the Prison Block A Map from the left wall. Check the locked gate and take a Fire Axe to the right of the door. Head down the stairs. On the second level take the Psychological Evaluation (Overlook) (44/54) from the desk. Take a note of a Shotgun locked in the gun rack here.

Puzzle: Watchtower Safe

Clear the planks from the board with the mug shots. You'll see that Murphy’s prisoner number is illegible on the photo. Look at his jumpsuit to learn the number and that's gonna be the code to the safe - 11752. Follow these instructions to open the safe for each difficulty level:

Easy
1. Turn dial 1 right three clicks.
1. Turn dial 2 right one click.
1. Turn dial 3 left three clicks.
1. Turn dial 4 left two clicks.
1. Turn dial 5 left four clicks.

Normal
1. Turn dial 3 right two clicks.
2. Turn dial 2 right one click.
3. Turn dial 4 left two clicks.
4. Turn dial 5 left four clicks.
5. Turn dial 1 right three clicks.

Hard
1. Turn dial 3 right two clicks.
2. Turn dial 2 right one click.
3. Turn dial 4 right one click.
4. Turn dial 5 right four clicks.
5. Turn dial 1 left one click.

After you open the safe, it reveals a Small Key and a Quarter Dollar. Use the Small Key to unlock the gun rack in the watchtower and get that Shotgun.

Head further downstairs and take an Access Card and a Flashlight from the body on the lower level. Return to the top of the tower and exit through the locked gate using the Access Card. Take a path to the right, over the bridge and check the Cloak Room. There's a Walkie-talkie here in the locker to the left and Pistol Bullets in the locker to the right. Go back to the wakway and head forward. Before going downstairs check the cells to the right to find the Prisoner’s Letter 1 (45/54) on the desk in the last of these cells. Make it back to the stairwell and descend to level A2.

Fight a Minion here and then walk to the north. Enter the first cell to the right, pull a shelf from the wall and tear down a poster to get the Prisoner’s Letter 2 (46/54). The next cell has a Minion inside and the last cell holds a Colt on the ground. Return to the stairwell and walk east along the cells and then north. Watch as a ball rolls out of a cell. As you approach the cell, a barrier formed from a barbwire will appear cutting you from the rest of the walkway. Enter the cell which then will transform into a flooded hallway. Reach the end of the hallway and take the Letter from Carol (47/54) from the small table. You'll return to the Normal Prison. Exit to the walkway and go left. Head forward for a short cutscene and a fight with a new enemy - a Prisoner Juggernaut. After you deal with him, go through the open gate up the stairs.

The Checkout Zone ahead is locked. Smash the padlock on the gate leading to the left and walk forward. A Prisoner Juggernaut is going to grab Murphy as you try to squeeze through. Break free and either kill him or just flee running past the exposed wire. The wire will take care of the enemy. Approach the fuse box to cut power to the wire, then enter the Control Room nearby using your Access Card. Take a look around. You should find here 2 First Aid Kits in the wall cabinets, the BOLO Alert (48/54) and Pistol Bullets in the drawers as well as 2 Shotgun Shells (you'll have to unlock one of the gun racks with your Small Key). After collecting all the items, approach the control panel and press the button after its cover opens. Watch a small freaky scene and exit the room. Run straight to the Checkout Zone.

Use your Access Card on the door to the left and squeeze through the opening after the door malfunctions. Check the lockers just ahead of you for the Magazine Article (Overlook Penitentiary) (49/54) and a First Aid Kit. Explore the room to find the Prison Block B Map in the drawers. Proceed into the Security Booth. Leave your belongings on the left counter, as the metal detector won't allow you to go through with metal items on you, and press the button to open the gate. Exit the Security Booth and pass through the metal detector. After that don't forget to collect your possessions from the counter and continue through the gate into Block B.

Watch a cutscene and prepare yourself for a pretty hard fight with a Juggernaut and two Prisoner Minions. A good idea to use your Shotgun now. After you're done with the them, explore the first cell on the south side of the Main Hall to pick up the Prisoner’s Letter 3 (50/54) from the ground. Head south into a hallway. To the right you'll see a locked door with the keypad. Further to the right is a boarded up room where you can find a First Aid Kit in the cabinet. Enter the Workshops on the other side of the hallway. The first workshop room has a First Aid Kit in the wall cabinet. The next room contains another First Aid Kit in the cabinet and the Work Release Program Application (51/54) on the desk. Head to the last room here and grab a Forensic Flashlight and the Prisoner’s Letter 4 (52/54) from the ground. Now you're going to learn the code for the locked door.

Puzzle: Workshop Storage Keypad

The digits for the keypad’s code are hidden throughout the workshop rooms. They are not visible in broad light - use the UV light to find these numbers. Look at the ground and take a notice of the footprints. At some points of this path where are clusters of footprints indicating there's a hidden number nearby (on hard puzzle difficulty there's only one cluster at the starting point).

The spots, where you should look for the digits, are:
1. The first number is on the ceiling right above the spot here you found the Forensic Flashlight - "2" (this digit is missing on easy puzzle difficulty).
2. Follow the footsteps to the southeastern corner of the next room and examine the license plates for the second number - "2".
3. Third number is in the southwestern corner of the room behind a vent box. Move the vent to reveal a number "3".
4. Continue into the south workshop and turn on the machine in the northeastern corner. As the machine's mechanism rotates look for the hanging down plate to learn the fourth number - "4". Switch off the machine afterwards.
5. Follow the trail to the end and look at the workbench to the left for the last digit - "5".

The keypad code is:
- Easy - 2345
- Normal, Hard - 22345

While walking in the workshops, some machines may switch on themselves. When this happens, quickly turn off the active machine, as the noise coming from it attracts creatures to the workshops.


Enter the workshop storage using the code on the keypad and the door will slam shut behind you. Search the room for a Quarter Dollar (if you haven't collected it earlier in the watchtower) and Shotgun Shells on the shelves. After a short time a beast will start pounding on the door and water will start flooding the room. Quickly push a crate under the nearby vent cover, climb onto the crate and use your Quarter Dollar to remove the screws. When Murphy gets inside, mash the button on-screen to escape from the beast.

After Murphy falls down from the duct, watch the cutscene and then you'll find yourself in the dayroom with a Prisoner Juggernaut and two Minions. Take care of them and then proceed through the gate to the east using your Access Card on the nearby column (it takes some time for the doors to open). Head upstairs to the walkway and into the room to the left. Take Shotgun Shells from the gun rack by the doorway and the Newspaper Headline (53/54) from the table. Pick up the Notification (54/54) from the ground by the lockers. Explore the room downstairs to the left to find a good weapon and Shotgun Shells. Return upstairs and head down the other stairs here. Run to the showers and enter the room (a Juggernaut is lurking in the hallway).

In the showers you need to examine a crime scene. There are four evidence marks which you should look at: a blood stain, a Prison Shank in the basin, a Mourning Badge on the ground and a Crime Evidence in the locker. After you examine all the markers, environment will start to change. Head to the exit and go through the doors. Approach the body on the ground and the world will transform.

Otherworld: Prison

After the Void appears, run ahead. You'll enter a blue-walled labyrinth. At the first junction with three doorways choose either left or right path (the central door will close). If you chose the right path, keep it right all the time and on the contrary, keep it left if you chose the left path. Many doorways here have guillotine-like blades that slam down at regular intervals, so you have to adjust your speed in order not to get whacked. When you reach next, red-lit part of the labyrinth, you'll have to deal with Wall Corpses. Again, adjust your speed to run past them. Take all turns in one direction (left or right) and you should get out of the labyrinth pretty easily.

When you reach the grey hallway, the Void will stop following you and you will have to get past the spike traps. Move past the spikes (first set emerges twice in a row, second - once, third - twice, fourth - five times, fifth doesn't move). When you reach the end, call the lift and get onto it. There are some weapons here - a Steel Pipe and a Shotgun. The lift will begin to descend and stop several times. At each stop you'll have to defend yourself from the enemies.

At the first stop it's gonna be two Screamers. Deal with the foes to continue the ride. At the second stop you'll get attacked by two Screamers and one Prisoner Minion. Kill the enemies and enter the control room to find a Shotgun, a First Aid Kit and press the button to continue going down. At the third stop you're going to fight against three Screamers and one Prisoner Minion. After you defeat the last enemy, the lift will restart for the last time and then malfunction and tilt to the side. Jump down to the walkway, turn left and follow the path until the end. Climb onto the catwalk to the left, pick up a First Aid Kit and climb up the ladder. Continue by following the path.

Eventually you'll get onto an iron bridge. Go ahead and steel cages will fall down. Go around them. After you pass the second cage, the bridge will collapse and you'll have to quickly press buttons on-screen to save yourself. When you're back on the bridge head ahead and enter the mirror room. By the way, you no longer have any weapons.

Notice how the grey reflection in the ground is different to the red room above. Find a valve in the room and rotate it to flip the room. Proceed through the open door. Here you can see two Juggernauts patrolling the room in the reflected environment. Your task is to trap them in the cages. Locate three button consoles. The central console operates a spotlight which drives the Juggernauts away. The other two consoles control the cages. Activate the spotlight, then run to one of the other consoles to drop down the cage and trap one of the creatures. Repeat the same to trap another Juggernaut. After you trap both Juggernauts, a fourth button console appears in the grey environment. Move between the cages and use the valve to flip the room. Press the button to open the door in the first room. Use the valve to return to the grey environment and move through the newly opened door.

Next room contains four sets of spinning blades. Stand on the nearest symbol plate to stop the blade ahead. When the blades come to a complete stop, run along the right wall and stand atop the next symbol. This will deactivate two other sets of blades. Cross the room diagonally and stand on the last symbol plate. Run along the left wall after the machine stops and you'll be out of the room. Take a First Aid Kit from the wall cabinet. Next room has another wheel. Turn it to flip the room. Now you can check the same wall cabinet in this environment for another First Aid Kit. When you're ready, head to the nearby corridor and drop down through the hole. Follow the path and you'll find yourself in the prison yard.

Head to the floodlight on the walkway and use it to force three Minions into the inner yard. After you succeed with the task, leave the light beam placed on the opened gate to prevent the creatures from escaping. Move to the security booth and pull the lever to shut the gate. Exit through another door, go downstairs, search for a weapon in a nearby rubble pile and smash the padlock on the closed gate to the next section. Follow the path, climb upstairs and use another floodlight to drive the creatures into the inner section of the yard. This one is a little bit trickier as the floodlight is malfunctioning. When all the Minions are in the enclosed area, head to the security booth and close the gate using the lever. Return to the walkway and climb down. Head to the big gate ahead and rotate the crank to open the gap to squeeze through.

You'll get into a prison block. Move ahead, make your way through the crack in the wall. After the door slams in front of you, head for the stairs behind and the Void will appear. Climb up the stairs and make a 180-degree turn to the right, run ahead and turn right at the junction, then turn right again and make it to the next stairs. Try to stay away from the cells as the Juggernauts will grab you if you're too close. Also beware of the Wall Corpses on your way. Climb up to the 3rd floor. Just run straight here on this level to the next stairs and climb up. On the 4th floor veer to the left, move through the guillotine-blades, follow the path around the room and look for the lift on the left side at the end. Grab a Shotgun from the weapon rack and a First Aid Kit from the cabinet, then move to the scales. Put the Prison Shank, Mourning Badge and Crime Evidence into one of the scale’s bowls and proceed through the gate.

Boss: The Wheelman

Time for a boss fight. The giant creature in the centre is the Wheelman and you cannot damage him directly. The boss is surrounded by walkways with installed medical equipment. There are four giant respiratory bellows around the room. What you need is to approach each set of bellows, ride up atop it to the platform above, use the spotlight to immobilize the creature, then ride down and pull out one of the the life support tubes near the pump. Repeat the same process for the remaining three tubes. You cannot pull out the tubes without directing the floodlight at Wheelman first as you'll get smacked.

The Wheelman has several types of attack. It can smash Murphy with his fist, throw debris at him and also perform a lighting attack (it usually does the last attack when you take too much time between blinding him with the spotlight and getting down to the life support system). Before each lightning strike, a small glowing spot appears on the ground: this indicates the exact location where the lightning will strike. As long as you keep moving, you shouldn’t take any damage. However, these attacks also disable the spotlights.

Ok, now that you know the tactic, follow this simple instruction to defeat the boss. Run straight and turn right to one of the two pumps accessible here. Ride up, collect Shotgun Shells and a First Aid Kit from the partition and use the spotlight to blind the boss. Ride down and pull out the first tube. Run to the second pump and ride up. Here you can grab Shotgun Shells. Again, use the spotlight, ride down and disconnect the tube.

Now you have to make your way to the other two set of bellows across the room. Go to the outer walkway and go around the room. On your way you'll meet multiple enemies: Screamers, Minions and Wall Corpses. You can find a First Aid Kit in one of the cells along the walkway. Deal with the foes or just try to squeeze past them and then cross the bridge at the end of the path. Disconnect the two remaining life support tubes using the same tactic and the encounter will end. Watch the cutscene and prepare yourself for the final fight.

Boss: Anne

Now you act as the Boogeyman and have to fight with Anne Cunningham. To end the fight you have to deal enough damage to Cunningham. However, it's a bit difficult thing to do. Cunningham moves much quicker than the Boogeyman so it's very difficult to approach her at the distance of a hammer strike. However, you can use your ranged attack to damage her. Anna attacks you with her pistol and also releases Juggernauts from the cells. You can use your melee attacks to deal with Juggernauts, but your main target is Anne. After you deal enough damage to hear, a cutscene will trigger. You must make a choice now: spare Anne or kill her. This will affect your ending (more about this in the Endings section). Select your option and watch the ending. The game is completed.


by knwlss