Senin, 13 September 2010

Silent Hill Homecoming

Nightmare


Escape from the hospital

The game opens with our hero, Alex, strapped to a gurney being wheeled through a nightmarish hospital. After the brief opening scene, you'll need to break free of your restraints by tapping the corresponding button that appears onscreen. Be ready for these button sensitive events throughout the game. Once free from the gurney, access your inventory by pressing the or button. This activates your Weapons Inventory but as you'll notice, you don't have a weapon at this time. You do however have a Flashlight and Radio. These can be toggled on and off by pressing the respected buttons that appear next them. Be sure to have them both on.
Feel free to look around this room. You'll find a memo from a doctor. Silent Hill: Homecoming is littered with things to read and investigate. There's no special achievement tied to you reading them all. They are simply there to provide clues, back story and generally creep you out. It's a good idea to keep an eye out for them as they do enrich the experience of the game.
When you are ready to really begin, head through the double doors into the next room and then through the door on the right to enter a hallway. Approach the metal bars for a brief scene with a preoccupied boy on the other side. The cell bars are locked but there is a key pad to the right. Unfortunately, you don't know the code. Go through the door just to the right of the metal bars to enter the Nurse Center.
On the right you'll be able to examine an X-Ray. It has been torn in half and has 3 digits scratched on it. Leave it be for now. Grab the Hospital Map from the bulletin board and leave the Nurse Center to the south. Head down the creepy hallway and enter the third door on the left, room 203. Grab the Health Drink on the counter to the left then walk up to the broken glass window and Hop Over into the next room. Pick up the X-Ray Film from this room then hop back through the broken window and head back to the Nurse Center. Walk up to the X-Ray you previously saw. Press the or button to enter the Inventory Menu and select the film you just picked up. You'll then combine the two X-Rays on the lightbox and see the full code, 624872. Leave the Nurse Center through the original door and enter this code into the keypad next to the metal bars. Go though the unlocked gate and speak with the kid who'll run off down the hallway.

Follow Joshua

Before you run down the hallway after Josh, be sure to pick up his Drawing from the ground. These are littered throughout the game and finding them all will unlock an achievement. Make your way after Josh by entering the door to the back left, the Men's Room. Follow Josh around to the back of the bathroom and use the Save Marker on the wall. Then proceed into the next bathroom. Here you'll find a broken mirror with a knife sticking out of it. Take the Combat Knife from the mirror to acquire your first weapon and watch as the world around you melts away.
You will now find yourself in some demented version of the hospital. As soon as Alex settles into this alternate place, he will be attacked by a Nurse. Hopefully you've found and read the combat guide. If not, hold the or button to take the combat stance. While holding this button, press or for fast attacks and or for strong attacks. Know that strong attacks are chargeable for more damage. You can also string a couple fast attacks together then finish off the combo with a strong attack. Take down the Nurse to get a feel for the combat.
Turn your flashlight off and sneak up on the Nurse.
Turn your flashlight off and sneak up on the Nurse.
With the Nurse taken care off, enter the stall she came out of and Squeeze Through the crack in the wall. Pick up the First Aid Kit in the men's room. Know that you can access your health drinks and first aid kits in the Inventory Menu, or . Leave the bathroom and head through the door to the left. Make you way up the stairs to find a locked door and a cracked window. Before breaking the glass, turn off your flashlight. Most of the creatures are attracted to light and sound. However, you can get away with breaking the window and not alerting the room's inhabitants. There are two Nurses in here. One standing in front of TV and one in the back right. With the flashlight off, you should be able to carefully sneak up onto the Nurse in front of the TV. Quickly take her out so you can turn your attention to the second Nurse.
Once you have defeated the Nurses, turn your flashlight back on. Along the back wall of this TV room you'll find a fleshy part of a wall. Cut this open to reveal a passage to squeeze through. Save your game at the Save Marker and exit through the door. Make your way down the hallway to the right. You'll encounter of first set of Swarm. These giant insects can be stomped on by pressing the fast attack button. If a Swarm latches onto Alex, quickly press the dodge button, or , to remove it. Enter the Linen Room on the left and pick up the Health Drink then exit the other door. Take a right down the hallway and pick up the Photo from the gurney. Turn around and make your way into the Operating Theater at the opposite end of the hallway.
Make your way around the balcony of the theater and then drop down from the busted up ledge. You'll quickly be attacked by three Nurses. Back up against the wall and fight them off. Defeat the Nurses and then find the fleshy part of the wall and cut it open to squeeze through. Grab the Drawing from the wall. Head up the stairs and you'll find the Operating Theater Key in a corpse's hand. Head back down to the Operating Theater and use the key to open the double doors. Go through the doors on the right and into the hallway. There you'll find Joshua once again behind the metal bars. All the dialogue options lead to the same conclusion.

Find Joshua's Toy

Josh will remain behind the bars as you go in search of his stuffed animal. Go through the door on the left to find a room, Nurse Center, which has a Save Marker and a Health Drink. Head through the other door here and make your way down the hallway. Enter the room opposite of the fan. Grab the Drawing off the wall next to the darkened window and then approach the stuff animal hanging from the wall. Reach inside and then tapping the indicated button that appears onscreen to pull the Robbie toy out. Make your way back to Joshua. You'll need to fight of some Swarm along the way.
Approach the metal bars and use the Inventory Menu to give Josh the stuffed rabbit. Once Josh runs off pick up the Drawing he was working on from the ground, and another Drawing hanging along the right side of the hallway. Continue down the hallway to find the elevator. Push the elevator button on the left to call the elevator. Get into the elevator when it arrives and a scene will conclude this portion of the game.

Missing Persons


I Need to Go Home

Welcome to Sheperd's Glen. Make you're way east down Main St. Heading west will only get you lost in the dense fog. Head east until a scene is triggered. After talking with Judge Holloway, enter the the Town Hall. Go through the set of double doors inside and grad the Photo sitting on the counter to the back left. Now leave the Town Hall and head back outside.
Use the map and head north up Craven Ave. You will eventually trigger another short scene as you approach your old house. Make your way inside via the front door.

Explore the House

Pick up the Cassette Tape from the bathroom on the 2nd floor.
Pick up the Cassette Tape from the bathroom on the 2nd floor.
Feel free to wander around the first floor. There's not much to find or examine here except for a few pictures on the wall. Make your way upstairs. Go into your parents room through the double doors on the right at the top of the stairs. Enter the bathroom and pick up the Cassette Tape from the countertop. Go back out into the hallway and head towards the open door at the end. Once it shuts, enter Josh's room on the left. Pick up the Flashlight from the bed.
After the brief scene, Examine the bookcase opposite of the bunk beds. You'll go into a close up of a shelf. Use the left control stick to highlight the various books and the right stick to move the books. Slide the books all the way to the left to reveal a green switch. Push the interaction button to turn press the switch. This will make the bookcase swing inwards to reveal a small room. Pick up the Map of Our House from inside this small room. Once you have the map, make your way back downstairs to trigger another scene.
After the scene with Alex's mother, make your way down into the basement of the house. There you'll be introduce to a Lurker. Quickly take the fighting stance. Dodge the creature's attack and quickly hit it with some fast attacks of your own followed by a strong one. Once you've started on the creature, try not to let up and you'll take it down quickly. Make your way to the back of the basement to find the Garage Remote on top of the water pump.

Drain the Basement

You won't be able to open the nearby door to the backyard until the water has been drained from the basement. To do this you'll need to find a gas can and some gas to power the water pump here. Leave the basement and make your way back outside the house. Go around to the side of the house to find the garage. Go into your Inventory Menu and use the Garage Remote to open the door. Another Lurker will come after you here. Quickly take the initiative and attack it first. Three hit combos from the knife will work well. Once the creature is dead, enter the garage an pick up the Steel Pipe on the left side.
Enter the Weapons Menu and select the pipe as your in-hand weapon. The pipe can be used to Pry doors and other things open. Head to the back of the garage and Pry the cabinet open by tapping the button that appears onscreen. Take the Empty Gas Can and leave the garage. Another Lurker will scuttle out from the brick wall to right and attack you. Kill the creature then Duck Under the hole it came out of. Follow the narrow path straight and duck through the hole in the wall at the end.
You'll now be in a playground. To your right, you'll find another Drawing hanging of the brick wall. Make your way to the slide and pick up the Photo to the left of the slide. Along the side wall of the playground, you will find a metal gate. Pry this open with your pipe and head down the alley. Another Lurker will appear from behind the trash cans to the left. Kill the beast and approach the truck. Along the side of the truck you will find it's gas tank open. Go into your Inventory Menu and use the empty gas can you found and fill it from the truck. You will not have a Full Gas Can in your inventory.
Make your way back the house via the same way you got to the truck. Head back down into the basement and fill the water pump with gas and turn it on to drain the basement. Once the basement is drained, you can unlatch the door next to the pump and go out to the backyard. Wander around the backyard. Along the south side you'll find a Drawing hanging on the fence. Go up onto the back porch and enter the back of the house.
You'll now find yourself in the kitchen. On the left counter you'll find an answering machine. Insert the cassette tape you found earlier and listen to the recording. After that, open the fridge on the right and take the Health Drink from inside. You can explore your mother's sewing room but there's nothing of real value there anyway. Head back outside and to the west side of the yard. There you'll find a door with Joshua's backpack hanging from it. Inside the pack you'll find a Photo. Now exit through this back gate.

Search for Joshua

Leave the backyard through the back gate. You'll now find yourself on Barker St. behind your house and yard. Follow this alley south and go through the narrow corridor to enter the cemetery. Pick up the Rose Heights Cemetery Map from the bench. Use the map or just follow the path to make your way to the East Garden. Along the way you'll see a man digging a grave. Continue on your way and drop into the garden. In the large pit you'll face your first Feral. Defeat the dog beast and then Examine the fountain. Take the Old Stone Plate. Climb out of the sunken pit near the fountain. Be sure to grab the Health Drink from the gazebo and then walk down the Family Cyrpts North. Use the Save Marker in the second crypt on the right.
Continue down the aisle of crypts, you'll soon come to a dead end. Enter the open crypt on the left to find a hole in the wall to Squeeze Through. You'll now find yourself in the Family Crypts Mid aisle. Enter the neighboring crypt to pick up the Health Drink. Now go into the crypt across from this one to find a hole in the left wall of the crypt. Duck Under the broken wall and leave this crypt. Follow the path to the very end and enter the last crypt on the right. There you'll find another hole to Squeeze Through.
You'll now be in the Founders Row. Take a right and you'll be attacked by another Feral. Defeat the beast and continue to the end of the row. Look left and Climb Down into the pit. Then Duck Under the hole in the wall and Climb Up the other side. Follow the stairs down to find the Founders Garden. Make your way into the center of this "garden" and take out the Feral hanging out in the middle. Check both mausoleums to find them locked. Use the map and head straight up from the circle in the center to find a Health Drink laying on the ground.
Leave the Founders Garden and head to the West Garden via the tunnel and up the stairs. Grab the Strange Stone Plate from the small fountain in between both tops of either stairs. Now head straight up towards the Front Entrance and use both plates you've found in the gate to open it. Make your way out into the parking lot and then back out into the streets of Sheperd's Glen. Follow Main St. to the west to trigger a cutscene.
Elle will give you a Walkie Talkie at the end of the scene which can be toggled on and off in your Weapons Inventory. It's best to keep the walkie talkie on as it will give off a static sound when a creature is near by. After the scene, grab the Drawing from the backside of the bulletin board. Now backtrack just a tap to follow the path down towards the S.G.P.D. Go to the left and pick up the First Aid Kit in the corner.
Go back out to the street again and make your way to and south on River View Rd. Take a right and cross the covered bridge. Follow the fence at the end to the left and enter the door that says "No Trespassing." Head straight and Duck Under the hole in the wooden fence. Make your way through the junk yard by follow the building around to the back left. Squeeze Through the crack in the back of the shed and keep going around until you find the front door by the bright light. Go through all three speaking options with Curtis before he final caves and a dialogue scene will ensue. Curtis will give you the Mk 23 Handgun at the end of the scene.

Find Mayor Bartlett

After the dialogue with Curtis, make you're way around his counter and pick up the Pistol Ammunition to the left. Head into the back room and grab the Junkyard Map from the washer, pick up another box of Pistol Ammunition and then take the Health Drink from the fridge. Use the Save Marker in this back area and leave through the door to the left of it. Make your way back through the junkyard. Take out the Feral waiting for you in the front. Head back across the covered bridge and out to River View Rd.
Shoot the Smog in the lungs.
Shoot the Smog in the lungs.
Back on the road you will trigger a scene introducing a Smog creature. This creature likes to blow a horrible gas into the air causing Alex to choke and take damage. These guys are best dealt with at long range as it's nearly impossible to battle them with melee weapons and not get damaged by their horrible gas. Equip your new pistol and back away from the creature. Keep your sights on the Smog and wait for it to open its rib cage to expose its lungs. Quickly hit the creature in its volatile lungs when its chest is open. Two shots here should bring the creature down.
Make your way back down Main St. and take out the Feral hanging by the bulletin board with the pipe. Don't waste your ammo on creatures you can just as easily take out with a melee weapon. Head back into the parking lot of the cemetery and kill the Feral here as well. Go back into the Founders Garden. There is a Smog in the middle of this area. If you want to save your ammo, simply take the high road and follow the perimeter of the gardens around to completely avoid it. You'll encounter another Feral in the Founders Row. Kill it and make your way back into the Family Crypts area. You'll encounter another Smog here. You should deal with this one as the tight quarters makes it tough to avoid. Defeat the Smog and navigate back to the East Gardens. Don't forget there's a Save Marker in one of the crypts, it'll be marked on your map if you used it before.
Instead of dropping into the pit of the East Garden, enter the Bartlett Mausoleum. The child's coffin in the middle has a puzzle on it. The idea here is that you need to clear a straight vertical path for the tile that is off the grid. Move the single tile on the top right to the very left. Move the horizontal tile up and to the very top right. Move the second horizontal tile up and into the slot under the last one. Now simply slide the key tile straight down to unlock the coffin and trigger a scene which will end this section.

Hotel


Catch up to Josh

After the scene, Alex will wake up in the streets of Silent Hill. Approach the Grand Hotel to see Josh behind a door that is covered with planks of wood. You'll need something to Hack through them with. On the opposite side of the street, you'll find an alley. There's a Smog waiting for you around the corner, tease it to come out and shoot it in the lungs. Enter the alley and drop down onto the ledge at the end. Follow the ledge under the fire truck and pick up the Fire Axe. Head back to the hotel and Hack through the wood and enter the Grand Hotel.
Inside, go down hallway to the right and take the Health Drink from the fire extinguisher case. Head back to the main hallway and run towards Josh who will then run away from you. Opposite of where Josh disappears you'll find the Grand Hotel Map behind the front desk. Go to the elevator and Jump Across the empty shaft. Pick up the Maintenance Key from the big red toolbox to the right.
Create "XXI" with the wires of the fuse box.
Create "XXI" with the wires of the fuse box.
Make your way back out into the lobby and head towards the entrance. Kill the Smog that appears from the hallway then go outside. Kill the Smog in the street then find the metal fence blocking the alley on the left side of the hotel. Unlock the gate with the key you found inside and Investigate the fuse box on the right. The idea here is to make the wires form "XXI". Do this and test the power to turn the power to the hotel back on. Grab the Health Drink next to the dumpster then head back inside.
You can now push the elevator button next to the open shaft and it will lower into place. Step onto the elevator and pick up the Pistol Ammunition then push the button. As the elevator move upwards, you'll be attacked by some Needlers. These creatures are best handled with the knife or handgun. You should probably use the knife just to save on bullets. Slash at the creatures until the fall. Defeat them all then quickly climb out of the falling elevator.
To the left you'll see a large painting of a woman. Use the knife to cut it open and then Squeeze Through the hole you made. Examine the door to find a Photo and that the door is locked. Duck Under the hole in the wall to the left and use the Save Marker.

Three Memories

Make your way out into the hallway and approach the door with the hole in it. Select your way through the various voice commands, they all end with you helping the mysterious voice by agreeing to find her three memories. Make your way down the hallway, rooms 303 and 304 have some notes and clues to read then find your way through the hole in the wall near all the collapsed ceiling. Squeeze and duck your way through the secret passage to enter room 307. Head out and into room 308 to read a note and a passage written on the wall. Go back out into the hallway and Hack your way into room 309 from the side around to the right. In here you'll be able to climb up into the 4th floor via the hole in the ceiling.
Head through the hole in the wall into room 406. As you exit out to the hallway you'll be attacked by some Swarm. Take them out then make your way down the hallway. Equip the knife and kill the Nurse who stumbles out into the corridor. Enter room 402 and push the dresser aside to reveal a hole to crawl through. Enter 404 this way and go into the bathroom and take the Alchemilla Postcard from above the sink. Go back out into the hallway and head back the way you came to trigger a cutscene with a franchise icon.
After the short scene, the door to 405 with break open and you'll be attacked by more Swarm. Kill the giant insects and enter 405. Use the hole in the wall to get into 407 and make your way out to the hallway. Hack your way into the bathroom of room 408 via the half broken wall in the hallway. In here you'll find your first Serum. Back out at the end of the hallway, you'll need to Hack your way into the stairwell. Climb the stairs to the 5th floor to trigger a scene.
This scene will give you a formal introduction to Needlers. Using axe, watch the creature carefully and dodge it attacks. Once you've dodged an attack, quickly counter the beast. Don't try to take anymore than two swings after a counter, unless you can see that you've stunned it. Simply pull back and wait to counter the creature again. Once you get their movements down, the will not prove to be much a treat to Alex.
Kill the Needler then hop across the gap opposite of the creature's appearance and grab the Health Drink. Enter room 508 and kill the Swarm then read the note in the dresser. Hack your way into room 505 then push the dresser aside and sneak through the hole into 507. Pick up the Lakeside Amusement Park Postcard from the bed and the Health Drink from the bathroom sink.
Head back out into the hallway and make your way down it. Another Needler will attack you. Defeat the beast then Hack your way into room 504. Push the dresser to the left and pick up the Drawing from behind it. Turn around and grab the Pistol Ammunition from the bed then leave the room. Duck into the the bathroom of room 503 then climb down into the hole to reach room 403. Go into the bathroom and take the Toluca Lake Postcard from the sink. Now you'll have all three memories the woman was looking for. You'll need to make your way back to her.
Climb back up to room 503 and leave through the hole in the bathroom wall. Kill the Needler that attacks you and then make your way back to the stairs and down to the 4th floor. Ready the knife as you'll be facing a few Nurses. The first is waiting for you around the corner of the hallway. Try to stick to 3 fast attacks followed by a strong one as your combos. Engage and take out one Nurse at a time.
Make your way back into room 408 and drop back down onto the 3rd floor. Ready your handgun as there's a Smog waiting for you out in the hallway. Kill the creature then make your way back to the mysterious voice via the secret passage in room 307. Give the woman her memories and she'll give you the Strange Key.
Save your game in room 302 once again, then unlock the strange door through the hole in the room. Jump across the gap to trigger a scene. You'll land in a large banquet room. Use the Save Marker here if you desire then pick up the Pistol Ammunition and the Health Drink from a table in the corner. Leave through the tall blueish doors and walk down the corridor and test the next set of double doors. The door won't open so turn around and walk back only to watch the world around you tear apart.
Try the doors again and you'll enter a large garden area. Approach and talk to Mayor Bartlett.

Sepulcher

After the scene with Mayor Bartlett you'll be forced to fight the Sepulcher. While hanging upside down, the creature has two attacks. A straight punch and a ground slam that make glass fall from the ceiling. When he does the ground slam. Run left or right to avoid being hit. The object here is to destroy the four chunks of meat that keeps that are keeping the creature suspended in the air. Do this by hiding behind a bookshelf until the beast punches it. The beast will be stunned after punching the bookcase and you'll be given for few seconds to attack the hanging meat. Three strong attacks should do the trick. Make your way around the area destroying all four chunks of meat.
The creature will then fall to the ground and crawling around the center. If the beast grabs you, be sure to tap the indicated button to make it drop you. What you want is the Sepulcher to punch the ground and get its fist caught in the floor. When it does, run up to it and fast attack its stuck are which will knock down and stun the beast. Run up and start hacking at its head. When it rises, just repeat the process until the monster has been defeated.

Sheriff's Station


Escape the Station

After defeating the giant creature, Alex will awake in a cell. You can't do much in the cell but wait for Deputy Wheeler to appear. Wheeler will ask Alex some questions. If you simply tell him the truth the scene will be over a lot quicker. Follow Wheeler through the station and he'll lead you to a Save Marker. Follow him out into the next hallway where another scene will be triggered and you'll be introduced to Schisms. Wheeler will tell you that your gear is in an office and to run for it. Make your way down the hallway. Another Schism will burst out of a door. If you can, run into this room and pick up the Photo from the desk.
Draw the Schism into this office and hide behind the desk. When you have enough room, make a run for the door and further down the hallway. Enter the door at the end then find your way into the Chief Office to trigger another scene. Wheeler will give you the 12 Gauge Shotgun. Grab the Sheperds Glen Police Station Map from the desk next to the door. Step back out into the hallway to trigger another short scene.
Use the axe to chop down the planks covering the door. As soon as you do, switch to the knife and get ready to fight through a horde of Schisms. The knife is best since its the quickest weapon you wield. Lure the first two Schisms into your small hallway. It's best to perform a two fast attacks then hit them with a strong one. Repeat this combo as quickly as you can to prevent the beast from attacking you. After you kill the first two, a few more will show up. Defeat them all and then explore the lobby. Hop through the broken window of the front desk and grab the Health Drink. Go into the men's room and take the Health Drink from the sink.
Make your way down the hallway towards the Briefing Room. The doors are locked, but you'll find a hole in the wall around the corner. Duck through the hole and into the room and take out the two Schisms. Grab the Shotgun Ammunition in the back of the room then hack your way through the doorway. Head down the hallway and through the double doors at the end to find yourself in the garage of the police station. There's a Schism to the right. Take it out and read the note on the back of the police car. Go into the office of the garage and input the numbers 206 into the safe. This is the time all the clocks stopped at in Shepherds Glen. Grab the Health Drink, Shotgun Aummunition and the Pistol Ammunition from the safe.
Pull the lever in the back of the office to open the garage door. When you're ready, leave the station through this large metal door.

Rescue Elle

In the parking lot of the station you'll trigger a short cutscene which will introduce you to a Siam. Equip the axe and focus on dodging its attacks. Watch out for its combo. If you dodge one it doesn't mean you're totally in the clear as it likes to link a few attacks together. Only use fast attacks against this beast as well. A strong attack leaves you vulnerable for too long. Dodge, dodge, attack. Dodge, dodge, attack. Try to hit the monster on its backside where the set of woman's legs are. Keep attacking it until it drops to one knee stunned. Now rush it and use a strong attack to perform a finishing move.
Another scene will ensue once the beast has been killed which will lead you to the sewers.

Sewers


Find a Way Out

Drop down from the ledge and proceed into the open area. The passageway to the can be opened by rotating the valve. Hold the gate open while Elle climbs under then opens it for you to do the same. Make your way around to the small ledge and climb up through the broken wall. Ready the pipe and drop into the water filled tunnel on the other side. Wade through the water and kill the two Lurkers along the way. Climb up on the ledge at the end and grab the 2 boxes of Pistol Ammunition on top of the tank.
Step down into the next tunnel and follow it until you find a small platform to the left. Climb up here and use the pipe to Pry open the metal gate. Rotate the valve here to lower the water elsewhere. Go back out into the main tunnel and follow it to the end. Hop up onto the ledge to the right and head to the back of this corridor to find a Save Marker Just past the marker you'll find a little room with the Sewer Map and a box of Shotgun Ammunition.
Outside this room and before you reached the save point, you'll find a ladder which leads you down into the area you lowered the water for. Climb down and back up the opposite side. Follow the path around and drop down into the next tunnel. Follow this passageway down towards Gate 8. Hop up into the dead end path to the left and grab the Health Drink from around the corner. Continue down the main corridor and open Gate 8 for Elle.
She won't be able to open this gate from her side so you'll need to backtrack to Gate 4. You'll encounter a couple of Needlers along the way. There'll be another Lurker in the water section but it should prove to be too much of a treat. Elle will open Gate 4 for you. Duck through it and get ready to face another Needler down the tunnel a bit. Keep moving and climb into the small offshoot to grab the Shotgun Ammunition from the water pipe.
Go to the end of the main tunnel towards the Sluice Drain. Kill the Needler waiting for you then climb onto the ledge and then down the ladder. Follow the passage through to the Spillway. Use the pipe to take out the two Lurkers. Climb up the ladder at the opposite end of the Spillway. Kill the Needler that climbs out of the wall and then pick up the Pistol and Shotgun Ammunition.
Pull the lever to open the gate to the Drop and then proceed through. Drop down the tall ledge and you'll find a Save Marker in the room to the right. Follow the tunnels around to the Main Drain Chamber. Open the gate for Elle to climb under. She won't be able to open it for you and will go look for another way. Hang out in the chamber and wait for some Needlers to appear. Kill the three creatures and then ready yourself to face another Siam. Again, keep ducking and blocking its attacks until you have a clear shot at its back.
Once the Siam is dead the gate will open. Proceed down the tunnel and hop up into the small alcove to pick up another Photo. Continue down the main tunnel to find a trail. Follow to the ladder and climb to the surface.

Fitch's Office

You will come out of the sewers in front of Alex's house. You can't get into it anymore however. Make your way towards Main St. and you'll receive a call from a friend. You two will agree to go to Dr. Fitch's Office. Keep going down the street and you'll have to face quite a few Ferals and a few Schisms. Follow Main St. towards Fitch's Office to trigger a cutscene. After the scene, enter the doctor's office.
Inside, make your way behind the receptionist's desk and take the Health Drink from the counter. Follow the dark hallway to the back and enter the last door on the right. Pick up the Photo from the counter on the left. Examine the small blue box on the shelf and then ready your knife or a gun and step back out into the hallway. You will find that the hallway is now infested with Nurses. Take them all out and enter the door on the left.
Once you've disposed of them all, you'll find that a door has been opened in the hallway. Enter this examination room and take the Small Key and read the note. You should also grab the Serum from under the horizontal light in the back. Head back into the child's room and use the Small Key to open the blue box.

Hell's Descent


Find Joshua

After the scene, you'll wait up in the dark world and receive Scarlet's Doll. Make your way down the narrow passageway and drop down from the ledge. Approach Joshua only to watch him run away. Following Josh to the right will only you lead to a dead end. Instead, take the left corridor and head down the long set of stairs. Follow this path down and around until you find a another set of stairs to the right. Take these downwards and Jump Across the gap and be ready to tap the indicated button to pull yourself to safety.
After the jump, at the base of the stairs take a left and follow the stairs down. Watch the wall to your right and jump through the hole in the wall when you find it. Follow this corridor around and jump over the fan then drop into the stopped fan directly after it. You'll immediately be attack by some Swarm. Kill them and then grab the Pistol Ammunition from the desk. Follow this corridor around then drop off the ledge you come to.
Head down the long flight of stairs and then jump across the gap in the platform. Make you way up the stairs and then look for a staircase under your own platform to drop down to. Make your way up the staircase you dropped to and grab the Health Drink at the top. Now backtrack back down the stairs and follow the path around and down some more. Keep going down back what looks like a furnace and you'll see another glimpse of Joshua. Read a gun as a Smog waits for you around this next corner. Kill the creature then grab the Drawing from the right before proceeding to the left.
Be sure to pick up Joshua's Drawing from the ground.
Be sure to pick up Joshua's Drawing from the ground.
Follow the platform then jump to the next one at the end. Go left for a bit until you need to drop down. Enter the narrow passage way and then climb down the ladder on the left. Follow the corridor around and then drop down at the end. Jump Across the lava towards the biohazard sign. Step down then climb down the ladder. Find the lever along the wall and pull it to stop the fan. Climb through the fan and follow the stairs down and drop off the ledge. Climb through the next fan and pick up the Drawing you just saw Joshua working on. Head to the right and follow the narrow corridor along until you come to a room with three fans. Climb through the stopped one and then cut your way through the fleshy part of the wall.
Pull the lever in here then climb through the newly stopped fan and then drop into the floor one. Follow the corridors through to the larger with with two rows of fans. Before touching anything. Climb through the two fans on the left and grab the Serum. Now you need to focus on turning all the fans on the right off. Pull the levers in the following order; 4/5, 3/4, 2/3, 5/6, 4/5, and finally 3/4 again. This will shut down all the fans on the right letting you proceed to climb through them. Climb down the ladder to the left and follow the dark passage to the Save Marker. Climb down the ladder near the marker and then follow the platform around until you find a wall that melts away to reveal the exit. Walk down the dark hallway and open the door at the end.

Scarlet

After talking to Fitch you'll need to battle with Scarlet. A nightmarish doll with tall legs, long arms and a mouth full of teeth. This creepy creature will begin by lurching around on two legs. You need to hack away at the legs to shatter the outer shell of the shin and thigh portions. Stay on the defensive with the dodge button and use it to avoid Scarlet's attacks as best you can. Don't hesitate release the target lock button during this battle. This will enable you to run around easier and perform a rolling dodge. Hack away at the legs until she drops to her knees. Now go to work on chopping her arms, head, and torso. This will most likely take a couple knock down times to perform. Keep at her and she will eventually reconfigure her body and a second battle will take place.
Scarlet will now craw around on all fours. She's still just as agile though. Keep the target lock trigger pulled for the duration of this battle as she likes to crawl into shadows and on the ceiling. Keeping the camera locked on her will help you know where she is at all times. When she claws up to the ceiling, wait for the dodge button to appear onscreen then quickly tap it. Tapping it earlier will only result in you being pinned to the ground. When she drops from the ceiling and misses you, there will be a few moments for you to run up and perform a "finishing" move. Watch for the button to appear onscreen. Of course this doesn't kill her though. You'll need to get her like this three times. To make her climb the ceiling, dance around with her and hit her with you axe as you dodge her attacks.
Once you've perform three of these finishing moves on Scarlet, she will die and present you with a key. However, you'll be sucked into the pool of blood during a cutscene.

Town Hall


Investigate Town Hall

You will awake back in Fitch's office and find the Founder Key. Alex will remember seeing the same symbol from the key in the Town Hall. When you're ready, leave the doctor's office and make a run for the the Town Hall. There will be Ferals and Schisms in the streets. You can however avoid them by simply running straight to the hall. Inside, head through the door on the left. Get out the handgun and kill the Smog slowly walking down the hallway. Once its dead, Hack your way into the first door on the left. Push the bookshelf to the right and take the Drawing from the wall behind it.
Head back out into the hallway and follow it back around and enter the next door on the left. Use the Save Marker. Exit this room, the room near by is empty so proceed all the way around to the last door on the left. In here you'll find a Serum. Now leave this room and make your way into the large lobby area in the middle through either inner doors of this hallway. Walkup behind the counter and use the Founders Key in the keyhole.
The floor of the lobby will open up to reveal a staircase. Follow it down into the tunnel and pick up the First Aid Kit at the base of the stairs. Follow either tunnel further downwards from here, they both lead to the same spot. Ready your knife and sneak into the narrow passage only to tease some Nurses. Back out of the passage and wait for them to come through. Don't try and fight them in the tunnel as you will most likely hit the sides of the wall. Kill all three Nurses and then proceed into the next room.
On the right you'll find the Ceremonial Dagger. This will take the place of your other knife but will also act as a key and door handle. Equip the new dagger and use it to unlock the door opposite of the passageway you entered from. Follow this new narrow corridor through all its twists and turns until you reach a little room with a desk. Climb the ladder upwards and you'll pop out in one of the mausoleums.

Head Back Home

You'll find yourself inside one to the mausoleums of the Founders Garden. Grab the Drawing to the left of the ladder and then use the dagger to open the door. Step outside and defeat the Smog with a gun. Use the dagger to open the other mausoleum and pick up the Serum from within. Know that if you are a photo hunter, you'll need to backtrack to the bulletin board you found Elle at originally. There, you'll find a Photo on the ground.
Leave the Founders Garden towards the Founders Row. You'll be forced to take a slightly different path as you'll need to enter a tunnel. Kill the two Smogs and then run to the end of the tunnel and pick up the First Aid Kit and the Shotgun Ammunition.
Find the small hole to duck under then climb up into the Founders Row. Shoot the Smog that is waiting for you and proceed through the crypts. You'll come to a crypt that has be boarded up. Use the axe to Hack through the boards and pick up the Chrome Hammer Pistol. Use the Save Marker if you desire and then proceed to make your way back to Alex's house killing the two Ferals and one Smog that stand in your way.
Enter the backyard of the house then make your way into the kitchen. Hack through the wood, collect the First Aid Kit in the room, now go back and enter the basement. Find the plastic that covers up a doorway and Cut your way through it. Use the dagger to open "secret" room. Grab the Attic Key from the table and the BlueSteel Shotgun from the cabinet to the right. Now make your way all the way up to the top floor and use the key you just found to open the double doors by Josh's room. Head up to the attic through the door in here.
Explore the attic a bit. To the north side of the attic you'll find another Photo. Find the bookshelf opposite of the stairs and push it to the right to reveal a door. Enter this door to trigger a short scene. Inside this room you'll find a little puzzle which involves sliding pieces around. Solve the puzzle by matching the pieces to look like the family crest hanging on the wall above it. This will unlock a drawer. Take the Letter from my father and the Map of Silent Hill.
Make your way back down stairs to confront your mother in a cutscene.

The Attic


Escape the House

After the scene, you'll find yourself in a twisted version of your childhood home. You need to unlock the front door by collecting items and solving various puzzles throughout the house. Begin by heading through the double doors near front door into what was once the living room. Grab the Angry Mask from the dresser and use the Save Marker to the left. Make your way upstairs and take the Cleaver from the dresser outside your parent's room. Now enter their room. Jump from the suspended platform into the bathroom and take the Indifferent Mask. Turn around and pick up the Stuffed Rabbit from the bath tube.
Head to the back downstairs and to the back of the house into the kitchen. Kill the Swarm here then pick up the Frowning Mask and the Health Drink from the counter. Enter the room off the kitchen to find two corpses tied back to back. Examine them both. Now set the Indifferent Mask on the corpse facing the rest of the room and the Frowning Mask on the one facing the windows. This will unlock one corner of the front door.
Now, make you way back out to to the front door. Kill the Schism that attack you there. Pull the lever with the four lights on it. You'll notice the green light will move over one spot. You now closed the way to the kitchen but opened the way to the attic. Head up into the room right before the attic. Push the dresser on the track to reveal something on the ground. Pick up the Heart of Darkness Medal. Now make your way up into the attic. You'll find a Schism sleeping in the corner, be sure to kill it. At opposite side is a place to Squeeze Through take Shotgun Ammunition and Pistol Ammunition off the ground. Right by the top of the stairs, you'll find a place to Duck Under. Take the Vile Acts Medal from the clothing bust. You'll immedietally be attacked by another Schism. Kill it make your way back out and up to the top area of the attic (use the map). Squeeze Through the pipes then kill the Schism lying on the ground. Duck Under some other pipes then Hop Over the next set. Enter the puzzle room from earlier and take the Fallen Star Medal small box in the middle. Examine the indents in the case. Now go over to the jacket hanging on the bust and pin the medals on it in the same order the indents appeared in the case. From left to right, star, heart, arrow. This will unlock another corner of the front door. Head back to the front door now.
Pull the lever by the front door once again. Now head up into Josh's room. Cut your way into the closet and take the Butcher Knife and the Drawing from the small table. Look at the clock on the wall outside the closet. Set the hands to read 206, the game's magic numbers. This will open the windows. Walk up to the glowing window and set the stuffed animal you found earlier in there. This will open the third corner of the front door.
Head back downstairs and pull the lever once again to open the basement. Make your way into and to the back of the basement. Kill the Lurker and the Duck Under the broken pipes in the back. Squeeze Through another set of pipes then Cut your way into the "secret" room once again. Take the Bogeyman Knife from the body of the Schism then investigate the dad's butcher table. Place the Bogeyman Knife into the head of the Schism, the Cleaver in the cleaver vertical cleaver spot and the Butcher Knife in the top holders. This will unlock the four and final corner.
Make your way back upstairs and open the front door.

Dark Times


A Way into the Prison

After the lengthy cutscene, you'll wash up on the shore of Silent Hill. Make your way up the wooden staircase. Jump Across the gaps and climb through the hole in the wall at the top of the cliff. You will now find yourself in the streets of Silent Hill. Head south a bit to trigger a short scene to learn Wheeler and Elle are inside the prison. Enter the Dargento Cemetery through the hole in the wall to the right. Follow the narrow passage around and kill the Smog in the open area. Examine the statue and make note of it. You need to find two stones to go into the front and back side of the statue. Leave it be for now and head back out to the street the same way you came in.
Head down the street to the Bait Shop. Around to the back left you'll find a Save Marker, some Pistol Ammunition and a Drawing hanging on the wall. Head back out to the street and follow it to the broken section of road. Know that enemies will respawn here continually so don't try and kill them all, they'll just keep coming. Cross the broken road with the bridge and then head into the cemetery through the broken wall. Make your way through the Sun Garden and use the map to find the door to the top of the map just left of this "garden". The doorway is bricked up so you'll need to use the axe to pull down the bricks. In this blocked area, you'll find the Garnet stone which is needed for the statue in the other section of the cemetery. But you need one more stone so don't worry about it just yet.
Return to Segan St and approach the Overlook Penitentiary to trigger another short scene. Continue to follow Segan St and you'll come to a barricade. Use the door to pass through the barrier to enter the town area of Silent Hill. Make your way down Simmons St to the back gate of the prison, it's marked on your map. You'll discover that the gate is electrified and will need to turn off its power.

Disable the Electric Gate

Make your way further down Simmons St and enter the Boiler Room at the end of the street. Head down the stairs and make your way to the opposite set of stairs, you'll encounter a Lurker down here. There nothing to find in this building so just head up the other set of stairs and head out into the alley off Koontz St. Head back out onto Koontz St and go west to find some Rifle Ammunition on a windowsill. Now head west and end the middle gate of the hospital to pick up the Serum sitting on the bench.
Now, head up Wilson St and ignore the Toluca Lake Water and Power building and go straight into the Toluca Lake Offices. Grab the Pistol Ammunition from the counter. Head up to the Lower Landing the left down the hallway. In the room at the end, pick up the Health Drink from the counter and the Turquoise stone from the sink. Now Jump Across the gap and hole in the building to the opposite room. Use the Save Marker and then Hack through the boarded up door. Go right into the broken bathroom and pick up the Toluca Lake Water and Power Key from the sink. Head back across the hole and back to the Lower Landing.
Use the key you just found to open the door to the far right. Head through the two doors to enter the power plant. Here you'll face your first pair of Order Members. These are humans and can move and attack much like Alex. Stay on the defensive and dodge and counter. These guys like to do the same to you so be wary and only counter attack them. Kill the two Order Members and then have a look around. Make note of the valve with the "A" on the first floor then climb up to the second via either two ladders.
There is two boxes of Rifle Ammunition on a shelf up here along with a "B" valve and a "C" valve and First Aid Kit at the other corner of the second floor. These three valves need to be turned off in the proper order, that order being B, A, C. Now you can pull the lever to the power in the middle of the balcony. Two more Order Members will rush in from the first floor. One of them is carrying a rifle. It's best to retreat into the corner by the "B" valve as to not expose yourself to being shot by the rifleman down below. This is a good time to use the shotgun. Hide the corner and wait for the pipe wielding member to climb the ladder and charge you. Shoot him at close range and he'll go down in one shot. Now creep to the ladder, hopefully the rifleman is climbing it by now. Wait for him to step off the ladder to blow him away.
It's now time to run all the way back to the prison gate. Make your way back out to the now darker streets and simply sprint back to the Boiler Room. Try to use the wide streets to your advantage to avoid any enemy encounters and just worry about getting to that door. Pass through the basement again and take out another Lurker waiting for you. Head back up to the street and run up Simmons St towards the gate. As you approach the gate, a Siam will break it down and attack you. Use the axe or a firearm to bring the beast down.
Instead of running inside the prison, if you have collected the two mentioned stones, make your way back to the cemetery in the early section of Silent Hill. Head back to the statue that you found earlier. Insert the Garnet gem into the hole labeled "I" and then insert the Turquoise gem into the hole labeled "XII". Doing this will get you the Moon Garden Key. Use your map to proceed to the Moon Garden. Kill the Smog here then grab the M14 Assault Rifle. Now make your way all the way back to the prison gate.
Just inside the prison gate you'll find a parked truck. Examine the back of it to pick up the Pulaski Axe. You'll also find a Health Drink on top of a dumpster near the front doors. The front doors of the prison are locked so proceed around the left and enter the side door.

Prison


Find Wheeler

Just inside the prison you'll find a Save Marker next to the door. Use it then continue through the door on the opposite side of the room. Follow this hallway around to find a barred gate. Enter the door to the right and pull the lever to open the gate. Now go through this gate and then Hack through the doorway and take the First Aid Kit from the back of the narrow room.
Head back out and follow the hallway around, break through the glass window and hop through it. Go through the door to the right and enter the large room with the staircase. On the right again enter double doors and collect Health Drink from the shelves, go back take the Prison Map off the wall by the base of the stairs then enter the closet nearby to grab the Health Drink. Now head up the stairs and follow the platform around and jump across the gap. Enter the control room to the left to open the gate just outside.
Now ready the rifle and turn off your flashlight. Creep through the gate you just opened with the rifle poised. You will soon be able to make out two Order Members hanging out in the upcoming cellblock. Try to pick one off with the rifle and then either switch to the shotgun or a melee weapon to kill the second one when he rushes you. Pull the lever on the right hand wall to open the gate to the staircase. Take the stairs down then enter the small room opposite of cell B2 to pick up some Rifle Ammunition.
Through the double doors and follow the path around to Cell Wing B. Here you'll need to defeat two more Order Members. Once you do, pull the lever on the wall to free Wheeler and trigger a short scene. You will be attacked by another Siam. Luckily Wheeler has ammo to spare so don't waste yours on the beast. Attack the beast if you must, but Wheeler can and will take it down.
Follow Wheeler through the gate and up the stairs. Be sure to go into the Upper Guard Room and take the Drawing from the wall. Jump Across the gap and go through the hole in the wall. Pull the lever for Wheeler and then follow him back to the control room you were in earlier.

Find Elle

Wheeler will now hang in the control room and open gates for you. Jump back across the platform and he'll open the gate to Cell Block A for you. Grab the Health Drink in cell A6 and then head through the double doors at the end of the cell block. he can't open this gate so step back inside and he'll open the gate to the stairwell. Head down the stairs and a Needler will crawl out of the last cell on the left. Kill the creature then go through the gate Wheeler opens and into the shower room.
Make your way through the showers and kill the two Needlers that appear. You'll find a bricked up hole in the wall leading to the Boiler Room. Use the axe to Breach this hole and then proceed through. Leave this room and head up the stairs to use the Save Marker at the very top. Go through the double doors then follow the hallway around and test the next set of doors. Wheeler will tell you to go back. Head back down the stairs and you'll find a gate he'll open under to the staircase.
Proceed down through the doors then around the hallway and through the double doors next to the rubble. You'll now find yourself in Cell Block A. Duck into the cell on the left and then squeeze into the neighboring one. Take the Loose Wire from the headlight of the cart. Now head up stairs and grab the Health Drink from the shelf at the top. Jump across the gap and grab the Radio Wire from cell A20. Exit the cell block through the double doors on the second floor and then enter the room in the corner to take the Scrap of Wire from the table. Head back into Cell Block A and enter the Upper Guard Room here. Insert all three wires into the panel and then you'll need to wire them correctly. Use the top row as your starting slots and work your way from left to right.; wire 1 to top goes to slot 2 on the bottom, wire 2 goes to 3, wire 3 goes to 5, wire 4 goes to 4, and wire 5 goes to 1. This will activate the power here. Pull the lever in this room to open a cell door across a gap. Jump into this cell from the broken second floor platform and pick up the Serum.
Drop down to the first floor and pull the left lever here. Enter cell A12 and read the note on the back of the wall. It gives you a number. Take this number and enter it in the keypad just outside the double doors, 110391. Go through the door and follow the corridor around to find Alex's mother. Here you'll need to make your first ending changing decision. The choice is yours. See the Unlockables section for details. Once the scene is over, the prison has become a twisted version of itself. Follow the corridor back the way you came and use the Save Marker through the door.
Enter the double doors to the right of the save point to find an open room where a large pillar will rise. Three of the sides contain dials with symbols on them and each has a riddle on the wall they face. One side has a hole that you can reach into but don't until you have solved the three riddles. Turn the dial to the left of the hole to the horse symbol. Turn the back dial to the coffin symbol. Turn the last dial, the one to the right of the hole when facing it to the blank spot. Now reach inside the hole to raise the pillar so you can drop into the hole it reveals.
Dropping into the pit will trigger another scene which will rejoin you with Wheeler. After the scene, use the Save Marker. Find the hole in the wall and Squeeze Through it to find a small room. Go through the door in here and head up the stairs and follow the corridor around and down into a room where you'll be attacked by a pair of Needlers, you can stay away and let Wheeler handle them . Follow the next corridor to a crazy valve door, but don't go in there yet. There is a door on the left with the First Aid Kit , Health Drink and the Save Marker when you're done proceed through crazy valve door.

Asphyxia

This boss is not as tough as the previous ones. It's attacks are far more predictable and consistent. Stay locked on the beast and keep moving away from it as it approaches you. It'll wiggle its upper body and then swing its torso at you. It'll perform a combo three strikes, two swings and small charging uppercut. Be sure stay on the defensive and dodge all three attacks. You should be able to hit it once or twice right after this. Watch the tail as it'll stand in the air and shake before it does a spinning attack. Dodge this then repeat. Eventually the beast will shake all over, straighten up then go limp and attempt to grab you. Roll to the right or left. The beast for be stunned for a moment if it misses you. Begin to hack away at the tail and then repeat this process. After enough hits, you'll really stun the creature and a onscreen button will appear and you'll be able to kill the creature once and for all.

Church


Pursue Josh

After you defeat the multi-armed creature, hop through the broken window and go through the two sets of double doors. Outside you'll approach Josh once again only to have him run off. Kill the Smog by and then search this outside area. You should find two cases of Pistol Ammunition by the doors you entered from. You will then find a valve to rotate to open a gate. Just through this gate to the right is a Health Drink. Kill the other Smog in this area then grab the Rifle Ammunition to the right of the stairs. Now head up the stairs and enter the church.

Search the Church

Inside, run straight ahead and examine the giant organ. Use the dagger to unlock a pair of gates to either side of this main room and a puzzle. The organ face has slots for five plates so its up to you to find them. You'll find some Shotgun Ammunition to the right of the massive organ. Keep an ear out for an approaching Schism. Head to the front doors, face the organ then go to the left. Duck Under the debris and go through the now open gate.
You'll hear the static of a creature, but will not be attacked due to the fact that the Swarm in this room are trapped in a cage. Grab the Photo in the bowl on the right and then rotate the valve to open this cage. Kill the Swam and then pick up the Chalice Plate from the baptismal front of water. From here, go up the stairs to the right of the mirror. Use the Save Marker if you so desire and then approach the open confessional booth and talk to the person inside. This is the second choice you will have to make that will effect the ending of the game. See the Unlockables section for details.
Once you have made you're choice, pick up the Kneeling Man Plate for the booth next door. Proceed to the right of the booths and pick up the Unlit Candle resting on the small table in the tall hallway. Turn around and pick up the Health Drink and then head back down to the front entrance of the church.
Now head through the passage to the right of the entrance. Place the candle you just picked up on the gold dish and you will receive the Candle Plate. There is some Pistol Ammunition to the left of the statue. Grab it then make your way up the stairs in this room. At the top of the stairs you will find another Health Drink on a table. You should then notice three painting on the wall. Cut into the one of the man on the far right to acquire the Tree Plate. Cutting the other paintings will only result in you being attacked by monsters and should just be avoided. You will already need to face another Schism. Take it down and then step out into the back hallway. Pick up the Rifle Ammunition to the right and then head to the left. Grab the First Aid Kit on the deck and then examine the stained glass window. Take the Sword Plate from the window.
You'll now have to face off against two Siams. Using the shotgun here is advised. Put some distance between you and them and unload into them. When they are dead, approach the organ and look at the five prong like sides. You need to put each plate on the proper one. Kneeling Man to Penitence, Sword to Vengence, Tree to Desire, Candle to Sorrow and Chalice to Sacrifice.
No matter what you chose to say in the confessional booth, you will find Alex's dad strung up. Approach him to trigger a scene. You will receive the Shepherd Family Ring at the end of the scene.To The Left Of Your Spilt Up Dad. You Will Find A "Drawing".

Drawing

" Then Grab the Health Drink before following the stairs. At the bottom of the very long set of stairs, go left and put on the mining equipment. Now make your way down the corridor through the steam and push the elevator button at the end to trigger another scene.

Underground


Find Elle

After an informative cutscene, you'll need to tap the indicated buttons on screen in order to free yourself and deal with your captor. You have been stripped of your weapons. Take the Lair Map, Health Drink, Ceremonial Dagger and First Aid Kit from the counter tops. Use the Save Marker and then leave this room. Head down the hallway and to room 212. You'll need to fight another Order Member in here. If you quickly dodge, fast attack and repeat with the dagger, he should prove to be little danger.
Break the glass window of this room and quickly hop through and deal with the second Order Member. Take the Mk 23 Handgun from the desk and then the Sector 3 Key from the wall. Grab the Shotgun Ammunition from the safe then use the door to reach the barred off portion of the hallway. Pick up the Drawing from behind the empty bin then go back through the previous rooms and back out into the hallway.
Make your way to Sector 3 on the map. You'll need to fight your way through a pair of Order Members along the way. Use the key you just picked up to unlock the door. Kill the Order Member that charges at you. Pry open the door to the bottom right of Sector 3. Kill the two Order Members then run down the corridor to trigger a scene with Elle and Curtis outside of room 320. Climb over the bars to the lift. Push the fridge to the left then pry open the room. Shooting Curtis is always an option but you can use the dagger and simply spam the fast attack combo and never get hit.

Find Joshua

After freeing Elle, be sure to go back into room 320 and pick up the First Aid Kit and the Health Drink' and then grab the Room 301 Key from the wall of 321. Head back to Sector 3. You'll need to take out two Order Members while keeping Elle from harms way. One has a rifle so it might be best to simply stand in the doorway and fight them off. Go to room 301 and grab the sack in the back containing all your weapons. In the way back of this room you'll find another Serum. You'll also find another Health Drink and two more boxes of Pistol Ammunition. Break the glass window and grab the First Aid Kit from the fridge. Make you way back out and down the hallway to Sector 1. Use the valve to one the gate for Elle then duck under it yourself.
Bust into the first room on the left(113) and pick up the Police Marksman Rifle and the Shotgun Ammunition. Now break the glass to find Wheeler. Know that the decision you make here will only effect the out come of two possible endings. See the Unlockables section for details.
Make your choice then leave this room make your way to the room at end of the hallway. Use the Save Marker here then proceed into the circular room. The puzzle in here can be some what daunting. Begin by finding the four pillars to use the Ceremonial Dagger on to unlock the text behind the cryptic symbol on the windows. Each window represents a family and there's a symbol at the top of each window. Note also the symbols on the pillars used to unlock the windows. You will also notice that Dr Fitch left some stuff on the ground. This should be your starting point. Go to the controls of the floor, you can spin the inner circle and the outer circle. You should notice that the outer circle pertains to the symbols at the top of each families' window and that the inner circle has the symbols from the pillars. One important thing here is that the pillar symbol from the Shepherd family is not on the floor which means you will not need to worry about it. Just focus on the other three families for now. Spin the inner circle twice to put the stick figure man (Fitch), in the lower right tile. You will notice that the other two tiles now hold symbols for the other two family pillars. Now simply spin the outer circle 7 times to line up the window symbols with the pillar symbols of the three families. Now go to the large door and set the dial to match the Shepherd family symbols.
Enter the final chamber and examine all the tombs. Looking at the Shepherd one will trigger a cutscene.

Amnion

Your final battle is against a giant spider-like beast. It has long mechanical legs and a human-like body in the middle. However, you haven't been going gun crazy and have saved some bullets for this battle. Run from the creature and put some distance between you and it. Now aim at its center body and unload on it with everything you have. If you have enough bullets, you may be able to put the beast down. You will however need approach the creature to finish him off in the end.
Melee fighters will need to be quick on the dodge button. Amnion may be big, but it is in no way slow at attacking and likes to string a few attacks together. Avoid its arms and the vomit it spits up then rush the body and begin to hack away at it. Just keep dodging and attacking, dodging and attacking.
The beast takes on a second stance for the last half of the battle. It'll stand more upright and use two of it's legs as arms. Don't hang out underneath it or if you do, watch for the beast to straighten up then quickly dodge out of the way as it swings its arms at you. What you want to do is hang out in front of it and wait for it to slam its arms into the ground and get stuck. When this happens, rush the body and go to town on it. Be sure to get out of there once it frees its arms again. Repeat this until the monster is stunned and goes limp. Charge the beast and deliver the final blow.
This will conclude the game and you will be present with one of five endings depending on the choices you made earlier.

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